// Bake material properties. bool MaterialCache::Initialize(const FbxSurfaceMaterial * pMaterial) { const FbxDouble3 lEmissive = GetMaterialProperty(pMaterial, FbxSurfaceMaterial::sEmissive, FbxSurfaceMaterial::sEmissiveFactor, mEmissive.mTextureName); mEmissive.mColor[0] = static_cast<GLfloat>(lEmissive[0]); mEmissive.mColor[1] = static_cast<GLfloat>(lEmissive[1]); mEmissive.mColor[2] = static_cast<GLfloat>(lEmissive[2]); const FbxDouble3 lAmbient = GetMaterialProperty(pMaterial, FbxSurfaceMaterial::sAmbient, FbxSurfaceMaterial::sAmbientFactor, mAmbient.mTextureName); mAmbient.mColor[0] = static_cast<GLfloat>(lAmbient[0]); mAmbient.mColor[1] = static_cast<GLfloat>(lAmbient[1]); mAmbient.mColor[2] = static_cast<GLfloat>(lAmbient[2]); const FbxDouble3 lDiffuse = GetMaterialProperty(pMaterial, FbxSurfaceMaterial::sDiffuse, FbxSurfaceMaterial::sDiffuseFactor, mDiffuse.mTextureName); mDiffuse.mColor[0] = static_cast<GLfloat>(lDiffuse[0]); mDiffuse.mColor[1] = static_cast<GLfloat>(lDiffuse[1]); mDiffuse.mColor[2] = static_cast<GLfloat>(lDiffuse[2]); const FbxDouble3 lSpecular = GetMaterialProperty(pMaterial, FbxSurfaceMaterial::sSpecular, FbxSurfaceMaterial::sSpecularFactor, mSpecular.mTextureName); mSpecular.mColor[0] = static_cast<GLfloat>(lSpecular[0]); mSpecular.mColor[1] = static_cast<GLfloat>(lSpecular[1]); mSpecular.mColor[2] = static_cast<GLfloat>(lSpecular[2]); FbxProperty lShininessProperty = pMaterial->FindProperty(FbxSurfaceMaterial::sShininess); if (lShininessProperty.IsValid()) { double lShininess = lShininessProperty.Get<FbxDouble>(); mShinness = static_cast<GLfloat>(lShininess); } return true; }
void CFBXLoader::CopyMatrialData(FbxSurfaceMaterial* mat, FBX_MATERIAL_NODE* destMat) { if(!mat) return ; if ( mat->GetClassId().Is( FbxSurfaceLambert::ClassId ) ) { destMat->type = FBX_MATERIAL_NODE::MATERIAL_LAMBERT; } else if ( mat->GetClassId().Is( FbxSurfacePhong::ClassId ) ) { destMat->type = FBX_MATERIAL_NODE::MATERIAL_PHONG; } const FbxDouble3 lEmissive = GetMaterialProperty(mat, FbxSurfaceMaterial::sEmissive, FbxSurfaceMaterial::sEmissiveFactor, &destMat->emmisive); SetFbxColor(destMat->emmisive, lEmissive ); const FbxDouble3 lAmbient = GetMaterialProperty(mat, FbxSurfaceMaterial::sAmbient, FbxSurfaceMaterial::sAmbientFactor, &destMat->ambient); SetFbxColor(destMat->ambient, lAmbient ); const FbxDouble3 lDiffuse = GetMaterialProperty(mat, FbxSurfaceMaterial::sDiffuse, FbxSurfaceMaterial::sDiffuseFactor, &destMat->diffuse); SetFbxColor(destMat->diffuse, lDiffuse ); const FbxDouble3 lSpecular = GetMaterialProperty(mat, FbxSurfaceMaterial::sSpecular, FbxSurfaceMaterial::sSpecularFactor, &destMat->specular); SetFbxColor(destMat->specular, lSpecular ); // FbxProperty lTransparencyFactorProperty = mat->FindProperty(FbxSurfaceMaterial::sTransparencyFactor); if(lTransparencyFactorProperty.IsValid()) { double lTransparencyFactor = lTransparencyFactorProperty.Get<FbxDouble>(); destMat->TransparencyFactor = static_cast<float>(lTransparencyFactor); } // Specular Power FbxProperty lShininessProperty = mat->FindProperty(FbxSurfaceMaterial::sShininess); if (lShininessProperty.IsValid()) { double lShininess = lShininessProperty.Get<FbxDouble>(); destMat->shininess = static_cast<float>(lShininess); } }
// マテリアル表示 void GetMatrialData(FbxSurfaceMaterial* mat) { if(mat == nullptr) { return; } puts(""); if(mat->GetClassId().Is(FbxSurfaceLambert::ClassId)) { printf("ランバートタイプ\n"); } else if(mat->GetClassId().Is(FbxSurfacePhong::ClassId)) { printf("フォンタイプ\n"); } const FbxDouble3 lEmissive = GetMaterialProperty(mat, FbxSurfaceMaterial::sEmissive, FbxSurfaceMaterial::sEmissiveFactor); printf("エミッシブカラー:r = %f, g = %f, b = %f\n", lEmissive.mData[0], lEmissive.mData[1], lEmissive.mData[2]); const FbxDouble3 lAmbient = GetMaterialProperty(mat, FbxSurfaceMaterial::sAmbient, FbxSurfaceMaterial::sAmbientFactor); printf("アンビエントカラー:r = %f, g = %f, b = %f\n", lAmbient.mData[0], lAmbient.mData[1], lAmbient.mData[2]); const FbxDouble3 lDiffuse = GetMaterialProperty(mat, FbxSurfaceMaterial::sDiffuse, FbxSurfaceMaterial::sDiffuseFactor); printf("ディフューズカラー:r = %f, g = %f, b = %f\n", lDiffuse.mData[0], lDiffuse.mData[1], lDiffuse.mData[2]); const FbxDouble3 lSpecular = GetMaterialProperty(mat, FbxSurfaceMaterial::sSpecular, FbxSurfaceMaterial::sSpecularFactor); printf("スペキュラカラー:r = %f, g = %f, b = %f\n", lSpecular.mData[0], lSpecular.mData[1], lSpecular.mData[2]); FbxProperty lTransparencyFactorProperty = mat->FindProperty(FbxSurfaceMaterial::sTransparencyFactor); if(lTransparencyFactorProperty.IsValid()) { double lTransparencyFactor = lTransparencyFactorProperty.Get<FbxDouble>(); printf("透明度 = %lf\n", lTransparencyFactor); } FbxProperty lShininessProperty = mat->FindProperty(FbxSurfaceMaterial::sShininess); if(lShininessProperty.IsValid()) { double lShininess = lShininessProperty.Get<FbxDouble>(); printf("スペキュラ = %lf\n", lShininess); } }
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*)¤tBones[0]; lVertices[currentIndex + addedSize + 1] = *(float*)¤tBones[1]; lVertices[currentIndex + addedSize + 2] = *(float*)¤tBones[2]; lVertices[currentIndex + addedSize + 3] = *(float*)¤tBones[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; }