Beispiel #1
0
/*! 
Removes the specified mesh by name from the vector.
*/
bool SLNode::removeMesh(SLstring name)
{
    assert(name!="");
    SLMesh* found = findMesh(name);
    if (found) return removeMesh(found);
    return false;
}
FbxMesh* FBXConverter::findMesh( FbxNode* node )
{
	if ( node->GetMesh() ) { std::cout << node->GetName() << std::endl; return node->GetMesh(); }
	for ( int i = 0; i < node->GetChildCount(); i++ )
	{
		FbxMesh* theMesh = findMesh( node->GetChild( i ) );
		if ( theMesh )
		{
			return theMesh;
		}
	};
	return NULL;
}
Beispiel #3
0
CMesh *CModelManager::registerMesh(const std::string fname){
    CMesh *found = findMesh(fname);
    if(found)return found;

    gcon.printString("Loading mesh " + fname + "\n");

    CMeshPtr mesh = new CMesh();
    
    try {
        mesh->load(fname, CEngine::getSingleton()->vfs);
	} catch (CException e) {
        gcon.printString("Failed to load : " + fname + "\n  ");
        gcon.printString(e.getExplanation() + "\n");
		return 0;
	}

    registerMesh(mesh);

    return mesh;
}
void FBXConverter::convert( const char* input , const char* output )
{
	if ( converting ) return;
	converting = true;
	FbxManager* fbxManger = FbxManager::Create();

	FbxIOSettings* ios = FbxIOSettings::Create( fbxManger , IOSROOT );
	fbxManger->SetIOSettings( ios );

	FbxImporter* importer = FbxImporter::Create( fbxManger , "" );

	bool status = importer->Initialize( input , -1 , fbxManger->GetIOSettings() );
	if ( !status )
	{
		std::cout << importer->GetStatus().GetErrorString() << std::endl;
	}

	FbxScene* scene = FbxScene::Create( fbxManger , "theScene" );
	importer->Import( scene );
	importer->Destroy();

	FbxMesh* theMesh = findMesh( scene->GetRootNode() );
	

	if ( theMesh )
	{
		std::vector<VertexData> vertices;
		std::vector<IndexData> indices;

		FbxStringList uvSets;
		theMesh->GetUVSetNames( uvSets );

		processPolygons( theMesh , vertices , indices , uvSets );

		std::vector<JointData> skeleton;
		processSkeletonHierarchy( scene->GetRootNode() , skeleton );
		if ( skeleton.size() ) processAnimations( theMesh->GetNode() , skeleton , vertices , indices );

		std::string modelData;
		for ( unsigned int i = 0; i < vertices.size(); ++i )
		{
			modelData += DATASTRING( vertices[i].position );
			modelData += DATASTRING( vertices[i].uv );
			modelData += DATASTRING( vertices[i].normal );
			modelData += DATASTRING( vertices[i].tangent );
			modelData += DATASTRING( vertices[i].bitangent );
			
			for ( unsigned int j = 0; j < 4 ; ++j )
			{
				if ( j < vertices[i].blendingInfo.size() )
				{
					int blendingIndex = vertices[i].blendingInfo[j].blendingIndex;
					modelData += DATASTRING( blendingIndex );
				}
				else
				{
					int blendingIndex = -1;
					modelData += DATASTRING( blendingIndex );
				}
			}
			for ( unsigned int j = 0; j < 4; ++j )
			{
				if ( j < vertices[i].blendingInfo.size() )
				{
					float blendingIndex = vertices[i].blendingInfo[j].blendingWeight;
					modelData += DATASTRING( blendingIndex );
				}
				else
				{
					float blendingIndex = -1;
					modelData += DATASTRING( blendingIndex );
				}
			}
		}

		for ( unsigned int i = 0; i < indices.size(); ++i)
		{
			modelData += DATASTRING( indices[i].index );
		}

		std::string boneData;
		std::vector<unsigned int> boneChildren;
		std::vector<AnimationData> boneAnimation;
		for ( unsigned int i = 0; i < skeleton.size(); ++i )
		{
			boneData += DATASTRING( skeleton[i].offsetMatrix );
			int childDataStart , childDataEnd , animationDataStart , animationDataEnd;
			if ( skeleton[i].children.size() )
			{
				childDataStart = boneChildren.size();
				for ( unsigned int j = 0; j < skeleton[i].children.size(); ++j )
				{
					boneChildren.push_back( skeleton[i].children[j] );
				}
				childDataEnd = boneChildren.size();
			}
			else
			{
				childDataStart = -1;
				childDataEnd = -1;
			}

			if ( skeleton[i].animation.size() )
			{
				animationDataStart = boneAnimation.size();
				for ( unsigned int j = 0; j < skeleton[i].animation.size(); ++j )
				{
					boneAnimation.push_back( skeleton[i].animation[j] );
				}
				animationDataEnd = boneAnimation.size();
			}
			else
			{
				animationDataStart = -1;
				animationDataEnd = -1;
			}
			boneData += DATASTRING( childDataStart );
			boneData += DATASTRING( childDataEnd );
			boneData += DATASTRING( animationDataStart );
			boneData += DATASTRING( animationDataEnd );
		}
		unsigned int sizeofAnimationRangeInfo;
		AnimationFrameRangeInfo frameRange;
		if ( boneAnimation.size() > 0 )
		{
			sizeofAnimationRangeInfo = 1;
			frameRange.nextAnimationFrameInfo = 0;
			frameRange.firstFrame = 1;
			frameRange.lastFrame = boneAnimation[boneAnimation.size() - 1].frame;
		}
		else
		{
			sizeofAnimationRangeInfo = 0;
		}

		std::fstream stream( output , std::ios_base::binary | std::ios_base::out | std::ios_base::trunc );

		unsigned int sizeofVertices = vertices.size();
		stream.write( reinterpret_cast< char* >( &sizeofVertices ) , sizeof( sizeofVertices ));
		unsigned int sizeofIndices = indices.size();
		stream.write( reinterpret_cast< char* >( &sizeofIndices ) , sizeof( sizeofIndices ) );

		unsigned int sizeofBoneData = skeleton.size();
		stream.write( reinterpret_cast<char*>( &sizeofBoneData ) , sizeof( sizeofBoneData ) );

		unsigned int sizeofBoneChildData = boneChildren.size();
		stream.write( reinterpret_cast< char* >( &sizeofBoneChildData ) , sizeof( sizeofBoneChildData ));

		unsigned int sizeofBoneAnimationData = boneAnimation.size();
		stream.write( reinterpret_cast< char* >( &sizeofBoneAnimationData ) , sizeof( sizeofBoneAnimationData ) );

		stream.write( reinterpret_cast< char* >( &sizeofAnimationRangeInfo ) , sizeof( sizeofAnimationRangeInfo ) );

		stream.write( modelData.c_str() , modelData.size() );

		stream.write( boneData.c_str() , boneData.size() );

		for ( unsigned int i = 0; i < boneChildren.size(); ++i )
		{
			stream.write( reinterpret_cast< char* >( &boneChildren[i] ) , sizeof( boneChildren[i] ) );
		}

		for ( unsigned int i = 0; i < boneAnimation.size(); ++i )
		{
			stream.write( reinterpret_cast< char* >( &boneAnimation[i] ) , sizeof( boneAnimation[i] ) );
		}

		
		if(sizeofAnimationRangeInfo) stream.write( reinterpret_cast< char* >( &frameRange ) , sizeof( frameRange ) );
		stream.close();
	}
	converting = false;
}
//! returns if a mesh already was loaded
bool CMeshCache::isMeshLoaded(const c8* filename)
{
	core::stringc name = filename;
	name.make_lower();
	return findMesh(name.c_str()) != 0;
}