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o3de/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/FbxSkinWeightsImporter.cpp

178 lines
8.5 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 <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzCore/std/string/conversions.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/FbxSceneBuilder/Importers/FbxSkinWeightsImporter.h>
#include <SceneAPI/FbxSceneBuilder/Importers/FbxImporterUtilities.h>
#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/RenamedNodesMap.h>
#include <SceneAPI/FbxSDKWrapper/FbxMeshWrapper.h>
#include <SceneAPI/SceneCore/Events/ImportEventContext.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
#include <SceneAPI/SceneData/GraphData/SkinMeshData.h>
#include <SceneAPI/SceneData/GraphData/SkinWeightData.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
namespace AZ
{
namespace SceneAPI
{
namespace FbxSceneBuilder
{
const AZStd::string FbxSkinWeightsImporter::s_skinWeightName = "SkinWeight_";
FbxSkinWeightsImporter::FbxSkinWeightsImporter()
{
BindToCall(&FbxSkinWeightsImporter::ImportSkinWeights);
BindToCall(&FbxSkinWeightsImporter::SetupNamedBoneLinks);
}
void FbxSkinWeightsImporter::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<FbxSkinWeightsImporter, SceneCore::LoadingComponent>()->Version(1);
}
}
Events::ProcessingResult FbxSkinWeightsImporter::ImportSkinWeights(SceneNodeAppendedContext& context)
{
AZ_TraceContext("Importer", "Skin Weights");
if (!IsSkinnedMesh(context.m_sourceNode))
{
return Events::ProcessingResult::Ignored;
}
Events::ProcessingResultCombiner combinedSkinWeightsResult;
for (int deformerIndex = 0; deformerIndex < context.m_sourceNode.GetMesh()->GetDeformerCount(FbxDeformer::eSkin); ++deformerIndex)
{
AZ_TraceContext("Deformer Index", deformerIndex);
AZStd::shared_ptr<const FbxSDKWrapper::FbxSkinWrapper> fbxSkin =
context.m_sourceNode.GetMesh()->GetSkin(deformerIndex);
if (!fbxSkin)
{
return Events::ProcessingResult::Failure;
}
AZStd::string skinWeightName = s_skinWeightName;
skinWeightName += AZStd::to_string(deformerIndex);
RenamedNodesMap::SanitizeNodeName(skinWeightName, context.m_scene.GetGraph(), context.m_currentGraphPosition);
AZStd::shared_ptr<SceneData::GraphData::SkinWeightData> skinDeformer =
BuildSkinWeightData(context.m_sourceNode.GetMesh(), deformerIndex);
AZ_Assert(skinDeformer, "Failed to allocate skin weighting data.");
if (!skinDeformer)
{
combinedSkinWeightsResult += Events::ProcessingResult::Failure;
continue;
}
Containers::SceneGraph::NodeIndex newIndex =
context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, skinWeightName.c_str());
AZ_Assert(newIndex.IsValid(), "Failed to create SceneGraph node for attribute.");
if (!newIndex.IsValid())
{
combinedSkinWeightsResult += Events::ProcessingResult::Failure;
continue;
}
Events::ProcessingResult skinWeightsResult;
SceneAttributeDataPopulatedContext dataPopulated(context, skinDeformer, newIndex, skinWeightName);
skinWeightsResult = Events::Process(dataPopulated);
if (skinWeightsResult != Events::ProcessingResult::Failure)
{
skinWeightsResult = AddAttributeDataNodeWithContexts(dataPopulated);
}
combinedSkinWeightsResult += skinWeightsResult;
}
return combinedSkinWeightsResult.GetResult();
}
AZStd::shared_ptr<SceneData::GraphData::SkinWeightData> FbxSkinWeightsImporter::BuildSkinWeightData(
const std::shared_ptr<const FbxSDKWrapper::FbxMeshWrapper>& fbxMesh, int skinIndex)
{
AZStd::shared_ptr<const FbxSDKWrapper::FbxSkinWrapper> fbxSkin = fbxMesh->GetSkin(skinIndex);
AZ_Assert(fbxSkin, "BuildSkinWeightData was called for index %i which doesn't contain a skin deformer.",
skinIndex);
if (!fbxSkin)
{
return nullptr;
}
AZStd::shared_ptr<SceneData::GraphData::SkinWeightData> skinWeightData =
AZStd::make_shared<SceneData::GraphData::SkinWeightData>();
// Cache the new object and the link info for now so it can be resolved at a later point when all
// names have been updated.
Pending pending;
pending.m_fbxMesh = fbxMesh;
pending.m_fbxSkin = fbxSkin;
pending.m_skinWeightData = skinWeightData;
m_pendingSkinWeights.push_back(pending);
return skinWeightData;
}
Events::ProcessingResult FbxSkinWeightsImporter::SetupNamedBoneLinks(FinalizeSceneContext& context)
{
AZ_TraceContext("Importer", "Skin Weights");
for (auto& it : m_pendingSkinWeights)
{
int controlPointCount = it.m_fbxMesh->GetControlPointsCount();
it.m_skinWeightData->ResizeContainerSpace(controlPointCount);
int clusterCount = it.m_fbxSkin->GetClusterCount();
for (int clusterIndex = 0; clusterIndex < clusterCount; ++clusterIndex)
{
int controlPointCount2 = it.m_fbxSkin->GetClusterControlPointIndicesCount(clusterIndex);
AZStd::shared_ptr<const FbxSDKWrapper::FbxNodeWrapper> fbxLink = it.m_fbxSkin->GetClusterLink(clusterIndex);
if (!fbxLink)
{
AZ_TracePrintf(Utilities::WarningWindow, "FBX data contains null skin cluster link at index %i", clusterIndex);
continue;
}
// The name of the bones may be updated as they get processed. Processing of bones may not necessarily happen before
// processing skin weights so to avoid storing names that will be updated later delay setting up the link until
// all processing has completed.
AZStd::string boneName = context.m_nodeNameMap.GetNodeName(fbxLink);
int boneId = it.m_skinWeightData->GetBoneId(boneName);
for (int pointIndex = 0; pointIndex < controlPointCount2; ++pointIndex)
{
SceneAPI::DataTypes::ISkinWeightData::Link link;
link.boneId = boneId;
link.weight = aznumeric_caster(it.m_fbxSkin->GetClusterControlPointWeight(clusterIndex, pointIndex));
it.m_skinWeightData->AppendLink(it.m_fbxSkin->GetClusterControlPointIndex(clusterIndex, pointIndex), link);
}
}
}
const auto result = m_pendingSkinWeights.empty() ? Events::ProcessingResult::Ignored : Events::ProcessingResult::Success;
m_pendingSkinWeights.clear();
return result;
}
} // namespace FbxSceneBuilder
} // namespace SceneAPI
} // namespace AZ