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603 lines
36 KiB
C++
603 lines
36 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 <ActorAsset.h>
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#include <AtomActorInstance.h>
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#include <EMotionFX/Source/TransformData.h>
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#include <EMotionFX/Source/Actor.h>
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#include <EMotionFX/Source/Mesh.h>
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#include <EMotionFX/Source/MorphSetup.h>
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#include <EMotionFX/Source/MorphTargetStandard.h>
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#include <EMotionFX/Source/SubMesh.h>
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#include <EMotionFX/Source/SkinningInfoVertexAttributeLayer.h>
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#include <MCore/Source/DualQuaternion.h>
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// For creating a skinned mesh from an actor
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#include <Atom/Feature/SkinnedMesh/SkinnedMeshInputBuffers.h>
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#include <Atom/RPI.Reflect/ResourcePoolAssetCreator.h>
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#include <Atom/RPI.Reflect/Buffer/BufferAssetCreator.h>
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#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
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#include <Atom/RPI.Reflect/Model/ModelAssetCreator.h>
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#include <Atom/RPI.Reflect/Model/ModelLodAssetCreator.h>
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#include <Atom/RPI.Public/Model/Model.h>
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/base.h>
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#include <AzCore/Math/Aabb.h>
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#include <AzCore/Math/PackedVector3.h>
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#include <AzCore/Math/Transform.h>
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#include <AzCore/Math/Matrix3x4.h>
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#include <AzCore/Math/MathUtils.h>
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#include <AzCore/Component/Entity.h>
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// Copied from ModelAssetBuilderComponent.cpp
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namespace
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{
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const AZ::u32 IndicesPerFace = 3;
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const AZ::RHI::Format IndicesFormat = AZ::RHI::Format::R32_UINT;
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const AZ::u32 PositionFloatsPerVert = 3;
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const AZ::u32 NormalFloatsPerVert = 3;
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const AZ::u32 UVFloatsPerVert = 2;
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const AZ::u32 ColorFloatsPerVert = 4;
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const AZ::u32 TangentFloatsPerVert = 4;
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const AZ::u32 BitangentFloatsPerVert = 3;
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const AZ::RHI::Format PositionFormat = AZ::RHI::Format::R32G32B32_FLOAT;
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const AZ::RHI::Format NormalFormat = AZ::RHI::Format::R32G32B32_FLOAT;
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const AZ::RHI::Format UVFormat = AZ::RHI::Format::R32G32_FLOAT;
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const AZ::RHI::Format ColorFormat = AZ::RHI::Format::R32G32B32A32_FLOAT;
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const AZ::RHI::Format TangentFormat = AZ::RHI::Format::R32G32B32A32_FLOAT;
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const AZ::RHI::Format BitangentFormat = AZ::RHI::Format::R32G32B32_FLOAT;
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const AZ::RHI::Format BoneIndexFormat = AZ::RHI::Format::R32G32B32A32_UINT;
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const AZ::RHI::Format BoneWeightFormat = AZ::RHI::Format::R32G32B32A32_FLOAT;
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const size_t LinearSkinningFloatsPerBone = 12;
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const size_t DualQuaternionSkinningFloatsPerBone = 8;
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const uint32_t MaxSupportedSkinInfluences = 4;
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}
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namespace AZ
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{
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namespace Render
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{
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static bool IsVertexCountWithinSupportedRange(size_t vertexOffset, size_t vertexCount)
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{
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return vertexOffset + vertexCount <= aznumeric_cast<size_t>(SkinnedMeshVertexStreamPropertyInterface::Get()->GetMaxSupportedVertexCount());
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}
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static void CalculateSubmeshPropertiesForLod(const Data::AssetId& actorAssetId, const EMotionFX::Actor* actor, size_t lodIndex, AZStd::vector<SkinnedSubMeshProperties>& subMeshes, uint32_t& lodIndexCount, uint32_t& lodVertexCount)
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{
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lodIndexCount = 0;
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lodVertexCount = 0;
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const Data::Asset<RPI::ModelLodAsset>& lodAsset = actor->GetMeshAsset()->GetLodAssets()[lodIndex];
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const AZStd::array_view<RPI::ModelLodAsset::Mesh> modelMeshes = lodAsset->GetMeshes();
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for (const RPI::ModelLodAsset::Mesh& modelMesh : modelMeshes)
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{
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const size_t subMeshIndexCount = modelMesh.GetIndexCount();
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const size_t subMeshVertexCount = modelMesh.GetVertexCount();
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if (subMeshVertexCount > 0)
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{
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if (IsVertexCountWithinSupportedRange(lodVertexCount, subMeshVertexCount))
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{
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SkinnedSubMeshProperties skinnedSubMesh{};
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skinnedSubMesh.m_indexOffset = lodIndexCount;
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skinnedSubMesh.m_indexCount = aznumeric_cast<uint32_t>(subMeshIndexCount);
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lodIndexCount += aznumeric_cast<uint32_t>(subMeshIndexCount);
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skinnedSubMesh.m_vertexOffset = lodVertexCount;
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skinnedSubMesh.m_vertexCount = aznumeric_cast<uint32_t>(subMeshVertexCount);
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lodVertexCount += aznumeric_cast<uint32_t>(subMeshVertexCount);
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skinnedSubMesh.m_materialSlot = lodAsset->GetMaterialSlot(modelMesh.GetMaterialSlotIndex());
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// Queue the material asset - the ModelLod seems to handle delayed material loads
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skinnedSubMesh.m_materialSlot.m_defaultMaterialAsset.QueueLoad();
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subMeshes.push_back(skinnedSubMesh);
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}
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else
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{
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AZStd::string assetPath;
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Data::AssetCatalogRequestBus::BroadcastResult(assetPath, &Data::AssetCatalogRequests::GetAssetPathById, actorAssetId);
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AZ_Error("ActorAsset", false, "Lod '%d' for actor '%s' has greater than %d, the maximum supported number of vertices for a skinned sub-mesh. Sub-mesh will be ignored and not all vertices will be rendered.", lodIndex, assetPath.c_str(), SkinnedMeshVertexStreamPropertyInterface::Get()->GetMaxSupportedVertexCount());
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}
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}
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}
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}
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static void ProcessIndicesForSubmesh(size_t indexCount, size_t atomIndexBufferOffset, size_t emfxSourceVertexStart, const uint32_t* emfxSubMeshIndices, AZStd::vector<uint32_t>& indexBufferData)
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{
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for (size_t index = 0; index < indexCount; ++index)
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{
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// The emfxSubMeshIndices is a pointer to the start of the indices for a particular sub-mesh, so we need to copy the indices from 0-indexCount instead of offsetting the start by emfxSourceVertexStart like we do with the other buffers
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// Also, the emfxSubMeshIndices are relative to the start vertex of the sub-mesh, so we need to subtract emfxSourceVertexStart to get the actual index of the vertex within the lod's vertex buffer
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indexBufferData[atomIndexBufferOffset + index] = emfxSubMeshIndices[index] - aznumeric_cast<uint32_t>(emfxSourceVertexStart);
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}
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}
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static void ProcessPositionsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, size_t emfxSourceVertexStart, const AZ::Vector3* emfxSourcePositions, AZStd::vector<PackedVector3f>& positionBufferData, SkinnedSubMeshProperties& submesh)
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{
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// Pack the source Vector3 positions (which have 4 components under the hood) into a PackedVector3f buffer for Atom, and build an Aabb along the way
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// ATOM-3898 Investigate buffer format and alignment performance to compare current packed R32G32B32 buffer with R32G32B32A32 buffer
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Aabb localAabb = Aabb::CreateNull();
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for (size_t vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex)
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{
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const Vector3& sourcePosition = emfxSourcePositions[emfxSourceVertexStart + vertexIndex];
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localAabb.AddPoint(sourcePosition);
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positionBufferData[atomVertexBufferOffset + vertexIndex] = PackedVector3f(sourcePosition);
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}
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submesh.m_aabb = localAabb;
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}
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static void ProcessNormalsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, size_t emfxSourceVertexStart, const AZ::Vector3* emfxSourceNormals, AZStd::vector<PackedVector3f>& normalBufferData)
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{
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// Pack the source Vector3 normals (which have 4 components under the hood) into a PackedVector3f buffer for Atom
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// ATOM-3898 Investigate buffer format and alignment performance to compare current packed R32G32B32 buffer with R32G32B32A32 buffer
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for (size_t vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex)
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{
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const Vector3& sourceNormal = emfxSourceNormals[emfxSourceVertexStart + vertexIndex];
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normalBufferData[atomVertexBufferOffset + vertexIndex] = PackedVector3f(sourceNormal);
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}
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}
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static void ProcessUVsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, [[maybe_unused]] size_t emfxSourceVertexStart, const AZ::Vector2* emfxSourceUVs, AZStd::vector<float[2]>& uvBufferData)
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{
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for (size_t vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex)
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{
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emfxSourceUVs[vertexIndex].StoreToFloat2(uvBufferData[atomVertexBufferOffset + vertexIndex]);
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}
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}
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static void ProcessTangentsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, size_t emfxSourceVertexStart, const AZ::Vector4* emfxSourceTangents, AZStd::vector<Vector4>& tangentBufferData)
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{
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AZStd::copy(&emfxSourceTangents[emfxSourceVertexStart], &emfxSourceTangents[emfxSourceVertexStart + vertexCount], tangentBufferData.data() + atomVertexBufferOffset);
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}
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static void ProcessBitangentsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, size_t emfxSourceVertexStart, const AZ::Vector3* emfxSourceBitangents, AZStd::vector<PackedVector3f>& bitangentBufferData)
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{
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AZ_Assert(emfxSourceBitangents, "GenerateBitangentsForSubmesh called with null source normals.");
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// Pack the source Vector3 bitangents (which have 4 components under the hood) into a PackedVector3f buffer for Atom
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// ATOM-3898 Investigate buffer format and alignment performance to compare current packed R32G32B32 buffer with R32G32B32A32 buffer
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for (size_t i = 0; i < vertexCount; ++i)
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{
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const Vector3& sourceBitangent = emfxSourceBitangents[emfxSourceVertexStart + i];
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bitangentBufferData[atomVertexBufferOffset + i] = PackedVector3f(sourceBitangent);
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}
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}
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static void GenerateBitangentsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, size_t emfxSourceVertexStart, const AZ::Vector3* emfxSourceNormals, const AZ::Vector4* emfxSourceTangents, AZStd::vector<PackedVector3f>& bitangentBufferData)
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{
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AZ_Assert(emfxSourceNormals, "GenerateBitangentsForSubmesh called with null source normals.");
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AZ_Assert(emfxSourceTangents, "GenerateBitangentsForSubmesh called with null source tangents.");
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// Compute bitangent from tangent and normal.
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for (size_t i = 0; i < vertexCount; ++i)
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{
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const Vector4& sourceTangent = emfxSourceTangents[emfxSourceVertexStart + i];
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const Vector3& sourceNormal = emfxSourceNormals[emfxSourceVertexStart + i];
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const Vector3 bitangent = sourceNormal.Cross(sourceTangent.GetAsVector3()) * sourceTangent.GetW();
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bitangentBufferData[atomVertexBufferOffset + i] = PackedVector3f(bitangent);
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}
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}
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static void ProcessSkinInfluences(
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const EMotionFX::Mesh* mesh,
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const EMotionFX::SubMesh* subMesh,
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size_t atomVertexBufferOffset,
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AZStd::vector<uint32_t[MaxSupportedSkinInfluences / 2]>& blendIndexBufferData,
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AZStd::vector<AZStd::array<float, MaxSupportedSkinInfluences>>& blendWeightBufferData,
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bool hasClothData)
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{
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EMotionFX::SkinningInfoVertexAttributeLayer* sourceSkinningInfo = static_cast<EMotionFX::SkinningInfoVertexAttributeLayer*>(mesh->FindSharedVertexAttributeLayer(EMotionFX::SkinningInfoVertexAttributeLayer::TYPE_ID));
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// EMotionFX source gives 16 bit indices and 32 bit float weights
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// Atom consumes 32 bit uint indices and 32 bit float weights (range 0-1)
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// Up to MaxSupportedSkinInfluences influences per vertex are supported
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const uint32_t* sourceOriginalVertex = static_cast<uint32_t*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_ORGVTXNUMBERS));
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const uint32_t vertexCount = subMesh->GetNumVertices();
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const uint32_t vertexStart = subMesh->GetStartVertex();
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if (sourceSkinningInfo)
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{
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for (uint32_t vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex)
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{
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const uint32_t originalVertex = sourceOriginalVertex[vertexIndex + vertexStart];
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const uint32_t influenceCount = AZStd::GetMin<uint32_t>(MaxSupportedSkinInfluences, sourceSkinningInfo->GetNumInfluences(originalVertex));
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uint32_t influenceIndex = 0;
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float weightError = 1.0f;
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AZStd::vector<uint32_t> localIndices;
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for (; influenceIndex < influenceCount; ++influenceIndex)
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{
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EMotionFX::SkinInfluence* influence = sourceSkinningInfo->GetInfluence(originalVertex, influenceIndex);
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localIndices.push_back(static_cast<uint32_t>(influence->GetNodeNr()));
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blendWeightBufferData[atomVertexBufferOffset + vertexIndex][influenceIndex] = influence->GetWeight();
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weightError -= blendWeightBufferData[atomVertexBufferOffset + vertexIndex][influenceIndex];
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}
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// Zero out any unused ids/weights
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for (; influenceIndex < MaxSupportedSkinInfluences; ++influenceIndex)
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{
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localIndices.push_back(0);
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blendWeightBufferData[atomVertexBufferOffset + vertexIndex][influenceIndex] = 0.0f;
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}
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// Now that we have the 16-bit indices, pack them into 32-bit uints
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for (size_t i = 0; i < localIndices.size(); ++i)
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{
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if (i % 2 == 0)
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{
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// Put the first/even ids in the most significant bits
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blendIndexBufferData[atomVertexBufferOffset + vertexIndex][i / 2] = localIndices[i] << 16;
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}
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else
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{
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// Put the next/odd ids in the least significant bits
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blendIndexBufferData[atomVertexBufferOffset + vertexIndex][i / 2] |= localIndices[i];
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}
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}
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}
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}
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// [TODO ATOM-15288]
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// Temporary workaround. If there is cloth data, set all the blend weights to zero to indicate
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// the vertices will be updated by cpu. When meshes with cloth data are not dispatched for skinning
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// this can be hasClothData can be removed.
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// If there is no skinning info, default to 0 weights and display an error
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if (hasClothData || !sourceSkinningInfo)
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{
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for (uint32_t vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex)
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{
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for (uint32_t influenceIndex = 0; influenceIndex < MaxSupportedSkinInfluences; ++influenceIndex)
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{
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blendWeightBufferData[atomVertexBufferOffset + vertexIndex][influenceIndex] = 0.0f;
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}
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}
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}
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}
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static void ProcessMorphsForLod(const EMotionFX::Actor* actor, const Data::Asset<RPI::BufferAsset>& morphBufferAsset, uint32_t lodIndex, const AZStd::string& fullFileName, SkinnedMeshInputLod& skinnedMeshLod)
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{
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EMotionFX::MorphSetup* morphSetup = actor->GetMorphSetup(lodIndex);
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if (morphSetup)
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{
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AZ_Assert(actor->GetMorphTargetMetaAsset().IsReady(), "Trying to create morph targets from actor '%s', but the MorphTargetMetaAsset isn't loaded.", actor->GetName());
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const AZStd::vector<AZ::RPI::MorphTargetMetaAsset::MorphTarget>& metaDatas = actor->GetMorphTargetMetaAsset()->GetMorphTargets();
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// Loop over all the EMotionFX morph targets
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const AZ::u32 numMorphTargets = morphSetup->GetNumMorphTargets();
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for (AZ::u32 morphTargetIndex = 0; morphTargetIndex < numMorphTargets; ++morphTargetIndex)
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{
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EMotionFX::MorphTargetStandard* morphTarget = static_cast<EMotionFX::MorphTargetStandard*>(morphSetup->GetMorphTarget(morphTargetIndex));
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for (const auto& metaData : metaDatas)
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{
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// Loop through the metadatas to find the one that corresponds with the current morph target
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// This ensures the order stays in sync with the order in the MorphSetup,
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// so that the correct weights are applied to the correct morphs later
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// Skip any that don't modify any vertices
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if (metaData.m_morphTargetName == morphTarget->GetNameString() && metaData.m_numVertices > 0)
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{
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// The skinned mesh lod gets a unique morph for each meta, since each one has unique min/max delta values to use for decompression
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AZStd::string morphString = AZStd::string::format("%s_Lod%u_Morph_%s", fullFileName.c_str(), lodIndex, metaData.m_meshNodeName.c_str());
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float minWeight = morphTarget->GetRangeMin();
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float maxWeight = morphTarget->GetRangeMax();
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skinnedMeshLod.AddMorphTarget(metaData, morphBufferAsset, morphString, minWeight, maxWeight);
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}
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}
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}
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}
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}
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AZStd::intrusive_ptr<SkinnedMeshInputBuffers> CreateSkinnedMeshInputFromActor(const Data::AssetId& actorAssetId, const EMotionFX::Actor* actor)
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{
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Data::Asset<RPI::ModelAsset> modelAsset = actor->GetMeshAsset();
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if (!modelAsset.IsReady())
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{
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AZ_Warning("CreateSkinnedMeshInputFromActor", false, "Check if the actor has a mesh added. Right click the source file in the asset browser, click edit settings, "
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"and navigate to the Meshes tab. Add a mesh if it's missing.");
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return nullptr;
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}
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AZStd::intrusive_ptr<SkinnedMeshInputBuffers> skinnedMeshInputBuffers = aznew SkinnedMeshInputBuffers;
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skinnedMeshInputBuffers->SetAssetId(actorAssetId);
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// Get the fileName, which will be used to label the buffers
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AZStd::string assetPath;
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Data::AssetCatalogRequestBus::BroadcastResult(assetPath, &Data::AssetCatalogRequests::GetAssetPathById, actorAssetId);
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AZStd::string fullFileName;
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AzFramework::StringFunc::Path::GetFullFileName(assetPath.c_str(), fullFileName);
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// GetNumNodes returns the number of 'joints' or 'bones' in the skeleton
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const size_t numJoints = actor->GetNumNodes();
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const size_t numLODs = actor->GetNumLODLevels();
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// Create the containers to hold the data for all the combined sub-meshes
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AZStd::vector<uint32_t> indexBufferData;
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AZStd::vector<PackedVector3f> positionBufferData;
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AZStd::vector<PackedVector3f> normalBufferData;
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AZStd::vector<Vector4> tangentBufferData;
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AZStd::vector<PackedVector3f> bitangentBufferData;
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AZStd::vector<uint32_t[MaxSupportedSkinInfluences / 2]> blendIndexBufferData;
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AZStd::vector<AZStd::array<float, MaxSupportedSkinInfluences>> blendWeightBufferData;
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AZStd::vector<float[2]> uvBufferData;
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//
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// Process all LODs from the EMotionFX actor data.
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//
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skinnedMeshInputBuffers->SetLodCount(numLODs);
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AZ_Assert(numLODs == modelAsset->GetLodCount(), "The lod count of the EMotionFX mesh and Atom model are out of sync for '%s'", fullFileName.c_str());
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for (size_t lodIndex = 0; lodIndex < numLODs; ++lodIndex)
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{
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// Create a single LOD
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SkinnedMeshInputLod skinnedMeshLod;
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Data::Asset<RPI::ModelLodAsset> modelLodAsset = modelAsset->GetLodAssets()[lodIndex];
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// Each mesh vertex stream is packed into a single buffer for the whole lod. Get the first mesh, which can be used to retrieve the underlying buffer assets
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AZ_Assert(modelLodAsset->GetMeshes().size() > 0, "ModelLod '%d' for model '%s' has 0 meshes", lodIndex, fullFileName.c_str());
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const RPI::ModelLodAsset::Mesh& mesh0 = modelLodAsset->GetMeshes()[0];
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// Do a pass over the lod to find the number of sub-meshes, the offset and size of each sub-mesh, and total number of vertices in the lod.
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// These will be combined into one input buffer for the source actor, but these offsets and sizes will be used to create multiple sub-meshes for the target skinned actor
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uint32_t lodVertexCount = 0;
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uint32_t lodIndexCount = 0;
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AZStd::vector<SkinnedSubMeshProperties> subMeshes;
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CalculateSubmeshPropertiesForLod(actorAssetId, actor, lodIndex, subMeshes, lodIndexCount, lodVertexCount);
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skinnedMeshLod.SetIndexCount(lodIndexCount);
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skinnedMeshLod.SetVertexCount(lodVertexCount);
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// We'll be overwriting all the elements, so no need to construct them when resizing
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indexBufferData.resize_no_construct(lodIndexCount);
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positionBufferData.resize_no_construct(lodVertexCount);
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normalBufferData.resize_no_construct(lodVertexCount);
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tangentBufferData.resize_no_construct(lodVertexCount);
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bitangentBufferData.resize_no_construct(lodVertexCount);
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blendIndexBufferData.resize_no_construct(lodVertexCount);
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blendWeightBufferData.resize_no_construct(lodVertexCount);
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uvBufferData.resize_no_construct(lodVertexCount);
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// Now iterate over the actual data and populate the data for the per-actor buffers
|
|
size_t indexBufferOffset = 0;
|
|
size_t vertexBufferOffset = 0;
|
|
size_t skinnedMeshSubmeshIndex = 0;
|
|
for (size_t jointIndex = 0; jointIndex < numJoints; ++jointIndex)
|
|
{
|
|
const EMotionFX::Mesh* mesh = actor->GetMesh(lodIndex, jointIndex);
|
|
if (!mesh || mesh->GetIsCollisionMesh())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Each of these is one long buffer containing the data for all sub-meshes in the joint
|
|
const AZ::Vector3* sourcePositions = static_cast<const AZ::Vector3*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_POSITIONS));
|
|
const AZ::Vector3* sourceNormals = static_cast<const AZ::Vector3*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_NORMALS));
|
|
const AZ::Vector4* sourceTangents = static_cast<const AZ::Vector4*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_TANGENTS));
|
|
const AZ::Vector3* sourceBitangents = static_cast<const AZ::Vector3*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_BITANGENTS));
|
|
const AZ::Vector2* sourceUVs = static_cast<const AZ::Vector2*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_UVCOORDS, 0));
|
|
|
|
const bool hasUVs = (sourceUVs != nullptr);
|
|
const bool hasTangents = (sourceTangents != nullptr);
|
|
const bool hasBitangents = (sourceBitangents != nullptr);
|
|
|
|
// For each sub-mesh within each mesh, we want to create a separate sub-piece.
|
|
const size_t numSubMeshes = mesh->GetNumSubMeshes();
|
|
|
|
AZ_Assert(numSubMeshes == modelLodAsset->GetMeshes().size(),
|
|
"Number of submeshes (%d) in EMotionFX mesh (lod %d and joint index %d) doesn't match the number of meshes (%d) in model lod asset",
|
|
numSubMeshes, lodIndex, jointIndex, modelLodAsset->GetMeshes().size());
|
|
|
|
for (size_t subMeshIndex = 0; subMeshIndex < numSubMeshes; ++subMeshIndex)
|
|
{
|
|
const EMotionFX::SubMesh* subMesh = mesh->GetSubMesh(subMeshIndex);
|
|
const size_t vertexCount = subMesh->GetNumVertices();
|
|
|
|
// Skip empty sub-meshes and sub-meshes that would put the total vertex count beyond the supported range
|
|
if (vertexCount > 0 && IsVertexCountWithinSupportedRange(vertexBufferOffset, vertexCount))
|
|
{
|
|
const size_t indexCount = subMesh->GetNumIndices();
|
|
const uint32_t* indices = subMesh->GetIndices();
|
|
const size_t vertexStart = subMesh->GetStartVertex();
|
|
|
|
ProcessIndicesForSubmesh(indexCount, indexBufferOffset, vertexStart, indices, indexBufferData);
|
|
ProcessPositionsForSubmesh(vertexCount, vertexBufferOffset, vertexStart, sourcePositions, positionBufferData, subMeshes[skinnedMeshSubmeshIndex]);
|
|
ProcessNormalsForSubmesh(vertexCount, vertexBufferOffset, vertexStart, sourceNormals, normalBufferData);
|
|
|
|
AZ_Assert(hasUVs, "ActorAsset '%s' lod '%d' missing uvs. Downstream code is assuming all actors have uvs", fullFileName.c_str(), lodIndex);
|
|
if (hasUVs)
|
|
{
|
|
ProcessUVsForSubmesh(vertexCount, vertexBufferOffset, vertexStart, sourceUVs, uvBufferData);
|
|
}
|
|
// ATOM-3623 Support multiple UV sets in actors
|
|
|
|
// ATOM-3972 Support actors that don't have tangents
|
|
AZ_Assert(hasTangents, "ActorAsset '%s' lod '%d' missing tangents. Downstream code is assuming all actors have tangents", fullFileName.c_str(), lodIndex);
|
|
if (hasTangents)
|
|
{
|
|
ProcessTangentsForSubmesh(vertexCount, vertexBufferOffset, vertexStart, sourceTangents, tangentBufferData);
|
|
if (hasBitangents)
|
|
{
|
|
ProcessBitangentsForSubmesh(vertexCount, vertexBufferOffset, vertexStart, sourceBitangents, bitangentBufferData);
|
|
}
|
|
else
|
|
{
|
|
GenerateBitangentsForSubmesh(vertexCount, vertexBufferOffset, vertexStart, sourceNormals, sourceTangents, bitangentBufferData);
|
|
}
|
|
}
|
|
|
|
// Check if the model mesh asset has cloth data. One ModelLodAsset::Mesh corresponds to one EMotionFX::SubMesh.
|
|
const bool hasClothData = modelLodAsset->GetMeshes()[subMeshIndex].GetSemanticBufferAssetView(AZ::Name("CLOTH_DATA")) != nullptr;
|
|
|
|
ProcessSkinInfluences(mesh, subMesh, vertexBufferOffset, blendIndexBufferData, blendWeightBufferData, hasClothData);
|
|
|
|
// Increment offsets so that the next sub-mesh can start at the right place
|
|
indexBufferOffset += indexCount;
|
|
vertexBufferOffset += vertexCount;
|
|
skinnedMeshSubmeshIndex++;
|
|
}
|
|
} // for all submeshes
|
|
} // for all meshes
|
|
|
|
// Now that the data has been prepped, set the actual buffers
|
|
skinnedMeshLod.SetModelLodAsset(modelLodAsset);
|
|
|
|
// Set read-only buffers and views for input buffers that are shared across all instances
|
|
AZStd::string lodString = AZStd::string::format("_Lod%zu", lodIndex);
|
|
skinnedMeshLod.SetSkinningInputBufferAsset(mesh0.GetSemanticBufferAssetView(Name{ "POSITION" })->GetBufferAsset(), SkinnedMeshInputVertexStreams::Position);
|
|
skinnedMeshLod.SetSkinningInputBufferAsset(mesh0.GetSemanticBufferAssetView(Name{ "NORMAL" })->GetBufferAsset(), SkinnedMeshInputVertexStreams::Normal);
|
|
skinnedMeshLod.SetSkinningInputBufferAsset(mesh0.GetSemanticBufferAssetView(Name{ "TANGENT" })->GetBufferAsset(), SkinnedMeshInputVertexStreams::Tangent);
|
|
skinnedMeshLod.SetSkinningInputBufferAsset(mesh0.GetSemanticBufferAssetView(Name{ "BITANGENT" })->GetBufferAsset(), SkinnedMeshInputVertexStreams::BiTangent);
|
|
|
|
if (!mesh0.GetSemanticBufferAssetView(Name{ "SKIN_JOINTINDICES" }) || !mesh0.GetSemanticBufferAssetView(Name{ "SKIN_WEIGHTS" }))
|
|
{
|
|
AZ_Error("ProcessSkinInfluences", false, "Actor '%s' lod '%zu' has no skin influences, and will be stuck in bind pose.", fullFileName.c_str(), lodIndex);
|
|
}
|
|
else
|
|
{
|
|
Data::Asset<RPI::BufferAsset> jointIndicesBufferAsset = mesh0.GetSemanticBufferAssetView(Name{ "SKIN_JOINTINDICES" })->GetBufferAsset();
|
|
skinnedMeshLod.SetSkinningInputBufferAsset(jointIndicesBufferAsset, SkinnedMeshInputVertexStreams::BlendIndices);
|
|
Data::Asset<RPI::BufferAsset> skinWeightsBufferAsset = mesh0.GetSemanticBufferAssetView(Name{ "SKIN_WEIGHTS" })->GetBufferAsset();
|
|
skinnedMeshLod.SetSkinningInputBufferAsset(skinWeightsBufferAsset, SkinnedMeshInputVertexStreams::BlendWeights);
|
|
|
|
// We're using the indices/weights buffers directly from the model.
|
|
// However, EMFX has done some re-mapping of the id's, so we need to update the GPU buffer for it to have the correct data.
|
|
size_t remappedJointIndexBufferSizeInBytes = blendIndexBufferData.size() * sizeof(blendIndexBufferData[0]);
|
|
size_t remappedSkinWeightsBufferSizeInBytes = blendWeightBufferData.size() * sizeof(blendWeightBufferData[0]);
|
|
|
|
AZ_Assert(jointIndicesBufferAsset->GetBufferDescriptor().m_byteCount == remappedJointIndexBufferSizeInBytes, "Joint indices data from EMotionFX is not the same size as the buffer from the model in '%s', lod '%d'", fullFileName.c_str(), lodIndex);
|
|
AZ_Assert(skinWeightsBufferAsset->GetBufferDescriptor().m_byteCount == remappedSkinWeightsBufferSizeInBytes, "Skin weights data from EMotionFX is not the same size as the buffer from the model in '%s', lod '%d'", fullFileName.c_str(), lodIndex);
|
|
|
|
if (Data::Instance<RPI::Buffer> jointIndicesBuffer = RPI::Buffer::FindOrCreate(jointIndicesBufferAsset))
|
|
{
|
|
jointIndicesBuffer->UpdateData(blendIndexBufferData.data(), remappedJointIndexBufferSizeInBytes);
|
|
}
|
|
if (Data::Instance<RPI::Buffer> skinWeightsBuffer = RPI::Buffer::FindOrCreate(skinWeightsBufferAsset))
|
|
{
|
|
skinWeightsBuffer->UpdateData(blendWeightBufferData.data(), remappedSkinWeightsBufferSizeInBytes);
|
|
}
|
|
}
|
|
|
|
// Create read-only input assembly buffers that are not modified during skinning and shared across all instances
|
|
skinnedMeshLod.SetIndexBufferAsset(mesh0.GetIndexBufferAssetView().GetBufferAsset());
|
|
skinnedMeshLod.SetStaticBufferAsset(mesh0.GetSemanticBufferAssetView(Name{ "UV" })->GetBufferAsset(), SkinnedMeshStaticVertexStreams::UV_0);
|
|
|
|
const RPI::BufferAssetView* morphBufferAssetView = nullptr;
|
|
for (const auto& mesh : modelLodAsset->GetMeshes())
|
|
{
|
|
morphBufferAssetView = mesh.GetSemanticBufferAssetView(Name{ "MORPHTARGET_VERTEXDELTAS" });
|
|
if (morphBufferAssetView)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (morphBufferAssetView)
|
|
{
|
|
ProcessMorphsForLod(actor, morphBufferAssetView->GetBufferAsset(), lodIndex, fullFileName, skinnedMeshLod);
|
|
}
|
|
|
|
// Set colors after morphs are set, so that we know whether or not they are dynamic (if they exist)
|
|
const RPI::BufferAssetView* colorView = mesh0.GetSemanticBufferAssetView(Name{ "COLOR" });
|
|
if (colorView)
|
|
{
|
|
if (skinnedMeshLod.HasDynamicColors())
|
|
{
|
|
// If colors are being morphed,
|
|
// add them as input to the skinning compute shader, which will apply the morph
|
|
skinnedMeshLod.SetSkinningInputBufferAsset(colorView->GetBufferAsset(), SkinnedMeshInputVertexStreams::Color);
|
|
}
|
|
else
|
|
{
|
|
// If colors exist but are not modified dynamically,
|
|
// add them to the static streams that are shared by all instances of the same skinned mesh
|
|
skinnedMeshLod.SetStaticBufferAsset(colorView->GetBufferAsset(), SkinnedMeshStaticVertexStreams::Color);
|
|
}
|
|
}
|
|
|
|
// Set the data that needs to be tracked on a per-sub-mesh basis
|
|
// and create the common, shared sub-mesh buffer views
|
|
skinnedMeshLod.SetSubMeshProperties(subMeshes);
|
|
|
|
skinnedMeshInputBuffers->SetLod(lodIndex, skinnedMeshLod);
|
|
|
|
} // for all lods
|
|
|
|
return skinnedMeshInputBuffers;
|
|
}
|
|
|
|
void GetBoneTransformsFromActorInstance(const EMotionFX::ActorInstance* actorInstance, AZStd::vector<float>& boneTransforms, EMotionFX::Integration::SkinningMethod skinningMethod)
|
|
{
|
|
const EMotionFX::TransformData* transforms = actorInstance->GetTransformData();
|
|
const AZ::Matrix3x4* skinningMatrices = transforms->GetSkinningMatrices();
|
|
|
|
// For linear skinning, we need a 3x4 row-major float matrix for each transform
|
|
const size_t numBoneTransforms = transforms->GetNumTransforms();
|
|
|
|
if (skinningMethod == EMotionFX::Integration::SkinningMethod::Linear)
|
|
{
|
|
boneTransforms.resize_no_construct(numBoneTransforms * LinearSkinningFloatsPerBone);
|
|
for (size_t i = 0; i < numBoneTransforms; ++i)
|
|
{
|
|
skinningMatrices[i].StoreToRowMajorFloat12(&boneTransforms[i * LinearSkinningFloatsPerBone]);
|
|
}
|
|
}
|
|
else if(skinningMethod == EMotionFX::Integration::SkinningMethod::DualQuat)
|
|
{
|
|
boneTransforms.resize_no_construct(numBoneTransforms * DualQuaternionSkinningFloatsPerBone);
|
|
for (size_t i = 0; i < numBoneTransforms; ++i)
|
|
{
|
|
MCore::DualQuaternion dualQuat = MCore::DualQuaternion::ConvertFromTransform(AZ::Transform::CreateFromMatrix3x4(skinningMatrices[i]));
|
|
dualQuat.mReal.StoreToFloat4(&boneTransforms[i * DualQuaternionSkinningFloatsPerBone]);
|
|
dualQuat.mDual.StoreToFloat4(&boneTransforms[i * DualQuaternionSkinningFloatsPerBone + 4]);
|
|
}
|
|
}
|
|
}
|
|
|
|
Data::Instance<RPI::Buffer> CreateBoneTransformBufferFromActorInstance(const EMotionFX::ActorInstance* actorInstance, EMotionFX::Integration::SkinningMethod skinningMethod)
|
|
{
|
|
// Get the actual transforms
|
|
AZStd::vector<float> boneTransforms;
|
|
GetBoneTransformsFromActorInstance(actorInstance, boneTransforms, skinningMethod);
|
|
|
|
size_t floatsPerBone = 0;
|
|
if (skinningMethod == EMotionFX::Integration::SkinningMethod::Linear)
|
|
{
|
|
floatsPerBone = LinearSkinningFloatsPerBone;
|
|
}
|
|
else if (skinningMethod == EMotionFX::Integration::SkinningMethod::DualQuat)
|
|
{
|
|
floatsPerBone = DualQuaternionSkinningFloatsPerBone;
|
|
}
|
|
else
|
|
{
|
|
AZ_Error("ActorAsset", false, "Unsupported EMotionFX skinning method.");
|
|
}
|
|
|
|
// Create a buffer and populate it with the transforms
|
|
RPI::CommonBufferDescriptor descriptor;
|
|
descriptor.m_bufferData = boneTransforms.data();
|
|
descriptor.m_bufferName = AZStd::string::format("BoneTransformBuffer_%s", actorInstance->GetActor()->GetName());
|
|
descriptor.m_byteCount = boneTransforms.size() * sizeof(float);
|
|
descriptor.m_elementSize = floatsPerBone * sizeof(float);
|
|
descriptor.m_poolType = RPI::CommonBufferPoolType::ReadOnly;
|
|
return RPI::BufferSystemInterface::Get()->CreateBufferFromCommonPool(descriptor);
|
|
}
|
|
|
|
} //namespace Render
|
|
} // namespace AZ
|