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

228 lines
12 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/AssImpBlendShapeImporter.h>
#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h>
#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/RenamedNodesMap.h>
#include <SceneAPI/FbxSceneBuilder/Importers/FbxImporterUtilities.h>
#include <SceneAPI/FbxSceneBuilder/FbxSceneSystem.h>
#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
#include <SceneAPI/SDKWrapper/AssImpTypeConverter.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
#include <SceneAPI/SceneData/GraphData/SkinMeshData.h>
#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
#include <assimp/scene.h>
namespace AZ
{
namespace SceneAPI
{
namespace FbxSceneBuilder
{
AssImpBlendShapeImporter::AssImpBlendShapeImporter()
{
BindToCall(&AssImpBlendShapeImporter::ImportBlendShapes);
}
void AssImpBlendShapeImporter::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<AssImpBlendShapeImporter, SceneCore::LoadingComponent>()->Version(3); // LYN-2576
}
}
Events::ProcessingResult AssImpBlendShapeImporter::ImportBlendShapes(AssImpSceneNodeAppendedContext& context)
{
AZ_TraceContext("Importer", "Blend Shapes");
int numMesh = context.m_sourceNode.GetAssImpNode()->mNumMeshes;
bool animMeshExists = false;
for (int idx = 0; idx < numMesh; idx++)
{
int meshId = context.m_sourceNode.GetAssImpNode()->mMeshes[idx];
aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[meshId];
if (aiMesh->mNumAnimMeshes)
{
animMeshExists = true;
break;
}
}
if (!animMeshExists)
{
return Events::ProcessingResult::Ignored;
}
GetMeshDataFromParentResult meshDataResult(GetMeshDataFromParent(context));
if (!meshDataResult.IsSuccess())
{
return meshDataResult.GetError();
}
const SceneData::GraphData::MeshData* const parentMeshData(meshDataResult.GetValue());
int parentMeshIndex = parentMeshData->GetSdkMeshIndex();
Events::ProcessingResultCombiner combinedBlendShapeResult;
for (int nodeMeshIdx = 0; nodeMeshIdx < numMesh; nodeMeshIdx++)
{
int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[nodeMeshIdx];
const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
// Each mesh gets its own node in the scene graph, so only generate
// morph targets for the current mesh.
if (parentMeshIndex != nodeMeshIdx || !aiMesh->mNumAnimMeshes)
{
continue;
}
for (int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
{
AZStd::shared_ptr<SceneData::GraphData::BlendShapeData> blendShapeData =
AZStd::make_shared<SceneData::GraphData::BlendShapeData>();
aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[animIdx];
AZStd::string nodeName(aiAnimMesh->mName.C_Str());
size_t dotIndex = nodeName.rfind('.');
if (dotIndex != AZStd::string::npos)
{
nodeName.erase(0, dotIndex + 1);
}
RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
AZ_TraceContext("Blend shape name", nodeName);
AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumUVSets> uvSetUsedFlags;
for (AZ::u8 uvSetIndex = 0; uvSetIndex < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIndex)
{
uvSetUsedFlags.set(uvSetIndex, aiAnimMesh->HasTextureCoords(uvSetIndex));
}
AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumColorSets> colorSetUsedFlags;
for (AZ::u8 colorSetIndex = 0; colorSetIndex < SceneData::GraphData::BlendShapeData::MaxNumColorSets;
++colorSetIndex)
{
colorSetUsedFlags.set(colorSetIndex, aiAnimMesh->HasVertexColors(colorSetIndex));
}
blendShapeData->ReserveData(
aiAnimMesh->mNumVertices, aiAnimMesh->HasTangentsAndBitangents(), uvSetUsedFlags, colorSetUsedFlags);
for (int vertIdx = 0; vertIdx < aiAnimMesh->mNumVertices; ++vertIdx)
{
AZ::Vector3 vertex(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mVertices[vertIdx]));
context.m_sourceSceneSystem.SwapVec3ForUpAxis(vertex);
context.m_sourceSceneSystem.ConvertUnit(vertex);
blendShapeData->AddPosition(vertex);
blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx, vertIdx);
// Add normals
if (aiAnimMesh->HasNormals())
{
AZ::Vector3 normal(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mNormals[vertIdx]));
context.m_sourceSceneSystem.SwapVec3ForUpAxis(normal);
normal.NormalizeSafe();
blendShapeData->AddNormal(normal);
}
// Add tangents and bitangents
if (aiAnimMesh->HasTangentsAndBitangents())
{
// Vector4's constructor that takes in a vector3 sets w to 1.0f automatically.
const AZ::Vector4 tangent(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mTangents[vertIdx]));
const AZ::Vector3 bitangent = AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mBitangents[vertIdx]);
blendShapeData->AddTangentAndBitangent(tangent, bitangent);
}
// Add UVs
for (AZ::u8 uvSetIdx = 0; uvSetIdx < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIdx)
{
if (aiAnimMesh->HasTextureCoords(uvSetIdx))
{
const AZ::Vector2 vertexUV(
aiAnimMesh->mTextureCoords[uvSetIdx][vertIdx].x,
// The engine's V coordinate is reverse of how it's stored in assImp.
1.0f - aiAnimMesh->mTextureCoords[uvSetIdx][vertIdx].y);
blendShapeData->AddUV(vertexUV, uvSetIdx);
}
}
// Add colors
for (AZ::u8 colorSetIdx = 0; colorSetIdx < SceneData::GraphData::BlendShapeData::MaxNumColorSets; ++colorSetIdx)
{
if (aiAnimMesh->HasVertexColors(colorSetIdx))
{
SceneAPI::DataTypes::Color color =
AssImpSDKWrapper::AssImpTypeConverter::ToColor(aiAnimMesh->mColors[colorSetIdx][vertIdx]);
blendShapeData->AddColor(color, colorSetIdx);
}
}
}
// aiAnimMesh just has a list of positions for vertices. The face indices are on the original mesh.
for (int faceIdx = 0; faceIdx < aiMesh->mNumFaces; ++faceIdx)
{
aiFace face = aiMesh->mFaces[faceIdx];
DataTypes::IBlendShapeData::Face blendFace;
if (face.mNumIndices != 3)
{
// AssImp should have triangulated everything, so if this happens then someone has
// probably changed AssImp's import settings. The engine only supports triangles.
AZ_Error(
Utilities::ErrorWindow, false,
"Mesh for node %s has a face with %d vertices, only 3 vertices are supported per face.",
nodeName.c_str(),
face.mNumIndices);
continue;
}
for (int idx = 0; idx < face.mNumIndices; ++idx)
{
blendFace.vertexIndex[idx] = face.mIndices[idx];
}
blendShapeData->AddFace(blendFace);
}
// Report problem if no vertex or face converted to MeshData
if (blendShapeData->GetVertexCount() <= 0 || blendShapeData->GetFaceCount() <= 0)
{
AZ_Error(Utilities::ErrorWindow, false, "Missing geometry data in blendshape node %s.", nodeName.c_str());
return Events::ProcessingResult::Failure;
}
Containers::SceneGraph::NodeIndex newIndex =
context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, nodeName.c_str());
Events::ProcessingResult blendShapeResult;
AssImpSceneAttributeDataPopulatedContext dataPopulated(context, blendShapeData, newIndex, nodeName);
blendShapeResult = Events::Process(dataPopulated);
if (blendShapeResult != Events::ProcessingResult::Failure)
{
blendShapeResult = AddAttributeDataNodeWithContexts(dataPopulated);
}
combinedBlendShapeResult += blendShapeResult;
}
}
return combinedBlendShapeResult.GetResult();
}
} // namespace FbxSceneBuilder
} // namespace SceneAPI
} // namespace AZ