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

194 lines
8.1 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzCore/StringFunc/StringFunc.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/FbxSceneBuilder/FbxSceneSystem.h>
#include <SceneAPI/FbxSceneBuilder/Importers/AssImpBoneImporter.h>
#include <SceneAPI/FbxSceneBuilder/Importers/AssImpImporterUtilities.h>
#include <SceneAPI/FbxSceneBuilder/Importers/ImporterUtilities.h>
#include <SceneAPI/SceneCore/Containers/Scene.h>
#include <SceneAPI/SceneData/GraphData/BoneData.h>
#include <SceneAPI/SceneData/GraphData/RootBoneData.h>
#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
#include <SceneAPI/SDKWrapper/AssImpTypeConverter.h>
namespace AZ
{
namespace SceneAPI
{
namespace FbxSceneBuilder
{
AssImpBoneImporter::AssImpBoneImporter()
{
BindToCall(&AssImpBoneImporter::ImportBone);
}
void AssImpBoneImporter::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<AssImpBoneImporter, SceneCore::LoadingComponent>()->Version(1);
}
}
void EnumBonesInNode(
const aiScene* scene, const aiNode* node, AZStd::unordered_map<AZStd::string, const aiNode*>& mainBoneList,
AZStd::unordered_map<AZStd::string, const aiBone*>& boneLookup)
{
/* From AssImp Documentation
a) Create a map or a similar container to store which nodes are necessary for the skeleton. Pre-initialise it for all nodes with a "no".
b) For each bone in the mesh:
b1) Find the corresponding node in the scene's hierarchy by comparing their names.
b2) Mark this node as "yes" in the necessityMap.
b3) Mark all of its parents the same way until you 1) find the mesh's node or 2) the parent of the mesh's node.
c) Recursively iterate over the node hierarchy
c1) If the node is marked as necessary, copy it into the skeleton and check its children
c2) If the node is marked as not necessary, skip it and do not iterate over its children.
*/
for (unsigned meshIndex = 0; meshIndex < node->mNumMeshes; ++meshIndex)
{
const aiMesh* mesh = scene->mMeshes[node->mMeshes[meshIndex]];
for (unsigned boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
{
const aiBone* bone = mesh->mBones[boneIndex];
const aiNode* boneNode = scene->mRootNode->FindNode(bone->mName);
const aiNode* boneParent = boneNode->mParent;
mainBoneList[bone->mName.C_Str()] = boneNode;
boneLookup[bone->mName.C_Str()] = bone;
while (boneParent && boneParent != node && boneParent != node->mParent && boneParent != scene->mRootNode)
{
mainBoneList[boneParent->mName.C_Str()] = boneParent;
boneParent = boneParent->mParent;
}
}
}
}
void EnumChildren(
const aiScene* scene, const aiNode* node, AZStd::unordered_map<AZStd::string, const aiNode*>& mainBoneList,
AZStd::unordered_map<AZStd::string, const aiBone*>& boneLookup)
{
EnumBonesInNode(scene, node, mainBoneList, boneLookup);
for (unsigned childIndex = 0; childIndex < node->mNumChildren; ++childIndex)
{
const aiNode* child = node->mChildren[childIndex];
EnumChildren(scene, child, mainBoneList, boneLookup);
}
}
aiMatrix4x4 CalculateWorldTransform(const aiNode* currentNode)
{
aiMatrix4x4 transform = {};
const aiNode* iteratingNode = currentNode;
while (iteratingNode)
{
transform = iteratingNode->mTransformation * transform;
iteratingNode = iteratingNode->mParent;
}
return transform;
}
Events::ProcessingResult AssImpBoneImporter::ImportBone(AssImpNodeEncounteredContext& context)
{
AZ_TraceContext("Importer", "Bone");
const aiNode* currentNode = context.m_sourceNode.GetAssImpNode();
const aiScene* scene = context.m_sourceScene.GetAssImpScene();
if (IsPivotNode(currentNode->mName))
{
return Events::ProcessingResult::Ignored;
}
bool isBone = false;
{
AZStd::unordered_map<AZStd::string, const aiNode*> mainBoneList;
AZStd::unordered_map<AZStd::string, const aiBone*> boneLookup;
EnumChildren(scene, scene->mRootNode, mainBoneList, boneLookup);
if (mainBoneList.find(currentNode->mName.C_Str()) != mainBoneList.end())
{
isBone = true;
}
// If we have an animation, the bones will be listed in there
if (!isBone)
{
for(unsigned animIndex = 0; animIndex < scene->mNumAnimations; ++animIndex)
{
aiAnimation* animation = scene->mAnimations[animIndex];
for (unsigned channelIndex = 0; channelIndex < animation->mNumChannels; ++channelIndex)
{
aiNodeAnim* nodeAnim = animation->mChannels[channelIndex];
if (nodeAnim->mNodeName == currentNode->mName)
{
isBone = true;
break;
}
}
if (isBone)
{
break;
}
}
}
}
if(!isBone)
{
return Events::ProcessingResult::Ignored;
}
// If the current scene node (our eventual parent) contains bone data, we are not a root bone
AZStd::shared_ptr<SceneData::GraphData::BoneData> createdBoneData;
if (NodeHasAncestorOfType(
context.m_scene.GetGraph(), context.m_currentGraphPosition, DataTypes::IBoneData::TYPEINFO_Uuid()))
{
createdBoneData = AZStd::make_shared<SceneData::GraphData::BoneData>();
}
else
{
createdBoneData = AZStd::make_shared<SceneData::GraphData::RootBoneData>();
}
aiMatrix4x4 transform = CalculateWorldTransform(currentNode);
SceneAPI::DataTypes::MatrixType globalTransform = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(transform);
context.m_sourceSceneSystem.SwapTransformForUpAxis(globalTransform);
context.m_sourceSceneSystem.ConvertBoneUnit(globalTransform);
createdBoneData->SetWorldTransform(globalTransform);
context.m_createdData.push_back(AZStd::move(createdBoneData));
return Events::ProcessingResult::Success;
}
} // namespace FbxSceneBuilder
} // namespace SceneAPI
} // namespace AZ