Helios - LYN-3250 - Fixed morph targets for meshes that had multiple … (#696)

* Helios - LYN-3250 - Fixed morph targets for meshes that had multiple materials (#374)

Fixed morph targets for meshes that had multiple materials and were split by AssImp: Recombined them into one mesh in the O3DE scene graph, so the behavior would match FBX SDK.
This commit is contained in:
AMZN-stankowi
2021-05-19 13:02:31 -07:00
committed by GitHub
parent 25e811ff6c
commit f779821ac0
25 changed files with 457 additions and 281 deletions
@@ -74,37 +74,51 @@ namespace AZ
{
return meshDataResult.GetError();
}
const SceneData::GraphData::MeshData* const parentMeshData(meshDataResult.GetValue());
int parentMeshIndex = parentMeshData->GetSdkMeshIndex();
Events::ProcessingResultCombiner combinedBlendShapeResult;
// 1. Loop through meshes & anims
// Create storage: Anim to meshes
// 2. Loop through anims & meshes
// Create an anim mesh for each anim, with meshes re-combined.
// AssImp separates meshes that have multiple materials.
// This code re-combines them to match previous FBX SDK behavior,
// so they can be separated by engine code instead.
AZStd::map<AZStd::string_view, AZStd::vector<AZStd::pair<int, int>>> animToMeshToAnimMeshIndices;
for (int nodeMeshIdx = 0; nodeMeshIdx < numMesh; nodeMeshIdx++)
{
int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[nodeMeshIdx];
const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
// Each mesh gets its own node in the scene graph, so only generate
// morph targets for the current mesh.
if (parentMeshIndex != nodeMeshIdx || !aiMesh->mNumAnimMeshes)
{
continue;
}
for (int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
{
AZStd::shared_ptr<SceneData::GraphData::BlendShapeData> blendShapeData =
AZStd::make_shared<SceneData::GraphData::BlendShapeData>();
aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[animIdx];
AZStd::string nodeName(aiAnimMesh->mName.C_Str());
size_t dotIndex = nodeName.rfind('.');
if (dotIndex != AZStd::string::npos)
{
nodeName.erase(0, dotIndex + 1);
}
RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
AZ_TraceContext("Blend shape name", nodeName);
animToMeshToAnimMeshIndices[aiAnimMesh->mName.C_Str()].emplace_back(nodeMeshIdx, animIdx);
}
}
for (const auto& animToMeshIndex : animToMeshToAnimMeshIndices)
{
AZStd::shared_ptr<SceneData::GraphData::BlendShapeData> blendShapeData =
AZStd::make_shared<SceneData::GraphData::BlendShapeData>();
// Some DCC tools, like Maya, include a full path separated by '.' in the node names.
// For example, "cone_skin_blendShapeNode.cone_squash"
// Downstream processing doesn't want anything but the last part of that node name,
// so find the last '.' and remove anything before it.
AZStd::string nodeName(animToMeshIndex.first);
size_t dotIndex = nodeName.rfind('.');
if (dotIndex != AZStd::string::npos)
{
nodeName.erase(0, dotIndex + 1);
}
int vertexOffset = 0;
RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
AZ_TraceContext("Blend shape name", nodeName);
for (const auto& meshIndex : animToMeshIndex.second)
{
int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[meshIndex.first];
const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
const aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[meshIndex.second];
AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumUVSets> uvSetUsedFlags;
for (AZ::u8 uvSetIndex = 0; uvSetIndex < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIndex)
@@ -128,7 +142,7 @@ namespace AZ
context.m_sourceSceneSystem.ConvertUnit(vertex);
blendShapeData->AddPosition(vertex);
blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx, vertIdx);
blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx + vertexOffset, vertIdx + vertexOffset);
// Add normals
if (aiAnimMesh->HasNormals())
@@ -191,33 +205,36 @@ namespace AZ
}
for (int idx = 0; idx < face.mNumIndices; ++idx)
{
blendFace.vertexIndex[idx] = face.mIndices[idx];
blendFace.vertexIndex[idx] = face.mIndices[idx] + vertexOffset;
}
blendShapeData->AddFace(blendFace);
}
vertexOffset += aiMesh->mNumVertices;
// Report problem if no vertex or face converted to MeshData
if (blendShapeData->GetVertexCount() <= 0 || blendShapeData->GetFaceCount() <= 0)
{
AZ_Error(Utilities::ErrorWindow, false, "Missing geometry data in blendshape node %s.", nodeName.c_str());
return Events::ProcessingResult::Failure;
}
Containers::SceneGraph::NodeIndex newIndex =
context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, nodeName.c_str());
Events::ProcessingResult blendShapeResult;
AssImpSceneAttributeDataPopulatedContext dataPopulated(context, blendShapeData, newIndex, nodeName);
blendShapeResult = Events::Process(dataPopulated);
if (blendShapeResult != Events::ProcessingResult::Failure)
{
blendShapeResult = AddAttributeDataNodeWithContexts(dataPopulated);
}
combinedBlendShapeResult += blendShapeResult;
}
// Report problem if no vertex or face converted to MeshData
if (blendShapeData->GetVertexCount() <= 0 || blendShapeData->GetFaceCount() <= 0)
{
AZ_Error(Utilities::ErrorWindow, false, "Missing geometry data in blendshape node %s.", nodeName.c_str());
return Events::ProcessingResult::Failure;
}
Containers::SceneGraph::NodeIndex newIndex =
context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, nodeName.c_str());
Events::ProcessingResult blendShapeResult;
AssImpSceneAttributeDataPopulatedContext dataPopulated(context, blendShapeData, newIndex, nodeName);
blendShapeResult = Events::Process(dataPopulated);
if (blendShapeResult != Events::ProcessingResult::Failure)
{
blendShapeResult = AddAttributeDataNodeWithContexts(dataPopulated);
}
combinedBlendShapeResult += blendShapeResult;
}
return combinedBlendShapeResult.GetResult();