Example #1
0
void Model::processMeshNormals(FbxMesh * mesh, Vertex * verts, int numVerts) {
  for (int iPolygon = 0; iPolygon < mesh->GetPolygonCount(); iPolygon++) {
    for (unsigned iPolygonVertex = 0; iPolygonVertex < 3; iPolygonVertex++) {
      int fbxCornerIndex = mesh->GetPolygonVertex(iPolygon, iPolygonVertex);
      FbxVector4 fbxNormal;
      mesh->GetPolygonVertexNormal(iPolygon, iPolygonVertex, fbxNormal);
      fbxNormal.Normalize();
      verts[fbxCornerIndex].normal.x = fbxNormal[0];
      verts[fbxCornerIndex].normal.y = fbxNormal[1];
      verts[fbxCornerIndex].normal.z = fbxNormal[2];
    }
  }
}
	void FBXConverter::CalcTangentSpace(const Vertex& v1, const Vertex& v2, const Vertex& v3, FbxVector4& binormal, FbxVector4& tangent)
	{
		binormal = FbxVector4();
		tangent = FbxVector4();

		FbxVector4 cp0[3];
		cp0[0] = FbxVector4(v1.Position[0], v1.UV[0], v1.UV[1]);
		cp0[1] = FbxVector4(v1.Position[1], v1.UV[0], v1.UV[1]);
		cp0[2] = FbxVector4(v1.Position[2], v1.UV[0], v1.UV[1]);

		FbxVector4 cp1[3];
		cp1[0] = FbxVector4(v2.Position[0], v2.UV[0], v2.UV[1]);
		cp1[1] = FbxVector4(v2.Position[1], v2.UV[0], v2.UV[1]);
		cp1[2] = FbxVector4(v2.Position[2], v2.UV[0], v2.UV[1]);

		FbxVector4 cp2[3];
		cp2[0] = FbxVector4(v3.Position[0], v3.UV[0], v3.UV[1]);
		cp2[1] = FbxVector4(v3.Position[1], v3.UV[0], v3.UV[1]);
		cp2[2] = FbxVector4(v3.Position[2], v3.UV[0], v3.UV[1]);

		double u[3];
		double v[3];
		
		for (int32_t i = 0; i < 3; i++)
		{
			auto v1 = cp1[i] - cp0[i];
			auto v2 = cp2[i] - cp1[i];
			auto abc = v1.CrossProduct(v2);

			if (abc[0] == 0.0f)
			{
				return;
			}
			else
			{
				u[i] = -abc[1] / abc[0];
				v[i] = -abc[2] / abc[0];
			}
		}

		tangent = FbxVector4(u[0], u[1], u[2]);
		tangent.Normalize();

		binormal = FbxVector4(v[0], v[1], v[2]);
		binormal.Normalize();
	}
Example #3
0
void Model::processMeshNormals(FbxMesh *mesh, Vertex *verts, int count)
{
	int polCount = mesh->GetPolygonCount();
	for (int polInd = 0; polInd < polCount; polInd++)
	{
		for (int vertInd = 0; vertInd < 3; vertInd++)
		{
			int cornerIndex = mesh->GetPolygonVertex(polInd, vertInd);
			FbxVector4 normal;
			mesh->GetPolygonVertexNormal(polInd, vertInd, normal);
			normal.Normalize();
			verts[cornerIndex].normal.x = normal[0];
			verts[cornerIndex].normal.y = normal[1];
			verts[cornerIndex].normal.z = normal[2];
			verts[cornerIndex].tangent = getTangent(verts[cornerIndex].normal);
			verts[cornerIndex].binormal = getBinormal(verts[cornerIndex].normal, verts[cornerIndex].tangent);
		}
	}
}
Example #4
0
static bool IsClockwise(const DirectX::XMFLOAT3 *vertex, int num_verts, const FbxVector4 &polygon_normal)
{
  // Compute a normal using two edges of the triangle
  FbxVector4 edge_1(vertex[1].x - vertex[0].x, vertex[1].y - vertex[0].y, vertex[1].z - vertex[0].z);
  FbxVector4 edge_2(vertex[2].x - vertex[0].x, vertex[2].y - vertex[0].y, vertex[2].z - vertex[0].z);
  FbxVector4 normal = edge_1.CrossProduct(edge_2);
  // Dot product between computed normal and supplied normal will reveal winding
  double dot = polygon_normal.DotProduct(normal);
  return dot < 0;
}
Example #5
0
void FbxParser::ProcessCamera(FbxNode* pNode, GS::Camera& camera)
{
	FbxCamera* lCamera = (FbxCamera*) pNode->GetNodeAttribute();
	if (lCamera == NULL)
		return ;
	FbxNode* pTargetNode = pNode->GetTarget();
	FbxNode* pTargetUpNode = pNode->GetTargetUp();
	FbxVector4  lEye = lCamera->Position.Get();
    FbxVector4  lUp; 
	FbxVector4 lCenter;
	if (!pTargetNode)
	   lCenter = lCamera->InterestPosition.Get();
	if (!pTargetUpNode)
		lUp = lCamera->UpVector.Get();
	  
   double lRadians = PI * lCamera->Roll.Get() / 180.0;
    // Align the up vector.
   FbxVector4 lForward = lCenter - lEye;
   lForward.Normalize();
   FbxVector4 lRight = lForward.CrossProduct(lUp);
   lRight.Normalize();
   lUp = lRight.CrossProduct(lForward);
   lUp.Normalize();
   lUp *= cos(lRadians);
   lRight *= sin(lRadians);
   lUp = lUp + lRight;
	GS::float3 pos(lEye[0], lEye[1], lEye[2]);
	GS::float3 up(lUp[0], lUp[1], lUp[2]);
	GS::float3 target(lCenter[0], lCenter[1], lCenter[2]);
	GS::Camera cam(pos, target, up);
	float lNearPlane = 0.01f;
    if (lCamera)
		lNearPlane = lCamera->GetNearPlane();
    float lFarPlane = 1000.0;
    if (lCamera)
		lFarPlane = lCamera->GetFarPlane();
    bool bPerspectice =  lCamera->ProjectionType.Get() == FbxCamera::ePerspective ;
    //bPerspectice = true;
	cam.SetProjectionMode(bPerspectice);
	cam.SetProjectionPlanes(lNearPlane, lFarPlane);
	camera = cam;

}
Example #6
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";

}
Example #7
0
//converts a FBX mesh to a CC mesh
static ccMesh* FromFbxMesh(FbxMesh* fbxMesh, bool alwaysDisplayLoadDialog/*=true*/, bool* coordinatesShiftEnabled/*=0*/, CCVector3d* coordinatesShift/*=0*/)
{
	if (!fbxMesh)
		return 0;

	int polyCount = fbxMesh->GetPolygonCount();
	//fbxMesh->GetLayer(
	unsigned triCount = 0;
	unsigned polyVertCount = 0; //different from vertCount (vertices can be counted multiple times here!)
	//as we can't load all polygons (yet ;) we already look if we can load any!
	{
		unsigned skipped = 0;
		for (int i=0; i<polyCount; ++i)
		{
			int pSize = fbxMesh->GetPolygonSize(i);

			if (pSize == 3)
			{
				++triCount;
				polyVertCount += 3;
			}
			else if (pSize == 4)
			{
				triCount += 2;
				polyVertCount += 4;
			}
			else
			{
				++skipped;
			}
		}

		if (triCount == 0)
		{
			ccLog::Warning(QString("[FBX] No triangle or quad found in mesh '%1'! (polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName()));
			return 0;
		}
		else if (skipped != 0)
		{
			ccLog::Warning(QString("[FBX] Some polygons in mesh '%1' were ignored (%2): polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName()).arg(skipped));
			return 0;
		}
	}

	int vertCount = fbxMesh->GetControlPointsCount();
	if (vertCount <= 0)
	{
		ccLog::Warning(QString("[FBX] Mesh '%1' has no vetex or no polygon?!").arg(fbxMesh->GetName()));
		return 0;
	}

	ccPointCloud* vertices = new ccPointCloud("vertices");
	ccMesh* mesh = new ccMesh(vertices);
	mesh->setName(fbxMesh->GetName());
	mesh->addChild(vertices);
	vertices->setEnabled(false);
	
	if (!mesh->reserve(static_cast<unsigned>(triCount)) || !vertices->reserve(vertCount))
	{
		ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1'!").arg(fbxMesh->GetName()));
		delete mesh;
		return 0;
	}

	//colors
	{
		for (int l=0; l<fbxMesh->GetElementVertexColorCount(); l++)
		{
			FbxGeometryElementVertexColor* vertColor = fbxMesh->GetElementVertexColor(l);
			//CC can only handle per-vertex colors
			if (vertColor->GetMappingMode() == FbxGeometryElement::eByControlPoint)
			{
				if (vertColor->GetReferenceMode() == FbxGeometryElement::eDirect
					|| vertColor->GetReferenceMode() == FbxGeometryElement::eIndexToDirect)
				{
					if (vertices->reserveTheRGBTable())
					{
						switch (vertColor->GetReferenceMode())
						{
						case FbxGeometryElement::eDirect:
							{
								for (int i=0; i<vertCount; ++i)
								{
									FbxColor c = vertColor->GetDirectArray().GetAt(i);
									vertices->addRGBColor(	static_cast<colorType>(c.mRed	* MAX_COLOR_COMP),
															static_cast<colorType>(c.mGreen	* MAX_COLOR_COMP),
															static_cast<colorType>(c.mBlue	* MAX_COLOR_COMP) );
								}
							}
							break;
						case FbxGeometryElement::eIndexToDirect:
							{
								for (int i=0; i<vertCount; ++i)
								{
									int id = vertColor->GetIndexArray().GetAt(i);
									FbxColor c = vertColor->GetDirectArray().GetAt(id);
									vertices->addRGBColor(	static_cast<colorType>(c.mRed	* MAX_COLOR_COMP),
															static_cast<colorType>(c.mGreen	* MAX_COLOR_COMP),
															static_cast<colorType>(c.mBlue	* MAX_COLOR_COMP) );
								}
							}
							break;
						default:
							assert(false);
							break;
						}

						vertices->showColors(true);
						mesh->showColors(true);
						break; //no need to look for other color fields (we won't be able to handle them!
					}
					else
					{
						ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' colors!").arg(fbxMesh->GetName()));
					}
				}
				else
				{
					ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName()));
				}
			}
			else
			{
				ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName()));
			}
		}
	}


	//normals can be per vertices or per-triangle
	int perPointNormals = -1;
	int perVertexNormals = -1;
	int perPolygonNormals = -1;
	{
        for (int j=0; j<fbxMesh->GetElementNormalCount(); j++)
        {
			FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(j);
			switch(leNormals->GetMappingMode())
			{
			case FbxGeometryElement::eByControlPoint:
				perPointNormals = j;
				break;
			case FbxGeometryElement::eByPolygonVertex:
				perVertexNormals = j;
				break;
			case FbxGeometryElement::eByPolygon:
				perPolygonNormals = j;
				break;
			default:
				//not handled
				break;
			}
		}
	}

	//per-point normals
	if (perPointNormals >= 0)
	{
		FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(perPointNormals);
		FbxLayerElement::EReferenceMode refMode = leNormals->GetReferenceMode();
		const FbxLayerElementArrayTemplate<FbxVector4>& normals = leNormals->GetDirectArray();
		assert(normals.GetCount() == vertCount);
		if (normals.GetCount() != vertCount)
		{
			ccLog::Warning(QString("[FBX] Wrong number of normals on mesh '%1'!").arg(fbxMesh->GetName()));
			perPointNormals = -1;
		}
		else if (!vertices->reserveTheNormsTable())
		{
			ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName()));
			perPointNormals = -1;
		}
		else
		{
			//import normals
			for (int i=0; i<vertCount; ++i)
			{
				int id = refMode != FbxGeometryElement::eDirect ? leNormals->GetIndexArray().GetAt(i) : i;
				FbxVector4 N = normals.GetAt(id);
				//convert to CC-structure
				CCVector3 Npc(	static_cast<PointCoordinateType>(N.Buffer()[0]),
								static_cast<PointCoordinateType>(N.Buffer()[1]),
								static_cast<PointCoordinateType>(N.Buffer()[2]) );
				vertices->addNorm(Npc.u);
			}
			vertices->showNormals(true);
			mesh->showNormals(true);
			//no need to import the other normals (if any)
			perVertexNormals = -1;
			perPolygonNormals = -1;
		}
	}

	//per-triangle normals
	NormsIndexesTableType* normsTable = 0;
	if (perVertexNormals >= 0 || perPolygonNormals >= 0)
	{
		normsTable = new NormsIndexesTableType();
		if (!normsTable->reserve(polyVertCount) || !mesh->reservePerTriangleNormalIndexes())
		{
			ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName()));
			normsTable->release();
			normsTable = 0;
		}
		else
		{
			mesh->setTriNormsTable(normsTable);
			mesh->addChild(normsTable);
			vertices->showNormals(true);
			mesh->showNormals(true);
		}
	}

	//import textures UV
	int perVertexUV = -1;
	bool hasTexUV = false;
	{
		for (int l=0; l<fbxMesh->GetElementUVCount(); ++l)
		{
			FbxGeometryElementUV* leUV = fbxMesh->GetElementUV(l);
			//per-point UV coordinates
			if (leUV->GetMappingMode() == FbxGeometryElement::eByControlPoint)
			{
				TextureCoordsContainer* vertTexUVTable = new TextureCoordsContainer();
				if (!vertTexUVTable->reserve(vertCount) || !mesh->reservePerTriangleTexCoordIndexes())
				{
					vertTexUVTable->release();
					ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' UV coordinates!").arg(fbxMesh->GetName()));
				}
				else
				{
					FbxLayerElement::EReferenceMode refMode = leUV->GetReferenceMode();
					for (int i=0; i<vertCount; ++i)
					{
						int id = refMode != FbxGeometryElement::eDirect ? leUV->GetIndexArray().GetAt(i) : i;
						FbxVector2 uv = leUV->GetDirectArray().GetAt(id);
						//convert to CC-structure
						float uvf[2] = {static_cast<float>(uv.Buffer()[0]),
										static_cast<float>(uv.Buffer()[1])};
						vertTexUVTable->addElement(uvf);
					}
					mesh->addChild(vertTexUVTable);
					hasTexUV = true;
				}
				perVertexUV = -1;
				break; //no need to look to the other UV fields (can't handle them!)
			}
			else if (leUV->GetMappingMode() == FbxGeometryElement::eByPolygonVertex)
			{
				//per-vertex UV coordinates
				perVertexUV = l;
			}
		}
	}

	//per-vertex UV coordinates
	TextureCoordsContainer* texUVTable = 0;
	if (perVertexUV >= 0)
	{
		texUVTable = new TextureCoordsContainer();
		if (!texUVTable->reserve(polyVertCount) || !mesh->reservePerTriangleTexCoordIndexes())
		{
			texUVTable->release();
			ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' UV coordinates!").arg(fbxMesh->GetName()));
		}
		else
		{
			mesh->addChild(texUVTable);
			hasTexUV = true;
		}
	}

	//import polygons
	{
		for (int i=0; i<polyCount; ++i)
		{
			int pSize = fbxMesh->GetPolygonSize(i);

			if (pSize > 4)
			{
				//not handled for the moment
				continue;
			}
			//we split quads into two triangles

			//vertex indices
			int i1 = fbxMesh->GetPolygonVertex(i, 0);
			int i2 = fbxMesh->GetPolygonVertex(i, 1);
			int i3 = fbxMesh->GetPolygonVertex(i, 2);
			mesh->addTriangle(i1,i2,i3);

			int i4 = -1;
			if (pSize == 4)
			{
				i4 = fbxMesh->GetPolygonVertex(i, 3);
				mesh->addTriangle(i1,i3,i4);
			}

			if (hasTexUV)
			{
				if (texUVTable)
				{
					assert(perVertexUV >= 0);

					int uvIndex = static_cast<int>(texUVTable->currentSize());
					for (int j=0; j<pSize; ++j)
					{
						int lTextureUVIndex = fbxMesh->GetTextureUVIndex(i, j);
						FbxGeometryElementUV* leUV = fbxMesh->GetElementUV(perVertexUV);
						FbxVector2 uv = leUV->GetDirectArray().GetAt(lTextureUVIndex);
						//convert to CC-structure
						float uvf[2] = {static_cast<float>(uv.Buffer()[0]),
										static_cast<float>(uv.Buffer()[1])};
						texUVTable->addElement(uvf);
					}
					mesh->addTriangleTexCoordIndexes(uvIndex,uvIndex+1,uvIndex+2);
					if (pSize == 4)
						mesh->addTriangleTexCoordIndexes(uvIndex,uvIndex+2,uvIndex+3);
				}
				else
				{
					mesh->addTriangleTexCoordIndexes(i1,i2,i3);
					if (pSize == 4)
						mesh->addTriangleTexCoordIndexes(i1,i3,i4);
				}
			}

			//per-triangle normals
			if (normsTable)
			{
				int nIndex = static_cast<int>(normsTable->currentSize());
				for (int j=0; j<pSize; ++j)
				{
					FbxVector4 N;
					fbxMesh->GetPolygonVertexNormal(i, j, N);
					CCVector3 Npc(	static_cast<PointCoordinateType>(N.Buffer()[0]),
									static_cast<PointCoordinateType>(N.Buffer()[1]),
									static_cast<PointCoordinateType>(N.Buffer()[2]) );
					normsTable->addElement(ccNormalVectors::GetNormIndex(Npc.u));
				}

				mesh->addTriangleNormalIndexes(nIndex,nIndex+1,nIndex+2);
				if (pSize == 4)
					mesh->addTriangleNormalIndexes(nIndex,nIndex+2,nIndex+3);
			}
		}
		
		if (mesh->size() == 0)
		{
			ccLog::Warning(QString("[FBX] No triangle found in mesh '%1'! (only triangles are supported for the moment)").arg(fbxMesh->GetName()));
			delete mesh;
			return 0;
		}
	}

	//import vertices
	{
		const FbxVector4* fbxVertices = fbxMesh->GetControlPoints();
		assert(vertices && fbxVertices);
		CCVector3d Pshift(0,0,0);
		for (int i=0; i<vertCount; ++i, ++fbxVertices)
		{
			const double* P = fbxVertices->Buffer();
			assert(P[3] == 0);

			//coordinate shift management
			if (i == 0)
			{
				bool shiftAlreadyEnabled = (coordinatesShiftEnabled && *coordinatesShiftEnabled && coordinatesShift);
				if (shiftAlreadyEnabled)
					Pshift = *coordinatesShift;
				bool applyAll = false;
				if (	sizeof(PointCoordinateType) < 8
					&&	ccCoordinatesShiftManager::Handle(P,0,alwaysDisplayLoadDialog,shiftAlreadyEnabled,Pshift,0,applyAll))
				{
					vertices->setGlobalShift(Pshift);
					ccLog::Warning("[FBX] Mesh has been recentered! Translation: (%.2f,%.2f,%.2f)",Pshift.x,Pshift.y,Pshift.z);

					//we save coordinates shift information
					if (applyAll && coordinatesShiftEnabled && coordinatesShift)
					{
						*coordinatesShiftEnabled = true;
						*coordinatesShift = Pshift;
					}
				}
			}

			CCVector3 PV(	static_cast<PointCoordinateType>(P[0] + Pshift.x),
							static_cast<PointCoordinateType>(P[1] + Pshift.y),
							static_cast<PointCoordinateType>(P[2] + Pshift.z) );

			vertices->addPoint(PV);
		}
	}

	//import textures
	{
		//TODO
	}

	return mesh;
}
Example #8
0
//converts a FBX mesh to a CC mesh
static ccMesh* FromFbxMesh(FbxMesh* fbxMesh, FileIOFilter::LoadParameters& parameters)
{
	if (!fbxMesh)
		return 0;

	int polyCount = fbxMesh->GetPolygonCount();
	//fbxMesh->GetLayer(
	unsigned triCount = 0;
	unsigned polyVertCount = 0; //different from vertCount (vertices can be counted multiple times here!)
	//as we can't load all polygons (yet ;) we already look if we can load any!
	{
		unsigned skipped = 0;
		for (int i=0; i<polyCount; ++i)
		{
			int pSize = fbxMesh->GetPolygonSize(i);

			if (pSize == 3)
			{
				++triCount;
				polyVertCount += 3;
			}
			else if (pSize == 4)
			{
				triCount += 2;
				polyVertCount += 4;
			}
			else
			{
				++skipped;
			}
		}

		if (triCount == 0)
		{
			ccLog::Warning(QString("[FBX] No triangle or quad found in mesh '%1'! (polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName()));
			return 0;
		}
		else if (skipped != 0)
		{
			ccLog::Warning(QString("[FBX] Some polygons in mesh '%1' were ignored (%2): polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName()).arg(skipped));
			return 0;
		}
	}

	int vertCount = fbxMesh->GetControlPointsCount();
	if (vertCount <= 0)
	{
		ccLog::Warning(QString("[FBX] Mesh '%1' has no vetex or no polygon?!").arg(fbxMesh->GetName()));
		return 0;
	}

	ccPointCloud* vertices = new ccPointCloud("vertices");
	ccMesh* mesh = new ccMesh(vertices);
	mesh->setName(fbxMesh->GetName());
	mesh->addChild(vertices);
	vertices->setEnabled(false);
	
	if (!mesh->reserve(static_cast<unsigned>(triCount)) || !vertices->reserve(vertCount))
	{
		ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1'!").arg(fbxMesh->GetName()));
		delete mesh;
		return 0;
	}

	//colors
	{
		for (int l=0; l<fbxMesh->GetElementVertexColorCount(); l++)
		{
			FbxGeometryElementVertexColor* vertColor = fbxMesh->GetElementVertexColor(l);
			//CC can only handle per-vertex colors
			if (vertColor->GetMappingMode() == FbxGeometryElement::eByControlPoint)
			{
				if (vertColor->GetReferenceMode() == FbxGeometryElement::eDirect
					|| vertColor->GetReferenceMode() == FbxGeometryElement::eIndexToDirect)
				{
					if (vertices->reserveTheRGBTable())
					{
						switch (vertColor->GetReferenceMode())
						{
						case FbxGeometryElement::eDirect:
							{
								for (int i=0; i<vertCount; ++i)
								{
									FbxColor c = vertColor->GetDirectArray().GetAt(i);
									vertices->addRGBColor(	static_cast<colorType>(c.mRed	* ccColor::MAX),
															static_cast<colorType>(c.mGreen	* ccColor::MAX),
															static_cast<colorType>(c.mBlue	* ccColor::MAX) );
								}
							}
							break;
						case FbxGeometryElement::eIndexToDirect:
							{
								for (int i=0; i<vertCount; ++i)
								{
									int id = vertColor->GetIndexArray().GetAt(i);
									FbxColor c = vertColor->GetDirectArray().GetAt(id);
									vertices->addRGBColor(	static_cast<colorType>(c.mRed	* ccColor::MAX),
															static_cast<colorType>(c.mGreen	* ccColor::MAX),
															static_cast<colorType>(c.mBlue	* ccColor::MAX) );
								}
							}
							break;
						default:
							assert(false);
							break;
						}

						vertices->showColors(true);
						mesh->showColors(true);
						break; //no need to look for other color fields (we won't be able to handle them!
					}
					else
					{
						ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' colors!").arg(fbxMesh->GetName()));
					}
				}
				else
				{
					ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName()));
				}
			}
			else
			{
				ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName()));
			}
		}
	}

	//normals can be per vertices or per-triangle
	int perPointNormals = -1;
	int perVertexNormals = -1;
	int perPolygonNormals = -1;
	{
		for (int j=0; j<fbxMesh->GetElementNormalCount(); j++)
		{
			FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(j);
			switch(leNormals->GetMappingMode())
			{
			case FbxGeometryElement::eByControlPoint:
				perPointNormals = j;
				break;
			case FbxGeometryElement::eByPolygonVertex:
				perVertexNormals = j;
				break;
			case FbxGeometryElement::eByPolygon:
				perPolygonNormals = j;
				break;
			default:
				//not handled
				break;
			}
		}
	}

	//per-point normals
	if (perPointNormals >= 0)
	{
		FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(perPointNormals);
		FbxLayerElement::EReferenceMode refMode = leNormals->GetReferenceMode();
		const FbxLayerElementArrayTemplate<FbxVector4>& normals = leNormals->GetDirectArray();
		assert(normals.GetCount() == vertCount);
		if (normals.GetCount() != vertCount)
		{
			ccLog::Warning(QString("[FBX] Wrong number of normals on mesh '%1'!").arg(fbxMesh->GetName()));
			perPointNormals = -1;
		}
		else if (!vertices->reserveTheNormsTable())
		{
			ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName()));
			perPointNormals = -1;
		}
		else
		{
			//import normals
			for (int i=0; i<vertCount; ++i)
			{
				int id = refMode != FbxGeometryElement::eDirect ? leNormals->GetIndexArray().GetAt(i) : i;
				FbxVector4 N = normals.GetAt(id);
				//convert to CC-structure
				CCVector3 Npc(	static_cast<PointCoordinateType>(N.Buffer()[0]),
								static_cast<PointCoordinateType>(N.Buffer()[1]),
								static_cast<PointCoordinateType>(N.Buffer()[2]) );
				vertices->addNorm(Npc);
			}
			vertices->showNormals(true);
			mesh->showNormals(true);
			//no need to import the other normals (if any)
			perVertexNormals = -1;
			perPolygonNormals = -1;
		}
	}

	//per-triangle normals
	NormsIndexesTableType* normsTable = 0;
	if (perVertexNormals >= 0 || perPolygonNormals >= 0)
	{
		normsTable = new NormsIndexesTableType();
		if (!normsTable->reserve(polyVertCount) || !mesh->reservePerTriangleNormalIndexes())
		{
			ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName()));
			normsTable->release();
			normsTable = 0;
		}
		else
		{
			mesh->setTriNormsTable(normsTable);
			vertices->showNormals(true);
			mesh->showNormals(true);
		}
	}

	//materials
	ccMaterialSet* materials = 0;
	{
		FbxNode* lNode = fbxMesh->GetNode();
		int lMaterialCount = lNode ? lNode->GetMaterialCount() : 0;
		for (int i=0; i<lMaterialCount; i++)
		{
			FbxSurfaceMaterial *lBaseMaterial = lNode->GetMaterial(i);

			bool isLambert = lBaseMaterial->GetClassId().Is(FbxSurfaceLambert::ClassId);
			bool isPhong = lBaseMaterial->GetClassId().Is(FbxSurfacePhong::ClassId);
			if (isLambert || isPhong)
			{
				ccMaterial::Shared mat(new ccMaterial(lBaseMaterial->GetName()));

				FbxSurfaceLambert* lLambertMat = static_cast<FbxSurfaceLambert*>(lBaseMaterial);
			
				float ambient[4];
				float diffuse[4];
				float emission[4];
				float specular[4];

				FbxSurfacePhong* lPhongMat = isPhong ? static_cast<FbxSurfacePhong*>(lBaseMaterial) : 0;

				for (int k=0; k<3; ++k)
				{
					ambient[k]  = static_cast<float>(lLambertMat->Ambient.Get()[k]);
					diffuse[k]  = static_cast<float>(lLambertMat->Diffuse.Get()[k]);
					emission[k] = static_cast<float>(lLambertMat->Emissive.Get()[k]);

					if (lPhongMat)
					{
						specular[k]		= static_cast<float>(lPhongMat->Specular.Get()[k]);
					}
				}

				mat->setAmbient(ambient);
				mat->setDiffuse(diffuse);
				mat->setEmission(emission);
				if (isPhong)
				{
					mat->setSpecular(specular);
					assert(lPhongMat);
					mat->setShininess(static_cast<float>(lPhongMat->Shininess));
				}

				//import associated texture (if any)
				{
					int lTextureIndex;
					FBXSDK_FOR_EACH_TEXTURE(lTextureIndex)
					{
						FbxProperty lProperty = lBaseMaterial->FindProperty(FbxLayerElement::sTextureChannelNames[lTextureIndex]);
						if( lProperty.IsValid() )
						{
							int lTextureCount = lProperty.GetSrcObjectCount<FbxTexture>();
							FbxTexture* texture = 0; //we can handle only one texture per material! We'll take the non layered one by default (if any)
							for (int j = 0; j < lTextureCount; ++j)
							{
								//Here we have to check if it's layeredtextures, or just textures:
								FbxLayeredTexture *lLayeredTexture = lProperty.GetSrcObject<FbxLayeredTexture>(j);
								if (lLayeredTexture)
								{
									//we don't handle layered textures!
									/*int lNbTextures = lLayeredTexture->GetSrcObjectCount<FbxTexture>();
									for (int k=0; k<lNbTextures; ++k)
									{
										FbxTexture* lTexture = lLayeredTexture->GetSrcObject<FbxTexture>(k);
										if(lTexture)
										{
										}
									}
									//*/
								}
								else
								{
									//non-layered texture
									FbxTexture* lTexture = lProperty.GetSrcObject<FbxTexture>(j);
									if(lTexture)
									{
										//we take the first non layered texture by default
										texture = lTexture;
										break;
									}
								}
							}

							if (texture)
							{
								FbxFileTexture *lFileTexture = FbxCast<FbxFileTexture>(texture);
								if (lFileTexture)
								{
									const char* texAbsoluteFilename = lFileTexture->GetFileName();
									ccLog::PrintDebug(QString("[FBX] Texture absolue filename: %1").arg(texAbsoluteFilename));
									if (texAbsoluteFilename != 0 && texAbsoluteFilename[0] != 0)
									{
										if (!mat->loadAndSetTexture(texAbsoluteFilename))
										{
											ccLog::Warning(QString("[FBX] Failed to load texture file: %1").arg(texAbsoluteFilename));
										}
									}
								}
							}
						}
					}
				}

				if (!materials)
				{
					materials = new ccMaterialSet("materials");
					mesh->addChild(materials);
				}
				materials->addMaterial(mat);
			}
			else
			{
				ccLog::Warning(QString("[FBX] Material '%1' has an unhandled type").arg(lBaseMaterial->GetName()));
			}
		}
Example #9
0
bool FillData(ModelData* someData,FbxNode* aNode, AnimationData* aAnimation)
{
	FbxMesh* mesh = aNode->GetMesh();
	if (mesh == nullptr || !aNode)
		return false;

	const int lPolygonCount = mesh->GetPolygonCount();

	// Count the polygon count of each material
	FbxLayerElementArrayTemplate<int>* lMaterialIndice = NULL;
	FbxGeometryElement::EMappingMode lMaterialMappingMode = FbxGeometryElement::eNone;
	if (mesh->GetElementMaterial())
	{
		lMaterialIndice = &mesh->GetElementMaterial()->GetIndexArray();
		lMaterialMappingMode = mesh->GetElementMaterial()->GetMappingMode();
		if (lMaterialIndice && lMaterialMappingMode == FbxGeometryElement::eByPolygon)
		{
			FBX_ASSERT(lMaterialIndice->GetCount() == lPolygonCount);
			if (lMaterialIndice->GetCount() == lPolygonCount)
			{
				// Count the faces of each material
				for (int lPolygonIndex = 0; lPolygonIndex < lPolygonCount; ++lPolygonIndex)
				{
					const int lMaterialIndex = lMaterialIndice->GetAt(lPolygonIndex);
					lMaterialIndex;
					/*if (someData->mSubMeshes[lMaterialIndex] == NULL)
					{
						someData->mSubMeshes[lMaterialIndex] = new ModelData::SubMesh;
					}
					someData->mSubMeshes[lMaterialIndex]->TriangleCount += 1;*/
				}

				// Make sure we have no "holes" (NULL) in the mSubMeshes table. This can happen
				// if, in the loop above, we resized the mSubMeshes by more than one slot.
					
				/*for (int i = 0; i < someData->mSubMeshes.Count(); i++)
				{
					if (someData->mSubMeshes[i] == NULL)
						someData->mSubMeshes[i] = new ModelData::SubMesh;
				}*/

				// Record the offset (how many vertex)
				const int lMaterialCount = someData->mSubMeshes.Size();
				lMaterialCount;
				int lOffset = 0;
				/*for (int lIndex = 0; lIndex < lMaterialCount; ++lIndex)
				{
					someData->mSubMeshes[lIndex]->IndexOffset = lOffset;
					lOffset += someData->mSubMeshes[lIndex]->TriangleCount * 3;
					// This will be used as counter in the following procedures, reset to zero
					someData->mSubMeshes[lIndex]->TriangleCount = 0;
				}*/
				FBX_ASSERT(lOffset == lPolygonCount * 3);
			}
		}
	}

	// All faces will use the same material.
	if (someData->mSubMeshes.Size() == 0)
	{
		if (someData->mSubMeshes.GetCapacity() == 0)
		{
			someData->mSubMeshes.Init(1);
		}
		someData->mSubMeshes.RemoveAll();
		someData->mSubMeshes.AddEmptyObject();
		someData->mSubMeshes[0] = new ModelData::SubMesh();
	}

		

	bool hasNormalMap = false;

	const int lMaterialCount = aNode->GetMaterialCount();
	for (int lMaterialIndex = 0; lMaterialIndex < lMaterialCount; ++lMaterialIndex)
	{
		FbxSurfaceMaterial * lMaterial = aNode->GetMaterial(lMaterialIndex);
		if (lMaterial && !lMaterial->GetUserDataPtr())
		{
			TextureInfo diffuseInfo;
			GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sDiffuse,FbxSurfaceMaterial::sDiffuseFactor,diffuseInfo.myFileName);
			diffuseInfo.myType = DIFFUSE;
			if(diffuseInfo.myFileName.empty() == false)
			{
				someData->myTextures.push_back(diffuseInfo);
			}

			TextureInfo normalInfo;
			GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sNormalMap,FbxSurfaceMaterial::sBumpFactor,normalInfo.myFileName);
			hasNormalMap = normalInfo.myFileName.empty() == false;
			normalInfo.myType = NORMALMAP;
			if(normalInfo.myFileName.empty() == false)
			{
				someData->myTextures.push_back(normalInfo);
				hasNormalMap = true;
			}

			TextureInfo roughnessInfo;
			GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sSpecular,FbxSurfaceMaterial::sSpecularFactor,roughnessInfo.myFileName);
			roughnessInfo.myType = ROUGHNESS;
			if(roughnessInfo.myFileName.empty() == false)
			{
				someData->myTextures.push_back(roughnessInfo);
			}

			TextureInfo substanceInfo;
			GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sReflection,FbxSurfaceMaterial::sReflectionFactor,substanceInfo.myFileName);
			substanceInfo.myType = SUBSTANCE;
			if(substanceInfo.myFileName.empty() == false)
			{
				someData->myTextures.push_back(substanceInfo);
			}

			TextureInfo ambientInfo;
			GetMaterialProperty(lMaterial, FbxSurfaceMaterial::sAmbient, FbxSurfaceMaterial::sAmbientFactor, ambientInfo.myFileName);
			ambientInfo.myType = AO;
			if (substanceInfo.myFileName.empty() == false)
			{
				someData->myTextures.push_back(ambientInfo);
			}
		}
	}

	// Congregate all the data of a mesh to be cached in VBOs.
	// If normal or UV is by polygon vertex, record all vertex attributes by polygon vertex.'
		
	someData->mHasNormal = mesh->GetElementNormalCount() > 0;
	someData->mHasUV = mesh->GetElementUVCount() > 0;
	someData->myHasBiNormal = mesh->GetElementBinormalCount() > 0;

	FbxSkin * lSkinDeformer = (FbxSkin *)mesh->GetDeformer(0, FbxDeformer::eSkin);
	someData->myHasSkinweights = lSkinDeformer != nullptr;

	if(hasNormalMap && someData->myHasBiNormal == false)
	{
		mesh->GenerateTangentsDataForAllUVSets();
		someData->myHasBiNormal = mesh->GetElementBinormalCount() > 0;
	}
	someData->myHasTangents = mesh->GetElementTangentCount() > 0;
		
	FbxGeometryElement::EMappingMode lNormalMappingMode = FbxGeometryElement::eNone;
	FbxGeometryElement::EMappingMode lUVMappingMode = FbxGeometryElement::eNone;
	if (someData->mHasNormal)
	{
		lNormalMappingMode = mesh->GetElementNormal(0)->GetMappingMode();
		if (lNormalMappingMode == FbxGeometryElement::eNone)
		{
			someData->mHasNormal = false;
		}
		if (someData->mHasNormal && lNormalMappingMode != FbxGeometryElement::eByControlPoint)
		{
			someData->mAllByControlPoint = false;
		}
	}
	if (someData->mHasUV)
	{
		lUVMappingMode = mesh->GetElementUV(0)->GetMappingMode();
		if (lUVMappingMode == FbxGeometryElement::eNone)
		{
			someData->mHasUV = false;
		}
		if (someData->mHasUV && lUVMappingMode != FbxGeometryElement::eByControlPoint)
		{
			someData->mAllByControlPoint = false;
		}
	}

	// Allocate the array memory, by control point or by polygon vertex.
	int lPolygonVertexCount = mesh->GetControlPointsCount();
	//if (!someData->my)
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_POS;
		newLayout.mySize = VERTEX_STRIDE;
		newLayout.myOffset = 0;
		someData->myLayout.Add(newLayout);
		lPolygonVertexCount = lPolygonCount * TRIANGLE_VERTEX_COUNT;
	}
	int stride = VERTEX_STRIDE;
	size_t size = lPolygonVertexCount * VERTEX_STRIDE;
	//float * lVertices = new float[lPolygonVertexCount * VERTEX_STRIDE];
	unsigned int * lIndices = new unsigned int[lPolygonCount * TRIANGLE_VERTEX_COUNT];
	someData->myIndexCount = lPolygonCount * TRIANGLE_VERTEX_COUNT;
	//float * lNormals = NULL;
	if (someData->mHasNormal)
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_NORMAL;
		newLayout.mySize = NORMAL_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += NORMAL_STRIDE;
		size += lPolygonVertexCount * NORMAL_STRIDE;
		//lNormals = new float[lPolygonVertexCount * NORMAL_STRIDE];
	}
	//float * lUVs = NULL;
	FbxStringList lUVNames;
	mesh->GetUVSetNames(lUVNames);
	const char * lUVName = NULL;
	if (someData->mHasUV && lUVNames.GetCount())
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_UV;
		newLayout.mySize = UV_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += UV_STRIDE;
		size += lPolygonVertexCount * UV_STRIDE;
		//lUVs = new float[lPolygonVertexCount * UV_STRIDE];
		lUVName = lUVNames[0];
	}

	if (someData->myHasBiNormal)
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_BINORMAL;
		newLayout.mySize = BINORMAL_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += BINORMAL_STRIDE;
		size += lPolygonVertexCount * BINORMAL_STRIDE;
		//lUVs = new float[lPolygonVertexCount * UV_STRIDE];
	}

	if (someData->myHasTangents)
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_TANGENT;
		newLayout.mySize = TANGENT_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += TANGENT_STRIDE;
		size += lPolygonVertexCount * TANGENT_STRIDE;
		//lUVs = new float[lPolygonVertexCount * UV_STRIDE];
	}

	if (someData->myHasSkinweights)
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_SKINWEIGHTS;
		newLayout.mySize = SKINWEIGHT_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += SKINWEIGHT_STRIDE;
		size += lPolygonVertexCount * SKINWEIGHT_STRIDE;

		newLayout.myType = ModelData::VERTEX_BONEID;
		newLayout.mySize = BONEID_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += BONEID_STRIDE;
		size += lPolygonVertexCount * BONEID_STRIDE;
		//lUVs = new float[lPolygonVertexCount * UV_STRIDE];
	}

	float * lVertices = new float[size];

	FbxAMatrix globalPos;
	FbxVector4* weights = nullptr;
	FbxVectorTemplate4<int>* bones = nullptr;
	FbxTime time = static_cast<FbxTime>(0.0f);
	if(someData->myHasSkinweights)
	{
		weights = new FbxVector4[mesh->GetControlPointsCount()];
		bones = new FbxVectorTemplate4<int>[mesh->GetControlPointsCount()];
		ComputeLinearDeformation(globalPos,mesh,weights,bones,aAnimation);
	}

	const FbxGeometryElementBinormal * lBiNormalElement = NULL;
	const FbxGeometryElementTangent * lTangentElement = NULL;

	if (someData->myHasBiNormal)
	{
		lBiNormalElement = mesh->GetElementBinormal(0);
	}
	if (someData->myHasTangents)
	{
		lTangentElement = mesh->GetElementTangent(0);
	}

	// Populate the array with vertex attribute, if by control point.
	const FbxVector4 * lControlPoints = mesh->GetControlPoints();
	FbxVector4 lCurrentVertex;
	FbxVector4 lCurrentNormal;
	FbxVector4 lCurrentBiNormal;
	FbxVector4 lCurrentTangent;
	FbxVector2 lCurrentUV;
	if (someData->mAllByControlPoint)
	{
		const FbxGeometryElementNormal * lNormalElement = NULL;
		const FbxGeometryElementUV * lUVElement = NULL;
		if (someData->mHasNormal)
		{
			lNormalElement = mesh->GetElementNormal(0);
		}
		if (someData->mHasUV)
		{
			lUVElement = mesh->GetElementUV(0);
		}

		for (int lIndex = 0; lIndex < lPolygonVertexCount; ++lIndex)
		{
			int currentIndex = lIndex * stride;
			int addedSize = VERTEX_STRIDE;
			// Save the vertex position.
			lCurrentVertex = lControlPoints[lIndex];
				
			CU::Vector4f position(static_cast<float>(lCurrentVertex[0]),
					static_cast<float>(lCurrentVertex[1]),
					static_cast<float>(lCurrentVertex[2]),
					1);

			CU::Matrix44f fixMatrix;
			fixMatrix = CU::Matrix44<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1,0,0));
			position = position*fixMatrix;

			lVertices[currentIndex] = position.x;
			lVertices[currentIndex + 1] = position.y;
			lVertices[currentIndex + 2] = position.z;
			lVertices[currentIndex + 3] = 1;


			// Save the normal.
			if (someData->mHasNormal)
			{
				int lNormalIndex = lIndex;
				if (lNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
				{
					lNormalIndex = lNormalElement->GetIndexArray().GetAt(lIndex);
				}
				lCurrentNormal = lNormalElement->GetDirectArray().GetAt(lNormalIndex);

				CU::Vector3f normal( static_cast<float>(lCurrentNormal[0]), static_cast<float>(lCurrentNormal[1]), static_cast<float>(lCurrentNormal[2]));
				normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));

				lVertices[currentIndex + addedSize] = normal.x;
				lVertices[currentIndex + addedSize + 1] = normal.y;
				lVertices[currentIndex + addedSize + 2] = normal.z;
				lVertices[currentIndex + addedSize + 3] = 0;
				addedSize += NORMAL_STRIDE;
			}

			// Save the UV.
			if (someData->mHasUV)
			{
				int lUVIndex = lIndex;
				if (lUVElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
				{
					lUVIndex = lUVElement->GetIndexArray().GetAt(lIndex);
				}
				lCurrentUV = lUVElement->GetDirectArray().GetAt(lUVIndex);
				lVertices[currentIndex + addedSize] = static_cast<float>(lCurrentUV[0]);
				lVertices[currentIndex + addedSize + 1] = static_cast<float>(lCurrentUV[1])*-1.0f;
				addedSize += 2;
			}

			if (someData->myHasBiNormal)
				{
					int lBinormIndexIndex = lIndex;
					if (lBiNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
					{
						lBinormIndexIndex = lBiNormalElement->GetIndexArray().GetAt(lIndex);
					}

					lCurrentBiNormal = lBiNormalElement->GetDirectArray().GetAt(lBinormIndexIndex);
					//mesh->GetElementBinormal(lPolygonIndex, lVerticeIndex, lCurrentNormal);
					//lCurrentNormal = lCurrentNormal
					CU::Vector3f normal( static_cast<float>(lCurrentBiNormal[0]), static_cast<float>(lCurrentBiNormal[1]), static_cast<float>(lCurrentBiNormal[2]));
					normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
					if (CU::Length(normal) != 0.f)
						CU::Normalize(normal);
					lVertices[currentIndex + addedSize] = normal.x;
					lVertices[currentIndex + addedSize + 1] = normal.y;
					lVertices[currentIndex + addedSize + 2] = normal.z;
					lVertices[currentIndex + addedSize + 3] = 0;
					addedSize += BINORMAL_STRIDE;
				}

				if (someData->myHasTangents)
				{
					int lBinormIndexIndex = lIndex;
					if (lTangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
					{
						lBinormIndexIndex = lTangentElement->GetIndexArray().GetAt(lIndex);
					}

					lCurrentTangent = lTangentElement->GetDirectArray().GetAt(lBinormIndexIndex);

					//lCurrentNormal = lCurrentNormal
					CU::Vector3f normal( static_cast<float>(lCurrentTangent[0]), static_cast<float>(lCurrentTangent[1]), static_cast<float>(lCurrentTangent[2]));
					normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
					if (CU::Length(normal) != 0.f)
						CU::Normalize(normal);
					lVertices[currentIndex + addedSize] = normal.x;
					lVertices[currentIndex + addedSize + 1] = normal.y;
					lVertices[currentIndex + addedSize + 2] = normal.z;
					lVertices[currentIndex + addedSize + 3] = 0;
					addedSize += TANGENT_STRIDE;
				}

				if(someData->myHasSkinweights)
				{
					FbxVector4 currentWeights = weights[lIndex];
					//currentWeights.Normalize();

					lVertices[currentIndex + addedSize] = static_cast<float>(currentWeights[0]);
					lVertices[currentIndex + addedSize + 1] = static_cast<float>(currentWeights[1]);
					lVertices[currentIndex + addedSize + 2] = static_cast<float>(currentWeights[2]);
					lVertices[currentIndex + addedSize + 3] = static_cast<float>(currentWeights[3]);
					addedSize += SKINWEIGHT_STRIDE;

					FbxVectorTemplate4<int> currentBones = bones[lIndex];

					lVertices[currentIndex + addedSize] = static_cast<float>(currentBones[0]);
					lVertices[currentIndex + addedSize + 1] = static_cast<float>(currentBones[1]);
					lVertices[currentIndex + addedSize + 2] = static_cast<float>(currentBones[2]);
					lVertices[currentIndex + addedSize + 3] = static_cast<float>(currentBones[3]);
					addedSize += BONEID_STRIDE;
				}
		}

	}

	int lVertexCount = 0;
	for (int lPolygonIndex = 0; lPolygonIndex < lPolygonCount; ++lPolygonIndex)
	{
		// The material for current face.
		int lMaterialIndex = 0;
		if (lMaterialIndice && lMaterialMappingMode == FbxGeometryElement::eByPolygon)
		{
			lMaterialIndex = lMaterialIndice->GetAt(lPolygonIndex);
		}

		// Where should I save the vertex attribute index, according to the material
		const int lIndexOffset = someData->mSubMeshes[lMaterialIndex]->IndexOffset +
			someData->mSubMeshes[lMaterialIndex]->TriangleCount * 3;
		for (int lVerticeIndex = TRIANGLE_VERTEX_COUNT-1; lVerticeIndex > -1; --lVerticeIndex)
		{
			const int lControlPointIndex = mesh->GetPolygonVertex(lPolygonIndex, lVerticeIndex);
				
			int vertexIndex = lIndexOffset + (TRIANGLE_VERTEX_COUNT-1) - lVerticeIndex;
			if (someData->mAllByControlPoint)
			{
				lIndices[vertexIndex] = static_cast<unsigned int>(lControlPointIndex);
			}
			// Populate the array with vertex attribute, if by polygon vertex.
			else
			{
				lIndices[vertexIndex] = static_cast<unsigned int>(lVertexCount);

				lCurrentVertex = lControlPoints[lControlPointIndex];
				int addedSize = VERTEX_STRIDE;
				int currentIndex = lVertexCount * stride;

				CU::Vector4f position(static_cast<float>(lCurrentVertex[0]),
					static_cast<float>(lCurrentVertex[1]),
					static_cast<float>(lCurrentVertex[2]),
					1);

				//fixMatrix
				CU::Matrix44f fixMatrix;
				fixMatrix = CU::Matrix44<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
				position = position*fixMatrix;

				lVertices[currentIndex] = position.x;
				lVertices[currentIndex + 1] = position.y;
				lVertices[currentIndex + 2] = position.z;
				lVertices[currentIndex + 3] = 0;

				if (someData->mHasNormal)
				{
					mesh->GetPolygonVertexNormal(lPolygonIndex, lVerticeIndex, lCurrentNormal);
					CU::Vector3f normal( static_cast<float>(lCurrentNormal[0]), static_cast<float>(lCurrentNormal[1]), static_cast<float>(lCurrentNormal[2]));
					normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
					if (CU::Length(normal) != 0.f)
						CU::Normalize(normal);

					lVertices[currentIndex + addedSize] = normal.x;
					lVertices[currentIndex + addedSize + 1] = normal.y;
					lVertices[currentIndex + addedSize + 2] = normal.z;
					lVertices[currentIndex + addedSize + 3] = 0;
					addedSize += NORMAL_STRIDE;
				}

				if (someData->mHasUV)
				{
					bool lUnmappedUV;
					mesh->GetPolygonVertexUV(lPolygonIndex, lVerticeIndex, lUVName, lCurrentUV, lUnmappedUV);
					lVertices[currentIndex + addedSize] = static_cast<float>(lCurrentUV[0]);
					lVertices[currentIndex + addedSize + 1] = static_cast<float>(lCurrentUV[1])*-1.0f;
					addedSize += UV_STRIDE;
				}
					
				if (someData->myHasBiNormal)
				{
					int lBinormIndexIndex = lVerticeIndex;
					if (lBiNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
					{
						lBinormIndexIndex = lBiNormalElement->GetIndexArray().GetAt(lVerticeIndex);
					}

					lCurrentBiNormal = lBiNormalElement->GetDirectArray().GetAt(lBinormIndexIndex);

					CU::Vector3f normal( static_cast<float>(lCurrentBiNormal[0]), static_cast<float>(lCurrentBiNormal[1]), static_cast<float>(lCurrentBiNormal[2]));
					normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
					if (CU::Length(normal) != 0.f)
						CU::Normalize(normal);
					lVertices[currentIndex + addedSize] = normal.x;
					lVertices[currentIndex + addedSize + 1] = normal.y;
					lVertices[currentIndex + addedSize + 2] = normal.z;
					lVertices[currentIndex + addedSize + 3] = 0;
					addedSize += BINORMAL_STRIDE;
				}

				if (someData->myHasTangents)
				{
					int lBinormIndexIndex = lVerticeIndex;
					if (lTangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
					{
						lBinormIndexIndex = lTangentElement->GetIndexArray().GetAt(lVerticeIndex);
					}

					lCurrentTangent = lTangentElement->GetDirectArray().GetAt(lBinormIndexIndex);

					mesh->GetPolygonVertexNormal(lPolygonIndex, lVerticeIndex, lCurrentNormal);

					CU::Vector3f normal( static_cast<float>(lCurrentTangent[0]), static_cast<float>(lCurrentTangent[1]), static_cast<float>(lCurrentTangent[2]));
					normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
					if (CU::Length(normal) != 0.f)
						CU::Normalize(normal);
					lVertices[currentIndex + addedSize] = normal.x;
					lVertices[currentIndex + addedSize + 1] = normal.y;
					lVertices[currentIndex + addedSize + 2] = normal.z;
					lVertices[currentIndex + addedSize + 3] = 0;
					addedSize += TANGENT_STRIDE;
				}

				if(someData->myHasSkinweights)
				{
					FbxVector4 currentWeights = weights[lControlPointIndex];
					FbxVectorTemplate4<int> currentBones = bones[lControlPointIndex];
					for(int l = 0;l < 4;++l)
					{
						if(currentBones[l] == -1)
						{
							currentWeights[l] = 0.0f;
						}
					}
					currentWeights.Normalize();

					lVertices[currentIndex + addedSize] = static_cast<float>(currentWeights[0]);
					lVertices[currentIndex + addedSize + 1] = static_cast<float>(currentWeights[1]);
					lVertices[currentIndex + addedSize + 2] = static_cast<float>(currentWeights[2]);
					lVertices[currentIndex + addedSize + 3] = static_cast<float>(currentWeights[3]);
					addedSize += SKINWEIGHT_STRIDE;

						

					lVertices[currentIndex + addedSize] = *(float*)&currentBones[0];
					lVertices[currentIndex + addedSize + 1] = *(float*)&currentBones[1];
					lVertices[currentIndex + addedSize + 2] = *(float*)&currentBones[2];
					lVertices[currentIndex + addedSize + 3] = *(float*)&currentBones[3];
					addedSize += BONEID_STRIDE;
				}
			}
			++lVertexCount;
		}
		someData->mSubMeshes[lMaterialIndex]->TriangleCount += 1;
	}

	someData->myVertexCount = lVertexCount;
	someData->myVertexStride = stride;

	someData->myVertexBuffer = lVertices;
	someData->myIndicies = lIndices;

	if(weights)
	{
		delete [] weights;
		delete [] bones;
	}

	return true;
}
Example #10
0
CGeometryComponent * CModelLoader::loadFbxModelFromFile(ID3D10Device *pDevice,const string& filename)
{
	CGeometryComponent * pRenderable=NULL;

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

    // Create an importer using our sdk manager.
    FbxImporter* lImporter = FbxImporter::Create(lSdkManager,"");
	//Sean: uncomment back to this when you compile, I am using the latest version of fbx SDK
	//KFbxGeometryConverter converter( lSdkManager);
	//Sean: has comment out the line below
	FbxGeometryConverter converter( lSdkManager);

	 
    // Use the first argument as the filename for the importer.
	if(!lImporter->Initialize(filename.c_str(), -1, lSdkManager->GetIOSettings())) {
		return NULL;
    }

	// Create a new scene so it can be populated by the imported file.
    FbxScene* lScene = FbxScene::Create(lSdkManager,"myScene");
	FbxAxisSystem SceneAxisSystem = lScene->GetGlobalSettings().GetAxisSystem();
    //FbxAxisSystem::DirectX.ConvertScene( lScene );

    INT iUpAxisSign;
    //Sean: Uncomment this below
	//KFbxAxisSystem::eUpVector UpVector = SceneAxisSystem.GetUpVector( iUpAxisSign );
	//Sean: and comment this out
	FbxAxisSystem::EUpVector UpVector = SceneAxisSystem.GetUpVector( iUpAxisSign );

    // Import the contents of the file into the scene.
    lImporter->Import(lScene);

    // The file has been imported; we can get rid of the importer.
    lImporter->Destroy();

	FbxNode* lRootNode = lScene->GetRootNode();
	FbxMesh * pMesh=NULL;
	if(lRootNode) {
		for (int i=0;i<lRootNode->GetChildCount();i++){
			FbxNode * modelNode=lRootNode->GetChild(i);
			for(int i=0;i<modelNode->GetNodeAttributeCount();i++)
			{
				FbxNodeAttribute *pAttributeNode=modelNode->GetNodeAttributeByIndex(i);
				//Sean: Uncomment this
				//if (pAttributeNode->GetAttributeType()==KFbxNodeAttribute::eMESH)
				//Sean Comment this out
				if (pAttributeNode->GetAttributeType()==FbxNodeAttribute::eMesh)
				{
					//found mesh
					pMesh=(FbxMesh*)pAttributeNode;
					break;
				}
			}
		}
		if (pMesh)
		{
			pMesh=converter.TriangulateMesh(pMesh);
			FbxVector4 * verts=pMesh->GetControlPoints();
			int noVerts=pMesh->GetControlPointsCount();

			int noIndices=pMesh->GetPolygonVertexCount();
			int *pIndices=pMesh->GetPolygonVertices();

			Vertex * pVerts=new Vertex[noVerts];
			for(int i=0;i<noVerts;i++)
			{

					pVerts[i].Pos.x=verts[i][0];
					pVerts[i].Pos.y=verts[i][1];
					pVerts[i].Pos.z=verts[i][2];
			}

			for (int iPolygon = 0; iPolygon < pMesh->GetPolygonCount(); iPolygon++) { 
				for (unsigned iPolygonVertex = 0; iPolygonVertex < 3; iPolygonVertex++) {	
					int fbxCornerIndex = pMesh->GetPolygonVertex(iPolygon, iPolygonVertex);
					FbxVector4 fbxVertex = verts[fbxCornerIndex];

					FbxVector4 fbxNormal;	
					pMesh->GetPolygonVertexNormal(iPolygon, iPolygonVertex, fbxNormal);	
					fbxNormal.Normalize();	
					//pVerts[fbxCornerIndex].Normal=D3DXVECTOR3(fbxNormal[0],fbxNormal[1],fbxNormal[2]);
					FbxVector2 fbxUV = FbxVector2(0.0, 0.0);	
					FbxLayerElementUV* fbxLayerUV = pMesh->GetLayer(0)->GetUVs();
					// Get texture coordinate	
					if (fbxLayerUV) {		
						int iUVIndex = 0;		
						switch (fbxLayerUV->GetMappingMode()) {	
							//Sean Uncomment this
							//case KFbxLayerElement::eBY_CONTROL_POINT:
							//Sean comment the line below out
							case FbxLayerElement::eByControlPoint:
								iUVIndex = fbxCornerIndex;				
							break;	
							//Sean Uncomment this
							//case KFbxLayerElement::eBY_POLYGON_VERTEX:
							//Sean comment the line below out
							case FbxLayerElement::eByPolygonVertex:
								//Sean Uncomment this
								//iUVIndex = pMesh->GetTextureUVIndex(iPolygon, iPolygonVertex, KFbxLayerElement::eDIFFUSE_TEXTURES);	
								//Sean comment this out
								iUVIndex = pMesh->GetTextureUVIndex(iPolygon, iPolygonVertex, FbxLayerElement::eTextureDiffuse);	
							break;		
						}		
						fbxUV = fbxLayerUV->GetDirectArray().GetAt(iUVIndex);	
						//pVerts[fbxCornerIndex].TextureCoords.x=fbxUV[0];
						//pVerts[fbxCornerIndex].TextureCoords.y= 1.0f-fbxUV[1];
					}
				}
			}

			pRenderable=new CGeometryComponent();
			for (int i=0;i<noVerts;i++)
			{
				pRenderable->addVertex(pVerts[i]);
			}
			for (int i=0;i<noIndices;i++)
			{
				pRenderable->addIndex(pIndices[i]);
			}
			//pRenderable->create<TexturedLitVertex>(pDevice,noVerts,noIndices,pVerts,(UINT*)pIndices);
			if (pVerts)
			{
				delete [] pVerts;
				pVerts=NULL;
			}
			//}

		}
    }

	lSdkManager->Destroy();

	

	return pRenderable;
}