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@@ -106,7 +106,7 @@ namespace AZ::SceneGenerationComponents
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auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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if (serializeContext)
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{
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{
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- serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(2);
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+ serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(3);
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}
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}
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}
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}
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@@ -192,17 +192,12 @@ namespace AZ::SceneGenerationComponents
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const AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes = [](const SceneGraph& graph)
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const AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes = [](const SceneGraph& graph)
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{
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{
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AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes;
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AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes;
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- for (auto it = graph.GetContentStorage().cbegin(); it != graph.GetContentStorage().cend(); ++it)
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+ const auto meshNodes = Containers::MakeDerivedFilterView<IMeshData>(graph.GetContentStorage());
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+ for (auto it = meshNodes.cbegin(); it != meshNodes.cend(); ++it)
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{
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{
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- // Skip anything that isn't a mesh.
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- const auto* mesh = azdynamic_cast<const AZ::SceneAPI::DataTypes::IMeshData*>(it->get());
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- if (!mesh)
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- {
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- continue;
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- }
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-
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// Get the mesh data and node index and store them in the vector as a pair, so we can iterate over them later.
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// Get the mesh data and node index and store them in the vector as a pair, so we can iterate over them later.
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- meshes.emplace_back(mesh, graph.ConvertToNodeIndex(it));
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+ // The sequential calls to GetBaseIterator unwrap the layers of FilterIterators from the MakeDerivedFilterView
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+ meshes.emplace_back(&(*it), graph.ConvertToNodeIndex(it.GetBaseIterator().GetBaseIterator().GetBaseIterator()));
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}
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}
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return meshes;
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return meshes;
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}(graph);
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}(graph);
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@@ -287,6 +282,12 @@ namespace AZ::SceneGenerationComponents
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auto [optimizedMesh, optimizedUVs, optimizedTangents, optimizedBitangents, optimizedVertexColors, optimizedSkinWeights] = OptimizeMesh(mesh, mesh, uvDatas, tangentDatas, bitangentDatas, colorDatas, skinWeightDatas, meshGroup, hasBlendShapes);
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auto [optimizedMesh, optimizedUVs, optimizedTangents, optimizedBitangents, optimizedVertexColors, optimizedSkinWeights] = OptimizeMesh(mesh, mesh, uvDatas, tangentDatas, bitangentDatas, colorDatas, skinWeightDatas, meshGroup, hasBlendShapes);
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+ AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Base mesh: %zu vertices, optimized mesh: %zu vertices, %0.02f%% of the original",
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+ mesh->GetUsedControlPointCount(),
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+ optimizedMesh->GetUsedControlPointCount(),
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+ ((float)optimizedMesh->GetUsedControlPointCount() / (float)mesh->GetUsedControlPointCount()) * 100.0f
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+ );
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+
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const NodeIndex optimizedMeshNodeIndex = graph.AddChild(graph.GetNodeParent(nodeIndex), name.c_str(), AZStd::move(optimizedMesh));
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const NodeIndex optimizedMeshNodeIndex = graph.AddChild(graph.GetNodeParent(nodeIndex), name.c_str(), AZStd::move(optimizedMesh));
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auto addOptimizedNodes = [&graph, &optimizedMeshNodeIndex](const auto& originalNodeIndexes, auto& optimizedNodes)
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auto addOptimizedNodes = [&graph, &optimizedMeshNodeIndex](const auto& originalNodeIndexes, auto& optimizedNodes)
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@@ -433,6 +434,12 @@ namespace AZ::SceneGenerationComponents
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const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
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const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
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meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold));
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meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold));
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+ constexpr float positionTolerance = 0.0001f;
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+ constexpr float positionToleranceReciprocal = 1.0f / positionTolerance;
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+ AZStd::unordered_map<AZ::Vector3, AZ::u32> positionMap{};
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+
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+ AZ::u32 currentOriginalVertexIndex = 0;
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+
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// Add the vertex data to all the layers
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// Add the vertex data to all the layers
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const AZ::u32 faceCount = meshData->GetFaceCount();
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const AZ::u32 faceCount = meshData->GetFaceCount();
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for (AZ::u32 faceIndex = 0; faceIndex < faceCount; ++faceIndex)
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for (AZ::u32 faceIndex = 0; faceIndex < faceCount; ++faceIndex)
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@@ -440,8 +447,33 @@ namespace AZ::SceneGenerationComponents
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meshBuilder.BeginPolygon(baseMesh->GetFaceMaterialId(faceIndex));
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meshBuilder.BeginPolygon(baseMesh->GetFaceMaterialId(faceIndex));
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for (const AZ::u32 vertexIndex : meshData->GetFaceInfo(faceIndex).vertexIndex)
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for (const AZ::u32 vertexIndex : meshData->GetFaceInfo(faceIndex).vertexIndex)
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{
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{
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- const int orgVertexNumber = meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex));
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- AZ_Assert(orgVertexNumber >= 0, "Invalid vertex number");
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+ const AZ::u32 orgVertexNumber = [&meshData, &hasBlendShapes, &vertexIndex, &positionMap, ¤tOriginalVertexIndex, positionTolerance, positionToleranceReciprocal]() -> AZ::u32
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+ {
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+ if (hasBlendShapes)
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+ {
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+ // Don't attempt to weld similar vertices if there's blendshapes
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+ // Welding the vertices here based on position could cause the vertices of a base shape to be
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+ // welded, and the vertices of the blendshape to not be welded, resulting in a vertex count
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+ // mismatch between the two
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+ return meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex));
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+ }
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+
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+ // Round the vertex position so that a float comparison can be made with entires in the positionMap
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+ // pos = floor( x * 10 + 0.5) * 0.1
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+ const AZ::Vector3 position = AZ::Vector3(
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+ AZ::Simd::Vec3::Floor(
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+ (meshData->GetPosition(vertexIndex) * positionToleranceReciprocal + AZ::Vector3(0.5f)).GetSimdValue()
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+ )
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+ ) * positionTolerance;
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+
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+ const auto& [iter, didInsert] = positionMap.try_emplace(position, currentOriginalVertexIndex);
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+ if (didInsert)
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+ {
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+ ++currentOriginalVertexIndex;
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+ }
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+ return iter->second;
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+ }();
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+
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orgVtxLayer->SetCurrentVertexValue(orgVertexNumber);
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orgVtxLayer->SetCurrentVertexValue(orgVertexNumber);
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posLayer->SetCurrentVertexValue(meshData->GetPosition(vertexIndex));
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posLayer->SetCurrentVertexValue(meshData->GetPosition(vertexIndex));
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