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o3de/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities...

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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 <assimp/mesh.h>
#include <assimp/scene.h>
#include <AzCore/Casting/numeric_cast.h>
#include <AzCore/std/numeric.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <SceneAPI/FbxSceneBuilder/FbxSceneSystem.h>
#include <SceneAPI/FbxSceneBuilder/ImportContexts/AssImpImportContexts.h>
#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
#include <SceneAPI/SceneData/GraphData/BoneData.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
namespace AZ::SceneAPI::FbxSceneBuilder
{
bool BuildSceneMeshFromAssImpMesh(const aiNode* currentNode, const aiScene* scene, const FbxSceneSystem& sceneSystem, AZStd::vector<AZStd::shared_ptr<DataTypes::IGraphObject>>& meshes,
const AZStd::function<AZStd::shared_ptr<SceneData::GraphData::MeshData>()>& makeMeshFunc)
{
AZStd::unordered_map<int, int> assImpMatIndexToLYIndex;
int lyMeshIndex = 0;
if(!currentNode || !scene)
{
return false;
}
auto newMesh = makeMeshFunc();
newMesh->SetUnitSizeInMeters(sceneSystem.GetUnitSizeInMeters());
newMesh->SetOriginalUnitSizeInMeters(sceneSystem.GetOriginalUnitSizeInMeters());
// AssImp separates meshes that have multiple materials.
// This code re-combines them to match previous FBX SDK behavior,
// so they can be separated by engine code instead.
int vertOffset = 0;
for (int m = 0; m < currentNode->mNumMeshes; ++m)
{
const aiMesh* mesh = scene->mMeshes[currentNode->mMeshes[m]];
// Lumberyard materials are created in order based on mesh references in the scene
if (assImpMatIndexToLYIndex.find(mesh->mMaterialIndex) == assImpMatIndexToLYIndex.end())
{
assImpMatIndexToLYIndex.insert(AZStd::pair<int, int>(mesh->mMaterialIndex, lyMeshIndex++));
}
for (int vertIdx = 0; vertIdx < mesh->mNumVertices; ++vertIdx)
{
AZ::Vector3 vertex(mesh->mVertices[vertIdx].x, mesh->mVertices[vertIdx].y, mesh->mVertices[vertIdx].z);
sceneSystem.SwapVec3ForUpAxis(vertex);
sceneSystem.ConvertUnit(vertex);
newMesh->AddPosition(vertex);
newMesh->SetVertexIndexToControlPointIndexMap(vertIdx + vertOffset, vertIdx + vertOffset);
if (mesh->HasNormals())
{
AZ::Vector3 normal(mesh->mNormals[vertIdx].x, mesh->mNormals[vertIdx].y, mesh->mNormals[vertIdx].z);
sceneSystem.SwapVec3ForUpAxis(normal);
normal.NormalizeSafe();
newMesh->AddNormal(normal);
}
}
for (int faceIdx = 0; faceIdx < mesh->mNumFaces; ++faceIdx)
{
aiFace face = mesh->mFaces[faceIdx];
AZ::SceneAPI::DataTypes::IMeshData::Face meshFace;
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 on node %s has a face with %d vertices, only 3 vertices are supported per face.",
currentNode->mName.C_Str(),
face.mNumIndices);
continue;
}
for (int idx = 0; idx < face.mNumIndices; ++idx)
{
meshFace.vertexIndex[idx] = face.mIndices[idx] + vertOffset;
}
newMesh->AddFace(meshFace, assImpMatIndexToLYIndex[mesh->mMaterialIndex]);
}
vertOffset += mesh->mNumVertices;
}
meshes.push_back(newMesh);
return true;
}
GetMeshDataFromParentResult GetMeshDataFromParent(AssImpSceneNodeAppendedContext& context)
{
const DataTypes::IGraphObject* const parentData =
context.m_scene.GetGraph().GetNodeContent(context.m_currentGraphPosition).get();
if (!parentData)
{
AZ_Error(Utilities::ErrorWindow, false,
"GetMeshDataFromParent failed because the parent was null, it should only be called with a valid parent node");
return AZ::Failure(Events::ProcessingResult::Failure);
}
if (!parentData->RTTI_IsTypeOf(SceneData::GraphData::MeshData::TYPEINFO_Uuid()))
{
// The parent node may contain bone information and not mesh information, skip it.
if (parentData->RTTI_IsTypeOf(SceneData::GraphData::BoneData::TYPEINFO_Uuid()))
{
// Return the ignore processing result in the failure.
return AZ::Failure(Events::ProcessingResult::Ignored);
}
AZ_Error(Utilities::ErrorWindow, false,
"Tried to get mesh data from parent for non-mesh parent data");
return AZ::Failure(Events::ProcessingResult::Failure);
}
const SceneData::GraphData::MeshData* const parentMeshData =
azrtti_cast<const SceneData::GraphData::MeshData* const>(parentData);
return AZ::Success(parentMeshData);
}
uint64_t GetVertexCountForAllMeshesOnNode(const aiNode& node, const aiScene& scene)
{
return AZStd::accumulate(node.mMeshes, node.mMeshes + node.mNumMeshes, uint64_t{ 0u },
[&scene](auto runningTotal, unsigned int meshIndex)
{
return runningTotal + scene.mMeshes[meshIndex]->mNumVertices;
});
}
}