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129 lines
6.5 KiB
C++
129 lines
6.5 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzCore/std/string/conversions.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/FbxBlendShapeImporter.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/FbxImporterUtilities.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/RenamedNodesMap.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/FbxMeshImporterUtilities.h>
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#include <SceneAPI/FbxSceneBuilder/FbxSceneSystem.h>
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#include <SceneAPI/FbxSDKWrapper/FbxNodeWrapper.h>
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#include <SceneAPI/FbxSDKWrapper/FbxMeshWrapper.h>
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#include <SceneAPI/FbxSDKWrapper/FbxBlendShapeWrapper.h>
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#include <SceneAPI/FbxSDKWrapper/FbxBlendShapeChannelWrapper.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/SceneData/GraphData/MeshData.h>
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#include <SceneAPI/SceneData/GraphData/SkinMeshData.h>
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#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
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namespace AZ
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{
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namespace SceneAPI
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{
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namespace FbxSceneBuilder
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{
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FbxBlendShapeImporter::FbxBlendShapeImporter()
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{
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BindToCall(&FbxBlendShapeImporter::ImportBlendShapes);
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}
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void FbxBlendShapeImporter::Reflect(ReflectContext* context)
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{
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SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<FbxBlendShapeImporter, SceneCore::LoadingComponent>()->Version(1);
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}
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}
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Events::ProcessingResult FbxBlendShapeImporter::ImportBlendShapes(SceneNodeAppendedContext& context)
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{
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AZ_TraceContext("Importer", "Blend Shapes");
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if (!IsSkinnedMesh(context.m_sourceNode))
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{
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return Events::ProcessingResult::Ignored;
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}
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Events::ProcessingResultCombiner combinedBlendShapeResult;
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const std::shared_ptr<FbxSDKWrapper::FbxMeshWrapper> sourceMesh = context.m_sourceNode.GetMesh();
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int blendShapeDeformerCount = sourceMesh->GetDeformerCount(FbxDeformer::eBlendShape);
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for (int deformerIndex = 0; deformerIndex < blendShapeDeformerCount; ++deformerIndex)
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{
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AZ_TraceContext("Deformer Index", deformerIndex);
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AZStd::shared_ptr<const FbxSDKWrapper::FbxBlendShapeWrapper> fbxBlendShape = sourceMesh->GetBlendShape(deformerIndex);
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if (!fbxBlendShape)
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{
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AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Unable to extract BlendShape Deformer at index %d", deformerIndex);
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return Events::ProcessingResult::Failure;
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}
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int blendShapeChannelCount = fbxBlendShape->GetBlendShapeChannelCount();
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for (int channelIndex = 0; channelIndex < blendShapeChannelCount; ++channelIndex)
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{
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//extract the mesh and build a blendshape data object.
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AZStd::shared_ptr<const FbxSDKWrapper::FbxBlendShapeChannelWrapper> blendShapeChannel = fbxBlendShape->GetBlendShapeChannel(channelIndex);
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int shapeCount = blendShapeChannel->GetTargetShapeCount();
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//We do not support percentage blends at this time. Take only the final shape.
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AZStd::shared_ptr<const FbxSDKWrapper::FbxMeshWrapper> mesh = blendShapeChannel->GetTargetShape(shapeCount - 1);
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if (mesh)
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{
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//Maya is creating node names of the form cone_skin_blendShapeNode.cone_squash during export.
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//We need the name after the period for our naming purposes.
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AZStd::string nodeName(blendShapeChannel->GetName());
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size_t dotIndex = nodeName.rfind('.');
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if (dotIndex != AZStd::string::npos)
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{
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nodeName.erase(0, dotIndex + 1);
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}
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RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
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AZ_TraceContext("Blend shape name", nodeName);
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AZStd::shared_ptr<SceneData::GraphData::BlendShapeData> blendShapeData =
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AZStd::make_shared<SceneData::GraphData::BlendShapeData>();
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BuildSceneBlendShapeFromFbxBlendShape(blendShapeData, mesh, context.m_sourceSceneSystem);
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Containers::SceneGraph::NodeIndex newIndex =
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context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, nodeName.c_str());
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Events::ProcessingResult blendShapeResult;
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SceneAttributeDataPopulatedContext dataPopulated(context, blendShapeData, newIndex, nodeName);
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blendShapeResult = Events::Process(dataPopulated);
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if (blendShapeResult != Events::ProcessingResult::Failure)
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{
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blendShapeResult = AddAttributeDataNodeWithContexts(dataPopulated);
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}
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combinedBlendShapeResult += blendShapeResult;
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}
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else
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{
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AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Unable to extract blendshape mesh for node '%s' from BlendShapeChannel %d", sourceMesh->GetName(), channelIndex);
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combinedBlendShapeResult += Events::ProcessingResult::Failure;
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}
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}
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}
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return combinedBlendShapeResult.GetResult();
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}
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} // namespace FbxSceneBuilder
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} // namespace SceneAPI
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} // namespace AZ
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