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231 lines
12 KiB
C++
231 lines
12 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzCore/std/string/conversions.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/AssImpBlendShapeImporter.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/RenamedNodesMap.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/FbxImporterUtilities.h>
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#include <SceneAPI/FbxSceneBuilder/FbxSceneSystem.h>
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#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
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#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
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#include <SceneAPI/SDKWrapper/AssImpTypeConverter.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/SceneData/GraphData/MeshData.h>
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#include <SceneAPI/SceneData/GraphData/SkinMeshData.h>
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#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
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#include <assimp/scene.h>
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namespace AZ
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{
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namespace SceneAPI
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{
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namespace FbxSceneBuilder
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{
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AssImpBlendShapeImporter::AssImpBlendShapeImporter()
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{
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BindToCall(&AssImpBlendShapeImporter::ImportBlendShapes);
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}
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void AssImpBlendShapeImporter::Reflect(ReflectContext* context)
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{
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SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<AssImpBlendShapeImporter, SceneCore::LoadingComponent>()->Version(3); // LYN-2576
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}
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}
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Events::ProcessingResult AssImpBlendShapeImporter::ImportBlendShapes(AssImpSceneNodeAppendedContext& context)
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{
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AZ_TraceContext("Importer", "Blend Shapes");
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int numMesh = context.m_sourceNode.GetAssImpNode()->mNumMeshes;
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bool animMeshExists = false;
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for (int idx = 0; idx < numMesh; idx++)
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{
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int meshId = context.m_sourceNode.GetAssImpNode()->mMeshes[idx];
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aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[meshId];
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if (aiMesh->mNumAnimMeshes)
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{
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animMeshExists = true;
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break;
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}
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}
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if (!animMeshExists)
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{
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return Events::ProcessingResult::Ignored;
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}
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GetMeshDataFromParentResult meshDataResult(GetMeshDataFromParent(context));
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if (!meshDataResult.IsSuccess())
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{
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return meshDataResult.GetError();
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}
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const SceneData::GraphData::MeshData* const parentMeshData(meshDataResult.GetValue());
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int parentMeshIndex = parentMeshData->GetSdkMeshIndex();
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Events::ProcessingResultCombiner combinedBlendShapeResult;
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for (int nodeMeshIdx = 0; nodeMeshIdx < numMesh; nodeMeshIdx++)
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{
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int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[nodeMeshIdx];
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const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
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// Each mesh gets its own node in the scene graph, so only generate
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// morph targets for the current mesh.
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if (parentMeshIndex != nodeMeshIdx || !aiMesh->mNumAnimMeshes)
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{
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continue;
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}
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for (int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
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{
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AZStd::shared_ptr<SceneData::GraphData::BlendShapeData> blendShapeData =
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AZStd::make_shared<SceneData::GraphData::BlendShapeData>();
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aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[animIdx];
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AZStd::string nodeName(aiAnimMesh->mName.C_Str());
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size_t dotIndex = nodeName.rfind('.');
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if (dotIndex != AZStd::string::npos)
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{
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nodeName.erase(0, dotIndex + 1);
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}
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RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
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AZ_TraceContext("Blend shape name", nodeName);
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int firstMeshVertexIndex = -1;
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int previousMeshVertexIndex = -1;
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int verticesInMeshFace = 0;
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AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumUVSets> uvSetUsedFlags;
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for (AZ::u8 uvSetIndex = 0; uvSetIndex < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIndex)
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{
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uvSetUsedFlags.set(uvSetIndex, aiAnimMesh->HasTextureCoords(uvSetIndex));
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}
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AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumColorSets> colorSetUsedFlags;
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for (AZ::u8 colorSetIndex = 0; colorSetIndex < SceneData::GraphData::BlendShapeData::MaxNumColorSets;
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++colorSetIndex)
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{
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colorSetUsedFlags.set(colorSetIndex, aiAnimMesh->HasVertexColors(colorSetIndex));
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}
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blendShapeData->ReserveData(
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aiAnimMesh->mNumVertices, aiAnimMesh->HasTangentsAndBitangents(), uvSetUsedFlags, colorSetUsedFlags);
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for (int vertIdx = 0; vertIdx < aiAnimMesh->mNumVertices; ++vertIdx)
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{
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AZ::Vector3 vertex(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mVertices[vertIdx]));
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context.m_sourceSceneSystem.SwapVec3ForUpAxis(vertex);
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context.m_sourceSceneSystem.ConvertUnit(vertex);
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// Add normals
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AZ::Vector3 normal;
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if (aiAnimMesh->HasNormals())
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{
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normal = AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mNormals[vertIdx]);
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context.m_sourceSceneSystem.SwapVec3ForUpAxis(normal);
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normal.NormalizeSafe();
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}
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blendShapeData->AddVertex(vertex, normal);
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blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx, vertIdx);
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// Add tangents and bitangents
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if (aiAnimMesh->HasTangentsAndBitangents())
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{
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// Vector4's constructor that takes in a vector3 sets w to 1.0f automatically.
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const AZ::Vector4 tangent(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mTangents[vertIdx]));
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const AZ::Vector3 bitangent = AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mBitangents[vertIdx]);
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blendShapeData->AddTangentAndBitangent(tangent, bitangent);
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}
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// Add UVs
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for (AZ::u8 uvSetIdx = 0; uvSetIdx < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIdx)
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{
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if (aiAnimMesh->HasTextureCoords(uvSetIdx))
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{
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const AZ::Vector2 vertexUV(
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aiAnimMesh->mTextureCoords[uvSetIdx][vertIdx].x,
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// The engine's V coordinate is reverse of how it's stored in assImp.
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1.0f - aiAnimMesh->mTextureCoords[uvSetIdx][vertIdx].y);
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blendShapeData->AddUV(vertexUV, uvSetIdx);
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}
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}
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// Add colors
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for (AZ::u8 colorSetIdx = 0; colorSetIdx < SceneData::GraphData::BlendShapeData::MaxNumColorSets; ++colorSetIdx)
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{
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if (aiAnimMesh->HasVertexColors(colorSetIdx))
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{
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SceneAPI::DataTypes::Color color =
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AssImpSDKWrapper::AssImpTypeConverter::ToColor(aiAnimMesh->mColors[colorSetIdx][vertIdx]);
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blendShapeData->AddColor(color, colorSetIdx);
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}
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}
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}
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// aiAnimMesh just has a list of positions for vertices. The face indices are on the original mesh.
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for (int faceIdx = 0; faceIdx < aiMesh->mNumFaces; ++faceIdx)
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{
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aiFace face = aiMesh->mFaces[faceIdx];
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DataTypes::IBlendShapeData::Face blendFace;
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if (face.mNumIndices != 3)
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{
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// AssImp should have triangulated everything, so if this happens then someone has
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// probably changed AssImp's import settings. The engine only supports triangles.
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AZ_Error(
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Utilities::ErrorWindow, false,
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"Mesh for node %s has a face with %d vertices, only 3 vertices are supported per face.",
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nodeName.c_str(),
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face.mNumIndices);
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continue;
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}
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for (int idx = 0; idx < face.mNumIndices; ++idx)
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{
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blendFace.vertexIndex[idx] = face.mIndices[idx];
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}
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blendShapeData->AddFace(blendFace);
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}
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// Report problem if no vertex or face converted to MeshData
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if (blendShapeData->GetVertexCount() <= 0 || blendShapeData->GetFaceCount() <= 0)
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{
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AZ_Error(Utilities::ErrorWindow, false, "Missing geometry data in blendshape node %s.", nodeName.c_str());
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return Events::ProcessingResult::Failure;
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}
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Containers::SceneGraph::NodeIndex newIndex =
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context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, nodeName.c_str());
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Events::ProcessingResult blendShapeResult;
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AssImpSceneAttributeDataPopulatedContext dataPopulated(context, blendShapeData, newIndex, nodeName);
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blendShapeResult = Events::Process(dataPopulated);
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if (blendShapeResult != Events::ProcessingResult::Failure)
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{
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blendShapeResult = AddAttributeDataNodeWithContexts(dataPopulated);
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}
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combinedBlendShapeResult += blendShapeResult;
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}
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}
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return combinedBlendShapeResult.GetResult();
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}
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} // namespace FbxSceneBuilder
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} // namespace SceneAPI
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} // namespace AZ
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