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o3de/Code/Tools/SceneAPI/SceneBuilder/Importers/AssImpBlendShapeImporter.cpp

303 lines
17 KiB
C++

/*
* 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 <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/containers/bitset.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzCore/std/string/conversions.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/SceneBuilder/Importers/AssImpBlendShapeImporter.h>
#include <SceneAPI/SceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h>
#include <SceneAPI/SceneBuilder/Importers/Utilities/RenamedNodesMap.h>
#include <SceneAPI/SceneBuilder/Importers/ImporterUtilities.h>
#include <SceneAPI/SceneBuilder/SceneSystem.h>
#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
#include <SceneAPI/SDKWrapper/AssImpTypeConverter.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
#include <SceneAPI/SceneData/GraphData/SkinMeshData.h>
#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
#include <assimp/scene.h>
namespace AZ
{
namespace SceneAPI
{
namespace SceneBuilder
{
AssImpBlendShapeImporter::AssImpBlendShapeImporter()
{
BindToCall(&AssImpBlendShapeImporter::ImportBlendShapes);
}
void AssImpBlendShapeImporter::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
// Revision 3: Fixed an issue where jack.fbx was failing to process
// Revision 4: Handle duplicate blend shape animations
serializeContext->Class<AssImpBlendShapeImporter, SceneCore::LoadingComponent>()->Version(4);
}
}
Events::ProcessingResult AssImpBlendShapeImporter::ImportBlendShapes(AssImpSceneNodeAppendedContext& context)
{
AZ_TraceContext("Importer", "Blend Shapes");
int numMesh = context.m_sourceNode.GetAssImpNode()->mNumMeshes;
bool animMeshExists = false;
for (int idx = 0; idx < numMesh; idx++)
{
int meshId = context.m_sourceNode.GetAssImpNode()->mMeshes[idx];
aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[meshId];
if (aiMesh->mNumAnimMeshes)
{
animMeshExists = true;
break;
}
}
if (!animMeshExists)
{
return Events::ProcessingResult::Ignored;
}
GetMeshDataFromParentResult meshDataResult(GetMeshDataFromParent(context));
if (!meshDataResult.IsSuccess())
{
return meshDataResult.GetError();
}
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.
// Can't de-dupe nodes in the first loop because we can't generate names until we create nodes later.
// Because meshes are split on material at this point and need to be recombined, we can be in a position where
// There is a legit duped anim mesh that needs to be combined based on the outer non-anim mesh,
// or this is a duplicately named anim mesh that needs to be de-duped. There is also the case where both are true,
// it's a duplicate name and the non-anim mesh has to be deduped.
// Helper struct to track an anim mesh and its associated mesh.
struct AnimMeshAndSceneMeshIndex
{
AnimMeshAndSceneMeshIndex(const aiAnimMesh* aiAnimMesh, const aiMesh* aiMesh)
: m_aiAnimMesh(aiAnimMesh)
, m_aiMesh(aiMesh)
{
}
const aiAnimMesh* m_aiAnimMesh = nullptr;
const aiMesh* m_aiMesh = nullptr;
};
// Helper struct to track all anim meshes at an index for all scene meshes.
struct AnimMeshAndSceneMeshes
{
AZStd::vector<AnimMeshAndSceneMeshIndex> m_animMeshAndSceneMeshIndex;
};
// Map the animation index to the list of anim meshes at that index, and the mesh associated with those anim meshes.
AZStd::map<int, AnimMeshAndSceneMeshes> animMeshIndexToSceneMeshes;
for (int nodeMeshIdx = 0; nodeMeshIdx < numMesh; nodeMeshIdx++)
{
int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[nodeMeshIdx];
const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
for (unsigned int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
{
aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[animIdx];
// This code executes if:
// A mesh in the FBX file had multiple materials and blend shapes.
// This means that AssImp splits that mesh to one material per mesh.
// AssImp creates a set of anim meshes for each mesh based on that split.
// This verifies that those anim mesh arrays are in the same order across all split meshes, if it fails
// it means this logic needs to be updated, but it also catches that here earlier in an obvious way,
// instead of failing later in a harder to track way.
if (animMeshIndexToSceneMeshes.contains(animIdx))
{
const AnimMeshAndSceneMeshIndex& firstExistingAnim(
animMeshIndexToSceneMeshes[animIdx].m_animMeshAndSceneMeshIndex[0]);
if (strcmp(
firstExistingAnim.m_aiAnimMesh->mName.C_Str(),
aiAnimMesh->mName.C_Str()) != 0)
{
AZ_Error(
Utilities::ErrorWindow, false,
"Meshes %s and %s on node %s have mismatched animations %s and %s at index %d. This can be resolved by "
"either manually separating meshes by material in the source scene file, or by updating this logic to "
"handle out of order animation indices.",
firstExistingAnim.m_aiMesh->mName.C_Str(),
aiMesh->mName.C_Str(),
context.m_sourceNode.GetName(),
firstExistingAnim.m_aiAnimMesh->mName.C_Str(),
aiAnimMesh->mName.C_Str(), animIdx);
return Events::ProcessingResult::Failure;
}
}
animMeshIndexToSceneMeshes[animIdx].m_animMeshAndSceneMeshIndex.emplace_back(
AnimMeshAndSceneMeshIndex(aiAnimMesh, aiMesh));
}
}
for (const auto& animMeshToSceneMeshes : animMeshIndexToSceneMeshes)
{
AZStd::shared_ptr<SceneData::GraphData::BlendShapeData> blendShapeData =
AZStd::make_shared<SceneData::GraphData::BlendShapeData>();
if (animMeshToSceneMeshes.second.m_animMeshAndSceneMeshIndex.size() == 0)
{
AZ_Error(Utilities::ErrorWindow, false, "Blend shape animations were expected but missing on node %s.",
context.m_sourceNode.GetName());
return Events::ProcessingResult::Failure;
}
// 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(animMeshToSceneMeshes.second.m_animMeshAndSceneMeshIndex[0].m_aiAnimMesh->mName.C_Str());
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");
for (const auto& animMeshAndSceneIndex : animMeshToSceneMeshes.second.m_animMeshAndSceneMeshIndex)
{
const aiAnimMesh* aiAnimMesh = animMeshAndSceneIndex.m_aiAnimMesh;
const aiMesh* aiMesh = animMeshAndSceneIndex.m_aiMesh;
AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumUVSets> uvSetUsedFlags;
for (AZ::u8 uvSetIndex = 0; uvSetIndex < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIndex)
{
uvSetUsedFlags.set(uvSetIndex, aiAnimMesh->HasTextureCoords(uvSetIndex));
}
AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumColorSets> colorSetUsedFlags;
for (AZ::u8 colorSetIndex = 0; colorSetIndex < SceneData::GraphData::BlendShapeData::MaxNumColorSets;
++colorSetIndex)
{
colorSetUsedFlags.set(colorSetIndex, aiAnimMesh->HasVertexColors(colorSetIndex));
}
blendShapeData->ReserveData(
aiAnimMesh->mNumVertices, aiAnimMesh->HasTangentsAndBitangents(), uvSetUsedFlags, colorSetUsedFlags);
for (unsigned int vertIdx = 0; vertIdx < aiAnimMesh->mNumVertices; ++vertIdx)
{
AZ::Vector3 vertex(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mVertices[vertIdx]));
context.m_sourceSceneSystem.SwapVec3ForUpAxis(vertex);
context.m_sourceSceneSystem.ConvertUnit(vertex);
blendShapeData->AddPosition(vertex);
blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx + vertexOffset, vertIdx + vertexOffset);
// Add normals
if (aiAnimMesh->HasNormals())
{
AZ::Vector3 normal(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mNormals[vertIdx]));
context.m_sourceSceneSystem.SwapVec3ForUpAxis(normal);
normal.NormalizeSafe();
blendShapeData->AddNormal(normal);
}
// Add tangents and bitangents
if (aiAnimMesh->HasTangentsAndBitangents())
{
// Vector4's constructor that takes in a vector3 sets w to 1.0f automatically.
const AZ::Vector4 tangent(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mTangents[vertIdx]));
const AZ::Vector3 bitangent = AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mBitangents[vertIdx]);
blendShapeData->AddTangentAndBitangent(tangent, bitangent);
}
// Add UVs
for (AZ::u8 uvSetIdx = 0; uvSetIdx < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIdx)
{
if (aiAnimMesh->HasTextureCoords(uvSetIdx))
{
const AZ::Vector2 vertexUV(
aiAnimMesh->mTextureCoords[uvSetIdx][vertIdx].x,
// The engine's V coordinate is reverse of how it's stored in assImp.
1.0f - aiAnimMesh->mTextureCoords[uvSetIdx][vertIdx].y);
blendShapeData->AddUV(vertexUV, uvSetIdx);
}
}
// Add colors
for (AZ::u8 colorSetIdx = 0; colorSetIdx < SceneData::GraphData::BlendShapeData::MaxNumColorSets; ++colorSetIdx)
{
if (aiAnimMesh->HasVertexColors(colorSetIdx))
{
SceneAPI::DataTypes::Color color =
AssImpSDKWrapper::AssImpTypeConverter::ToColor(aiAnimMesh->mColors[colorSetIdx][vertIdx]);
blendShapeData->AddColor(color, colorSetIdx);
}
}
}
// aiAnimMesh just has a list of positions for vertices. The face indices are on the original mesh.
for (unsigned int faceIdx = 0; faceIdx < aiMesh->mNumFaces; ++faceIdx)
{
aiFace face = aiMesh->mFaces[faceIdx];
DataTypes::IBlendShapeData::Face blendFace;
if (face.mNumIndices != 3)
{
// AssImp should have triangulated everything, so if this happens then someone has
// probably changed AssImp's import settings. The engine only supports triangles.
AZ_Error(
Utilities::ErrorWindow, false,
"Mesh for node %s has a face with %d vertices, only 3 vertices are supported per face.",
nodeName.c_str(),
face.mNumIndices);
continue;
}
for (unsigned int idx = 0; idx < face.mNumIndices; ++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;
}
return combinedBlendShapeResult.GetResult();
}
} // namespace SceneBuilder
} // namespace SceneAPI
} // namespace AZ