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o3de/Code/Tools/RC/ResourceCompilerScene/Skin/SkinUtils.cpp

194 lines
9.3 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 <Cry_Geo.h> // Needed for CGFContent.h
#include <CGFContent.h>
#include <AzCore/std/containers/map.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <RC/ResourceCompilerScene/Common/CommonExportContexts.h>
#include <RC/ResourceCompilerScene/Skin/SkinExportContexts.h>
#include <RC/ResourceCompilerScene/Skin/SkinGroupExporter.h>
#include <RC/ResourceCompilerScene/Cgf/CgfUtils.h>
#include <RC/ResourceCompilerScene/Skin/SkinUtils.h>
#include <RC/ResourceCompilerScene/Skin/SkinExportContexts.h>
#include <SceneAPI/SceneCore/Containers/Scene.h>
#include <SceneAPI/SceneCore/DataTypes/Groups/ISkinGroup.h>
#include <SceneAPI/SceneCore/Utilities/FileUtilities.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
namespace AZ
{
namespace RC
{
void ConfigureSkinContent(CContentCGF& content)
{
CExportInfoCGF* exportInfo = content.GetExportInfo();
exportInfo->bMergeAllNodes = true;
exportInfo->bUseCustomNormals = false;
exportInfo->bCompiledCGF = false;
exportInfo->bHavePhysicsProxy = false;
exportInfo->bHaveAutoLods = false;
exportInfo->bNoMesh = true;
exportInfo->b8WeightsPerVertex = false;
exportInfo->bWantF32Vertices = false;
exportInfo->authorToolVersion = 1;
}
void MergeToFirstNodeMesh(CContentCGF& content)
{
AZ_Assert(content.GetNodeCount() > 0, "Skin Mesh has no node to merge");
if (content.GetNodeCount() == 0)
{
return;
}
CMesh* mergedMesh = content.GetNode(0)->pMesh;
AZ_Assert(mergedMesh, "Failed to retrieve merged mesh for content root node");
if (!mergedMesh)
{
return;
}
for (size_t nodeIndex = 0; nodeIndex < content.GetNodeCount(); ++nodeIndex)
{
CNodeCGF* node = content.GetNode(nodeIndex);
AZ_Assert(node, "Failed to retrieve node at index %i", nodeIndex);
if (!node)
{
continue;
}
if (!node->bIdentityMatrix)
{
AZ_Assert(node->pMesh, "No mesh node set on CGF node at index %i", nodeIndex);
if (!node->pMesh)
{
continue;
}
for (size_t vertexIndex = 0; vertexIndex < node->pMesh->GetVertexCount(); ++vertexIndex)
{
node->pMesh->m_pPositions[vertexIndex] = node->worldTM.TransformPoint(node->pMesh->m_pPositions[vertexIndex]);
node->pMesh->m_pNorms[vertexIndex].RotateSafelyBy(node->worldTM);
}
}
if (nodeIndex > 0)
{
mergedMesh->Append(*node->pMesh);
// Keep color stream in sync size with vertex/normals stream. Reference to CGFNodeMerger::MergeNodes
if (mergedMesh->m_streamSize[CMesh::COLORS][0] > 0 && mergedMesh->m_streamSize[CMesh::COLORS][0] < mergedMesh->GetVertexCount())
{
int colorCount = mergedMesh->m_streamSize[CMesh::COLORS][0];
mergedMesh->ReallocStream(CMesh::COLORS, 0, mergedMesh->GetVertexCount());
memset(mergedMesh->m_pColor0 + colorCount, 255, (mergedMesh->GetVertexCount() - colorCount) * sizeof(SMeshColor));
}
}
}
// We already used the transform during merge, so clear it out
content.GetNode(0)->worldTM.SetIdentity();
}
void RemoveRedundantNodes(CContentCGF& content)
{
while (content.GetNodeCount() > 1)
{
CNodeCGF* deleteNode = content.GetNode(content.GetNodeCount() - 1);
content.RemoveNode(deleteNode);
}
}
SceneAPI::Events::ProcessingResult ProcessSkins(SkinGroupExportContext& context, CContentCGF& content, AZStd::vector<AZStd::string>& targetNodes)
{
namespace SceneEvents = SceneAPI::Events;
if (targetNodes.empty())
{
AZ_TracePrintf(SceneAPI::Utilities::WarningWindow, "No nodes selected for mesh exporting.");
return SceneEvents::ProcessingResult::Ignored;
}
SceneEvents::ProcessingResultCombiner result;
ContainerExportContext containerContext(context.m_scene, context.m_outputDirectory, context.m_group, content, Phase::Construction);
result += SceneEvents::Process(containerContext);
result += SceneEvents::Process<ContainerExportContext>(containerContext, Phase::Filling);
const EPhysicsGeomType physicalizeType = PHYS_GEOM_TYPE_NONE;
AZStd::string rootBoneName;
const SceneAPI::Containers::SceneGraph& graph = context.m_scene.GetGraph();
AZStd::string currentRootBoneName;
for (const AZStd::string& nodeName : targetNodes)
{
AZ_TraceContext("Skin mesh", nodeName);
SceneAPI::Containers::SceneGraph::NodeIndex index = graph.Find(nodeName.c_str());
if (index.IsValid())
{
// Pick the target skeleton from the first node, then make sure all the remaining meshes are referencing the same skeleton
// as the skins need to merged to a single mesh at the end.
SceneEvents::ProcessingResult rootNameResult = SceneEvents::Process<ResolveRootBoneFromNodeContext>(currentRootBoneName, context.m_scene, index);
if (rootNameResult != SceneEvents::ProcessingResult::Success || currentRootBoneName.empty())
{
AZ_TracePrintf(SceneAPI::Utilities::WarningWindow, "Selected skin has no weight data.");
continue;
}
if (rootBoneName.empty())
{
rootBoneName = currentRootBoneName;
// The skeleton has been established so fill up the skinning information for it as there's still
// a strong link between skin and skeleton.
SceneEvents::ProcessingResult skinInfoResult = SceneEvents::Process<AddBonesToSkinningInfoContext>(
*content.GetSkinningInfo(), context.m_scene, rootBoneName);
if (skinInfoResult != SceneEvents::ProcessingResult::Success)
{
// Without the skinning info further processing will cause a crash so early out here.
AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Unable to link bones to skin.");
return SceneEvents::ProcessingResult::Failure;
}
}
else if (rootBoneName != currentRootBoneName)
{
AZ_TracePrintf(SceneAPI::Utilities::WarningWindow, "Skin doesn't belong to the same skeleton as the rest of the meshes in the group.");
continue;
}
CNodeCGF* node = new CNodeCGF(); // will be auto deleted by CContentCGF cgf
SetNodeName(nodeName, *node);
result += SceneAPI::Events::Process<NodeExportContext>(containerContext, *node, nodeName, index, physicalizeType, rootBoneName, Phase::Construction);
result += SceneAPI::Events::Process<NodeExportContext>(containerContext, *node, nodeName, index, physicalizeType, rootBoneName, Phase::Filling);
content.AddNode(node);
result += SceneAPI::Events::Process<NodeExportContext>(containerContext, *node, nodeName, index, physicalizeType, rootBoneName, Phase::Finalizing);
currentRootBoneName.clear();
}
}
if (content.GetNodeCount() > 0)
{
// CharacterCompiler expects all skin sub-meshes to be merged and stored in a single CNodeCGF
MergeToFirstNodeMesh(content);
result += SceneAPI::Events::Process<ContainerExportContext>(containerContext, Phase::Finalizing);
RemoveRedundantNodes(content);
}
else
{
AZ_TracePrintf(SceneAPI::Utilities::WarningWindow, "No valid skin information found that could be added to this container.");
result += SceneAPI::Events::Process<ContainerExportContext>(containerContext, Phase::Finalizing);
}
return result.GetResult();
}
}
}