/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #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_map& boneLookup) { 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]; boneLookup[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_map boneLookup; GetAllBones(scene, boneLookup); auto boneIterator = boneLookup.find(currentNode->mName.C_Str()); const bool isBone = boneIterator != boneLookup.end(); aiMatrix4x4 combinedTransform; if (isBone) { auto parentNode = currentNode->mParent; aiMatrix4x4 offsetMatrix = boneIterator->second->mOffsetMatrix; aiMatrix4x4 parentOffset {}; auto parentBoneIterator = boneLookup.find(parentNode->mName.C_Str()); if (parentNode && parentBoneIterator != boneLookup.end()) { const auto& parentBone = parentBoneIterator->second; parentOffset = parentBone->mOffsetMatrix; } auto inverseOffset = offsetMatrix; inverseOffset.Inverse(); combinedTransform = parentOffset * inverseOffset; } else { combinedTransform = GetConcatenatedLocalTransform(currentNode); } DataTypes::MatrixType localTransform = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(combinedTransform); 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