Files
o3de/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpTransformImporter.cpp
T
amzn-mike 7dc4d8438b Fix non-bone transforms setting the wrong matrix variable
(cherry picked from commit 838a8b47da73e50fca4ea9ee5abc7c33250bf25d)
2021-06-14 08:08:51 -05:00

239 lines
11 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <SceneAPI/FbxSceneBuilder/Importers/AssImpTransformImporter.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/FbxSceneBuilder/FbxSceneSystem.h>
#include <SceneAPI/FbxSceneBuilder/Importers/ImporterUtilities.h>
#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/RenamedNodesMap.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <SceneAPI/SceneData/GraphData/TransformData.h>
#include <SceneAPI/SDKWrapper/AssImpTypeConverter.h>
#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
#include <assimp/scene.h>
#include <SceneAPI/FbxSceneBuilder/Importers/AssImpImporterUtilities.h>
namespace AZ
{
namespace SceneAPI
{
namespace FbxSceneBuilder
{
const char* AssImpTransformImporter::s_transformNodeName = "transform";
AssImpTransformImporter::AssImpTransformImporter()
{
BindToCall(&AssImpTransformImporter::ImportTransform);
}
void AssImpTransformImporter::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<AssImpTransformImporter, SceneCore::LoadingComponent>()->Version(1);
}
}
void GetAllBones(
const aiScene* scene, AZStd::unordered_multimap<AZStd::string, const aiBone*>& boneLookup)
{
for (unsigned meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
{
const aiMesh* mesh = scene->mMeshes[meshIndex];
for (unsigned boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
{
const aiBone* bone = mesh->mBones[boneIndex];
boneLookup.emplace(bone->mName.C_Str(), bone);
}
}
}
#pragma optimize("", off)
Events::ProcessingResult AssImpTransformImporter::ImportTransform(AssImpSceneNodeAppendedContext& context)
{
AZ_TraceContext("Importer", "transform");
const aiNode* currentNode = context.m_sourceNode.GetAssImpNode();
const aiScene* scene = context.m_sourceScene.GetAssImpScene();
if (currentNode == scene->mRootNode || IsPivotNode(currentNode->mName))
{
return Events::ProcessingResult::Ignored;
}
AZStd::unordered_multimap<AZStd::string, const aiBone*> boneLookup;
GetAllBones(scene, boneLookup);
auto boneIterator = boneLookup.find(currentNode->mName.C_Str());
const bool isBone = boneIterator != boneLookup.end();
if (currentNode->mName.C_Str() == AZStd::string("spine_C0_0_jnt"))
{
//__debugbreak();
}
//aiMatrix4x4 combinedTransform;
DataTypes::MatrixType finalMat;
if (isBone)
{
auto parentNode = currentNode->mParent;
aiMatrix4x4 offsetMatrix = boneIterator->second->mOffsetMatrix;
aiMatrix4x4 parentOffset {};
aiMatrix4x4 parentTransform{};
if (parentNode)
{
parentTransform = parentNode->mTransformation;
}
auto azOffset = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(offsetMatrix);
decltype(azOffset) azParentOffset{};
AZStd::vector<DataTypes::MatrixType> transforms, offsets, inverseTransforms, inverseOffsets;
auto addTransform = [&](AZStd::string, aiMatrix4x4 mat)
{
auto azMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(mat);
transforms.push_back(azMat);
inverseTransforms.push_back(azMat.GetInverseFull());
};
auto addOffset = [&]([[maybe_unused]] auto name, aiMatrix4x4 mat)
{
auto azMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(mat);
offsets.push_back(azMat);
inverseOffsets.push_back(azMat.GetInverseFull());
};
auto curNode = currentNode;
while (curNode && boneLookup.count(curNode->mName.C_Str()))
{
AZStd::string name = curNode->mName.C_Str();
auto range = boneLookup.equal_range(name);
for (auto it = range.first; it != range.second; ++it)
{
addOffset(name, it->second->mOffsetMatrix);
break;
}
//addOffset(name, boneLookup.at(name)->mOffsetMatrix);
addTransform(name, curNode->mTransformation);
curNode = curNode->mParent;
}
// Go up the tree to find the root bone. It's parent will be the scene mRootNode
while (parentNode && parentNode->mParent && parentNode->mParent != scene->mRootNode)
{
parentNode = parentNode->mParent;
}
auto parentBoneIterator = boneLookup.find(parentNode->mName.C_Str());
aiMatrix4x4 rootOffsetMatrix{};
if (parentBoneIterator != boneLookup.end())
{
rootOffsetMatrix = parentBoneIterator->second->mOffsetMatrix;
}
auto inverseOffset = offsetMatrix;
inverseOffset.Inverse();
auto parentTransformInverse = parentTransform;
parentTransformInverse.Inverse();
//auto azInverse = azOffset.GetInverseFull();
//auto azCombined = azParentOffset * azInverse;
//combinedTransform = parentOffset * inverseOffset;
//parentTransform ^-1 * parentParent * azOffsetInverse
//combinedTransform = parentTransformInverse * rootOffsetMatrix * inverseOffset;
//azNodeLocal = offsets[1] * inverseOffsets[3] * (offsets[3] * inverseOffsets[0])
finalMat =
offsets.at(AZ::GetMin(offsets.size()-1, (decltype(offsets.size()))1)) * inverseOffsets.at(inverseOffsets.size() - 1) * offsets.at(offsets.size() - 1) * inverseOffsets.at(0);
}
else
{
finalMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(GetConcatenatedLocalTransform(currentNode));
}
//DataTypes::MatrixType localTransform = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(combinedTransform);
DataTypes::MatrixType localTransform = finalMat;
if (localTransform == DataTypes::MatrixType::Identity())
{
return Events::ProcessingResult::Ignored;
}
context.m_sourceSceneSystem.SwapTransformForUpAxis(localTransform);
context.m_sourceSceneSystem.ConvertUnit(localTransform);
AZStd::shared_ptr<SceneData::GraphData::TransformData> transformData =
AZStd::make_shared<SceneData::GraphData::TransformData>(localTransform);
AZ_Error(SceneAPI::Utilities::ErrorWindow, transformData, "Failed to allocate transform data.");
if (!transformData)
{
return Events::ProcessingResult::Failure;
}
// If it is non-endpoint data populated node, add a transform attribute
if (context.m_scene.GetGraph().HasNodeContent(context.m_currentGraphPosition))
{
if (!context.m_scene.GetGraph().IsNodeEndPoint(context.m_currentGraphPosition))
{
AZStd::string nodeName = s_transformNodeName;
RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition);
AZ_TraceContext("Transform node name", nodeName);
Containers::SceneGraph::NodeIndex newIndex =
context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, nodeName.c_str());
AZ_Error(SceneAPI::Utilities::ErrorWindow, newIndex.IsValid(), "Failed to create SceneGraph node for attribute.");
if (!newIndex.IsValid())
{
return Events::ProcessingResult::Failure;
}
Events::ProcessingResult transformAttributeResult;
AssImpSceneAttributeDataPopulatedContext dataPopulated(context, transformData, newIndex, nodeName);
transformAttributeResult = Events::Process(dataPopulated);
if (transformAttributeResult != Events::ProcessingResult::Failure)
{
transformAttributeResult = AddAttributeDataNodeWithContexts(dataPopulated);
}
return transformAttributeResult;
}
}
else
{
bool addedData = context.m_scene.GetGraph().SetContent(context.m_currentGraphPosition, transformData);
AZ_Error(SceneAPI::Utilities::ErrorWindow, addedData, "Failed to add node data");
return addedData ? Events::ProcessingResult::Success : Events::ProcessingResult::Failure;
}
return Events::ProcessingResult::Ignored;
}
} // namespace FbxSceneBuilder
} // namespace SceneAPI
} // namespace AZ