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303 lines
17 KiB
C++
303 lines
17 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/containers/bitset.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzCore/std/string/conversions.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/SceneBuilder/Importers/AssImpBlendShapeImporter.h>
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#include <SceneAPI/SceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h>
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#include <SceneAPI/SceneBuilder/Importers/Utilities/RenamedNodesMap.h>
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#include <SceneAPI/SceneBuilder/Importers/ImporterUtilities.h>
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#include <SceneAPI/SceneBuilder/SceneSystem.h>
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#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
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#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
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#include <SceneAPI/SDKWrapper/AssImpTypeConverter.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/SceneData/GraphData/MeshData.h>
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#include <SceneAPI/SceneData/GraphData/SkinMeshData.h>
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#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
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#include <assimp/scene.h>
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namespace AZ
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{
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namespace SceneAPI
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{
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namespace SceneBuilder
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{
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AssImpBlendShapeImporter::AssImpBlendShapeImporter()
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{
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BindToCall(&AssImpBlendShapeImporter::ImportBlendShapes);
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}
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void AssImpBlendShapeImporter::Reflect(ReflectContext* context)
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{
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SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
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if (serializeContext)
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{
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// Revision 3: Fixed an issue where jack.fbx was failing to process
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// Revision 4: Handle duplicate blend shape animations
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serializeContext->Class<AssImpBlendShapeImporter, SceneCore::LoadingComponent>()->Version(4);
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}
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}
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Events::ProcessingResult AssImpBlendShapeImporter::ImportBlendShapes(AssImpSceneNodeAppendedContext& context)
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{
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AZ_TraceContext("Importer", "Blend Shapes");
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int numMesh = context.m_sourceNode.GetAssImpNode()->mNumMeshes;
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bool animMeshExists = false;
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for (int idx = 0; idx < numMesh; idx++)
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{
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int meshId = context.m_sourceNode.GetAssImpNode()->mMeshes[idx];
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aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[meshId];
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if (aiMesh->mNumAnimMeshes)
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{
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animMeshExists = true;
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break;
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}
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}
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if (!animMeshExists)
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{
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return Events::ProcessingResult::Ignored;
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}
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GetMeshDataFromParentResult meshDataResult(GetMeshDataFromParent(context));
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if (!meshDataResult.IsSuccess())
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{
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return meshDataResult.GetError();
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}
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Events::ProcessingResultCombiner combinedBlendShapeResult;
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// 1. Loop through meshes & anims
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// Create storage: Anim to meshes
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// 2. Loop through anims & meshes
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// Create an anim mesh for each anim, with meshes re-combined.
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// AssImp separates meshes that have multiple materials.
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// This code re-combines them to match previous FBX SDK behavior,
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// so they can be separated by engine code instead.
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// Can't de-dupe nodes in the first loop because we can't generate names until we create nodes later.
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// Because meshes are split on material at this point and need to be recombined, we can be in a position where
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// There is a legit duped anim mesh that needs to be combined based on the outer non-anim mesh,
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// or this is a duplicately named anim mesh that needs to be de-duped. There is also the case where both are true,
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// it's a duplicate name and the non-anim mesh has to be deduped.
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// Helper struct to track an anim mesh and its associated mesh.
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struct AnimMeshAndSceneMeshIndex
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{
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AnimMeshAndSceneMeshIndex(const aiAnimMesh* aiAnimMesh, const aiMesh* aiMesh)
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: m_aiAnimMesh(aiAnimMesh)
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, m_aiMesh(aiMesh)
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{
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}
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const aiAnimMesh* m_aiAnimMesh = nullptr;
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const aiMesh* m_aiMesh = nullptr;
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};
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// Helper struct to track all anim meshes at an index for all scene meshes.
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struct AnimMeshAndSceneMeshes
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{
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AZStd::vector<AnimMeshAndSceneMeshIndex> m_animMeshAndSceneMeshIndex;
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};
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// Map the animation index to the list of anim meshes at that index, and the mesh associated with those anim meshes.
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AZStd::map<int, AnimMeshAndSceneMeshes> animMeshIndexToSceneMeshes;
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for (int nodeMeshIdx = 0; nodeMeshIdx < numMesh; nodeMeshIdx++)
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{
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int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[nodeMeshIdx];
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const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
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for (unsigned int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
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{
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aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[animIdx];
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// This code executes if:
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// A mesh in the FBX file had multiple materials and blend shapes.
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// This means that AssImp splits that mesh to one material per mesh.
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// AssImp creates a set of anim meshes for each mesh based on that split.
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// This verifies that those anim mesh arrays are in the same order across all split meshes, if it fails
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// it means this logic needs to be updated, but it also catches that here earlier in an obvious way,
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// instead of failing later in a harder to track way.
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if (animMeshIndexToSceneMeshes.contains(animIdx))
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{
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const AnimMeshAndSceneMeshIndex& firstExistingAnim(
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animMeshIndexToSceneMeshes[animIdx].m_animMeshAndSceneMeshIndex[0]);
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if (strcmp(
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firstExistingAnim.m_aiAnimMesh->mName.C_Str(),
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aiAnimMesh->mName.C_Str()) != 0)
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{
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AZ_Error(
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Utilities::ErrorWindow, false,
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"Meshes %s and %s on node %s have mismatched animations %s and %s at index %d. This can be resolved by "
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"either manually separating meshes by material in the source scene file, or by updating this logic to "
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"handle out of order animation indices.",
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firstExistingAnim.m_aiMesh->mName.C_Str(),
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aiMesh->mName.C_Str(),
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context.m_sourceNode.GetName(),
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firstExistingAnim.m_aiAnimMesh->mName.C_Str(),
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aiAnimMesh->mName.C_Str(), animIdx);
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return Events::ProcessingResult::Failure;
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}
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}
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animMeshIndexToSceneMeshes[animIdx].m_animMeshAndSceneMeshIndex.emplace_back(
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AnimMeshAndSceneMeshIndex(aiAnimMesh, aiMesh));
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}
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}
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for (const auto& animMeshToSceneMeshes : animMeshIndexToSceneMeshes)
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{
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AZStd::shared_ptr<SceneData::GraphData::BlendShapeData> blendShapeData =
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AZStd::make_shared<SceneData::GraphData::BlendShapeData>();
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if (animMeshToSceneMeshes.second.m_animMeshAndSceneMeshIndex.size() == 0)
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{
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AZ_Error(Utilities::ErrorWindow, false, "Blend shape animations were expected but missing on node %s.",
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context.m_sourceNode.GetName());
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return Events::ProcessingResult::Failure;
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}
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// Some DCC tools, like Maya, include a full path separated by '.' in the node names.
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// For example, "cone_skin_blendShapeNode.cone_squash"
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// Downstream processing doesn't want anything but the last part of that node name,
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// so find the last '.' and remove anything before it.
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AZStd::string nodeName(animMeshToSceneMeshes.second.m_animMeshAndSceneMeshIndex[0].m_aiAnimMesh->mName.C_Str());
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size_t dotIndex = nodeName.rfind('.');
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if (dotIndex != AZStd::string::npos)
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{
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nodeName.erase(0, dotIndex + 1);
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}
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int vertexOffset = 0;
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RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
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for (const auto& animMeshAndSceneIndex : animMeshToSceneMeshes.second.m_animMeshAndSceneMeshIndex)
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{
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const aiAnimMesh* aiAnimMesh = animMeshAndSceneIndex.m_aiAnimMesh;
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const aiMesh* aiMesh = animMeshAndSceneIndex.m_aiMesh;
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AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumUVSets> uvSetUsedFlags;
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for (AZ::u8 uvSetIndex = 0; uvSetIndex < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIndex)
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{
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uvSetUsedFlags.set(uvSetIndex, aiAnimMesh->HasTextureCoords(uvSetIndex));
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}
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AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumColorSets> colorSetUsedFlags;
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for (AZ::u8 colorSetIndex = 0; colorSetIndex < SceneData::GraphData::BlendShapeData::MaxNumColorSets;
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++colorSetIndex)
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{
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colorSetUsedFlags.set(colorSetIndex, aiAnimMesh->HasVertexColors(colorSetIndex));
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}
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blendShapeData->ReserveData(
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aiAnimMesh->mNumVertices, aiAnimMesh->HasTangentsAndBitangents(), uvSetUsedFlags, colorSetUsedFlags);
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for (unsigned int vertIdx = 0; vertIdx < aiAnimMesh->mNumVertices; ++vertIdx)
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{
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AZ::Vector3 vertex(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mVertices[vertIdx]));
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context.m_sourceSceneSystem.SwapVec3ForUpAxis(vertex);
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context.m_sourceSceneSystem.ConvertUnit(vertex);
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blendShapeData->AddPosition(vertex);
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blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx + vertexOffset, vertIdx + vertexOffset);
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// Add normals
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if (aiAnimMesh->HasNormals())
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{
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AZ::Vector3 normal(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mNormals[vertIdx]));
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context.m_sourceSceneSystem.SwapVec3ForUpAxis(normal);
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normal.NormalizeSafe();
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blendShapeData->AddNormal(normal);
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}
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// Add tangents and bitangents
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if (aiAnimMesh->HasTangentsAndBitangents())
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{
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// Vector4's constructor that takes in a vector3 sets w to 1.0f automatically.
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const AZ::Vector4 tangent(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mTangents[vertIdx]));
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const AZ::Vector3 bitangent = AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mBitangents[vertIdx]);
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blendShapeData->AddTangentAndBitangent(tangent, bitangent);
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}
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// Add UVs
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for (AZ::u8 uvSetIdx = 0; uvSetIdx < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIdx)
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{
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if (aiAnimMesh->HasTextureCoords(uvSetIdx))
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{
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const AZ::Vector2 vertexUV(
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aiAnimMesh->mTextureCoords[uvSetIdx][vertIdx].x,
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// The engine's V coordinate is reverse of how it's stored in assImp.
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1.0f - aiAnimMesh->mTextureCoords[uvSetIdx][vertIdx].y);
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blendShapeData->AddUV(vertexUV, uvSetIdx);
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}
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}
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// Add colors
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for (AZ::u8 colorSetIdx = 0; colorSetIdx < SceneData::GraphData::BlendShapeData::MaxNumColorSets; ++colorSetIdx)
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{
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if (aiAnimMesh->HasVertexColors(colorSetIdx))
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{
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SceneAPI::DataTypes::Color color =
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AssImpSDKWrapper::AssImpTypeConverter::ToColor(aiAnimMesh->mColors[colorSetIdx][vertIdx]);
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blendShapeData->AddColor(color, colorSetIdx);
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}
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}
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}
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// aiAnimMesh just has a list of positions for vertices. The face indices are on the original mesh.
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for (unsigned int faceIdx = 0; faceIdx < aiMesh->mNumFaces; ++faceIdx)
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{
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aiFace face = aiMesh->mFaces[faceIdx];
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DataTypes::IBlendShapeData::Face blendFace;
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if (face.mNumIndices != 3)
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{
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// AssImp should have triangulated everything, so if this happens then someone has
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// probably changed AssImp's import settings. The engine only supports triangles.
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AZ_Error(
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Utilities::ErrorWindow, false,
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"Mesh for node %s has a face with %d vertices, only 3 vertices are supported per face.",
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nodeName.c_str(),
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face.mNumIndices);
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continue;
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}
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for (unsigned int idx = 0; idx < face.mNumIndices; ++idx)
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{
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blendFace.vertexIndex[idx] = face.mIndices[idx] + vertexOffset;
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}
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blendShapeData->AddFace(blendFace);
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}
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vertexOffset += aiMesh->mNumVertices;
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}
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// Report problem if no vertex or face converted to MeshData
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if (blendShapeData->GetVertexCount() <= 0 || blendShapeData->GetFaceCount() <= 0)
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{
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AZ_Error(Utilities::ErrorWindow, false, "Missing geometry data in blendshape node %s.", nodeName.c_str());
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return Events::ProcessingResult::Failure;
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}
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Containers::SceneGraph::NodeIndex newIndex =
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context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, nodeName.c_str());
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Events::ProcessingResult blendShapeResult;
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AssImpSceneAttributeDataPopulatedContext dataPopulated(context, blendShapeData, newIndex, nodeName);
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blendShapeResult = Events::Process(dataPopulated);
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if (blendShapeResult != Events::ProcessingResult::Failure)
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{
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blendShapeResult = AddAttributeDataNodeWithContexts(dataPopulated);
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}
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combinedBlendShapeResult += blendShapeResult;
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}
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return combinedBlendShapeResult.GetResult();
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}
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} // namespace SceneBuilder
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} // namespace SceneAPI
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} // namespace AZ
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