Beispiel #1
0
/* translate shape from 3d world space to 2d screen space */
void translate_shape()
{
   int d;
   MATRIX matrix;
   VTX *outpoint = current_points;
   QUAD *outface = current_faces;

   /* build a transformation matrix */
   get_transformation_matrix(&matrix, itofix(1),
                             shape.rx, shape.ry, shape.rz,
                             shape.x, shape.y, shape.z);

   /* output the vertices */
   for (d=0; d<NUM_VERTICES; d++) {
      apply_matrix(&matrix, points[d].x, points[d].y, points[d].z, &outpoint[d].x, &outpoint[d].y, &outpoint[d].z);
      persp_project(outpoint[d].x, outpoint[d].y, outpoint[d].z, &outpoint[d].x, &outpoint[d].y);
   }

   /* output the faces */
   for (d=0; d<NUM_FACES; d++) {
      outface[d] = faces[d];
      outface[d].vtxlist = outpoint;
   }

   outpoint += NUM_VERTICES;
   outface += NUM_FACES;
}
Beispiel #2
0
static int get_hall_number_local( double origin_shift[3],
				  double conv_lattice[3][3],
				  Centering * centering,
				  SPGCONST Cell * primitive,
				  SPGCONST Symmetry * symmetry,
				  const double symprec )
{
  int hall_number;
  double trans_mat[3][3];
  Symmetry * conv_symmetry;

  *centering = get_transformation_matrix( trans_mat, symmetry );
  mat_multiply_matrix_d3( conv_lattice,
			  primitive->lattice,
			  trans_mat );
  conv_symmetry = get_conventional_symmetry( trans_mat,
					     *centering,
					     symmetry );

  hall_number = hal_get_hall_symbol( origin_shift,
				     *centering,
				     conv_lattice,
				     conv_symmetry,
				     symprec );
  sym_free_symmetry( conv_symmetry );

  return hall_number;
}
Beispiel #3
0
void FBXSceneImporter::read_mesh(FbxNode *pNode, FbxMesh* pMesh)
{
	std::vector<Mesh::Vertex> vertices;
	std::vector<int> indices;
	
	//pMesh->GenerateTangentsDataForAllUVSets();

	Mesh *new_mesh = new Mesh();
	
	new_mesh->set_name(pNode->GetName());

	int polygonCount = pMesh->GetPolygonCount();
	FbxVector4* controlPoints = pMesh->GetControlPoints();
	int controlPointCount = pMesh->GetControlPointsCount();

	int vertexID = 0;

	for (int polygon = polygonCount - 1; polygon > -1; polygon--)
	{
		int polyVertCount = pMesh->GetPolygonSize(polygon);
		assert(polyVertCount == 3);

		for (int polyVert = 0; polyVert < polyVertCount; polyVert++)
		{
			Mesh::Vertex vertex;

			int cpIndex = pMesh->GetPolygonVertex(polygon, polyVert);

			// Grab our CP index as well our position information
			//uniqueVert.m_nControlPointIndex = cpIndex;
			vertex.position[0] = controlPoints[cpIndex].mData[0];
			vertex.position[1] = controlPoints[cpIndex].mData[1];
			vertex.position[2] = controlPoints[cpIndex].mData[2];
			vertex.position[3] = 1;

			// Grab UVs
			int uvElementCount = pMesh->GetElementUVCount();
			int ctrlPointIndex = pMesh->GetPolygonVertex(polygon, polyVert);

			for (int uvElement = 0; uvElement < uvElementCount; uvElement++)
			{
				FbxGeometryElementUV* geomElementUV = pMesh->GetElementUV(uvElement);

				FbxLayerElement::EMappingMode mapMode = geomElementUV->GetMappingMode();
				FbxLayerElement::EReferenceMode refMode = geomElementUV->GetReferenceMode();

				if (FbxGeometryElement::eByControlPoint == mapMode)
				{
					switch (geomElementUV->GetReferenceMode())
					{
					case FbxGeometryElement::eDirect:
					{
						vertex.texture_coord.x = static_cast<float>(geomElementUV->GetDirectArray().GetAt(ctrlPointIndex).mData[0]);
						vertex.texture_coord.y = static_cast<float>(geomElementUV->GetDirectArray().GetAt(ctrlPointIndex).mData[1]);
					}
					break;

					case FbxGeometryElement::eIndexToDirect:
					{
						int index = geomElementUV->GetIndexArray().GetAt(ctrlPointIndex);
						vertex.texture_coord.x = static_cast<float>(geomElementUV->GetDirectArray().GetAt(index).mData[0]);
						vertex.texture_coord.y = static_cast<float>(geomElementUV->GetDirectArray().GetAt(index).mData[1]);
					}
					break;

					default:
						throw std::exception("Invalid Reference");
					}
				}
				if (FbxGeometryElement::eByPolygonVertex == mapMode)
				{
					int directIndex = -1;
					if (FbxGeometryElement::eDirect == refMode)
					{
						directIndex = vertexID;
					}
					else if (FbxGeometryElement::eIndexToDirect == refMode)
					{
						directIndex = geomElementUV->GetIndexArray().GetAt(vertexID);
					}

					// If we got an index
					if (directIndex != -1)
					{
						FbxVector4 texture_coord = geomElementUV->GetDirectArray().GetAt(directIndex);

						vertex.texture_coord = D3DXVECTOR4((float)texture_coord.mData[0], (float)texture_coord.mData[1], 0, 0);
					}
				}
			}

			// Grab normals
			int normElementCount = pMesh->GetElementNormalCount();

			for (int normalElement = 0; normalElement < normElementCount; normalElement++)
			{
				FbxGeometryElementNormal* geomElementNormal = pMesh->GetElementNormal(normalElement);

				FbxLayerElement::EMappingMode mapMode = geomElementNormal->GetMappingMode();
				FbxLayerElement::EReferenceMode refMode = geomElementNormal->GetReferenceMode();

				FbxVector4 fbxNormal;
				pMesh->GetPolygonVertexNormal(polygon, polyVert, fbxNormal);
				fbxNormal.Normalize();

				vertex.normal = D3DXVECTOR4(fbxNormal.mData[0], fbxNormal.mData[1], fbxNormal.mData[2], 0);

				//if (FbxGeometryElement::eByControlPoint == mapMode)
				//{ 
				//	switch (geomElementNormal->GetReferenceMode())
				//	{
				//	case FbxGeometryElement::eDirect:
				//	{
				//		vertex.normal.x = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(ctrlPointIndex).mData[0]);
				//		vertex.normal.y = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(ctrlPointIndex).mData[1]);
				//		vertex.normal.z = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(ctrlPointIndex).mData[2]);
				//		D3DXVec4Normalize(&vertex.normal, &vertex.normal);
				//	}
				//	break;
				//
				//	case FbxGeometryElement::eIndexToDirect:
				//	{
				//		int index = geomElementNormal->GetIndexArray().GetAt(ctrlPointIndex);
				//		vertex.normal.x = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(index).mData[0]);
				//		vertex.normal.y = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(index).mData[1]);
				//		vertex.normal.z = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(index).mData[2]);
				//		D3DXVec4Normalize(&vertex.normal, &vertex.normal);
				//	}
				//	break;
				//
				//	default:
				//		throw std::exception("Invalid Reference");
				//	}
				//}
				//if (FbxGeometryElement::eByPolygonVertex == mapMode)
				//{
				//	int directIndex = -1;
				//	if (FbxGeometryElement::eDirect == refMode)
				//	{
				//		directIndex = vertexID;
				//	}
				//	else if (FbxGeometryElement::eIndexToDirect == refMode)
				//	{
				//		directIndex = geomElementNormal->GetIndexArray().GetAt(vertexID);
				//	}
				//
				//	// If we got an index
				//	if (directIndex != -1)
				//	{
				//		FbxVector4 norm = geomElementNormal->GetDirectArray().GetAt(directIndex);
				//
				//		D3DXVECTOR4 normal_final((float)norm.mData[0], (float)norm.mData[1], (float)norm.mData[2], 0);
				//		D3DXVec4Normalize(&vertex.normal, &normal_final);
				//	}
				//}


			}

			// grab tangents
			int tangentElementCount = pMesh->GetElementTangentCount();

			for (int normalElement = 0; normalElement < tangentElementCount; normalElement++)
			{
				FbxGeometryElementTangent* geomElementTangent = pMesh->GetElementTangent(normalElement);

				FbxLayerElement::EMappingMode mapMode = geomElementTangent->GetMappingMode();
				FbxLayerElement::EReferenceMode refMode = geomElementTangent->GetReferenceMode();

				int directIndex = -1;

				if (FbxGeometryElement::eByPolygonVertex == mapMode)
				{
					if (FbxGeometryElement::eDirect == refMode)
					{
						directIndex = vertexID;
					}
					else if (FbxGeometryElement::eIndexToDirect == refMode)
					{
						directIndex = geomElementTangent->GetIndexArray().GetAt(vertexID);
					}
				}

				// If we got an index
				if (directIndex != 1)
				{
					FbxVector4 tangent = geomElementTangent->GetDirectArray().GetAt(directIndex);

					vertex.tangent = D3DXVECTOR4((float)tangent.mData[0], (float)tangent.mData[1], (float)tangent.mData[2], 0);
				}

			}

			size_t size = vertices.size();
			size_t i = size;

			//for (i = 0; i < size; i++)
			//{
			//	if (vertex == vertices[i])
			//	{
			//		break;
			//	}
			//}
			//
			if (i == size)
			{
				vertices.push_back(vertex);
			}

			indices.push_back(i);
			++vertexID;
		}

		//int cur_size = indices.size();
		//int temp = indices[cur_size - 3];
		//indices[cur_size - 3] = indices[cur_size - 1];
		//indices[cur_size - 1] = temp;
	}

	int materialCount = pNode->GetSrcObjectCount<FbxSurfaceMaterial>();

	new_mesh->create_from_buffers(vertices, indices);
	scene_to_fill->add_mesh(new_mesh);

	if (materialCount > 0)
	{
		FbxSurfaceMaterial* material = (FbxSurfaceMaterial*)pNode->GetSrcObject<FbxSurfaceMaterial>(0);
		new_mesh->set_material(read_material(pNode, material));
	}

	get_transformation_matrix(pNode, new_mesh);
	cout << "Read mesh : " << new_mesh->get_name() << "\n";

}