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165 lines
7.5 KiB
C++
165 lines
7.5 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 <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/FbxUvMapImporter.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/FbxSDKWrapper/FbxNodeWrapper.h>
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#include <SceneAPI/FbxSDKWrapper/FbxUVWrapper.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/MeshVertexUVData.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.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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FbxUvMapImporter::FbxUvMapImporter()
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{
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BindToCall(&FbxUvMapImporter::ImportUvMaps);
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}
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void FbxUvMapImporter::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<FbxUvMapImporter, SceneCore::LoadingComponent>()->Version(1);
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}
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}
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Events::ProcessingResult FbxUvMapImporter::ImportUvMaps(SceneNodeAppendedContext& context)
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{
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AZ_TraceContext("Importer", "UV Map");
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std::shared_ptr<FbxSDKWrapper::FbxMeshWrapper> fbxMesh =
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context.m_sourceNode.GetMesh();
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if (!fbxMesh)
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{
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return Events::ProcessingResult::Ignored;
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}
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Events::ProcessingResultCombiner combinedUvMapResults;
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for (int uvElementIndex = 0; uvElementIndex < context.m_sourceNode.GetMesh()->GetElementUVCount(); ++uvElementIndex)
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{
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AZ_TraceContext("UV Map index", uvElementIndex);
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FbxSDKWrapper::FbxUVWrapper fbxVertexUVs = fbxMesh->GetElementUV(uvElementIndex);
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if (!fbxVertexUVs.IsValid())
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{
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AZ_TracePrintf(Utilities::WarningWindow, "Invalid UV Map found, ignoring");
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continue;
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}
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AZStd::string nodeName = fbxVertexUVs.GetName();
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RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "UV");
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AZ_TraceContext("UV Map Name", nodeName);
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AZStd::shared_ptr<DataTypes::IGraphObject> parentData =
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context.m_scene.GetGraph().GetNodeContent(context.m_currentGraphPosition);
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AZ_Assert(parentData && parentData->RTTI_IsTypeOf(SceneData::GraphData::MeshData::TYPEINFO_Uuid()),
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"Tried to construct uv stream attribute for invalid or non-mesh parent data");
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if (!parentData || !parentData->RTTI_IsTypeOf(SceneData::GraphData::MeshData::TYPEINFO_Uuid()))
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{
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combinedUvMapResults += Events::ProcessingResult::Failure;
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continue;
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}
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const SceneData::GraphData::MeshData* const parentMeshData =
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azrtti_cast<SceneData::GraphData::MeshData*>(parentData.get());
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size_t vertexCount = parentMeshData->GetVertexCount();
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AZStd::shared_ptr<SceneData::GraphData::MeshVertexUVData> uvMap = BuildVertexUVData(fbxVertexUVs, vertexCount, fbxMesh);
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AZ_Assert(uvMap, "Failed to allocate UV map data for scene graph.");
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if (!uvMap)
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{
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combinedUvMapResults += Events::ProcessingResult::Failure;
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continue;
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}
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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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AZ_Assert(newIndex.IsValid(), "Failed to create SceneGraph node for attribute.");
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if (!newIndex.IsValid())
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{
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combinedUvMapResults += Events::ProcessingResult::Failure;
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continue;
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}
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Events::ProcessingResult uvMapResults;
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SceneAttributeDataPopulatedContext dataPopulated(context, uvMap, newIndex, nodeName);
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uvMapResults = Events::Process(dataPopulated);
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if (uvMapResults != Events::ProcessingResult::Failure)
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{
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uvMapResults = AddAttributeDataNodeWithContexts(dataPopulated);
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}
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combinedUvMapResults += uvMapResults;
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}
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return combinedUvMapResults.GetResult();
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}
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AZStd::shared_ptr<SceneData::GraphData::MeshVertexUVData> FbxUvMapImporter::BuildVertexUVData(const FbxSDKWrapper::FbxUVWrapper& uvs,
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size_t vertexCount, const std::shared_ptr<FbxSDKWrapper::FbxMeshWrapper>& fbxMesh)
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{
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AZStd::shared_ptr<SceneData::GraphData::MeshVertexUVData> uvData = AZStd::make_shared<AZ::SceneData::GraphData::MeshVertexUVData>();
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uvData->ReserveContainerSpace(vertexCount);
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uvData->SetCustomName(uvs.GetName());
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const int fbxPolygonCount = fbxMesh->GetPolygonCount();
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const int* const fbxPolygonVertices = fbxMesh->GetPolygonVertices();
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for (int fbxPolygonIndex = 0; fbxPolygonIndex < fbxPolygonCount; ++fbxPolygonIndex)
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{
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const int fbxPolygonVertexCount = fbxMesh->GetPolygonSize(fbxPolygonIndex);
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if (fbxPolygonVertexCount <= 2)
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{
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continue;
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}
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const int fbxVertexStartIndex = fbxMesh->GetPolygonVertexIndex(fbxPolygonIndex);
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for (int uvIndex = 0; uvIndex < fbxPolygonVertexCount; ++uvIndex)
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{
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const int fbxPolygonVertexIndex = fbxVertexStartIndex + uvIndex;
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const int fbxControlPointIndex = fbxPolygonVertices[fbxPolygonVertexIndex];
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Vector2 uv = uvs.GetElementAt(fbxPolygonIndex, fbxPolygonVertexIndex, fbxControlPointIndex);
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uv.SetY(1.0f - uv.GetY());
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uvData->AppendUV(uv);
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}
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}
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if (uvData->GetCount() != vertexCount)
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{
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AZ_TracePrintf(Utilities::ErrorWindow, "Vertex count (%i) doesn't match the number of entries for the uv set %s (%i)",
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vertexCount, uvs.GetName(), uvData->GetCount());
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return nullptr;
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}
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return uvData;
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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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