Files
o3de/Gems/SceneProcessing/Code/Tests/MeshBuilder/MeshOptimizerComponentTests.cpp
T
Tommy Walton 7188529652 Fix for GHI-4644: mesh optimization breaking skin influences (DCO fix) (#6336)
* Average incoming skin influences when multiple vertices have been welded. This is one option which will average out the weights even if two welded vertices have differing boneIds, but we probably also need to add the influences earlier in the process and enforce a process where the vertices do not get welded if they have influences with differing boneIds

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Move skin influences from MeshBuilderSkinningInfo to the vertex attribute layers so they are considered when choosing which vertices can be welded and so they are not duplicated when compatible vertices have been welded

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Updating unit tests

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Remove unused functions

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Update based on feedback from burelc

Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-12-13 13:07:04 -08:00

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/*
* 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 <gtest/gtest.h>
#include <AzCore/Component/ComponentApplication.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Jobs/JobManagerComponent.h>
#include <AzCore/Memory/MemoryComponent.h>
#include <AzCore/UnitTest/TestTypes.h>
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <SceneAPI/SceneCore/Containers/Scene.h>
#include <SceneAPI/SceneCore/Containers/SceneGraph.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshData.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/ISkinWeightData.h>
#include <SceneAPI/SceneCore/Events/GenerateEventContext.h>
#include <SceneAPI/SceneCore/Utilities/SceneGraphSelector.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
#include <SceneAPI/SceneData/GraphData/SkinWeightData.h>
#include <SceneAPI/SceneData/Groups/MeshGroup.h>
#include <Generation/Components/MeshOptimizer/MeshOptimizerComponent.h>
#include <InitSceneAPIFixture.h>
namespace AZ::SceneAPI::DataTypes
{
void PrintTo(const ISkinWeightData::Link& link, ::std::ostream* os)
{
*os << '{' << link.boneId << ", " << link.weight << '}';
}
}
MATCHER(VectorOfLinksEq, "")
{
return testing::ExplainMatchResult(
testing::AllOf(
testing::Field(&AZ::SceneData::GraphData::SkinWeightData::Link::boneId, testing::Eq(testing::get<0>(arg).boneId)),
testing::Field(&AZ::SceneData::GraphData::SkinWeightData::Link::weight, testing::FloatEq(testing::get<0>(arg).weight))),
testing::get<1>(arg), result_listener);
}
MATCHER(VectorOfVectorOfLinksEq, "")
{
return testing::ExplainMatchResult(
testing::UnorderedPointwise(VectorOfLinksEq(), testing::get<0>(arg)), testing::get<1>(arg), result_listener);
}
namespace SceneProcessing
{
class VertexDeduplicationFixture
: public SceneProcessing::InitSceneAPIFixture
{
public:
void SetUp() override
{
SceneProcessing::InitSceneAPIFixture::SetUp();
m_systemEntity = m_app.Create({}, {});
m_systemEntity->AddComponent(aznew AZ::MemoryComponent());
m_systemEntity->AddComponent(aznew AZ::JobManagerComponent());
m_systemEntity->Init();
m_systemEntity->Activate();
}
void TearDown() override
{
m_systemEntity->Deactivate();
SceneProcessing::InitSceneAPIFixture::TearDown();
}
static AZStd::unique_ptr<AZ::SceneAPI::DataTypes::IMeshData> MakePlaneMesh()
{
// Create a simple plane with 2 triangles, 6 total vertices, 2 shared vertices
// 0,5 --- 1
// | \ |
// | \ |
// | \ |
// | \ |
// 4 --- 2,3
const AZStd::array planeVertexPositions = {
AZ::Vector3{0.0f, 0.0f, 0.0f},
AZ::Vector3{0.0f, 0.0f, 1.0f},
AZ::Vector3{1.0f, 0.0f, 1.0f},
AZ::Vector3{1.0f, 0.0f, 1.0f},
AZ::Vector3{1.0f, 0.0f, 0.0f},
AZ::Vector3{0.0f, 0.0f, 0.0f},
};
auto mesh = AZStd::make_unique<AZ::SceneData::GraphData::MeshData>();
int i = 0;
for (const AZ::Vector3& position : planeVertexPositions)
{
mesh->AddPosition(position);
mesh->AddNormal(AZ::Vector3::CreateAxisY());
// This assumes that the data coming from the import process gives a unique control point
// index to every vertex. This follows the behavior of the AssImp library.
mesh->SetVertexIndexToControlPointIndexMap(i, i);
++i;
}
mesh->AddFace({0, 1, 2}, 0);
mesh->AddFace({3, 4, 5}, 0);
return mesh;
}
static AZStd::unique_ptr<AZ::SceneData::GraphData::SkinWeightData> MakeSkinData(
const AZStd::vector<AZStd::vector<AZ::SceneData::GraphData::SkinWeightData::Link>>& sourceLinks)
{
auto skinWeights = AZStd::make_unique<AZ::SceneData::GraphData::SkinWeightData>();
skinWeights->ResizeContainerSpace(sourceLinks.size());
for (size_t vertexIndex = 0; vertexIndex < sourceLinks.size(); ++vertexIndex)
{
for (const auto& link : sourceLinks[vertexIndex])
{
// Make sure the bone is added to the skin weights
skinWeights->GetBoneId(AZStd::to_string(link.boneId));
skinWeights->AppendLink(vertexIndex, link);
}
}
return skinWeights;
}
static AZStd::unique_ptr<AZ::SceneData::GraphData::SkinWeightData> MakeDuplicateSkinData()
{
auto skinWeights = AZStd::make_unique<AZ::SceneData::GraphData::SkinWeightData>();
skinWeights->ResizeContainerSpace(6);
// Add bones 0 and 1 to the skin weights
skinWeights->GetBoneId("0");
skinWeights->GetBoneId("1");
// Vertices 0,5 and 2,3 have duplicate skin data, in addition to duplicate positions
skinWeights->AppendLink(0, { /*.boneId=*/0, /*.weight=*/1 });
skinWeights->AppendLink(1, { /*.boneId=*/1, /*.weight=*/1 });
skinWeights->AppendLink(2, { /*.boneId=*/0, /*.weight=*/1 });
skinWeights->AppendLink(3, { /*.boneId=*/0, /*.weight=*/1 });
skinWeights->AppendLink(4, { /*.boneId=*/2, /*.weight=*/1 });
skinWeights->AppendLink(5, { /*.boneId=*/0, /*.weight=*/1 });
return skinWeights;
}
static void TestSkinDuplication(
const AZStd::shared_ptr<AZ::SceneData::GraphData::SkinWeightData> skinData,
const AZStd::vector<AZStd::vector<AZ::SceneData::GraphData::SkinWeightData::Link>>& expectedLinks)
{
AZ::SceneAPI::Containers::Scene scene("testScene");
AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
const auto meshNodeIndex = graph.AddChild(graph.GetRoot(), "testMesh", MakePlaneMesh());
const auto skinDataNodeIndex = graph.AddChild(meshNodeIndex, "skinData", skinData);
graph.MakeEndPoint(skinDataNodeIndex);
// The original source mesh should have 6 vertices
EXPECT_EQ(
AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(meshNodeIndex))->GetVertexCount(), 6);
auto meshGroup = AZStd::make_unique<AZ::SceneAPI::SceneData::MeshGroup>();
meshGroup->GetSceneNodeSelectionList().AddSelectedNode("testMesh");
scene.GetManifest().AddEntry(AZStd::move(meshGroup));
AZ::SceneGenerationComponents::MeshOptimizerComponent component;
AZ::SceneAPI::Events::GenerateSimplificationEventContext context(scene, "pc");
component.OptimizeMeshes(context);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex optimizedNodeIndex =
graph.Find(AZStd::string("testMesh").append(AZ::SceneAPI::Utilities::OptimizedMeshSuffix));
ASSERT_TRUE(optimizedNodeIndex.IsValid()) << "Mesh optimizer did not add an optimized version of the mesh";
const auto& optimizedMesh =
AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(optimizedNodeIndex));
ASSERT_TRUE(optimizedMesh);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex optimizedSkinDataNodeIndex =
graph.Find(AZStd::string("testMesh").append(AZ::SceneAPI::Utilities::OptimizedMeshSuffix).append(".skinWeights"));
ASSERT_TRUE(optimizedSkinDataNodeIndex.IsValid()) << "Mesh optimizer did not add an optimized version of the skin data";
const auto& optimizedSkinWeights =
AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::ISkinWeightData>(graph.GetNodeContent(optimizedSkinDataNodeIndex));
ASSERT_TRUE(optimizedSkinWeights);
AZStd::vector<AZStd::vector<AZ::SceneData::GraphData::SkinWeightData::Link>> gotLinks(optimizedMesh->GetVertexCount());
for (unsigned int vertexIndex = 0; vertexIndex < optimizedMesh->GetVertexCount(); ++vertexIndex)
{
for (size_t linkIndex = 0; linkIndex < optimizedSkinWeights->GetLinkCount(vertexIndex); ++linkIndex)
{
gotLinks[vertexIndex].emplace_back(optimizedSkinWeights->GetLink(vertexIndex, linkIndex));
}
}
EXPECT_THAT(gotLinks, testing::Pointwise(VectorOfVectorOfLinksEq(), expectedLinks));
EXPECT_EQ(optimizedMesh->GetVertexCount(), expectedLinks.size());
}
private:
AZ::ComponentApplication m_app;
AZ::Entity* m_systemEntity;
};
TEST_F(VertexDeduplicationFixture, CanDeduplicateVertices)
{
AZ::SceneAPI::Containers::Scene scene("testScene");
AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
const auto meshNodeIndex = graph.AddChild(graph.GetRoot(), "testMesh", MakePlaneMesh());
// The original source mesh should have 6 vertices
EXPECT_EQ(AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(meshNodeIndex))->GetVertexCount(), 6);
auto meshGroup = AZStd::make_unique<AZ::SceneAPI::SceneData::MeshGroup>();
meshGroup->GetSceneNodeSelectionList().AddSelectedNode("testMesh");
scene.GetManifest().AddEntry(AZStd::move(meshGroup));
AZ::SceneGenerationComponents::MeshOptimizerComponent component;
AZ::SceneAPI::Events::GenerateSimplificationEventContext context(scene, "pc");
component.OptimizeMeshes(context);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex optimizedNodeIndex = graph.Find(AZStd::string("testMesh").append(AZ::SceneAPI::Utilities::OptimizedMeshSuffix));
ASSERT_TRUE(optimizedNodeIndex.IsValid()) << "Mesh optimizer did not add an optimized version of the mesh";
const auto& optimizedMesh = AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(optimizedNodeIndex));
ASSERT_TRUE(optimizedMesh);
// The optimized mesh should have 4 vertices, the 2 shared vertices are welded together
EXPECT_EQ(optimizedMesh->GetVertexCount(), 4);
}
TEST_F(VertexDeduplicationFixture, DeduplicatedVerticesKeepUniqueSkinInfluences)
{
// Vertices 0,5 and 2,3 have duplicate positions, but unique links,
// so none of the vertices should be de-duplicated
// and the sourceLinks should be the same as the expected links
const AZStd::vector<AZStd::vector<AZ::SceneData::GraphData::SkinWeightData::Link>> sourceLinks{
/*0*/ { { 0, 1.0f } },
/*1*/ { { 0, 1.0f } },
/*2*/ { { 0, 1.0f } },
/*3*/ { { 1, 1.0f } },
/*4*/ { { 1, 1.0f } },
/*5*/ { { 1, 1.0f } },
};
TestSkinDuplication(MakeSkinData(sourceLinks), sourceLinks);
}
TEST_F(VertexDeduplicationFixture, DeduplicatedVerticesDeduplicateSkinInfluences)
{
// Vertices 0,5 and 2,3 have duplicate positions, and also duplicate links,
// so they should be de-duplicated and the expected links
// should have two fewer links
const AZStd::vector<AZStd::vector<AZ::SceneData::GraphData::SkinWeightData::Link>> sourceLinks{
/*0*/ { { 0, 1.0f } },
/*1*/ { { 1, 1.0f } },
/*2*/ { { 0, 1.0f } },
/*3*/ { { 0, 1.0f } },
/*4*/ { { 2, 1.0f } },
/*5*/ { { 0, 1.0f } },
};
const AZStd::vector<AZStd::vector<AZ::SceneData::GraphData::SkinWeightData::Link>> expectedLinks{
/*0*/ { { 0, 1.0f } },
/*1*/ { { 1, 1.0f } },
/*2*/ { { 0, 1.0f } },
/*3*/ { { 2, 1.0f } },
};
TestSkinDuplication(MakeSkinData(sourceLinks), expectedLinks);
}
} // namespace SceneProcessing