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

126 lines
5.3 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 <AzCore/Math/Vector2.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/FbxSceneBuilder/ImportContexts/AssImpImportContexts.h>
#include <SceneAPI/FbxSceneBuilder/Importers/AssImpUvMapImporter.h>
#include <SceneAPI/FbxSceneBuilder/Importers/FbxImporterUtilities.h>
#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h>
#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
#include <SceneAPI/SceneData/GraphData/MeshVertexUVData.h>
#include <assimp/scene.h>
#include <assimp/mesh.h>
namespace AZ
{
namespace SceneAPI
{
namespace FbxSceneBuilder
{
const char* AssImpUvMapImporter::m_defaultNodeName = "UV";
AssImpUvMapImporter::AssImpUvMapImporter()
{
BindToCall(&AssImpUvMapImporter::ImportUvMaps);
}
void AssImpUvMapImporter::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<AssImpUvMapImporter, SceneCore::LoadingComponent>()->Version(3); // LYN-2506
}
}
Events::ProcessingResult AssImpUvMapImporter::ImportUvMaps(AssImpSceneNodeAppendedContext& context)
{
AZ_TraceContext("Importer", m_defaultNodeName);
if (!context.m_sourceNode.ContainsMesh())
{
return Events::ProcessingResult::Ignored;
}
aiNode* currentNode = context.m_sourceNode.GetAssImpNode();
const aiScene* scene = context.m_sourceScene.GetAssImpScene();
GetMeshDataFromParentResult meshDataResult(GetMeshDataFromParent(context));
if (!meshDataResult.IsSuccess())
{
return meshDataResult.GetError();
}
const SceneData::GraphData::MeshData* const parentMeshData(meshDataResult.GetValue());
size_t vertexCount = parentMeshData->GetVertexCount();
int sdkMeshIndex = parentMeshData->GetSdkMeshIndex();
AZ_Assert(sdkMeshIndex >= 0,
"Tried to construct uv stream attribute for invalid or non-mesh parent data, mesh index is missing");
aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[sdkMeshIndex]];
Events::ProcessingResultCombiner combinedUvMapResults;
for (int texCoordIndex = 0; texCoordIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++texCoordIndex)
{
if (!mesh->mTextureCoords[texCoordIndex])
{
continue;
}
AZStd::shared_ptr<SceneData::GraphData::MeshVertexUVData> uvMap =
AZStd::make_shared<AZ::SceneData::GraphData::MeshVertexUVData>();
uvMap->ReserveContainerSpace(vertexCount);
AZStd::string name(AZStd::string::format("%s%d", m_defaultNodeName, texCoordIndex));
if (mesh->mTextureCoordsNames[texCoordIndex].length)
{
name = mesh->mTextureCoordsNames[texCoordIndex].C_Str();
}
uvMap->SetCustomName(name.c_str());
for (int v = 0; v < mesh->mNumVertices; ++v)
{
AZ::Vector2 vertexUV(
mesh->mTextureCoords[texCoordIndex][v].x,
// The engine's V coordinate is reverse of how it's stored in the FBX file.
1.0f - mesh->mTextureCoords[texCoordIndex][v].y);
uvMap->AppendUV(vertexUV);
}
Containers::SceneGraph::NodeIndex newIndex =
context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, name.c_str());
Events::ProcessingResult uvMapResults;
AssImpSceneAttributeDataPopulatedContext dataPopulated(context, uvMap, newIndex, name);
uvMapResults = Events::Process(dataPopulated);
if (uvMapResults != Events::ProcessingResult::Failure)
{
uvMapResults = AddAttributeDataNodeWithContexts(dataPopulated);
}
combinedUvMapResults += uvMapResults;
}
return combinedUvMapResults.GetResult();
}
} // namespace FbxSceneBuilder
} // namespace SceneAPI
} // namespace AZ