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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #include <AzCore/Serialization/SerializeContext.h>
- #include <AzCore/std/containers/bitset.h>
- #include <AzCore/std/smart_ptr/make_shared.h>
- #include <AzCore/std/string/conversions.h>
- #include <AzToolsFramework/Debug/TraceContext.h>
- #include <SceneAPI/SceneBuilder/Importers/AssImpBlendShapeImporter.h>
- #include <SceneAPI/SceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h>
- #include <SceneAPI/SceneBuilder/Importers/Utilities/RenamedNodesMap.h>
- #include <SceneAPI/SceneBuilder/Importers/ImporterUtilities.h>
- #include <SceneAPI/SceneBuilder/SceneSystem.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 SceneBuilder
- {
- AssImpBlendShapeImporter::AssImpBlendShapeImporter()
- {
- BindToCall(&AssImpBlendShapeImporter::ImportBlendShapes);
- }
- void AssImpBlendShapeImporter::Reflect(ReflectContext* context)
- {
- SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
- if (serializeContext)
- {
- // Revision 3: Fixed an issue where jack.fbx was failing to process
- // Revision 4: Handle duplicate blend shape animations
- serializeContext->Class<AssImpBlendShapeImporter, SceneCore::LoadingComponent>()->Version(4);
- }
- }
- 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();
- }
- Events::ProcessingResultCombiner combinedBlendShapeResult;
- // 1. Loop through meshes & anims
- // Create storage: Anim to meshes
- // 2. Loop through anims & meshes
- // Create an anim mesh for each anim, with meshes re-combined.
- // 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.
- // Can't de-dupe nodes in the first loop because we can't generate names until we create nodes later.
- // Because meshes are split on material at this point and need to be recombined, we can be in a position where
- // There is a legit duped anim mesh that needs to be combined based on the outer non-anim mesh,
- // or this is a duplicately named anim mesh that needs to be de-duped. There is also the case where both are true,
- // it's a duplicate name and the non-anim mesh has to be deduped.
- // Helper struct to track an anim mesh and its associated mesh.
- struct AnimMeshAndSceneMeshIndex
- {
- AnimMeshAndSceneMeshIndex(const aiAnimMesh* aiAnimMesh, const aiMesh* aiMesh)
- : m_aiAnimMesh(aiAnimMesh)
- , m_aiMesh(aiMesh)
- {
- }
- const aiAnimMesh* m_aiAnimMesh = nullptr;
- const aiMesh* m_aiMesh = nullptr;
- };
- // Helper struct to track all anim meshes at an index for all scene meshes.
- struct AnimMeshAndSceneMeshes
- {
- AZStd::vector<AnimMeshAndSceneMeshIndex> m_animMeshAndSceneMeshIndex;
- };
- // Map the animation index to the list of anim meshes at that index, and the mesh associated with those anim meshes.
- AZStd::map<int, AnimMeshAndSceneMeshes> animMeshIndexToSceneMeshes;
- for (int nodeMeshIdx = 0; nodeMeshIdx < numMesh; nodeMeshIdx++)
- {
- int sceneMeshIdx = context.m_sourceNode.GetAssImpNode()->mMeshes[nodeMeshIdx];
- const aiMesh* aiMesh = context.m_sourceScene.GetAssImpScene()->mMeshes[sceneMeshIdx];
- for (unsigned int animIdx = 0; animIdx < aiMesh->mNumAnimMeshes; animIdx++)
- {
- aiAnimMesh* aiAnimMesh = aiMesh->mAnimMeshes[animIdx];
- // This code executes if:
- // A mesh in the FBX file had multiple materials and blend shapes.
- // This means that AssImp splits that mesh to one material per mesh.
- // AssImp creates a set of anim meshes for each mesh based on that split.
- // This verifies that those anim mesh arrays are in the same order across all split meshes, if it fails
- // it means this logic needs to be updated, but it also catches that here earlier in an obvious way,
- // instead of failing later in a harder to track way.
- if (animMeshIndexToSceneMeshes.contains(animIdx))
- {
- const AnimMeshAndSceneMeshIndex& firstExistingAnim(
- animMeshIndexToSceneMeshes[animIdx].m_animMeshAndSceneMeshIndex[0]);
- if (strcmp(
- firstExistingAnim.m_aiAnimMesh->mName.C_Str(),
- aiAnimMesh->mName.C_Str()) != 0)
- {
- AZ_Error(
- Utilities::ErrorWindow, false,
- "Meshes %s and %s on node %s have mismatched animations %s and %s at index %d. This can be resolved by "
- "either manually separating meshes by material in the source scene file, or by updating this logic to "
- "handle out of order animation indices.",
- firstExistingAnim.m_aiMesh->mName.C_Str(),
- aiMesh->mName.C_Str(),
- context.m_sourceNode.GetName(),
- firstExistingAnim.m_aiAnimMesh->mName.C_Str(),
- aiAnimMesh->mName.C_Str(), animIdx);
- return Events::ProcessingResult::Failure;
- }
- }
- animMeshIndexToSceneMeshes[animIdx].m_animMeshAndSceneMeshIndex.emplace_back(
- AnimMeshAndSceneMeshIndex(aiAnimMesh, aiMesh));
- }
- }
- for (const auto& animMeshToSceneMeshes : animMeshIndexToSceneMeshes)
- {
- AZStd::shared_ptr<SceneData::GraphData::BlendShapeData> blendShapeData =
- AZStd::make_shared<SceneData::GraphData::BlendShapeData>();
- if (animMeshToSceneMeshes.second.m_animMeshAndSceneMeshIndex.size() == 0)
- {
- AZ_Error(Utilities::ErrorWindow, false, "Blend shape animations were expected but missing on node %s.",
- context.m_sourceNode.GetName());
- return Events::ProcessingResult::Failure;
- }
- // Some DCC tools, like Maya, include a full path separated by '.' in the node names.
- // For example, "cone_skin_blendShapeNode.cone_squash"
- // Downstream processing doesn't want anything but the last part of that node name,
- // so find the last '.' and remove anything before it.
- AZStd::string nodeName(animMeshToSceneMeshes.second.m_animMeshAndSceneMeshIndex[0].m_aiAnimMesh->mName.C_Str());
- size_t dotIndex = nodeName.rfind('.');
- if (dotIndex != AZStd::string::npos)
- {
- nodeName.erase(0, dotIndex + 1);
- }
- int vertexOffset = 0;
- RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
- for (const auto& animMeshAndSceneIndex : animMeshToSceneMeshes.second.m_animMeshAndSceneMeshIndex)
- {
- const aiAnimMesh* aiAnimMesh = animMeshAndSceneIndex.m_aiAnimMesh;
- const aiMesh* aiMesh = animMeshAndSceneIndex.m_aiMesh;
- 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 (unsigned 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 + vertexOffset, vertIdx + vertexOffset);
- // 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 (unsigned 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 (unsigned int idx = 0; idx < face.mNumIndices; ++idx)
- {
- blendFace.vertexIndex[idx] = face.mIndices[idx] + vertexOffset;
- }
- blendShapeData->AddFace(blendFace);
- }
- vertexOffset += aiMesh->mNumVertices;
- }
- // 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 SceneBuilder
- } // namespace SceneAPI
- } // namespace AZ
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