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o3de/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/ActorAsset.cpp
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2021-03-08 14:30:57 -08:00

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/*
* 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 <ActorAsset.h>
#include <AtomActorInstance.h>
#include <EMotionFX/Source/TransformData.h>
#include <EMotionFX/Source/Actor.h>
#include <EMotionFX/Source/Mesh.h>
#include <EMotionFX/Source/MorphSetup.h>
#include <EMotionFX/Source/MorphTargetStandard.h>
#include <EMotionFX/Source/SubMesh.h>
#include <EMotionFX/Source/SkinningInfoVertexAttributeLayer.h>
#include <MCore/Source/DualQuaternion.h>
// For creating a skinned mesh from an actor
#include <Atom/Feature/SkinnedMesh/SkinnedMeshInputBuffers.h>
#include <Atom/RPI.Reflect/ResourcePoolAssetCreator.h>
#include <Atom/RPI.Reflect/Buffer/BufferAssetCreator.h>
#include <Atom/RPI.Reflect/Material/MaterialAsset.h>
#include <Atom/RPI.Reflect/Model/ModelAssetCreator.h>
#include <Atom/RPI.Reflect/Model/ModelLodAssetCreator.h>
#include <Atom/RPI.Public/Model/Model.h>
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/base.h>
#include <AzCore/Math/Aabb.h>
#include <AzCore/Math/PackedVector3.h>
#include <AzCore/Math/Transform.h>
#include <AzCore/Math/Matrix3x4.h>
#include <AzCore/Math/MathUtils.h>
#include <AzCore/Component/Entity.h>
// Copied from ModelAssetBuilderComponent.cpp
namespace
{
const AZ::u32 IndicesPerFace = 3;
const AZ::RHI::Format IndicesFormat = AZ::RHI::Format::R32_UINT;
const AZ::u32 PositionFloatsPerVert = 3;
const AZ::u32 NormalFloatsPerVert = 3;
const AZ::u32 UVFloatsPerVert = 2;
const AZ::u32 ColorFloatsPerVert = 4;
const AZ::u32 TangentFloatsPerVert = 4;
const AZ::u32 BitangentFloatsPerVert = 3;
const AZ::RHI::Format PositionFormat = AZ::RHI::Format::R32G32B32_FLOAT;
const AZ::RHI::Format NormalFormat = AZ::RHI::Format::R32G32B32_FLOAT;
const AZ::RHI::Format UVFormat = AZ::RHI::Format::R32G32_FLOAT;
const AZ::RHI::Format ColorFormat = AZ::RHI::Format::R32G32B32A32_FLOAT;
const AZ::RHI::Format TangentFormat = AZ::RHI::Format::R32G32B32A32_FLOAT;
const AZ::RHI::Format BitangentFormat = AZ::RHI::Format::R32G32B32_FLOAT;
const AZ::RHI::Format BoneIndexFormat = AZ::RHI::Format::R32G32B32A32_UINT;
const AZ::RHI::Format BoneWeightFormat = AZ::RHI::Format::R32G32B32A32_FLOAT;
const size_t LinearSkinningFloatsPerBone = 12;
const size_t DualQuaternionSkinningFloatsPerBone = 8;
const uint32_t MaxSupportedSkinInfluences = 4;
}
namespace AZ
{
namespace Render
{
// Helper function for building buffers
static Data::Asset<RPI::BufferAsset> BuildInputAssemblyBuffer(const void* rawData, const RHI::BufferViewDescriptor& viewDescriptor, RHI::BufferBindFlags bindFlags = RHI::BufferBindFlags::InputAssembly)
{
const AZ::u32 bufferSize = viewDescriptor.m_elementCount * viewDescriptor.m_elementSize;
Data::Asset<RPI::ResourcePoolAsset> bufferPoolAsset;
{
auto bufferPoolDesc = AZStd::make_unique<RHI::BufferPoolDescriptor>();
bufferPoolDesc->m_bindFlags = bindFlags;
bufferPoolDesc->m_heapMemoryLevel = RHI::HeapMemoryLevel::Device;
RPI::ResourcePoolAssetCreator creator;
creator.Begin(Uuid::CreateRandom());
creator.SetPoolDescriptor(AZStd::move(bufferPoolDesc));
creator.SetPoolName("ActorPool");
creator.End(bufferPoolAsset);
}
Data::Asset<RPI::BufferAsset> asset;
{
RHI::BufferDescriptor bufferDescriptor;
bufferDescriptor.m_bindFlags = bindFlags;
bufferDescriptor.m_byteCount = bufferSize;
RPI::BufferAssetCreator creator;
creator.Begin(Uuid::CreateRandom());
creator.SetPoolAsset(bufferPoolAsset);
creator.SetBuffer(rawData, bufferDescriptor.m_byteCount, bufferDescriptor);
creator.SetBufferViewDescriptor(viewDescriptor);
creator.End(asset);
}
return AZStd::move(asset);
}
//// Helper function for adding buffers to a modelLodCreator
//static void CreateAndAddMeshStreamBufferToLOD(RPI::ModelLodAssetCreator& modelLodCreator, size_t count, const void* data, const RHI::Format& format, const RHI::ShaderSemantic& semantic, RHI::BufferBindFlags bindFlags = RHI::BufferBindFlags::InputAssembly)
//{
// RHI::BufferViewDescriptor viewDescriptor = RHI::BufferViewDescriptor::CreateTyped(0, aznumeric_cast<uint32_t>(count), format);
// Data::Asset<RPI::BufferAsset> buffer = BuildInputAssemblyBuffer(data, viewDescriptor, bindFlags);
// modelLodCreator.AddMeshStreamBuffer(semantic, AZ::Name(), { buffer, viewDescriptor });
//}
//static Data::Asset<RPI::MaterialAsset> GetDefaultMaterialAsset()
//{
// // Get the default material
// Data::AssetId defaultMaterialId;
// AZ::Data::AssetCatalogRequestBus::BroadcastResult(
// defaultMaterialId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath,
// "Materials/Default.azmaterial", azrtti_typeid<AZ::RPI::MaterialAsset>(), false
// );
// // Create a material asset
// Data::Asset<RPI::MaterialAsset> materialAsset;
// materialAsset.Create(defaultMaterialId, true);
// return materialAsset;
//}
static bool IsVertexCountWithinSupportedRange(size_t vertexOffset, size_t vertexCount)
{
return vertexOffset + vertexCount <= aznumeric_cast<size_t>(SkinnedMeshVertexStreamPropertyInterface::Get()->GetMaxSupportedVertexCount());
}
static void CalculateSubmeshPropertiesForLod(const Data::AssetId& actorAssetId, const EMotionFX::Actor* actor, size_t lodIndex, size_t numJoints, AZStd::vector<SkinnedSubMeshProperties>& subMeshes, uint32_t& lodIndexCount, uint32_t& lodVertexCount)
{
lodIndexCount = 0;
lodVertexCount = 0;
uint32_t subMeshIndexOffset = 0;
for (size_t jointIndex = 0; jointIndex < numJoints; ++jointIndex)
{
const EMotionFX::Mesh* mesh = actor->GetMesh(lodIndex, jointIndex);
if (!mesh || mesh->GetIsCollisionMesh())
{
continue;
}
const size_t numSubMeshes = mesh->GetNumSubMeshes();
for (size_t subMeshIndex = 0; subMeshIndex < numSubMeshes; ++subMeshIndex)
{
const EMotionFX::SubMesh* subMesh = mesh->GetSubMesh(subMeshIndex);
const size_t subMeshIndexCount = subMesh->GetNumIndices();
const size_t subMeshVertexCount = subMesh->GetNumVertices();
if (subMeshVertexCount > 0)
{
if (IsVertexCountWithinSupportedRange(lodVertexCount, subMeshVertexCount))
{
SkinnedSubMeshProperties skinnedSubMesh{};
skinnedSubMesh.m_indexOffset = lodIndexCount;
skinnedSubMesh.m_indexCount = aznumeric_cast<uint32_t>(subMeshIndexCount);
lodIndexCount += aznumeric_cast<uint32_t>(subMeshIndexCount);
skinnedSubMesh.m_vertexOffset = lodVertexCount;
skinnedSubMesh.m_vertexCount = aznumeric_cast<uint32_t>(subMeshVertexCount);
lodVertexCount += aznumeric_cast<uint32_t>(subMeshVertexCount);
// The default material id used by a sub-mesh is the guid of the source .fbx plus the subId which is a unique material ID from the scene API
AZ::u32 subId = subMesh->GetMaterial();
AZ::Data::AssetId materialId{ actorAssetId.m_guid, subId };
// Queue the material asset - the ModelLod seems to handle delayed material loads
skinnedSubMesh.m_material = Data::AssetManager::Instance().GetAsset(materialId, azrtti_typeid<RPI::MaterialAsset>(), skinnedSubMesh.m_material.GetAutoLoadBehavior());
subMeshes.push_back(skinnedSubMesh);
}
else
{
AZStd::string assetPath;
Data::AssetCatalogRequestBus::BroadcastResult(assetPath, &Data::AssetCatalogRequests::GetAssetPathById, actorAssetId);
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());
}
}
}
}
}
static void ProcessIndicesForSubmesh(size_t indexCount, size_t atomIndexBufferOffset, size_t emfxSourceVertexStart, const uint32_t* emfxSubMeshIndices, AZStd::vector<uint32_t>& indexBufferData)
{
for (size_t index = 0; index < indexCount; ++index)
{
// 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
// 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
indexBufferData[atomIndexBufferOffset + index] = emfxSubMeshIndices[index] - aznumeric_cast<uint32_t>(emfxSourceVertexStart);
}
}
static void ProcessPositionsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, size_t emfxSourceVertexStart, const AZ::Vector3* emfxSourcePositions, AZStd::vector<PackedVector3f>& positionBufferData, SkinnedSubMeshProperties& submesh)
{
// 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
// ATOM-3898 Investigate buffer format and alignment performance to compare current packed R32G32B32 buffer with R32G32B32A32 buffer
Aabb localAabb = Aabb::CreateNull();
for (size_t vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex)
{
const Vector3& sourcePosition = emfxSourcePositions[emfxSourceVertexStart + vertexIndex];
localAabb.AddPoint(sourcePosition);
positionBufferData[atomVertexBufferOffset + vertexIndex] = PackedVector3f(sourcePosition);
}
submesh.m_aabb = localAabb;
}
static void ProcessNormalsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, size_t emfxSourceVertexStart, const AZ::Vector3* emfxSourceNormals, AZStd::vector<PackedVector3f>& normalBufferData)
{
// Pack the source Vector3 normals (which have 4 components under the hood) into a PackedVector3f buffer for Atom
// ATOM-3898 Investigate buffer format and alignment performance to compare current packed R32G32B32 buffer with R32G32B32A32 buffer
for (size_t vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex)
{
const Vector3& sourceNormal = emfxSourceNormals[emfxSourceVertexStart + vertexIndex];
normalBufferData[atomVertexBufferOffset + vertexIndex] = PackedVector3f(sourceNormal);
}
}
static void ProcessUVsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, [[maybe_unused]] size_t emfxSourceVertexStart, const AZ::Vector2* emfxSourceUVs, AZStd::vector<float[2]>& uvBufferData)
{
for (size_t vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex)
{
emfxSourceUVs[vertexIndex].StoreToFloat2(uvBufferData[atomVertexBufferOffset + vertexIndex]);
}
}
static void ProcessTangentsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, size_t emfxSourceVertexStart, const AZ::Vector4* emfxSourceTangents, AZStd::vector<Vector4>& tangentBufferData)
{
AZStd::copy(&emfxSourceTangents[emfxSourceVertexStart], &emfxSourceTangents[emfxSourceVertexStart + vertexCount], tangentBufferData.data() + atomVertexBufferOffset);
}
static void ProcessBitangentsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, size_t emfxSourceVertexStart, const AZ::Vector3* emfxSourceBitangents, AZStd::vector<PackedVector3f>& bitangentBufferData)
{
AZ_Assert(emfxSourceBitangents, "GenerateBitangentsForSubmesh called with null source normals.");
// Pack the source Vector3 bitangents (which have 4 components under the hood) into a PackedVector3f buffer for Atom
// ATOM-3898 Investigate buffer format and alignment performance to compare current packed R32G32B32 buffer with R32G32B32A32 buffer
for (size_t i = 0; i < vertexCount; ++i)
{
const Vector3& sourceBitangent = emfxSourceBitangents[emfxSourceVertexStart + i];
bitangentBufferData[atomVertexBufferOffset + i] = PackedVector3f(sourceBitangent);
}
}
static void GenerateBitangentsForSubmesh(size_t vertexCount, size_t atomVertexBufferOffset, size_t emfxSourceVertexStart, const AZ::Vector3* emfxSourceNormals, const AZ::Vector4* emfxSourceTangents, AZStd::vector<PackedVector3f>& bitangentBufferData)
{
AZ_Assert(emfxSourceNormals, "GenerateBitangentsForSubmesh called with null source normals.");
AZ_Assert(emfxSourceTangents, "GenerateBitangentsForSubmesh called with null source tangents.");
// Compute bitangent from tangent and normal.
for (size_t i = 0; i < vertexCount; ++i)
{
const Vector4& sourceTangent = emfxSourceTangents[emfxSourceVertexStart + i];
const Vector3& sourceNormal = emfxSourceNormals[emfxSourceVertexStart + i];
const Vector3 bitangent = sourceNormal.Cross(sourceTangent.GetAsVector3()) * sourceTangent.GetW();
bitangentBufferData[atomVertexBufferOffset + i] = PackedVector3f(bitangent);
}
}
static void ProcessSkinInfluences(
const EMotionFX::Mesh* mesh,
const EMotionFX::SubMesh* subMesh,
size_t atomVertexBufferOffset,
AZStd::vector<AZStd::array<uint32_t, MaxSupportedSkinInfluences>>& blendIndexBufferData,
AZStd::vector<AZStd::array<float, MaxSupportedSkinInfluences>>& blendWeightBufferData,
bool hasClothData)
{
EMotionFX::SkinningInfoVertexAttributeLayer* sourceSkinningInfo = static_cast<EMotionFX::SkinningInfoVertexAttributeLayer*>(mesh->FindSharedVertexAttributeLayer(EMotionFX::SkinningInfoVertexAttributeLayer::TYPE_ID));
// EMotionFX source gives 16 bit indices and 32 bit float weights
// Atom consumes 32 bit uint indices and 32 bit float weights (range 0-1)
// Up to MaxSupportedSkinInfluences influences per vertex are supported
const uint32_t* sourceOriginalVertex = static_cast<uint32_t*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_ORGVTXNUMBERS));
const uint32_t vertexCount = subMesh->GetNumVertices();
const uint32_t vertexStart = subMesh->GetStartVertex();
for (uint32_t vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex)
{
const uint32_t originalVertex = sourceOriginalVertex[vertexIndex + vertexStart];
const uint32_t influenceCount = AZStd::GetMin<uint32_t>(MaxSupportedSkinInfluences, sourceSkinningInfo->GetNumInfluences(originalVertex));
uint32_t influenceIndex = 0;
float weightError = 1.0f;
for (; influenceIndex < influenceCount; ++influenceIndex)
{
EMotionFX::SkinInfluence* influence = sourceSkinningInfo->GetInfluence(originalVertex, influenceIndex);
blendIndexBufferData[atomVertexBufferOffset + vertexIndex][influenceIndex] = static_cast<uint32_t>(influence->GetNodeNr());
blendWeightBufferData[atomVertexBufferOffset + vertexIndex][influenceIndex] = influence->GetWeight();
weightError -= blendWeightBufferData[atomVertexBufferOffset + vertexIndex][influenceIndex];
}
// Zero out any unused ids/weights
for (; influenceIndex < MaxSupportedSkinInfluences; ++influenceIndex)
{
blendIndexBufferData[atomVertexBufferOffset + vertexIndex][influenceIndex] = 0;
blendWeightBufferData[atomVertexBufferOffset + vertexIndex][influenceIndex] = 0.0f;
}
}
// If there is cloth data, set all the blend weights to zero to indicate
// the vertices will be updated by cpu.
//
// [TODO ATOM-14478]
// At the moment blend weights is a shared buffer and therefore all
// instances of the actor asset will be affected by it. In the future
// this buffer will be unique per instance and modified by cloth component
// when necessary.
//
// [TODO LYN-1890]
// At the moment, if there is cloth data it is assumed that every vertex in the
// submesh will be simulated by cloth in cpu, so all the weights are set to zero.
// But once the blend weights buffer can be modified per instance, it will be set by
// the cloth component, which decides whether to control the whole submesh or
// to apply an additional simplification pass to remove static triangles from simulation.
// Static triangles are the ones that all its vertices won't move during simulation and
// therefore its weights won't be altered so they are controlled by GPU.
// This additional simplification has been disabled in ClothComponentMesh.cpp for now.
if (hasClothData)
{
for (uint32_t vertexIndex = 0; vertexIndex < vertexCount; ++vertexIndex)
{
for (uint32_t influenceIndex = 0; influenceIndex < MaxSupportedSkinInfluences; ++influenceIndex)
{
blendWeightBufferData[atomVertexBufferOffset + vertexIndex][influenceIndex] = 0.0f;
}
}
}
}
void ProcessMorphsForLod(const EMotionFX::Actor* actor, uint32_t lodIndex, const AZStd::string& fullFileName, SkinnedMeshInputLod& skinnedMeshLod)
{
EMotionFX::MorphSetup* morphSetup = actor->GetMorphSetup(lodIndex);
if (morphSetup)
{
uint32_t morphTargetCount = morphSetup->GetNumMorphTargets();
// We're going to split the data into separate streams with 4byte elements,
// which allows for a coalesced read in the morph target compute shader when each thread is loading 4 adjacent bytes at the same time
// The first stream has just the x and y position deltas, which take 2 bytes each
AZStd::vector<uint32_t> positionXYDeltas;
// The second stream has the z position deltas, plus padding
AZStd::vector<uint32_t> positionZPadDeltas;
// The vertex number stream has the target vertex index that each compute thread will write to
AZStd::vector<uint32_t> vertexIndices;
uint32_t totalDeformDataCount = 0;
for (uint32_t morphTargetIndex = 0; morphTargetIndex < morphTargetCount; ++morphTargetIndex)
{
EMotionFX::MorphTarget* morphTarget = morphSetup->GetMorphTarget(morphTargetIndex);
// check if we are dealing with a standard morph target
if (morphTarget->GetType() != EMotionFX::MorphTargetStandard::TYPE_ID)
{
continue;
}
// down cast the morph target
EMotionFX::MorphTargetStandard* morphTargetStandard = static_cast<EMotionFX::MorphTargetStandard*>(morphTarget);
uint32_t deformDataCount = morphTargetStandard->GetNumDeformDatas();
// Get the min/max weight across the entire morph
float minWeight = morphTargetStandard->GetRangeMin();
float maxWeight = morphTargetStandard->GetRangeMax();
// There are multiple deforms for a single morph. Combine them all into a single morph to be processed at once
for (uint32_t deformDataIndex = 0; deformDataIndex < deformDataCount; ++deformDataIndex)
{
EMotionFX::MorphTargetStandard::DeformData* deformData = morphTargetStandard->GetDeformData(deformDataIndex);
// Vertex data
for (uint32_t vertexIndex = 0; vertexIndex < deformData->mNumVerts; ++vertexIndex)
{
const EMotionFX::MorphTargetStandard::DeformData::VertexDelta& delta = deformData->mDeltas[vertexIndex];
// Combine the x and y components into 4 bytes with x in the most-significant 16 bits and y in the least significant 16 bits
uint32_t xy = static_cast<uint32_t>(delta.mPosition.mX);
xy <<= 16;
xy |= static_cast<uint32_t>(delta.mPosition.mY);
positionXYDeltas.push_back(xy);
// Combine the z component with padding, putting the z component in the most significant 16 bits and padding in the least significant 16 bits
uint32_t zpad = static_cast<uint32_t>(delta.mPosition.mZ);
zpad <<= 16;
positionZPadDeltas.push_back(zpad);
// Add the target vertex index
vertexIndices.push_back(delta.mVertexNr);
}
// Now that we have individual elements adjacent to each other, combine the deltas into one long buffer
positionXYDeltas.insert(positionXYDeltas.end(), positionZPadDeltas.begin(), positionZPadDeltas.end());
if (deformData->mNumVerts > 0)
{
// The skinned mesh lod gets a unique morph for each deform data, since each one has unique min/max delta values to use for decompression
AZStd::string morphString = AZStd::string::format("_Lod%u_Morph%u", lodIndex, totalDeformDataCount);
skinnedMeshLod.AddMorphTarget(minWeight, maxWeight, deformData->mMinValue, deformData->mMaxValue, deformData->mNumVerts, vertexIndices, positionXYDeltas, fullFileName + morphString);
totalDeformDataCount++;
}
else
{
AZ_Warning("ProcessMorphsForLod", false, "EMotionFX deform data '%u' in morph target '%u' for lod '%u' in '%s' modifies zero vertices and will be skipped.", deformDataIndex, morphTargetIndex, lodIndex, fullFileName.c_str());
}
positionXYDeltas.clear();
positionZPadDeltas.clear();
vertexIndices.clear();
}
}
}
}
AZStd::intrusive_ptr<SkinnedMeshInputBuffers> CreateSkinnedMeshInputFromActor(const Data::AssetId& actorAssetId, const EMotionFX::Actor* actor)
{
AZStd::intrusive_ptr<SkinnedMeshInputBuffers> skinnedMeshInputBuffers = aznew SkinnedMeshInputBuffers;
skinnedMeshInputBuffers->SetAssetId(actorAssetId);
// Get the fileName, which will be used to label the buffers
AZStd::string assetPath;
Data::AssetCatalogRequestBus::BroadcastResult(assetPath, &Data::AssetCatalogRequests::GetAssetPathById, actorAssetId);
AZStd::string fullFileName;
AzFramework::StringFunc::Path::GetFullFileName(assetPath.c_str(), fullFileName);
// GetNumNodes returns the number of 'joints' or 'bones' in the skeleton
const size_t numJoints = actor->GetNumNodes();
const size_t numLODs = actor->GetNumLODLevels();
// Create the containers to hold the data for all the combined sub-meshes
AZStd::vector<uint32_t> indexBufferData;
AZStd::vector<PackedVector3f> positionBufferData;
AZStd::vector<PackedVector3f> normalBufferData;
AZStd::vector<Vector4> tangentBufferData;
AZStd::vector<PackedVector3f> bitangentBufferData;
AZStd::vector<AZStd::array<uint32_t, MaxSupportedSkinInfluences>> blendIndexBufferData;
AZStd::vector<AZStd::array<float, MaxSupportedSkinInfluences>> blendWeightBufferData;
AZStd::vector<float[2]> uvBufferData;
//
// Process all LODs from the EMotionFX actor data.
//
skinnedMeshInputBuffers->SetLodCount(numLODs);
for (size_t lodIndex = 0; lodIndex < numLODs; ++lodIndex)
{
// Create a single LOD
SkinnedMeshInputLod skinnedMeshLod;
// Get the amount of vertices and indices
// Get the meshes to process
bool hasUVs = false;
bool hasUVs2 = false;
bool hasTangents = false;
bool hasBitangents = false;
bool hasClothData = false;
// 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.
// 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
uint32_t lodVertexCount = 0;
uint32_t lodIndexCount = 0;
AZStd::vector<SkinnedSubMeshProperties> subMeshes;
CalculateSubmeshPropertiesForLod(actorAssetId, actor, lodIndex, numJoints, subMeshes, lodIndexCount, lodVertexCount);
skinnedMeshLod.SetIndexCount(lodIndexCount);
skinnedMeshLod.SetVertexCount(lodVertexCount);
// We'll be overwriting all the elements, so no need to construct them when resizing
indexBufferData.resize_no_construct(lodIndexCount);
positionBufferData.resize_no_construct(lodVertexCount);
normalBufferData.resize_no_construct(lodVertexCount);
tangentBufferData.resize_no_construct(lodVertexCount);
bitangentBufferData.resize_no_construct(lodVertexCount);
blendIndexBufferData.resize_no_construct(lodVertexCount);
blendWeightBufferData.resize_no_construct(lodVertexCount);
uvBufferData.resize_no_construct(lodVertexCount);
// Now iterate over the actual data and populate the data for the per-actor buffers
size_t lodVertexStart = 0;
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 uint32_t* sourceOriginalVertex = static_cast<const uint32_t*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_ORGVTXNUMBERS));
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 AZ::Vector2* sourceUVs2 = static_cast<const AZ::Vector2*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_UVCOORDS, 1));
const uint32_t* sourceClothData = static_cast<uint32_t*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_CLOTH_DATA));
hasUVs = (sourceUVs != nullptr);
hasUVs2 = (sourceUVs2 != nullptr);
hasTangents = (sourceTangents != nullptr);
hasBitangents = (sourceBitangents != nullptr);
hasClothData = (sourceClothData != nullptr);
// For each sub-mesh within each mesh, we want to create a separate sub-piece.
const size_t numSubMeshes = mesh->GetNumSubMeshes();
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 missing uvs. Downstream code is assuming all actors have uvs");
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 missing tangents. Downstream code is assuming all actors have tangents");
if (hasTangents)
{
ProcessTangentsForSubmesh(vertexCount, vertexBufferOffset, vertexStart, sourceTangents, tangentBufferData);
if (hasBitangents)
{
ProcessBitangentsForSubmesh(vertexCount, vertexBufferOffset, vertexStart, sourceBitangents, bitangentBufferData);
}
else
{
GenerateBitangentsForSubmesh(vertexCount, vertexBufferOffset, vertexStart, sourceNormals, sourceTangents, bitangentBufferData);
}
}
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, create the actual buffers
// Create read-only buffers and views for input buffers that are shared across all instances
AZStd::string lodString = AZStd::string::format("_Lod%zu", lodIndex);
skinnedMeshLod.CreateSkinningInputBuffer(positionBufferData.data(), SkinnedMeshInputVertexStreams::Position, fullFileName + lodString + "_SkinnedMeshInputPositions");
skinnedMeshLod.CreateSkinningInputBuffer(normalBufferData.data(), SkinnedMeshInputVertexStreams::Normal, fullFileName + lodString + "_SkinnedMeshInputNormals");
skinnedMeshLod.CreateSkinningInputBuffer(tangentBufferData.data(), SkinnedMeshInputVertexStreams::Tangent, fullFileName + lodString + "_SkinnedMeshInputTangents");
skinnedMeshLod.CreateSkinningInputBuffer(bitangentBufferData.data(), SkinnedMeshInputVertexStreams::BiTangent, fullFileName + lodString + "_SkinnedMeshInputBiTangents");
skinnedMeshLod.CreateSkinningInputBuffer(blendIndexBufferData.data(), SkinnedMeshInputVertexStreams::BlendIndices, fullFileName + lodString + "_SkinnedMeshInputBlendIndices");
skinnedMeshLod.CreateSkinningInputBuffer(blendWeightBufferData.data(), SkinnedMeshInputVertexStreams::BlendWeights, fullFileName + lodString + "_SkinnedMeshInputBlendWeights");
// Create read-only input assembly buffers that are not modified during skinning and shared across all instances
skinnedMeshLod.CreateIndexBuffer(indexBufferData.data(), fullFileName + lodString + "_SkinnedMeshIndexBuffer");
skinnedMeshLod.CreateStaticBuffer(uvBufferData.data(), SkinnedMeshStaticVertexStreams::UV_0, fullFileName + lodString + "_SkinnedMeshStaticUVs");
// 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);
ProcessMorphsForLod(actor, lodIndex, fullFileName, skinnedMeshLod);
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
RHI::BufferViewDescriptor bufferViewDescriptor = RHI::BufferViewDescriptor::CreateStructured(0, aznumeric_cast<uint32_t>(boneTransforms.size() / floatsPerBone), floatsPerBone * sizeof(float));
Data::Asset<RPI::BufferAsset> bufferAsset = BuildInputAssemblyBuffer(static_cast<void*>(boneTransforms.data()), bufferViewDescriptor, RHI::BufferBindFlags::ShaderRead);
return RPI::Buffer::FindOrCreate(bufferAsset);
}
} //namespace Render
} // namespace AZ