/* * Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace AZ { namespace SceneAPI { namespace FbxSceneBuilder { const char* AssImpTransformImporter::s_transformNodeName = "transform"; AssImpTransformImporter::AssImpTransformImporter() { BindToCall(&AssImpTransformImporter::ImportTransform); } void AssImpTransformImporter::Reflect(ReflectContext* context) { SerializeContext* serializeContext = azrtti_cast(context); if (serializeContext) { serializeContext->Class()->Version(1); } } void GetAllBones(const aiScene* scene, AZStd::unordered_multimap& boneLookup) { AZStd::queue queue; AZStd::unordered_set nodesWithNoMesh; queue.push(scene->mRootNode); while (!queue.empty()) { const aiNode* currentNode = queue.front(); queue.pop(); if (currentNode->mNumMeshes == 0) { nodesWithNoMesh.emplace(currentNode->mName.C_Str()); } for (int childIndex = 0; childIndex < currentNode->mNumChildren; ++childIndex) { queue.push(currentNode->mChildren[childIndex]); } } for (unsigned meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex) { const aiMesh* mesh = scene->mMeshes[meshIndex]; for (unsigned boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex) { const aiBone* bone = mesh->mBones[boneIndex]; if (nodesWithNoMesh.contains(bone->mName.C_Str())) { boneLookup.emplace(bone->mName.C_Str(), bone); } } } } Events::ProcessingResult AssImpTransformImporter::ImportTransform(AssImpSceneNodeAppendedContext& context) { AZ_TraceContext("Importer", "transform"); const aiNode* currentNode = context.m_sourceNode.GetAssImpNode(); const aiScene* scene = context.m_sourceScene.GetAssImpScene(); if (currentNode == scene->mRootNode || IsPivotNode(currentNode->mName)) { return Events::ProcessingResult::Ignored; } AZStd::unordered_multimap boneLookup; GetAllBones(scene, boneLookup); auto boneIterator = boneLookup.find(currentNode->mName.C_Str()); const bool isBone = boneIterator != boneLookup.end(); DataTypes::MatrixType localTransform; if (isBone) { AZStd::vector offsets, inverseOffsets; auto iteratingNode = currentNode; while (iteratingNode && boneLookup.count(iteratingNode->mName.C_Str())) { AZStd::string name = iteratingNode->mName.C_Str(); auto range = boneLookup.equal_range(name); if (range.first != range.second) { // There can be multiple offsetMatrices for a given bone, we're only interested in grabbing the first one auto boneFirstOffsetMatrix = range.first->second->mOffsetMatrix; auto azMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(boneFirstOffsetMatrix); offsets.push_back(azMat); inverseOffsets.push_back(azMat.GetInverseFull()); } iteratingNode = iteratingNode->mParent; } if (inverseOffsets.size() == 1) { // If this is the root bone, just use the inverseOffset, otherwise the equation below just results in the identity matrix localTransform = inverseOffsets[0]; } else { localTransform = offsets.at(1) // parent bone offset * inverseOffsets.at(inverseOffsets.size() - 1) // Inverse of root bone offset * offsets.at(offsets.size() - 1) // Root bone offset * inverseOffsets.at(0); // Inverse of current node offset } } else { localTransform = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(GetConcatenatedLocalTransform(currentNode)); } // Don't bother adding a node with the identity matrix if (localTransform == DataTypes::MatrixType::Identity()) { return Events::ProcessingResult::Ignored; } context.m_sourceSceneSystem.SwapTransformForUpAxis(localTransform); context.m_sourceSceneSystem.ConvertUnit(localTransform); AZStd::shared_ptr transformData = AZStd::make_shared(localTransform); AZ_Error(SceneAPI::Utilities::ErrorWindow, transformData, "Failed to allocate transform data."); if (!transformData) { return Events::ProcessingResult::Failure; } // If it is non-endpoint data populated node, add a transform attribute if (context.m_scene.GetGraph().HasNodeContent(context.m_currentGraphPosition)) { if (!context.m_scene.GetGraph().IsNodeEndPoint(context.m_currentGraphPosition)) { AZStd::string nodeName = s_transformNodeName; RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition); AZ_TraceContext("Transform node name", nodeName); Containers::SceneGraph::NodeIndex newIndex = context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, nodeName.c_str()); AZ_Error(SceneAPI::Utilities::ErrorWindow, newIndex.IsValid(), "Failed to create SceneGraph node for attribute."); if (!newIndex.IsValid()) { return Events::ProcessingResult::Failure; } Events::ProcessingResult transformAttributeResult; AssImpSceneAttributeDataPopulatedContext dataPopulated(context, transformData, newIndex, nodeName); transformAttributeResult = Events::Process(dataPopulated); if (transformAttributeResult != Events::ProcessingResult::Failure) { transformAttributeResult = AddAttributeDataNodeWithContexts(dataPopulated); } return transformAttributeResult; } } else { bool addedData = context.m_scene.GetGraph().SetContent(context.m_currentGraphPosition, transformData); AZ_Error(SceneAPI::Utilities::ErrorWindow, addedData, "Failed to add node data"); return addedData ? Events::ProcessingResult::Success : Events::ProcessingResult::Failure; } return Events::ProcessingResult::Ignored; } } // namespace FbxSceneBuilder } // namespace SceneAPI } // namespace AZ