Files
FlaxEngine/Source/Engine/Tools/ModelTool/ModelTool.cpp
2024-04-20 16:16:01 +02:00

1887 lines
76 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#if COMPILE_WITH_MODEL_TOOL
#include "ModelTool.h"
#include "MeshAccelerationStructure.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/RandomStream.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Ray.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Threading/JobSystem.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/Async/GPUTask.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Graphics/Textures/TextureData.h"
#include "Engine/Graphics/Models/ModelData.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Content/Content.h"
#include "Engine/Serialization/MemoryWriteStream.h"
#if USE_EDITOR
#include "Engine/Core/Utilities.h"
#include "Engine/Core/Types/StringView.h"
#include "Engine/Core/Types/DateTime.h"
#include "Engine/Core/Types/TimeSpan.h"
#include "Engine/Core/Types/Pair.h"
#include "Engine/Core/Types/Variant.h"
#include "Engine/Platform/FileSystem.h"
#include "Engine/Graphics/Models/SkeletonUpdater.h"
#include "Engine/Graphics/Models/SkeletonMapping.h"
#include "Engine/Tools/TextureTool/TextureTool.h"
#include "Engine/ContentImporters/AssetsImportingManager.h"
#include "Engine/ContentImporters/CreateMaterial.h"
#include "Engine/ContentImporters/CreateMaterialInstance.h"
#include "Engine/ContentImporters/CreateCollisionData.h"
#include "Engine/Serialization/Serialization.h"
#include "Editor/Utilities/EditorUtilities.h"
#include "Engine/Animations/Graph/AnimGraph.h"
#include <ThirdParty/meshoptimizer/meshoptimizer.h>
#endif
ModelSDFHeader::ModelSDFHeader(const ModelBase::SDFData& sdf, const GPUTextureDescription& desc)
: LocalToUVWMul(sdf.LocalToUVWMul)
, WorldUnitsPerVoxel(sdf.WorldUnitsPerVoxel)
, LocalToUVWAdd(sdf.LocalToUVWAdd)
, MaxDistance(sdf.MaxDistance)
, LocalBoundsMin(sdf.LocalBoundsMin)
, MipLevels(desc.MipLevels)
, LocalBoundsMax(sdf.LocalBoundsMax)
, Width(desc.Width)
, Height(desc.Height)
, Depth(desc.Depth)
, Format(desc.Format)
, ResolutionScale(sdf.ResolutionScale)
, LOD(sdf.LOD)
{
}
ModelSDFMip::ModelSDFMip(int32 mipIndex, uint32 rowPitch, uint32 slicePitch)
: MipIndex(mipIndex)
, RowPitch(rowPitch)
, SlicePitch(slicePitch)
{
}
ModelSDFMip::ModelSDFMip(int32 mipIndex, const TextureMipData& mip)
: MipIndex(mipIndex)
, RowPitch(mip.RowPitch)
, SlicePitch(mip.Data.Length())
{
}
bool ModelTool::GenerateModelSDF(Model* inputModel, ModelData* modelData, float resolutionScale, int32 lodIndex, ModelBase::SDFData* outputSDF, MemoryWriteStream* outputStream, const StringView& assetName, float backfacesThreshold)
{
PROFILE_CPU();
auto startTime = Platform::GetTimeSeconds();
// Setup SDF texture properties
BoundingBox bounds;
if (inputModel)
bounds = inputModel->LODs[lodIndex].GetBox();
else if (modelData)
bounds = modelData->LODs[lodIndex].GetBox();
else
return true;
Float3 size = bounds.GetSize();
ModelBase::SDFData sdf;
sdf.WorldUnitsPerVoxel = 10 / Math::Max(resolutionScale, 0.0001f);
Int3 resolution(Float3::Ceil(Float3::Clamp(size / sdf.WorldUnitsPerVoxel, 4, 256)));
Float3 uvwToLocalMul = size;
Float3 uvwToLocalAdd = bounds.Minimum;
sdf.LocalToUVWMul = Float3::One / uvwToLocalMul;
sdf.LocalToUVWAdd = -uvwToLocalAdd / uvwToLocalMul;
sdf.MaxDistance = size.MaxValue();
sdf.LocalBoundsMin = bounds.Minimum;
sdf.LocalBoundsMax = bounds.Maximum;
sdf.ResolutionScale = resolutionScale;
sdf.LOD = lodIndex;
// TODO: maybe apply 1 voxel margin around the geometry?
const int32 maxMips = 3;
const int32 mipCount = Math::Min(MipLevelsCount(resolution.X, resolution.Y, resolution.Z, true), maxMips);
PixelFormat format = PixelFormat::R16_UNorm;
int32 formatStride = 2;
float formatMaxValue = MAX_uint16;
typedef float (*FormatRead)(void* ptr);
typedef void (*FormatWrite)(void* ptr, float v);
FormatRead formatRead = [](void* ptr)
{
return (float)*(uint16*)ptr;
};
FormatWrite formatWrite = [](void* ptr, float v)
{
*(uint16*)ptr = (uint16)v;
};
if (resolution.MaxValue() < 8)
{
// For smaller meshes use more optimized format (gives small perf and memory gain but introduces artifacts on larger meshes)
format = PixelFormat::R8_UNorm;
formatStride = 1;
formatMaxValue = MAX_uint8;
formatRead = [](void* ptr)
{
return (float)*(uint8*)ptr;
};
formatWrite = [](void* ptr, float v)
{
*(uint8*)ptr = (uint8)v;
};
}
GPUTextureDescription textureDesc = GPUTextureDescription::New3D(resolution.X, resolution.Y, resolution.Z, format, GPUTextureFlags::ShaderResource, mipCount);
if (outputSDF)
{
*outputSDF = sdf;
if (!outputSDF->Texture)
outputSDF->Texture = GPUTexture::New();
if (outputSDF->Texture->Init(textureDesc))
{
SAFE_DELETE_GPU_RESOURCE(outputSDF->Texture);
return true;
}
#if !BUILD_RELEASE
outputSDF->Texture->SetName(TEXT("ModelSDF"));
#endif
}
// TODO: support GPU to generate model SDF on-the-fly (if called during rendering)
// Setup acceleration structure for fast ray tracing the mesh triangles
MeshAccelerationStructure scene;
if (inputModel)
scene.Add(inputModel, lodIndex);
else if (modelData)
scene.Add(modelData, lodIndex);
scene.BuildBVH();
// Allocate memory for the distant field
const int32 voxelsSize = resolution.X * resolution.Y * resolution.Z * formatStride;
void* voxels = Allocator::Allocate(voxelsSize);
Float3 xyzToLocalMul = uvwToLocalMul / Float3(resolution - 1);
Float3 xyzToLocalAdd = uvwToLocalAdd;
const Float2 encodeMAD(0.5f / sdf.MaxDistance * formatMaxValue, 0.5f * formatMaxValue);
const Float2 decodeMAD(2.0f * sdf.MaxDistance / formatMaxValue, -sdf.MaxDistance);
int32 voxelSizeSum = voxelsSize;
// TODO: use optimized sparse storage for SDF data as hierarchical bricks as in papers below:
// https://graphics.pixar.com/library/IrradianceAtlas/paper.pdf
// http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/CCrassinThesis_EN_Web.pdf
// http://ramakarl.com/pdfs/2016_Hoetzlein_GVDB.pdf
// https://www.cse.chalmers.se/~uffe/HighResolutionSparseVoxelDAGs.pdf
// Brute-force for each voxel to calculate distance to the closest triangle with point query and distance sign by raycasting around the voxel
const int32 sampleCount = 12;
Array<Float3> sampleDirections;
sampleDirections.Resize(sampleCount);
{
RandomStream rand;
sampleDirections.Get()[0] = Float3::Up;
sampleDirections.Get()[1] = Float3::Down;
sampleDirections.Get()[2] = Float3::Left;
sampleDirections.Get()[3] = Float3::Right;
sampleDirections.Get()[4] = Float3::Forward;
sampleDirections.Get()[5] = Float3::Backward;
for (int32 i = 6; i < sampleCount; i++)
sampleDirections.Get()[i] = rand.GetUnitVector();
}
Function<void(int32)> sdfJob = [&sdf, &resolution, &backfacesThreshold, &sampleDirections, &scene, &voxels, &xyzToLocalMul, &xyzToLocalAdd, &encodeMAD, &formatStride, &formatWrite](int32 z)
{
PROFILE_CPU_NAMED("Model SDF Job");
Real hitDistance;
Vector3 hitNormal, hitPoint;
Triangle hitTriangle;
const int32 zAddress = resolution.Y * resolution.X * z;
for (int32 y = 0; y < resolution.Y; y++)
{
const int32 yAddress = resolution.X * y + zAddress;
for (int32 x = 0; x < resolution.X; x++)
{
Real minDistance = sdf.MaxDistance;
Vector3 voxelPos = Float3((float)x, (float)y, (float)z) * xyzToLocalMul + xyzToLocalAdd;
// Point query to find the distance to the closest surface
scene.PointQuery(voxelPos, minDistance, hitPoint, hitTriangle);
// Raycast samples around voxel to count triangle backfaces hit
int32 hitBackCount = 0, hitCount = 0;
for (int32 sample = 0; sample < sampleDirections.Count(); sample++)
{
Ray sampleRay(voxelPos, sampleDirections[sample]);
if (scene.RayCast(sampleRay, hitDistance, hitNormal, hitTriangle))
{
hitCount++;
const bool backHit = Float3::Dot(sampleRay.Direction, hitTriangle.GetNormal()) > 0;
if (backHit)
hitBackCount++;
}
}
float distance = (float)minDistance;
// TODO: surface thickness threshold? shift reduce distance for all voxels by something like 0.01 to enlarge thin geometry
// if ((float)hitBackCount > (float)hitCount * 0.3f && hitCount != 0)
if ((float)hitBackCount > (float)sampleDirections.Count() * backfacesThreshold && hitCount != 0)
{
// Voxel is inside the geometry so turn it into negative distance to the surface
distance *= -1;
}
const int32 xAddress = x + yAddress;
formatWrite((byte*)voxels + xAddress * formatStride, distance * encodeMAD.X + encodeMAD.Y);
}
}
};
JobSystem::Execute(sdfJob, resolution.Z);
// Cache SDF data on a CPU
if (outputStream)
{
outputStream->WriteInt32(1); // Version
ModelSDFHeader data(sdf, textureDesc);
outputStream->WriteBytes(&data, sizeof(data));
ModelSDFMip mipData(0, resolution.X * formatStride, voxelsSize);
outputStream->WriteBytes(&mipData, sizeof(mipData));
outputStream->WriteBytes(voxels, voxelsSize);
}
// Upload data to the GPU
if (outputSDF)
{
BytesContainer data;
data.Link((byte*)voxels, voxelsSize);
auto task = outputSDF->Texture->UploadMipMapAsync(data, 0, resolution.X * formatStride, voxelsSize, true);
if (task)
task->Start();
}
// Generate mip maps
void* voxelsMip = nullptr;
for (int32 mipLevel = 1; mipLevel < mipCount; mipLevel++)
{
Int3 resolutionMip = Int3::Max(resolution / 2, Int3::One);
const int32 voxelsMipSize = resolutionMip.X * resolutionMip.Y * resolutionMip.Z * formatStride;
if (voxelsMip == nullptr)
voxelsMip = Allocator::Allocate(voxelsMipSize);
// Downscale mip
Function<void(int32)> mipJob = [&voxelsMip, &voxels, &resolution, &resolutionMip, &encodeMAD, &decodeMAD, &formatStride, &formatRead, &formatWrite](int32 z)
{
PROFILE_CPU_NAMED("Model SDF Mip Job");
const int32 zAddress = resolutionMip.Y * resolutionMip.X * z;
for (int32 y = 0; y < resolutionMip.Y; y++)
{
const int32 yAddress = resolutionMip.X * y + zAddress;
for (int32 x = 0; x < resolutionMip.X; x++)
{
// Linear box filter around the voxel
// TODO: use min distance for nearby texels (texel distance + distance to texel)
float distance = 0;
for (int32 dz = 0; dz < 2; dz++)
{
const int32 dzAddress = (z * 2 + dz) * (resolution.Y * resolution.X);
for (int32 dy = 0; dy < 2; dy++)
{
const int32 dyAddress = (y * 2 + dy) * (resolution.X) + dzAddress;
for (int32 dx = 0; dx < 2; dx++)
{
const int32 dxAddress = (x * 2 + dx) + dyAddress;
const float d = formatRead((byte*)voxels + dxAddress * formatStride) * decodeMAD.X + decodeMAD.Y;
distance += d;
}
}
}
distance *= 1.0f / 8.0f;
const int32 xAddress = x + yAddress;
formatWrite((byte*)voxelsMip + xAddress * formatStride, distance * encodeMAD.X + encodeMAD.Y);
}
}
};
JobSystem::Execute(mipJob, resolutionMip.Z);
// Cache SDF data on a CPU
if (outputStream)
{
ModelSDFMip mipData(mipLevel, resolutionMip.X * formatStride, voxelsMipSize);
outputStream->WriteBytes(&mipData, sizeof(mipData));
outputStream->WriteBytes(voxelsMip, voxelsMipSize);
}
// Upload to the GPU
if (outputSDF)
{
BytesContainer data;
data.Link((byte*)voxelsMip, voxelsMipSize);
auto task = outputSDF->Texture->UploadMipMapAsync(data, mipLevel, resolutionMip.X * formatStride, voxelsMipSize, true);
if (task)
task->Start();
}
// Go down
voxelSizeSum += voxelsSize;
Swap(voxelsMip, voxels);
resolution = resolutionMip;
}
Allocator::Free(voxelsMip);
Allocator::Free(voxels);
#if !BUILD_RELEASE
auto endTime = Platform::GetTimeSeconds();
LOG(Info, "Generated SDF {}x{}x{} ({} kB) in {}ms for {}", resolution.X, resolution.Y, resolution.Z, voxelSizeSum / 1024, (int32)((endTime - startTime) * 1000.0), assetName);
#endif
return false;
}
#if USE_EDITOR
void ModelTool::Options::Serialize(SerializeStream& stream, const void* otherObj)
{
SERIALIZE_GET_OTHER_OBJ(ModelTool::Options);
SERIALIZE(Type);
SERIALIZE(CalculateNormals);
SERIALIZE(SmoothingNormalsAngle);
SERIALIZE(FlipNormals);
SERIALIZE(CalculateTangents);
SERIALIZE(SmoothingTangentsAngle);
SERIALIZE(OptimizeMeshes);
SERIALIZE(MergeMeshes);
SERIALIZE(ImportLODs);
SERIALIZE(ImportVertexColors);
SERIALIZE(ImportBlendShapes);
SERIALIZE(CalculateBoneOffsetMatrices);
SERIALIZE(LightmapUVsSource);
SERIALIZE(CollisionMeshesPrefix);
SERIALIZE(Scale);
SERIALIZE(Rotation);
SERIALIZE(Translation);
SERIALIZE(UseLocalOrigin);
SERIALIZE(CenterGeometry);
SERIALIZE(Duration);
SERIALIZE(FramesRange);
SERIALIZE(DefaultFrameRate);
SERIALIZE(SamplingRate);
SERIALIZE(SkipEmptyCurves);
SERIALIZE(OptimizeKeyframes);
SERIALIZE(ImportScaleTracks);
SERIALIZE(RootMotion);
SERIALIZE(RootMotionFlags);
SERIALIZE(RootNodeName);
SERIALIZE(GenerateLODs);
SERIALIZE(BaseLOD);
SERIALIZE(LODCount);
SERIALIZE(TriangleReduction);
SERIALIZE(SloppyOptimization);
SERIALIZE(LODTargetError);
SERIALIZE(ImportMaterials);
SERIALIZE(ImportMaterialsAsInstances);
SERIALIZE(InstanceToImportAs);
SERIALIZE(ImportTextures);
SERIALIZE(RestoreMaterialsOnReimport);
SERIALIZE(SkipExistingMaterialsOnReimport);
SERIALIZE(GenerateSDF);
SERIALIZE(SDFResolution);
SERIALIZE(SplitObjects);
SERIALIZE(ObjectIndex);
SERIALIZE(SubAssetFolder);
}
void ModelTool::Options::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
DESERIALIZE(Type);
DESERIALIZE(CalculateNormals);
DESERIALIZE(SmoothingNormalsAngle);
DESERIALIZE(FlipNormals);
DESERIALIZE(CalculateTangents);
DESERIALIZE(SmoothingTangentsAngle);
DESERIALIZE(OptimizeMeshes);
DESERIALIZE(MergeMeshes);
DESERIALIZE(ImportLODs);
DESERIALIZE(ImportVertexColors);
DESERIALIZE(ImportBlendShapes);
DESERIALIZE(CalculateBoneOffsetMatrices);
DESERIALIZE(LightmapUVsSource);
DESERIALIZE(CollisionMeshesPrefix);
DESERIALIZE(Scale);
DESERIALIZE(Rotation);
DESERIALIZE(Translation);
DESERIALIZE(UseLocalOrigin);
DESERIALIZE(CenterGeometry);
DESERIALIZE(Duration);
DESERIALIZE(FramesRange);
DESERIALIZE(DefaultFrameRate);
DESERIALIZE(SamplingRate);
DESERIALIZE(SkipEmptyCurves);
DESERIALIZE(OptimizeKeyframes);
DESERIALIZE(ImportScaleTracks);
DESERIALIZE(RootMotion);
DESERIALIZE(RootMotionFlags);
DESERIALIZE(RootNodeName);
DESERIALIZE(GenerateLODs);
DESERIALIZE(BaseLOD);
DESERIALIZE(LODCount);
DESERIALIZE(TriangleReduction);
DESERIALIZE(SloppyOptimization);
DESERIALIZE(LODTargetError);
DESERIALIZE(ImportMaterials);
DESERIALIZE(ImportMaterialsAsInstances);
DESERIALIZE(InstanceToImportAs);
DESERIALIZE(ImportTextures);
DESERIALIZE(RestoreMaterialsOnReimport);
DESERIALIZE(SkipExistingMaterialsOnReimport);
DESERIALIZE(GenerateSDF);
DESERIALIZE(SDFResolution);
DESERIALIZE(SplitObjects);
DESERIALIZE(ObjectIndex);
DESERIALIZE(SubAssetFolder);
// [Deprecated on 23.11.2021, expires on 21.11.2023]
int32 AnimationIndex = -1;
DESERIALIZE(AnimationIndex);
if (AnimationIndex != -1)
ObjectIndex = AnimationIndex;
// [Deprecated on 08.02.2024, expires on 08.02.2026]
bool EnableRootMotion = false;
DESERIALIZE(EnableRootMotion);
if (EnableRootMotion)
{
RootMotion = RootMotionMode::ExtractNode;
RootMotionFlags = AnimationRootMotionFlags::RootPositionXZ;
}
}
void RemoveNamespace(String& name)
{
const int32 namespaceStart = name.Find(':');
if (namespaceStart != -1)
name = name.Substring(namespaceStart + 1);
}
bool ModelTool::ImportData(const String& path, ModelData& data, Options& options, String& errorMsg)
{
PROFILE_CPU();
// Validate options
options.Scale = Math::Clamp(options.Scale, 0.0001f, 100000.0f);
options.SmoothingNormalsAngle = Math::Clamp(options.SmoothingNormalsAngle, 0.0f, 175.0f);
options.SmoothingTangentsAngle = Math::Clamp(options.SmoothingTangentsAngle, 0.0f, 45.0f);
options.FramesRange.Y = Math::Max(options.FramesRange.Y, options.FramesRange.X);
options.DefaultFrameRate = Math::Max(0.0f, options.DefaultFrameRate);
options.SamplingRate = Math::Max(0.0f, options.SamplingRate);
if (options.SplitObjects || options.Type == ModelType::Prefab)
options.MergeMeshes = false; // Meshes merging doesn't make sense when we want to import each mesh individually
// TODO: maybe we could update meshes merger to collapse meshes within the same name if splitting is enabled?
// Call importing backend
#if (USE_AUTODESK_FBX_SDK || USE_OPEN_FBX) && USE_ASSIMP
if (path.EndsWith(TEXT(".fbx"), StringSearchCase::IgnoreCase))
{
#if USE_AUTODESK_FBX_SDK
if (ImportDataAutodeskFbxSdk(path, data, options, errorMsg))
return true;
#elif USE_OPEN_FBX
if (ImportDataOpenFBX(path, data, options, errorMsg))
return true;
#endif
}
else
{
if (ImportDataAssimp(path, data, options, errorMsg))
return true;
}
#elif USE_ASSIMP
if (ImportDataAssimp(path, data, options, errorMsg))
return true;
#elif USE_AUTODESK_FBX_SDK
if (ImportDataAutodeskFbxSdk(path, data, options, errorMsg))
return true;
#elif USE_OPEN_FBX
if (ImportDataOpenFBX(path, data, options, errorMsg))
return true;
#else
LOG(Error, "Compiled without model importing backend.");
return true;
#endif
// Remove namespace prefixes from the nodes names
{
for (auto& node : data.Nodes)
{
RemoveNamespace(node.Name);
}
for (auto& node : data.Skeleton.Nodes)
{
RemoveNamespace(node.Name);
}
for (auto& animation : data.Animations)
{
for (auto& channel : animation.Channels)
RemoveNamespace(channel.NodeName);
}
for (auto& lod : data.LODs)
{
for (auto& mesh : lod.Meshes)
{
RemoveNamespace(mesh->Name);
for (auto& blendShape : mesh->BlendShapes)
RemoveNamespace(blendShape.Name);
}
}
}
// Validate the animation channels
for (auto& animation : data.Animations)
{
auto& channels = animation.Channels;
if (channels.IsEmpty())
continue;
// Validate bone animations uniqueness
for (int32 i = 0; i < channels.Count(); i++)
{
for (int32 j = i + 1; j < channels.Count(); j++)
{
if (channels[i].NodeName == channels[j].NodeName)
{
LOG(Warning, "Animation uses two nodes with the same name ({0}). Removing duplicated channel.", channels[i].NodeName);
channels.RemoveAtKeepOrder(j);
j--;
}
}
}
// Remove channels/animations with empty tracks
if (options.SkipEmptyCurves)
{
for (int32 i = 0; i < channels.Count(); i++)
{
auto& channel = channels[i];
// Remove identity curves (with single keyframe and no actual animated change)
if (channel.Position.GetKeyframes().Count() == 1 && channel.Position.GetKeyframes()[0].Value.IsZero())
{
channel.Position.Clear();
}
if (channel.Rotation.GetKeyframes().Count() == 1 && channel.Rotation.GetKeyframes()[0].Value.IsIdentity())
{
channel.Rotation.Clear();
}
if (channel.Scale.GetKeyframes().Count() == 1 && channel.Scale.GetKeyframes()[0].Value.IsOne())
{
channel.Scale.Clear();
}
// Remove whole channel if has no effective data
if (channel.Position.IsEmpty() && channel.Rotation.IsEmpty() && channel.Scale.IsEmpty())
{
LOG(Warning, "Removing empty animation channel ({0}).", channel.NodeName);
channels.RemoveAtKeepOrder(i);
}
}
}
}
// Flip normals of the imported geometry
if (options.FlipNormals && EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry))
{
for (auto& lod : data.LODs)
{
for (auto& mesh : lod.Meshes)
{
for (auto& n : mesh->Normals)
n *= -1;
for (auto& shape : mesh->BlendShapes)
for (auto& v : shape.Vertices)
v.NormalDelta *= -1;
}
}
}
return false;
}
// Disabled by default (not finished and Assimp importer outputs nodes in a fine order)
#define USE_SKELETON_NODES_SORTING 0
#if USE_SKELETON_NODES_SORTING
bool SortDepths(const Pair<int32, int32>& a, const Pair<int32, int32>& b)
{
return a.First < b.First;
}
void CreateLinearListFromTree(Array<SkeletonNode>& nodes, Array<int32>& mapping)
{
// Customized breadth first tree algorithm (each node has no direct reference to the children so we build the cache for the nodes depth level)
const int32 count = nodes.Count();
Array<Pair<int32, int32>> depths(count); // Pair.First = Depth, Pair.Second = Node Index
depths.Resize(count);
depths.SetAll(-1);
for (int32 i = 0; i < count; i++)
{
// Skip evaluated nodes
if (depths[i].First != -1)
continue;
// Find the first node with calculated depth and get the distance to it
int32 end = i;
int32 lastDepth;
int32 relativeDepth = 0;
do
{
lastDepth = depths[end].First;
end = nodes[end].ParentIndex;
relativeDepth++;
} while (end != -1 && lastDepth == -1);
// Set the depth (second item is the node index)
depths[i] = ToPair(lastDepth + relativeDepth, i);
}
for (int32 i = 0; i < count; i++)
{
// Strange divide by 2 but works
depths[i].First = depths[i].First >> 1;
}
// Order nodes by depth O(n*log(n))
depths.Sort(SortDepths);
// Extract nodes mapping O(n^2)
mapping.EnsureCapacity(count, false);
mapping.Resize(count);
for (int32 i = 0; i < count; i++)
{
int32 newIndex = -1;
for (int32 j = 0; j < count; j++)
{
if (depths[j].Second == i)
{
newIndex = j;
break;
}
}
ASSERT(newIndex != -1);
mapping[i] = newIndex;
}
}
#endif
template<typename T>
void OptimizeCurve(LinearCurve<T>& curve)
{
auto& oldKeyframes = curve.GetKeyframes();
const int32 keyCount = oldKeyframes.Count();
typename LinearCurve<T>::KeyFrameCollection newKeyframes(keyCount);
bool lastWasEqual = false;
for (int32 i = 0; i < keyCount; i++)
{
bool isEqual = false;
const auto& curKey = oldKeyframes[i];
if (i > 0)
{
const auto& prevKey = newKeyframes.Last();
isEqual = Math::NearEqual(prevKey.Value, curKey.Value);
}
// More than two keys in a row are equal, remove the middle key by replacing it with this one
if (lastWasEqual && isEqual)
{
auto& prevKey = newKeyframes.Last();
prevKey = curKey;
continue;
}
newKeyframes.Add(curKey);
lastWasEqual = isEqual;
}
// Special case if animation has only two the same keyframes after cleaning
if (newKeyframes.Count() == 2 && Math::NearEqual(newKeyframes[0].Value, newKeyframes[1].Value))
{
newKeyframes.RemoveAt(1);
}
// Special case if animation has only one identity keyframe (does not introduce any animation)
if (newKeyframes.Count() == 1 && Math::NearEqual(newKeyframes[0].Value, curve.GetDefaultValue()))
{
newKeyframes.RemoveAt(0);
}
// Update keyframes if size changed
if (keyCount != newKeyframes.Count())
{
curve.SetKeyframes(newKeyframes);
}
}
void* MeshOptAllocate(size_t size)
{
return Allocator::Allocate(size);
}
void MeshOptDeallocate(void* ptr)
{
Allocator::Free(ptr);
}
void TrySetupMaterialParameter(MaterialInstance* instance, Span<const Char*> paramNames, const Variant& value, MaterialParameterType type)
{
for (const Char* name : paramNames)
{
for (MaterialParameter& param : instance->Params)
{
const MaterialParameterType paramType = param.GetParameterType();
if (type != paramType)
{
if (type == MaterialParameterType::Color)
{
if (paramType != MaterialParameterType::Vector3 ||
paramType != MaterialParameterType::Vector4)
continue;
}
else
continue;
}
if (StringUtils::CompareIgnoreCase(name, param.GetName().Get()) != 0)
continue;
param.SetValue(value);
return;
}
}
}
String GetAdditionalImportPath(const String& autoImportOutput, Array<String>& importedFileNames, const String& name)
{
String filename = name;
for (int32 j = filename.Length() - 1; j >= 0; j--)
{
if (EditorUtilities::IsInvalidPathChar(filename[j]))
filename[j] = ' ';
}
if (importedFileNames.Contains(filename))
{
int32 counter = 1;
do
{
filename = name + TEXT(" ") + StringUtils::ToString(counter);
counter++;
} while (importedFileNames.Contains(filename));
}
importedFileNames.Add(filename);
return autoImportOutput / filename + ASSET_FILES_EXTENSION_WITH_DOT;
}
bool ModelTool::ImportModel(const String& path, ModelData& data, Options& options, String& errorMsg, const String& autoImportOutput)
{
PROFILE_CPU();
LOG(Info, "Importing model from \'{0}\'", path);
const auto startTime = DateTime::NowUTC();
// Import data
switch (options.Type)
{
case ModelType::Model:
options.ImportTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes;
if (options.ImportMaterials)
options.ImportTypes |= ImportDataTypes::Materials;
if (options.ImportTextures)
options.ImportTypes |= ImportDataTypes::Textures;
break;
case ModelType::SkinnedModel:
options.ImportTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes | ImportDataTypes::Skeleton;
if (options.ImportMaterials)
options.ImportTypes |= ImportDataTypes::Materials;
if (options.ImportTextures)
options.ImportTypes |= ImportDataTypes::Textures;
break;
case ModelType::Animation:
options.ImportTypes = ImportDataTypes::Animations;
if (options.RootMotion == RootMotionMode::ExtractCenterOfMass)
options.ImportTypes |= ImportDataTypes::Skeleton;
break;
case ModelType::Prefab:
options.ImportTypes = ImportDataTypes::Geometry | ImportDataTypes::Nodes | ImportDataTypes::Animations;
if (options.ImportMaterials)
options.ImportTypes |= ImportDataTypes::Materials;
if (options.ImportTextures)
options.ImportTypes |= ImportDataTypes::Textures;
break;
default:
return true;
}
if (ImportData(path, data, options, errorMsg))
return true;
// Validate result data
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry))
{
LOG(Info, "Imported model has {0} LODs, {1} meshes (in LOD0) and {2} materials", data.LODs.Count(), data.LODs.Count() != 0 ? data.LODs[0].Meshes.Count() : 0, data.Materials.Count());
// Process blend shapes
for (auto& lod : data.LODs)
{
for (auto& mesh : lod.Meshes)
{
for (int32 blendShapeIndex = mesh->BlendShapes.Count() - 1; blendShapeIndex >= 0; blendShapeIndex--)
{
auto& blendShape = mesh->BlendShapes[blendShapeIndex];
// Remove blend shape vertices with empty deltas
for (int32 i = blendShape.Vertices.Count() - 1; i >= 0; i--)
{
auto& v = blendShape.Vertices.Get()[i];
if (v.PositionDelta.IsZero() && v.NormalDelta.IsZero())
{
blendShape.Vertices.RemoveAt(i);
}
}
// Remove empty blend shapes
if (blendShape.Vertices.IsEmpty() || blendShape.Name.IsEmpty())
{
LOG(Info, "Removing empty blend shape '{0}' from mesh '{1}'", blendShape.Name, mesh->Name);
mesh->BlendShapes.RemoveAt(blendShapeIndex);
}
}
}
}
}
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton))
{
LOG(Info, "Imported skeleton has {0} bones and {1} nodes", data.Skeleton.Bones.Count(), data.Nodes.Count());
// Add single node if imported skeleton is empty
if (data.Skeleton.Nodes.IsEmpty())
{
data.Skeleton.Nodes.Resize(1);
data.Skeleton.Nodes[0].Name = TEXT("Root");
data.Skeleton.Nodes[0].LocalTransform = Transform::Identity;
data.Skeleton.Nodes[0].ParentIndex = -1;
}
// Special case if imported model has no bones but has valid skeleton and meshes.
// We assume that every mesh uses a single bone. Copy nodes to bones.
if (data.Skeleton.Bones.IsEmpty() && Math::IsInRange(data.Skeleton.Nodes.Count(), 1, MAX_BONES_PER_MODEL))
{
data.Skeleton.Bones.Resize(data.Skeleton.Nodes.Count());
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
{
auto& node = data.Skeleton.Nodes[i];
auto& bone = data.Skeleton.Bones[i];
bone.ParentIndex = node.ParentIndex;
bone.NodeIndex = i;
bone.LocalTransform = node.LocalTransform;
Matrix t = Matrix::Identity;
int32 idx = bone.NodeIndex;
do
{
t *= data.Skeleton.Nodes[idx].LocalTransform.GetWorld();
idx = data.Skeleton.Nodes[idx].ParentIndex;
} while (idx != -1);
t.Invert();
bone.OffsetMatrix = t;
}
}
// Check bones limit currently supported by the engine
if (data.Skeleton.Bones.Count() > MAX_BONES_PER_MODEL)
{
errorMsg = String::Format(TEXT("Imported model skeleton has too many bones. Imported: {0}, maximum supported: {1}. Please optimize your asset."), data.Skeleton.Bones.Count(), MAX_BONES_PER_MODEL);
return true;
}
// Ensure that root node is at index 0
int32 rootIndex = -1;
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
{
const auto idx = data.Skeleton.Nodes.Get()[i].ParentIndex;
if (idx == -1 && rootIndex == -1)
{
// Found root
rootIndex = i;
}
else if (idx == -1)
{
// Found multiple roots
errorMsg = TEXT("Imported skeleton has more than one root node.");
return true;
}
}
if (rootIndex == -1)
{
// Missing root node (more additional validation that possible error)
errorMsg = TEXT("Imported skeleton has missing root node.");
return true;
}
if (rootIndex != 0)
{
// Map the root node to index 0 (more optimized for runtime)
LOG(Warning, "Imported skeleton root node is not at index 0. Performing the remmaping.");
const int32 prevRootIndex = rootIndex;
rootIndex = 0;
Swap(data.Skeleton.Nodes[rootIndex], data.Skeleton.Nodes[prevRootIndex]);
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
{
auto& node = data.Skeleton.Nodes.Get()[i];
if (node.ParentIndex == prevRootIndex)
node.ParentIndex = rootIndex;
else if (node.ParentIndex == rootIndex)
node.ParentIndex = prevRootIndex;
}
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
{
auto& bone = data.Skeleton.Bones.Get()[i];
if (bone.NodeIndex == prevRootIndex)
bone.NodeIndex = rootIndex;
else if (bone.NodeIndex == rootIndex)
bone.NodeIndex = prevRootIndex;
}
}
#if BUILD_DEBUG
// Validate that nodes and bones hierarchies are valid (no cyclic references because its mean to be a tree)
{
for (int32 i = 0; i < data.Skeleton.Nodes.Count(); i++)
{
int32 j = i;
int32 testsLeft = data.Skeleton.Nodes.Count();
do
{
j = data.Skeleton.Nodes[j].ParentIndex;
} while (j != -1 && testsLeft-- > 0);
if (testsLeft <= 0)
{
Platform::Fatal(TEXT("Skeleton importer issue!"));
}
}
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
{
int32 j = i;
int32 testsLeft = data.Skeleton.Bones.Count();
do
{
j = data.Skeleton.Bones[j].ParentIndex;
} while (j != -1 && testsLeft-- > 0);
if (testsLeft <= 0)
{
Platform::Fatal(TEXT("Skeleton importer issue!"));
}
}
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
{
if (data.Skeleton.Bones[i].NodeIndex == -1)
{
Platform::Fatal(TEXT("Skeleton importer issue!"));
}
}
}
#endif
}
if (EnumHasAllFlags(options.ImportTypes, ImportDataTypes::Geometry | ImportDataTypes::Skeleton))
{
// Validate skeleton bones used by the meshes
const int32 meshesCount = data.LODs.Count() != 0 ? data.LODs[0].Meshes.Count() : 0;
for (int32 i = 0; i < meshesCount; i++)
{
const auto mesh = data.LODs[0].Meshes[i];
if (mesh->BlendIndices.IsEmpty() || mesh->BlendWeights.IsEmpty())
{
auto indices = Int4::Zero;
auto weights = Float4::UnitX;
// Check if use a single bone for skinning
auto nodeIndex = data.Skeleton.FindNode(mesh->Name);
auto boneIndex = data.Skeleton.FindBone(nodeIndex);
if (boneIndex == -1 && nodeIndex != -1 && data.Skeleton.Bones.Count() < MAX_BONES_PER_MODEL)
{
// Add missing bone to be used by skinned model from animated nodes pose
boneIndex = data.Skeleton.Bones.Count();
auto& bone = data.Skeleton.Bones.AddOne();
bone.ParentIndex = -1;
bone.NodeIndex = nodeIndex;
bone.LocalTransform = CombineTransformsFromNodeIndices(data.Nodes, -1, nodeIndex);
CalculateBoneOffsetMatrix(data.Skeleton.Nodes, bone.OffsetMatrix, bone.NodeIndex);
LOG(Warning, "Using auto-created bone {0} (index {1}) for mesh \'{2}\'", data.Skeleton.Nodes[nodeIndex].Name, boneIndex, mesh->Name);
indices.X = boneIndex;
}
else if (boneIndex != -1)
{
// Fallback to already added bone
LOG(Warning, "Using auto-detected bone {0} (index {1}) for mesh \'{2}\'", data.Skeleton.Nodes[nodeIndex].Name, boneIndex, mesh->Name);
indices.X = boneIndex;
}
else
{
// No bone
LOG(Warning, "Imported mesh \'{0}\' has missing skinning data. It may result in invalid rendering.", mesh->Name);
}
mesh->BlendIndices.Resize(mesh->Positions.Count());
mesh->BlendWeights.Resize(mesh->Positions.Count());
mesh->BlendIndices.SetAll(indices);
mesh->BlendWeights.SetAll(weights);
}
#if BUILD_DEBUG
else
{
auto& indices = mesh->BlendIndices;
for (int32 j = 0; j < indices.Count(); j++)
{
const int32 min = indices[j].MinValue();
const int32 max = indices[j].MaxValue();
if (min < 0 || max >= data.Skeleton.Bones.Count())
{
LOG(Warning, "Imported mesh \'{0}\' has invalid blend indices. It may result in invalid rendering.", mesh->Name);
}
}
auto& weights = mesh->BlendWeights;
for (int32 j = 0; j < weights.Count(); j++)
{
const float sum = weights[j].SumValues();
if (Math::Abs(sum - 1.0f) > ZeroTolerance)
{
LOG(Warning, "Imported mesh \'{0}\' has invalid blend weights. It may result in invalid rendering.", mesh->Name);
}
}
}
#endif
}
}
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Animations))
{
for (auto& animation : data.Animations)
{
LOG(Info, "Imported animation '{}' has {} channels, duration: {} frames, frames per second: {}", animation.Name, animation.Channels.Count(), animation.Duration, animation.FramesPerSecond);
if (animation.Duration <= ZeroTolerance || animation.FramesPerSecond <= ZeroTolerance)
{
errorMsg = TEXT("Invalid animation duration.");
return true;
}
}
}
switch (options.Type)
{
case ModelType::Model:
if (data.LODs.IsEmpty() || data.LODs[0].Meshes.IsEmpty())
{
errorMsg = TEXT("Imported model has no valid geometry.");
return true;
}
if (data.Nodes.IsEmpty())
{
errorMsg = TEXT("Missing model nodes.");
return true;
}
break;
case ModelType::SkinnedModel:
if (data.LODs.Count() > 1)
{
LOG(Warning, "Imported skinned model has more than one LOD. Removing the lower LODs. Only single one is supported.");
data.LODs.Resize(1);
}
break;
case ModelType::Animation:
if (data.Animations.IsEmpty())
{
errorMsg = TEXT("Imported file has no valid animations.");
return true;
}
break;
}
// Keep additionally imported files well organized
Array<String> importedFileNames;
// Prepare textures
for (int32 i = 0; i < data.Textures.Count(); i++)
{
auto& texture = data.Textures[i];
// Auto-import textures
if (autoImportOutput.IsEmpty() || EnumHasNoneFlags(options.ImportTypes, ImportDataTypes::Textures) || texture.FilePath.IsEmpty())
continue;
String assetPath = GetAdditionalImportPath(autoImportOutput, importedFileNames, StringUtils::GetFileNameWithoutExtension(texture.FilePath));
#if COMPILE_WITH_ASSETS_IMPORTER
TextureTool::Options textureOptions;
switch (texture.Type)
{
case TextureEntry::TypeHint::ColorRGB:
textureOptions.Type = TextureFormatType::ColorRGB;
break;
case TextureEntry::TypeHint::ColorRGBA:
textureOptions.Type = TextureFormatType::ColorRGBA;
break;
case TextureEntry::TypeHint::Normals:
textureOptions.Type = TextureFormatType::NormalMap;
break;
}
AssetsImportingManager::ImportIfEdited(texture.FilePath, assetPath, texture.AssetID, &textureOptions);
#endif
}
// Prepare materials
for (int32 i = 0; i < data.Materials.Count(); i++)
{
auto& material = data.Materials[i];
if (material.Name.IsEmpty())
material.Name = TEXT("Material ") + StringUtils::ToString(i);
// Auto-import materials
if (autoImportOutput.IsEmpty() || EnumHasNoneFlags(options.ImportTypes, ImportDataTypes::Materials) || !material.UsesProperties())
continue;
String assetPath = GetAdditionalImportPath(autoImportOutput, importedFileNames, material.Name);
#if COMPILE_WITH_ASSETS_IMPORTER
// When splitting imported meshes allow only the first mesh to import assets (mesh[0] is imported after all following ones so import assets during mesh[1])
if (!options.SplitObjects && options.ObjectIndex != 1 && options.ObjectIndex != -1)
{
// Find that asset created previously
AssetInfo info;
if (Content::GetAssetInfo(assetPath, info))
material.AssetID = info.ID;
continue;
}
// Skip any materials that already exist from the model.
// This allows the use of "import as material instances" without material properties getting overridden on each import.
if (options.SkipExistingMaterialsOnReimport)
{
AssetInfo info;
if (Content::GetAssetInfo(assetPath, info))
{
material.AssetID = info.ID;
continue;
}
}
if (options.ImportMaterialsAsInstances)
{
// Create material instance
AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialInstanceTag, assetPath, material.AssetID);
if (auto* materialInstance = Content::Load<MaterialInstance>(assetPath))
{
materialInstance->SetBaseMaterial(options.InstanceToImportAs);
// Customize base material based on imported material (blind guess based on the common names used in materials)
const Char* diffuseColorNames[] = { TEXT("color"), TEXT("col"), TEXT("diffuse"), TEXT("basecolor"), TEXT("base color") };
TrySetupMaterialParameter(materialInstance, ToSpan(diffuseColorNames, ARRAY_COUNT(diffuseColorNames)), material.Diffuse.Color, MaterialParameterType::Color);
const Char* emissiveColorNames[] = { TEXT("emissive"), TEXT("emission"), TEXT("light") };
TrySetupMaterialParameter(materialInstance, ToSpan(emissiveColorNames, ARRAY_COUNT(emissiveColorNames)), material.Emissive.Color, MaterialParameterType::Color);
const Char* opacityValueNames[] = { TEXT("opacity"), TEXT("alpha") };
TrySetupMaterialParameter(materialInstance, ToSpan(opacityValueNames, ARRAY_COUNT(opacityValueNames)), material.Opacity.Value, MaterialParameterType::Float);
materialInstance->Save();
}
else
{
LOG(Error, "Failed to load material instance after creation. ({0})", assetPath);
}
}
else
{
// Create material
CreateMaterial::Options materialOptions;
materialOptions.Diffuse.Color = material.Diffuse.Color;
if (material.Diffuse.TextureIndex != -1)
materialOptions.Diffuse.Texture = data.Textures[material.Diffuse.TextureIndex].AssetID;
materialOptions.Diffuse.HasAlphaMask = material.Diffuse.HasAlphaMask;
materialOptions.Emissive.Color = material.Emissive.Color;
if (material.Emissive.TextureIndex != -1)
materialOptions.Emissive.Texture = data.Textures[material.Emissive.TextureIndex].AssetID;
materialOptions.Opacity.Value = material.Opacity.Value;
if (material.Opacity.TextureIndex != -1)
materialOptions.Opacity.Texture = data.Textures[material.Opacity.TextureIndex].AssetID;
materialOptions.Roughness.Value = material.Roughness.Value;
if (material.Roughness.TextureIndex != -1)
materialOptions.Roughness.Texture = data.Textures[material.Roughness.TextureIndex].AssetID;
if (material.Normals.TextureIndex != -1)
materialOptions.Normals.Texture = data.Textures[material.Normals.TextureIndex].AssetID;
if (material.TwoSided || material.Diffuse.HasAlphaMask)
materialOptions.Info.CullMode = CullMode::TwoSided;
if (!Math::IsOne(material.Opacity.Value) || material.Opacity.TextureIndex != -1)
materialOptions.Info.BlendMode = MaterialBlendMode::Transparent;
AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialTag, assetPath, material.AssetID, &materialOptions);
}
#endif
}
// Prepare import transformation
Transform importTransform(options.Translation, options.Rotation, Float3(options.Scale));
if (options.UseLocalOrigin && data.LODs.HasItems() && data.LODs[0].Meshes.HasItems())
{
importTransform.Translation -= importTransform.Orientation * data.LODs[0].Meshes[0]->OriginTranslation * importTransform.Scale;
}
if (options.CenterGeometry && data.LODs.HasItems() && data.LODs[0].Meshes.HasItems())
{
// Calculate the bounding box (use LOD0 as a reference)
BoundingBox box = data.LODs[0].GetBox();
auto center = data.LODs[0].Meshes[0]->OriginOrientation * importTransform.Orientation * box.GetCenter() * importTransform.Scale * data.LODs[0].Meshes[0]->Scaling;
importTransform.Translation -= center;
}
// Apply the import transformation
if (!importTransform.IsIdentity() && data.Nodes.HasItems())
{
if (options.Type == ModelType::SkinnedModel)
{
// Transform the root node using the import transformation
auto& root = data.Skeleton.RootNode();
Transform meshTransform = root.LocalTransform.WorldToLocal(importTransform).LocalToWorld(root.LocalTransform);
root.LocalTransform = importTransform.LocalToWorld(root.LocalTransform);
// Apply import transform on meshes
Matrix meshTransformMatrix;
meshTransform.GetWorld(meshTransformMatrix);
for (int32 lodIndex = 0; lodIndex < data.LODs.Count(); lodIndex++)
{
auto& lod = data.LODs[lodIndex];
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
{
lod.Meshes[meshIndex]->TransformBuffer(meshTransformMatrix);
}
}
// Apply import transform on bones
Matrix importMatrixInv;
importTransform.GetWorld(importMatrixInv);
importMatrixInv.Invert();
for (SkeletonBone& bone : data.Skeleton.Bones)
{
if (bone.ParentIndex == -1)
bone.LocalTransform = importTransform.LocalToWorld(bone.LocalTransform);
bone.OffsetMatrix = importMatrixInv * bone.OffsetMatrix;
}
}
else
{
// Transform the root node using the import transformation
auto& root = data.Nodes[0];
root.LocalTransform = importTransform.LocalToWorld(root.LocalTransform);
}
}
// Post-process imported data
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton))
{
if (options.CalculateBoneOffsetMatrices)
{
// Calculate offset matrix (inverse bind pose transform) for every bone manually
for (SkeletonBone& bone : data.Skeleton.Bones)
{
CalculateBoneOffsetMatrix(data.Skeleton.Nodes, bone.OffsetMatrix, bone.NodeIndex);
}
}
#if USE_SKELETON_NODES_SORTING
// Sort skeleton nodes and bones hierarchy (parents first)
// Then it can be used with a simple linear loop update
{
const int32 nodesCount = data.Skeleton.Nodes.Count();
const int32 bonesCount = data.Skeleton.Bones.Count();
Array<int32> mapping;
CreateLinearListFromTree(data.Skeleton.Nodes, mapping);
for (int32 i = 0; i < nodesCount; i++)
{
auto& node = data.Skeleton.Nodes[i];
node.ParentIndex = mapping[node.ParentIndex];
}
for (int32 i = 0; i < bonesCount; i++)
{
auto& bone = data.Skeleton.Bones[i];
bone.NodeIndex = mapping[bone.NodeIndex];
}
}
reorder_nodes_and_test_it_out
!
#endif
}
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry) && options.Type != ModelType::Prefab)
{
// Perform simple nodes mapping to single node (will transform meshes to model local space)
SkeletonMapping<ModelDataNode> skeletonMapping(data.Nodes, nullptr);
// Refresh skeleton updater with model skeleton
SkeletonUpdater<ModelDataNode> hierarchyUpdater(data.Nodes);
hierarchyUpdater.UpdateMatrices();
// Move meshes in the new nodes
for (int32 lodIndex = 0; lodIndex < data.LODs.Count(); lodIndex++)
{
for (int32 meshIndex = 0; meshIndex < data.LODs[lodIndex].Meshes.Count(); meshIndex++)
{
auto& mesh = *data.LODs[lodIndex].Meshes[meshIndex];
// Check if there was a remap using model skeleton
if (skeletonMapping.SourceToSource[mesh.NodeIndex] != mesh.NodeIndex)
{
// Transform vertices
const Matrix transformationMatrix = hierarchyUpdater.CombineMatricesFromNodeIndices(skeletonMapping.SourceToSource[mesh.NodeIndex], mesh.NodeIndex);
if (!transformationMatrix.IsIdentity())
mesh.TransformBuffer(transformationMatrix);
}
// Update new node index using real asset skeleton
mesh.NodeIndex = skeletonMapping.SourceToTarget[mesh.NodeIndex];
}
}
}
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry) && options.Type == ModelType::Prefab)
{
// Apply just the scale and rotations.
for (int32 lodIndex = 0; lodIndex < data.LODs.Count(); lodIndex++)
{
for (int32 meshIndex = 0; meshIndex < data.LODs[lodIndex].Meshes.Count(); meshIndex++)
{
auto& mesh = *data.LODs[lodIndex].Meshes[meshIndex];
auto& node = data.Nodes[mesh.NodeIndex];
auto currentNode = &data.Nodes[mesh.NodeIndex];
Vector3 scale = Vector3::One;
Quaternion rotation = Quaternion::Identity;
while (true)
{
scale *= currentNode->LocalTransform.Scale;
rotation *= currentNode->LocalTransform.Orientation;
if (currentNode->ParentIndex == -1)
break;
currentNode = &data.Nodes[currentNode->ParentIndex];
}
// Transform vertices
auto transformationMatrix = Matrix::Identity;
transformationMatrix.SetScaleVector(scale);
transformationMatrix = transformationMatrix * Matrix::RotationQuaternion(rotation);
if (!transformationMatrix.IsIdentity())
mesh.TransformBuffer(transformationMatrix);
}
}
}
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Animations))
{
for (auto& animation : data.Animations)
{
// Trim the animation keyframes range if need to
if (options.Duration == AnimationDuration::Custom)
{
// Custom animation import, frame index start and end
const float start = options.FramesRange.X;
const float end = options.FramesRange.Y;
for (int32 i = 0; i < animation.Channels.Count(); i++)
{
auto& anim = animation.Channels[i];
anim.Position.Trim(start, end);
anim.Rotation.Trim(start, end);
anim.Scale.Trim(start, end);
}
animation.Duration = end - start;
}
// Change the sampling rate if need to
if (!Math::IsZero(options.SamplingRate))
{
const float timeScale = (float)(animation.FramesPerSecond / options.SamplingRate);
if (!Math::IsOne(timeScale))
{
animation.FramesPerSecond = options.SamplingRate;
for (int32 i = 0; i < animation.Channels.Count(); i++)
{
auto& anim = animation.Channels[i];
anim.Position.TransformTime(timeScale, 0.0f);
anim.Rotation.TransformTime(timeScale, 0.0f);
anim.Scale.TransformTime(timeScale, 0.0f);
}
}
}
// Process root motion setup
animation.RootMotionFlags = options.RootMotion != RootMotionMode::None ? options.RootMotionFlags : AnimationRootMotionFlags::None;
animation.RootNodeName = options.RootNodeName.TrimTrailing();
if (animation.RootMotionFlags != AnimationRootMotionFlags::None && animation.Channels.HasItems())
{
if (options.RootMotion == RootMotionMode::ExtractNode)
{
if (animation.RootNodeName.HasChars() && animation.GetChannel(animation.RootNodeName) == nullptr)
{
LOG(Warning, "Missing Root Motion node '{}'", animation.RootNodeName);
}
}
else if (options.RootMotion == RootMotionMode::ExtractCenterOfMass && data.Skeleton.Nodes.HasItems()) // TODO: finish implementing this
{
// Setup root node animation track
const auto& rootName = data.Skeleton.Nodes.First().Name;
auto rootChannelPtr = animation.GetChannel(rootName);
if (!rootChannelPtr)
{
animation.Channels.Insert(0, NodeAnimationData());
rootChannelPtr = &animation.Channels[0];
rootChannelPtr->NodeName = rootName;
}
animation.RootNodeName = rootName;
auto& rootChannel = *rootChannelPtr;
rootChannel.Position.Clear();
// Calculate skeleton center of mass position over the animation frames
const int32 frames = (int32)animation.Duration;
const int32 nodes = data.Skeleton.Nodes.Count();
Array<Float3> centerOfMass;
centerOfMass.Resize(frames);
for (int32 frame = 0; frame < frames; frame++)
{
auto& key = centerOfMass[frame];
// Evaluate skeleton pose at the animation frame
AnimGraphImpulse pose;
pose.Nodes.Resize(nodes);
for (int32 nodeIndex = 0; nodeIndex < nodes; nodeIndex++)
{
Transform srcNode = data.Skeleton.Nodes[nodeIndex].LocalTransform;
auto& node = data.Skeleton.Nodes[nodeIndex];
if (auto* channel = animation.GetChannel(node.Name))
channel->Evaluate((float)frame, &srcNode, false);
pose.Nodes[nodeIndex] = srcNode;
}
// Calculate average location of the pose (center of mass)
key = Float3::Zero;
for (int32 nodeIndex = 0; nodeIndex < nodes; nodeIndex++)
key += pose.GetNodeModelTransformation(data.Skeleton, nodeIndex).Translation;
key /= (float)nodes;
}
// Calculate skeleton center of mass movement over the animation frames
rootChannel.Position.Resize(frames);
const Float3 centerOfMassRefPose = centerOfMass[0];
for (int32 frame = 0; frame < frames; frame++)
{
auto& key = rootChannel.Position[frame];
key.Time = (float)frame;
key.Value = centerOfMass[frame] - centerOfMassRefPose;
}
// Remove root motion from the children (eg. if Root moves, then Hips should skip that movement delta)
Float3 maxMotion = Float3::Zero;
for (int32 i = 0; i < animation.Channels.Count(); i++)
{
auto& anim = animation.Channels[i];
const int32 animNodeIndex = data.Skeleton.FindNode(anim.NodeName);
// Skip channels that have one of their parents already animated
{
int32 nodeIndex = animNodeIndex;
nodeIndex = data.Skeleton.Nodes[nodeIndex].ParentIndex;
while (nodeIndex > 0)
{
const String& nodeName = data.Skeleton.Nodes[nodeIndex].Name;
if (animation.GetChannel(nodeName) != nullptr)
break;
nodeIndex = data.Skeleton.Nodes[nodeIndex].ParentIndex;
}
if (nodeIndex > 0 || &anim == rootChannelPtr)
continue;
}
// Remove motion
auto& animPos = anim.Position.GetKeyframes();
for (int32 frame = 0; frame < animPos.Count(); frame++)
{
auto& key = animPos[frame];
// Evaluate root motion at the keyframe location
Float3 rootMotion;
rootChannel.Position.Evaluate(rootMotion, key.Time, false);
Float3::Max(maxMotion, rootMotion, maxMotion);
// Evaluate skeleton pose at the animation frame
AnimGraphImpulse pose;
pose.Nodes.Resize(nodes);
pose.Nodes[0] = data.Skeleton.Nodes[0].LocalTransform; // Use ref pose of root
for (int32 nodeIndex = 1; nodeIndex < nodes; nodeIndex++) // Skip new root
{
Transform srcNode = data.Skeleton.Nodes[nodeIndex].LocalTransform;
auto& node = data.Skeleton.Nodes[nodeIndex];
if (auto* channel = animation.GetChannel(node.Name))
channel->Evaluate((float)frame, &srcNode, false);
pose.Nodes[nodeIndex] = srcNode;
}
// Convert root motion to the local space of this node so the node stays at the same location after adding new root channel
Transform parentNodeTransform = pose.GetNodeModelTransformation(data.Skeleton, data.Skeleton.Nodes[animNodeIndex].ParentIndex);
rootMotion = parentNodeTransform.WorldToLocal(rootMotion);
// Remove motion
key.Value -= rootMotion;
}
}
LOG(Info, "Calculated root motion: {}", maxMotion);
}
}
// Optimize the keyframes
if (options.OptimizeKeyframes)
{
const int32 before = animation.GetKeyframesCount();
for (int32 i = 0; i < animation.Channels.Count(); i++)
{
auto& anim = animation.Channels[i];
// Optimize keyframes
OptimizeCurve(anim.Position);
OptimizeCurve(anim.Rotation);
OptimizeCurve(anim.Scale);
// Remove empty channels
if (anim.GetKeyframesCount() == 0)
{
animation.Channels.RemoveAt(i--);
}
}
const int32 after = animation.GetKeyframesCount();
LOG(Info, "Optimized {0} animation keyframe(s). Before: {1}, after: {2}, Ratio: {3}%", before - after, before, after, Utilities::RoundTo2DecimalPlaces((float)after / before));
}
}
}
// Collision mesh output
if (options.CollisionMeshesPrefix.HasChars())
{
// Extract collision meshes from the model
ModelData collisionModel;
for (auto& lod : data.LODs)
{
for (int32 i = lod.Meshes.Count() - 1; i >= 0; i--)
{
auto mesh = lod.Meshes[i];
if (mesh->Name.StartsWith(options.CollisionMeshesPrefix, StringSearchCase::IgnoreCase))
{
if (collisionModel.LODs.Count() == 0)
collisionModel.LODs.AddOne();
collisionModel.LODs[0].Meshes.Add(mesh);
lod.Meshes.RemoveAtKeepOrder(i);
if (lod.Meshes.IsEmpty())
break;
}
}
}
#if COMPILE_WITH_PHYSICS_COOKING
if (collisionModel.LODs.HasItems() && options.CollisionType != CollisionDataType::None)
{
// Cook collision
String assetPath = GetAdditionalImportPath(autoImportOutput, importedFileNames, TEXT("Collision"));
CollisionCooking::Argument arg;
arg.Type = options.CollisionType;
arg.OverrideModelData = &collisionModel;
if (CreateCollisionData::CookMeshCollision(assetPath, arg))
{
LOG(Error, "Failed to create collision mesh.");
}
}
#endif
}
// Merge meshes with the same parent nodes, material and skinning
if (options.MergeMeshes)
{
int32 meshesMerged = 0;
for (int32 lodIndex = 0; lodIndex < data.LODs.Count(); lodIndex++)
{
auto& meshes = data.LODs[lodIndex].Meshes;
// Group meshes that can be merged together
typedef Pair<int32, int32> MeshGroupKey;
const Function<MeshGroupKey(MeshData* const&)> f = [](MeshData* const& x) -> MeshGroupKey
{
return MeshGroupKey(x->NodeIndex, x->MaterialSlotIndex);
};
Array<IGrouping<MeshGroupKey, MeshData*>> meshesByGroup;
ArrayExtensions::GroupBy(meshes, f, meshesByGroup);
for (int32 groupIndex = 0; groupIndex < meshesByGroup.Count(); groupIndex++)
{
auto& group = meshesByGroup[groupIndex];
if (group.Count() <= 1)
continue;
// Merge group meshes with the first one
auto targetMesh = group[0];
for (int32 i = 1; i < group.Count(); i++)
{
auto mesh = group[i];
meshes.Remove(mesh);
targetMesh->Merge(*mesh);
meshesMerged++;
Delete(mesh);
}
}
}
if (meshesMerged)
LOG(Info, "Merged {0} meshes", meshesMerged);
}
// Automatic LOD generation
if (options.GenerateLODs && options.LODCount > 1 && data.LODs.HasItems() && options.TriangleReduction < 1.0f - ZeroTolerance)
{
auto lodStartTime = DateTime::NowUTC();
meshopt_setAllocator(MeshOptAllocate, MeshOptDeallocate);
float triangleReduction = Math::Saturate(options.TriangleReduction);
int32 lodCount = Math::Max(options.LODCount, data.LODs.Count());
int32 baseLOD = Math::Clamp(options.BaseLOD, 0, lodCount - 1);
data.LODs.Resize(lodCount);
int32 generatedLod = 0, baseLodTriangleCount = 0, baseLodVertexCount = 0;
for (auto& mesh : data.LODs[baseLOD].Meshes)
{
baseLodTriangleCount += mesh->Indices.Count() / 3;
baseLodVertexCount += mesh->Positions.Count();
}
Array<unsigned int> indices;
for (int32 lodIndex = Math::Clamp(baseLOD + 1, 1, lodCount - 1); lodIndex < lodCount; lodIndex++)
{
auto& dstLod = data.LODs[lodIndex];
const auto& srcLod = data.LODs[lodIndex - 1];
int32 lodTriangleCount = 0, lodVertexCount = 0;
dstLod.Meshes.Resize(srcLod.Meshes.Count());
for (int32 meshIndex = 0; meshIndex < dstLod.Meshes.Count(); meshIndex++)
{
auto& dstMesh = dstLod.Meshes[meshIndex] = New<MeshData>();
const auto& srcMesh = srcLod.Meshes[meshIndex];
// Setup mesh
dstMesh->MaterialSlotIndex = srcMesh->MaterialSlotIndex;
dstMesh->NodeIndex = srcMesh->NodeIndex;
dstMesh->Name = srcMesh->Name;
// Simplify mesh using meshoptimizer
int32 srcMeshIndexCount = srcMesh->Indices.Count();
int32 srcMeshVertexCount = srcMesh->Positions.Count();
int32 dstMeshIndexCountTarget = int32(srcMeshIndexCount * triangleReduction) / 3 * 3;
if (dstMeshIndexCountTarget < 3 || dstMeshIndexCountTarget >= srcMeshIndexCount)
continue;
indices.Clear();
indices.Resize(srcMeshIndexCount);
int32 dstMeshIndexCount = {};
if (options.SloppyOptimization)
dstMeshIndexCount = (int32)meshopt_simplifySloppy(indices.Get(), srcMesh->Indices.Get(), srcMeshIndexCount, (const float*)srcMesh->Positions.Get(), srcMeshVertexCount, sizeof(Float3), dstMeshIndexCountTarget, options.LODTargetError);
else
dstMeshIndexCount = (int32)meshopt_simplify(indices.Get(), srcMesh->Indices.Get(), srcMeshIndexCount, (const float*)srcMesh->Positions.Get(), srcMeshVertexCount, sizeof(Float3), dstMeshIndexCountTarget, options.LODTargetError);
if (dstMeshIndexCount <= 0 || dstMeshIndexCount > indices.Count())
continue;
indices.Resize(dstMeshIndexCount);
// Generate simplified vertex buffer remapping table (use only vertices from LOD index buffer)
Array<unsigned int> remap;
remap.Resize(srcMeshVertexCount);
int32 dstMeshVertexCount = (int32)meshopt_optimizeVertexFetchRemap(remap.Get(), indices.Get(), dstMeshIndexCount, srcMeshVertexCount);
// Remap index buffer
dstMesh->Indices.Resize(dstMeshIndexCount);
meshopt_remapIndexBuffer(dstMesh->Indices.Get(), indices.Get(), dstMeshIndexCount, remap.Get());
// Remap vertex buffer
#define REMAP_VERTEX_BUFFER(name, type) \
if (srcMesh->name.HasItems()) \
{ \
ASSERT(srcMesh->name.Count() == srcMeshVertexCount); \
dstMesh->name.Resize(dstMeshVertexCount); \
meshopt_remapVertexBuffer(dstMesh->name.Get(), srcMesh->name.Get(), srcMeshVertexCount, sizeof(type), remap.Get()); \
}
REMAP_VERTEX_BUFFER(Positions, Float3);
REMAP_VERTEX_BUFFER(UVs, Float2);
REMAP_VERTEX_BUFFER(Normals, Float3);
REMAP_VERTEX_BUFFER(Tangents, Float3);
REMAP_VERTEX_BUFFER(Tangents, Float3);
REMAP_VERTEX_BUFFER(LightmapUVs, Float2);
REMAP_VERTEX_BUFFER(Colors, Color);
REMAP_VERTEX_BUFFER(BlendIndices, Int4);
REMAP_VERTEX_BUFFER(BlendWeights, Float4);
#undef REMAP_VERTEX_BUFFER
// Remap blend shapes
dstMesh->BlendShapes.Resize(srcMesh->BlendShapes.Count());
for (int32 blendShapeIndex = 0; blendShapeIndex < srcMesh->BlendShapes.Count(); blendShapeIndex++)
{
const auto& srcBlendShape = srcMesh->BlendShapes[blendShapeIndex];
auto& dstBlendShape = dstMesh->BlendShapes[blendShapeIndex];
dstBlendShape.Name = srcBlendShape.Name;
dstBlendShape.Weight = srcBlendShape.Weight;
dstBlendShape.Vertices.EnsureCapacity(srcBlendShape.Vertices.Count());
for (int32 i = 0; i < srcBlendShape.Vertices.Count(); i++)
{
auto v = srcBlendShape.Vertices[i];
v.VertexIndex = remap[v.VertexIndex];
if (v.VertexIndex != ~0u)
{
dstBlendShape.Vertices.Add(v);
}
}
}
// Remove empty blend shapes
for (int32 blendShapeIndex = dstMesh->BlendShapes.Count() - 1; blendShapeIndex >= 0; blendShapeIndex--)
{
if (dstMesh->BlendShapes[blendShapeIndex].Vertices.IsEmpty())
dstMesh->BlendShapes.RemoveAt(blendShapeIndex);
}
// Optimize generated LOD
meshopt_optimizeVertexCache(dstMesh->Indices.Get(), dstMesh->Indices.Get(), dstMeshIndexCount, dstMeshVertexCount);
meshopt_optimizeOverdraw(dstMesh->Indices.Get(), dstMesh->Indices.Get(), dstMeshIndexCount, (const float*)dstMesh->Positions.Get(), dstMeshVertexCount, sizeof(Float3), 1.05f);
lodTriangleCount += dstMeshIndexCount / 3;
lodVertexCount += dstMeshVertexCount;
generatedLod++;
}
// Remove empty meshes (no LOD was generated for them)
for (int32 i = dstLod.Meshes.Count() - 1; i >= 0; i--)
{
MeshData* mesh = dstLod.Meshes[i];
if (mesh->Indices.IsEmpty() || mesh->Positions.IsEmpty())
{
Delete(mesh);
dstLod.Meshes.RemoveAtKeepOrder(i);
}
}
LOG(Info, "Generated LOD{0}: triangles: {1} ({2}% of base LOD), verticies: {3} ({4}% of base LOD)",
lodIndex,
lodTriangleCount, (int32)(lodTriangleCount * 100 / baseLodTriangleCount),
lodVertexCount, (int32)(lodVertexCount * 100 / baseLodVertexCount));
}
for (int32 lodIndex = data.LODs.Count() - 1; lodIndex > 0; lodIndex--)
{
if (data.LODs[lodIndex].Meshes.IsEmpty())
data.LODs.RemoveAt(lodIndex);
else
break;
}
if (generatedLod)
{
auto lodEndTime = DateTime::NowUTC();
LOG(Info, "Generated LODs for {1} meshes in {0} ms", static_cast<int32>((lodEndTime - lodStartTime).GetTotalMilliseconds()), generatedLod);
}
}
// Calculate blend shapes vertices ranges
for (auto& lod : data.LODs)
{
for (auto& mesh : lod.Meshes)
{
for (auto& blendShape : mesh->BlendShapes)
{
// Compute min/max for used vertex indices
blendShape.MinVertexIndex = MAX_uint32;
blendShape.MaxVertexIndex = 0;
blendShape.UseNormals = false;
for (int32 i = 0; i < blendShape.Vertices.Count(); i++)
{
auto& v = blendShape.Vertices[i];
blendShape.MinVertexIndex = Math::Min(blendShape.MinVertexIndex, v.VertexIndex);
blendShape.MaxVertexIndex = Math::Max(blendShape.MaxVertexIndex, v.VertexIndex);
blendShape.UseNormals |= !v.NormalDelta.IsZero();
}
}
}
}
// Auto calculate LODs transition settings
data.CalculateLODsScreenSizes();
const auto endTime = DateTime::NowUTC();
LOG(Info, "Model file imported in {0} ms", static_cast<int32>((endTime - startTime).GetTotalMilliseconds()));
return false;
}
int32 ModelTool::DetectLodIndex(const String& nodeName)
{
int32 index = nodeName.FindLast(TEXT("LOD"), StringSearchCase::IgnoreCase);
if (index != -1)
{
// Some models use LOD_0 to identify LOD levels
if (nodeName.Length() > index + 4 && nodeName[index + 3] == '_')
index++;
int32 num;
if (!StringUtils::Parse(nodeName.Get() + index + 3, &num))
{
if (num >= 0 && num < MODEL_MAX_LODS)
return num;
LOG(Warning, "Invalid mesh level of detail index at node \'{0}\'. Maximum supported amount of LODs is {1}.", nodeName, MODEL_MAX_LODS);
}
}
return 0;
}
bool ModelTool::FindTexture(const String& sourcePath, const String& file, String& path)
{
const String sourceFolder = StringUtils::GetDirectoryName(sourcePath);
path = sourceFolder / file;
if (!FileSystem::FileExists(path))
{
const String filename = StringUtils::GetFileName(file);
path = sourceFolder / filename;
if (!FileSystem::FileExists(path))
{
path = sourceFolder / TEXT("textures") / filename;
if (!FileSystem::FileExists(path))
{
path = sourceFolder / TEXT("Textures") / filename;
if (!FileSystem::FileExists(path))
{
path = sourceFolder / TEXT("texture") / filename;
if (!FileSystem::FileExists(path))
{
path = sourceFolder / TEXT("Texture") / filename;
if (!FileSystem::FileExists(path))
{
path = sourceFolder / TEXT("../textures") / filename;
if (!FileSystem::FileExists(path))
{
path = sourceFolder / TEXT("../Textures") / filename;
if (!FileSystem::FileExists(path))
{
path = sourceFolder / TEXT("../texture") / filename;
if (!FileSystem::FileExists(path))
{
path = sourceFolder / TEXT("../Texture") / filename;
if (!FileSystem::FileExists(path))
{
return true;
}
}
}
}
}
}
}
}
}
}
FileSystem::NormalizePath(path);
return false;
}
void ModelTool::CalculateBoneOffsetMatrix(const Array<SkeletonNode>& nodes, Matrix& offsetMatrix, int32 nodeIndex)
{
offsetMatrix = Matrix::Identity;
int32 idx = nodeIndex;
do
{
const SkeletonNode& node = nodes[idx];
offsetMatrix *= node.LocalTransform.GetWorld();
idx = node.ParentIndex;
} while (idx != -1);
offsetMatrix.Invert();
}
#endif
#endif