Esempio n. 1
0
void FBXImporter::LoadMaterialTexture(FBXMeshData* fbxMeshData, const char* textureType)
{
	FbxProperty property;

	// #NoteReference to DisplayMesh.cxx in FBX SDK samples.Note#
	property = fbxMeshData->mSurfaceMaterial->FindProperty(textureType);

	if (property.IsValid())
	{
		int textureCount = property.GetSrcObjectCount<FbxTexture>();

		for (int i = 0; i < textureCount; i++)
		{
			FbxTexture* texture = FbxCast<FbxTexture>(property.GetSrcObject<FbxTexture>(i));

			if (texture != nullptr)
			{
				FbxFileTexture* fileTexture = FbxCast<FbxFileTexture>(texture);

				string textureFileName = fileTexture->GetFileName();

				if (strcmp(textureType, FbxSurfaceMaterial::sDiffuse) == 0)
				{
					fbxMeshData->mMaterial->setDiffuseTexture(textureFileName);
				}
				else if (strcmp(textureType, FbxSurfaceMaterial::sBump) == 0)
				{
					fbxMeshData->mMaterial->setNormalMapTexture(textureFileName);
				}
			}
		}
	}
}
Esempio n. 2
0
    // Bake node attributes and materials for this scene and load the textures.
    void LoadCacheRecursive(SceneContext* pSceneCtx, FbxScene * pScene, FbxAnimLayer * pAnimLayer, GXLPCWSTR pFbxFileName, bool pSupportVBO)
    {
        // Load the textures into GPU, only for file texture now
        const int lTextureCount = pScene->GetTextureCount();
        for (int lTextureIndex = 0; lTextureIndex < lTextureCount; ++lTextureIndex)
        {
            FbxTexture * lTexture = pScene->GetTexture(lTextureIndex);
            FbxFileTexture * lFileTexture = FbxCast<FbxFileTexture>(lTexture);
            if (lFileTexture && !lFileTexture->GetUserDataPtr())
            {
                // Try to load the texture from absolute path
                const FbxString lFileName = lFileTexture->GetFileName();
                
                // Only TGA textures are supported now.
                //if (lFileName.Right(3).Upper() != "TGA")
                //{
                //    FBXSDK_printf("Only TGA textures are supported now: %s\n", lFileName.Buffer());
                //    continue;
                //}

                //unsigned int lTextureObject = 0;
                //bool lStatus = LoadTextureFromFile(lFileName, lTextureObject);

                //const FbxString lAbsFbxFileName = FbxPathUtils::Resolve(pFbxFileName);
                //const FbxString lAbsFolderName = FbxPathUtils::GetFolderName(lAbsFbxFileName);
                //if (!lStatus)
                //{
                //    // Load texture from relative file name (relative to FBX file)
                //    const FbxString lResolvedFileName = FbxPathUtils::Bind(lAbsFolderName, lFileTexture->GetRelativeFileName());
                //    lStatus = LoadTextureFromFile(lResolvedFileName, lTextureObject);
                //}

                //if (!lStatus)
                //{
                //    // Load texture from file name only (relative to FBX file)
                //    const FbxString lTextureFileName = FbxPathUtils::GetFileName(lFileName);
                //    const FbxString lResolvedFileName = FbxPathUtils::Bind(lAbsFolderName, lTextureFileName);
                //    lStatus = LoadTextureFromFile(lResolvedFileName, lTextureObject);
                //}

                //if (!lStatus)
                //{
                //    FBXSDK_printf("Failed to load texture file: %s\n", lFileName.Buffer());
                //    continue;
                //}

                //if (lStatus)
                //{
                //    int * lTextureName = new int(lTextureObject);
                //    lFileTexture->SetUserDataPtr(lTextureName);
                //}
            }
        }

        LoadCacheRecursive(pSceneCtx, pScene->GetRootNode(), pAnimLayer, pSupportVBO);
    }
Esempio n. 3
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		void FbxLoader::FbxLoader::ProcessMaterialTexture2D(FbxSurfaceMaterial* mat, FMaterial& material)
		{
			int Texture2DIndex = 0;
			FbxProperty prop;

			FBXSDK_FOR_EACH_TEXTURE(Texture2DIndex)
			{
				prop = mat->FindProperty(FbxLayerElement::sTextureChannelNames[Texture2DIndex]);
				if(prop.IsValid()) {
					const int Texture2DCount = prop.GetSrcObjectCount<FbxTexture>();
					for(int i = 0; i < Texture2DCount; i++) {
						FbxTexture* texture = prop.GetSrcObject<FbxTexture>(i);
						if(texture) {
							std::string textureType = prop.GetNameAsCStr();
							FbxFileTexture* fileTexture = FbxCast<FbxFileTexture>(texture);
							if(fileTexture) {
								if(textureType == "DiffuseColor")
									material.diffuseMapName = fileTexture->GetRelativeFileName();
								else if(textureType == "SpecularColor")
									material.specularMapName = fileTexture->GetRelativeFileName();
								else if(textureType == "NormalMap") {
									material.normalMapName = fileTexture->GetRelativeFileName();
									useNormalMap = true;
								}
							}
						}
					}

					const int layeredTextureCount = prop.GetSrcObjectCount<FbxLayeredTexture>();
					for(int i = 0; i < layeredTextureCount; i++) {
						auto layeredTexture = prop.GetSrcObject<FbxLayeredTexture>(i);
						const int fileCount = layeredTexture->GetSrcObjectCount<FbxFileTexture>();
						for(int j = 0; j < fileCount; j++) {
							auto fileTexture = layeredTexture->GetSrcObject<FbxFileTexture>(j);
							std::string Texture2DType = prop.GetNameAsCStr();
							if(fileTexture) {
								if(Texture2DType == "DiffuseColor")
									material.diffuseMapName = fileTexture->GetRelativeFileName();
								else if(Texture2DType == "SpecularColor")
									material.specularMapName = fileTexture->GetRelativeFileName();
								else if(Texture2DType == "NormalMap") {
									material.normalMapName = fileTexture->GetRelativeFileName();
									useNormalMap = true;
								}
							}
						}
					}
				}
			}

			if(material.diffuseMapName != "") {
				std::string n = FbxPathUtils::GetFileName(material.diffuseMapName.c_str(), false).Buffer();
				material.name = n;
				mat->SetName(n.c_str());
			}
		}
Esempio n. 4
0
reMaterial* reFBXAsset::getMaterial( FbxMesh* fmesh, int i, reMaterialSet& set)
{
	reMaterial* mat = NULL;
	for (int l = 0; l < fmesh->GetElementMaterialCount(); l++)
	{		
		FbxGeometryElementMaterial* lMaterialElement = fmesh->GetElementMaterial(l);
		int lMatId = lMaterialElement->GetIndexArray().GetAt(i);
		if(lMatId >= 0)
		{
			if (mat = set.materialById(lMatId))
				return mat;
			mat = new reMaterial;
			mat->id = lMatId;
			set.addMetarial(mat);
			FbxSurfaceMaterial* lMaterial = fmesh->GetNode()->GetMaterial(lMaterialElement->GetIndexArray().GetAt(i));
			if (!lMaterial)
			{
				continue;
			}
			//////////////////////////////////////////////////////////////////////////
			FbxProperty lProperty = lMaterial->FindProperty(FbxSurfaceMaterial::sDiffuse);
			if (lMaterial->GetClassId().Is(FbxSurfacePhong::ClassId))
			{
				FbxDouble3 lFbxDouble3;
				lFbxDouble3 =((FbxSurfacePhong *)lMaterial)->Diffuse;
				mat->diffuseColor = reColor4(lFbxDouble3[0], lFbxDouble3[1], lFbxDouble3[2], 1);
			}
			if (lMaterial->GetClassId().Is(FbxSurfaceLambert::ClassId))
			{
				FbxDouble3 lFbxDouble3;
				lFbxDouble3 =((FbxSurfaceLambert *)lMaterial)->Diffuse;
				mat->diffuseColor = reColor4(lFbxDouble3[0], lFbxDouble3[1], lFbxDouble3[2], 1);
			}

			////////////////////////////////////////////////////////////////////////// read texture
			int lNbTextures = lProperty.GetSrcObjectCount(FbxTexture::ClassId);
			if (lNbTextures)
			{
				mat->diffuseTexture = new reTexture;
				FbxTexture* lTexture = FbxCast <FbxTexture> (lProperty.GetSrcObject(FbxTexture::ClassId,0));
				qDebug() << "map: " << lTexture->GetName();
				FbxFileTexture *lFileTexture = FbxCast<FbxFileTexture>(lTexture);
				if (lFileTexture)
				{
					mat->diffuseTexture->fileName(lFileTexture->GetFileName());
				}

			}
			//////////////////////////////////////////////////////////////////////////
		}
	}
	return mat;
}
Esempio n. 5
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//-------------------------------------------------------------------------------------------------------------------------------------------
void transferTextureInfo(FbxTexture* texture, int blendMode, Texture* modelTexture){
    FbxFileTexture* fileTexture = FbxCast<FbxFileTexture>(texture);
    FbxProceduralTexture* proceduralTexture = FbxCast<FbxProceduralTexture>(texture);

    modelTexture->TextureName = texture->GetName();
    if (fileTexture){
        Image* image = loadImage(fileTexture->GetFileName(), &Texture::Images);
        modelTexture->Image = image;
    }
    else if (proceduralTexture){
        LOG_WARNING << "Procedural texture ! "
                    << "Texture name: " << modelTexture->TextureName;
    }

    modelTexture->ScaleU = texture->GetScaleU();
    modelTexture->ScaleV = texture->GetScaleV();
    modelTexture->TranslateU = texture->GetTranslationU();
    modelTexture->TranslateV = texture->GetTranslationV();
    modelTexture->IsSwapUV = texture->GetSwapUV();
    modelTexture->RotateU = texture->GetRotationU();
    modelTexture->RotateV = texture->GetRotationV();
    modelTexture->RotateW = texture->GetRotationW();

    const char* lAlphaSources[] = { "None", "RGB Intensity", "Black" };
    modelTexture->AlphaSource = lAlphaSources[texture->GetAlphaSource()];
    modelTexture->CropLeft = texture->GetCroppingLeft();
    modelTexture->CropRight = texture->GetCroppingRight();
    modelTexture->CropTop = texture->GetCroppingTop();
    modelTexture->CropBottom = texture->GetCroppingBottom();

    const char* lMappingTypes[] = { "Null", "Planar", "Spherical", "Cylindrical",
                                    "Box", "Face", "UV", "Environment" };
    modelTexture->MappingType = lMappingTypes[texture->GetMappingType()];

    const char* lBlendModes[] = { "Translucent", "Add", "Modulate", "Modulate2" };
    if (blendMode >= 0){
        modelTexture->BlendMode = lBlendModes[blendMode];
    }
    modelTexture->Alpha = texture->GetDefaultAlpha();

    if (fileTexture){
        const char* lMaterialUses[] = { "Model Material", "Default Material" };
        modelTexture->MaterialUsed = lMaterialUses[fileTexture->GetMaterialUse()];
    }

    const char* pTextureUses[] = { "Standard", "Shadow Map", "Light Map",
                                   "Spherical Reflexion Map", "Sphere Reflexion Map", "Bump Normal Map" };
    modelTexture->TextureUsed = pTextureUses[texture->GetTextureUse()];

    LOG_INFO << "Texture information: \n" << modelTexture->ToString();

    LOG_DEBUG << "Read texture successfully!";
}
Esempio n. 6
0
jstring getMaterialMapByProperty(JNIEnv *env, jint materialIndex, const char *property) {

	FbxTexture *texture = currentNode->GetMaterial(materialIndex)->FindProperty(property).GetSrcObject<FbxTexture>();

	if (texture) {
		FbxFileTexture *fileTexture = FbxCast<FbxFileTexture>(texture);

		if (fileTexture) {
			return env->NewStringUTF(fileTexture->GetFileName());
		}
	}
	return NULL;
}
TextureDetails* FbxMaterialToOsgStateSet::selectTextureDetails(const FbxProperty& lProperty)
{
    if (lProperty.IsValid())
    {
        FbxFileTexture* fileTexture = selectFbxFileTexture(lProperty);
        if (fileTexture)
        {
            TextureDetails* textureDetails = new TextureDetails();
            textureDetails->texture = fbxTextureToOsgTexture(fileTexture);
            textureDetails->channel = fileTexture->UVSet.Get();
            textureDetails->scale.set(fileTexture->GetScaleU(), fileTexture->GetScaleV());
            return textureDetails;
        }
    }
    return 0;
}
std::string getTextureFileName(FbxTexture* fbxTexture) {
	std::string returnString = "";

	FbxFileTexture *fbxFileTexture = FbxCast<FbxFileTexture>(fbxTexture);
	FbxProceduralTexture *fbxProceduralTexture = FbxCast<FbxProceduralTexture>(fbxTexture);

	if (fbxFileTexture != nullptr) {
		const char* textureFileName = fbxFileTexture->GetFileName();
		returnString = textureFileName;
		printf("\nFound texture filename: %s", returnString.c_str());
	}

	if (fbxProceduralTexture != nullptr) {
		printf("\nWARNING : Procedural textures found");
	}

	return returnString;
}
Esempio n. 9
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    // Unload the cache and release the memory fro this scene and release the textures in GPU
    void UnloadCacheRecursive(FbxScene * pScene)
    {
        const int lTextureCount = pScene->GetTextureCount();
        for (int lTextureIndex = 0; lTextureIndex < lTextureCount; ++lTextureIndex)
        {
            FbxTexture * lTexture = pScene->GetTexture(lTextureIndex);
            FbxFileTexture * lFileTexture = FbxCast<FbxFileTexture>(lTexture);
            if (lFileTexture && lFileTexture->GetUserDataPtr())
            {
                int * lTextureName = static_cast<int *>(lFileTexture->GetUserDataPtr());
                lFileTexture->SetUserDataPtr(NULL);
                //glDeleteTextures(1, lTextureName);
                delete lTextureName;
            }
        }

        UnloadCacheRecursive(pScene->GetRootNode());
    }
Esempio n. 10
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void Converter::getDiffuseTextures(FbxSurfaceMaterial *material, std::vector<std::string> &textures)
{
	FbxProperty property = material->FindProperty(FbxLayerElement::sTextureChannelNames[0]);
	if (property.IsValid()) {
		for (int j = 0; j < property.GetSrcObjectCount<FbxTexture>(); ++j) {
			if (!property.GetSrcObject<FbxLayeredTexture>(j)) {
				FbxTexture* texture = property.GetSrcObject<FbxTexture>(j);
				if (texture) {
					std::string textureType = property.GetNameAsCStr();
					FbxFileTexture* fileTexture = FbxCast<FbxFileTexture>(texture);
					if (fileTexture) {
						if (textureType == "DiffuseColor") {
							//std::cout << fileTexture->GetRelativeFileName() << "\n";
							textures.push_back(fileTexture->GetRelativeFileName());
						}
					}
				}
			}
		}
	}
}
Esempio n. 11
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void FbxMaterial::AddProperty(const FbxProperty &property,
                           const FbxProperty &factor_property)
{




    /**
    *If we are dealing with an invalid properties, abort
    */
    if (!property.IsValid() || !factor_property.IsValid())
        return;




    /**
     *Get the name of the property
     */
    QString property_name = property.GetNameAsCStr();


    /**
    *Based on the property's name, load required stuff
    */
    if (property_name == FbxSurfaceMaterial::sDiffuse)
    {



        /**
         *Get the diffuse color and intensity
         */
        FbxDouble3 diffuse_color = property.Get<FbxDouble3>();
        FbxDouble diffuse_intensity = factor_property.Get<FbxDouble>();



        /**
         *Set diffuse color and intensity
         */
        SetDiffuseColor(aae::mesh_util::QVector3DFromFbxVector3D(diffuse_color));
        SetDiffuseIntensity(diffuse_intensity);




        /**
        *If there are no textures attached to the property, return
        */
        if(!property.GetSrcObjectCount<FbxFileTexture>() > 0)
            return;



        /**
         *Get the texture handler
         */
        FbxFileTexture * texture = property.GetSrcObject<FbxFileTexture>();
        if (!texture)
            return;



        /**
        *Add the diffuse texture name of the material
        */
        AddTexture(diffuse, texture->GetFileName());


    }
    else if (property_name == FbxSurfaceMaterial::sNormalMap)
    {


        /**
        *If there are no textures attached to the property, return
        */
        if(!property.GetSrcObjectCount<FbxFileTexture>() > 0)
            return;


        /**
         *Get the texture handler
         */
        FbxFileTexture * texture = property.GetSrcObject<FbxFileTexture>();
        if (!texture)
            return;


        /**
        *Set normal map texture of the material
        */
        AddTexture(normal, texture->GetFileName());


    }
    else if (property_name == FbxSurfaceMaterial::sSpecular)
    {


        /**
         *Get the specular color and intensity
         */
        FbxDouble3 specular_color = property.Get<FbxDouble3>();
        FbxDouble specular_intensity = factor_property.Get<FbxDouble>();



        /**
        *Set the specular color and intensity
        */
        SetSpecularColor(aae::mesh_util::QVector3DFromFbxVector3D(specular_color));
        SetSpecularIntensity(specular_intensity);



    }
    else if (property_name == FbxSurfaceMaterial::sShininess)
    {


        /**
         *Get and set specular hardness
         */
        FbxDouble specular_hardness = property.Get<FbxDouble>();
        SetSpecularHardness(specular_hardness);


    }





}
StateSetContent
FbxMaterialToOsgStateSet::convert(const FbxSurfaceMaterial* pFbxMat)
{
    FbxMaterialMap::const_iterator it = _fbxMaterialMap.find(pFbxMat);
    if (it != _fbxMaterialMap.end())
        return it->second;

    osg::ref_ptr<osg::Material> pOsgMat = new osg::Material;
    pOsgMat->setName(pFbxMat->GetName());

    StateSetContent result;

    result.material = pOsgMat;

    FbxString shadingModel = pFbxMat->ShadingModel.Get();

    const FbxSurfaceLambert* pFbxLambert = FbxCast<FbxSurfaceLambert>(pFbxMat);

    // diffuse map...
    const FbxProperty lProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sDiffuse);
    if (lProperty.IsValid())
    {
        int lNbTex = lProperty.GetSrcObjectCount<FbxFileTexture>();
        for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
        {
            FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
            if (lTexture)
            {
                result.diffuseTexture = fbxTextureToOsgTexture(lTexture);
                result.diffuseChannel = lTexture->UVSet.Get();
                result.diffuseScaleU = lTexture->GetScaleU();
                result.diffuseScaleV = lTexture->GetScaleV();
            }

            //For now only allow 1 texture
            break;
        }
    }

    // opacity map...
    const FbxProperty lOpacityProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sTransparentColor);
    if (lOpacityProperty.IsValid())
    {
        int lNbTex = lOpacityProperty.GetSrcObjectCount<FbxFileTexture>();
        for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
        {
            FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lOpacityProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
            if (lTexture)
            {
                // TODO: if texture image does NOT have an alpha channel, should it be added?

                result.opacityTexture = fbxTextureToOsgTexture(lTexture);
                result.opacityChannel = lTexture->UVSet.Get();
                result.opacityScaleU = lTexture->GetScaleU();
                result.opacityScaleV = lTexture->GetScaleV();
            }

            //For now only allow 1 texture
            break;
        }
    }

    // reflection map...
    const FbxProperty lReflectionProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sReflection);
    if (lReflectionProperty.IsValid())
    {
        int lNbTex = lReflectionProperty.GetSrcObjectCount<FbxFileTexture>();
        for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
        {
            FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lReflectionProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
            if (lTexture)
            {
                // support only spherical reflection maps...
                if (FbxFileTexture::eUMT_ENVIRONMENT == lTexture->CurrentMappingType.Get())
                {
                    result.reflectionTexture = fbxTextureToOsgTexture(lTexture);
                    result.reflectionChannel = lTexture->UVSet.Get();
                }
            }

            //For now only allow 1 texture
            break;
        }
    }

    // emissive map...
    const FbxProperty lEmissiveProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sEmissive);
    if (lEmissiveProperty.IsValid())
    {
        int lNbTex = lEmissiveProperty.GetSrcObjectCount<FbxFileTexture>();
        for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
        {
            FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lEmissiveProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
            if (lTexture)
            {
                result.emissiveTexture = fbxTextureToOsgTexture(lTexture);
                result.emissiveChannel = lTexture->UVSet.Get();
                result.emissiveScaleU = lTexture->GetScaleU();
                result.emissiveScaleV = lTexture->GetScaleV();
            }

            //For now only allow 1 texture
            break;
        }
    }

    if (pFbxLambert)
    {
        FbxDouble3 color = pFbxLambert->Diffuse.Get();
        double factor = pFbxLambert->DiffuseFactor.Get();
        pOsgMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(
            static_cast<float>(color[0] * factor),
            static_cast<float>(color[1] * factor),
            static_cast<float>(color[2] * factor),
            static_cast<float>(1.0 - pFbxLambert->TransparencyFactor.Get())));

        color = pFbxLambert->Ambient.Get();
        factor = pFbxLambert->AmbientFactor.Get();
        pOsgMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(
            static_cast<float>(color[0] * factor),
            static_cast<float>(color[1] * factor),
            static_cast<float>(color[2] * factor),
            1.0f));

        color = pFbxLambert->Emissive.Get();
        factor = pFbxLambert->EmissiveFactor.Get();
        pOsgMat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(
            static_cast<float>(color[0] * factor),
            static_cast<float>(color[1] * factor),
            static_cast<float>(color[2] * factor),
            1.0f));

        // get maps factors...
        result.diffuseFactor = pFbxLambert->DiffuseFactor.Get();

        if (const FbxSurfacePhong* pFbxPhong = FbxCast<FbxSurfacePhong>(pFbxLambert))
        {
            color = pFbxPhong->Specular.Get();
            factor = pFbxPhong->SpecularFactor.Get();
            pOsgMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(
                static_cast<float>(color[0] * factor),
                static_cast<float>(color[1] * factor),
                static_cast<float>(color[2] * factor),
                1.0f));

            pOsgMat->setShininess(osg::Material::FRONT_AND_BACK,
                static_cast<float>(pFbxPhong->Shininess.Get()));

            // get maps factors...
            result.reflectionFactor = pFbxPhong->ReflectionFactor.Get();
            // get more factors here...
        }
    }

    if (_lightmapTextures)
    {
        // if using an emission map then adjust material properties accordingly...
        if (result.emissiveTexture)
        {
            osg::Vec4 diffuse = pOsgMat->getDiffuse(osg::Material::FRONT_AND_BACK);
            pOsgMat->setEmission(osg::Material::FRONT_AND_BACK, diffuse);
            pOsgMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0,0,0,diffuse.a()));
            pOsgMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0,0,0,diffuse.a()));
        }
    }

    _fbxMaterialMap.insert(FbxMaterialMap::value_type(pFbxMat, result));
    return result;
}
Esempio n. 13
0
void Tools::DisplayMaterial::DisplayMaterial( FbxGeometry *i_geometry )
{
	DisplayCommon::DisplayString( "\n\n--------------------\nMaterial\n--------------------" );
	int materialCount = 0;
	FbxNode *node = NULL;

	if( i_geometry )
	{
		node = i_geometry->GetNode();
		if( node )
			materialCount = node->GetMaterialCount();
	}

	if( materialCount > 0 )
	{
		FbxPropertyT<FbxDouble3> double3;
		FbxPropertyT<FbxDouble> double1;
		FbxColor theColor;

		for( int ctr = 0; ctr < materialCount; ctr++ )
		{
			DisplayCommon::DisplayInt( "        Material ", ctr );

			FbxSurfaceMaterial *material = node->GetMaterial( ctr );

			DisplayCommon::DisplayString( "            Name: \"", (char *) material->GetName(), "\"" ); 

#ifdef DISPLAY_HARDWARE_SHADER_INFORMATION
			//Get the implementation to see if it's a hardware shader.
			// Note:: this cause memory leak
			const FbxImplementation* implementation = GetImplementation( material, FBXSDK_IMPLEMENTATION_HLSL );
			FbxString implementationType = "HLSL";
			if( !implementation )
			{
				implementation = GetImplementation( material, FBXSDK_IMPLEMENTATION_CGFX );
				implementationType = "CGFX";
			}

			if( implementation )
			{
				//Now we have a hardware shader, let's read it
				FBXSDK_printf( "            Hardware Shader Type: %s\n", implemenationType.Buffer() );
				DisplayCommon::DisplayString( "            Hardware Shader Type: ", implemenationType );

				const FbxBindingTable* rootTable = implementation->GetRootTable();
				FbxString fileName = rootTable->DescAbsoluteURL.Get();
				FbxString techniqueName = rootTable->DescTAG.Get(); 

				const FbxBindingTable* table = implementation->GetRootTable();
				size_t entryNum = table->GetEntryCount();

				for( int i = 0; i < (int)entryNum; i++ )
				{
					const FbxBindingTableEntry& entry = table->GetEntry( i );
					const char *entrySrcType = entry.GetEntryType( true ); 
					FbxProperty fbxProp;

					FbxString test = entry.GetSource();
					FBXSDK_printf( "            Entry: %s\n", test.Buffer() );
					DisplayCommon::DisplayString( "            Entry: %s\n", test );

					if ( strcmp( FbxPropertyEntryView::sEntryType, entrySrcType ) == 0 )
					{
						fbxProp = material->FindPropertyHierarchical(entry.GetSource()); 
						if( !fbxProp.IsValid() )
						{
							fbxProp = material->RootProperty.FindHierarchical( entry.GetSource() );
						}
					}
					else if( strcmp( FbxConstantEntryView::sEntryType, entrySrcType ) == 0 )
					{
						fbxProp = implementation->GetConstants().FindHierarchical( entry.GetSource() );
					}
					if( fbxProp.IsValid() )
					{
						if( fbxProp.GetSrcObjectCount<FbxTexture>() > 0 )
						{
							//do what you want with the textures
							for( int j = 0; j < fbxProp.GetSrcObjectCount<FbxFileTexture>(); j++ )
							{
								FbxFileTexture *tex = fbxProp.GetSrcObject<FbxFileTexture>( j );
								FBXSDK_printf( "           File Texture: %s\n", tex->GetFileName() );
								DisplayCommon::DisplayString( "           File Texture: %s\n", tex->GetFileName() );
							}
							for( int j = 0; j < fbxProp.GetSrcObjectCount<FbxLayeredTexture>(); j++ )
							{
								FbxLayeredTexture *tex = fbxProp.GetSrcObject<FbxLayeredTexture>( j );
								FBXSDK_printf( "        Layered Texture: %s\n", tex->GetName() );
								DisplayCommon::DisplayString( "        Layered Texture: %s\n", tex->GetName() );
							}
							for( int j = 0; j < fbxProp.GetSrcObjectCount<FbxProceduralTexture>(); j++ )
							{
								FbxProceduralTexture *tex = fbxProp.GetSrcObject<FbxProceduralTexture>( j );
								FBXSDK_printf( "     Procedural Texture: %s\n", tex->GetName() );
								DisplayCommon::DisplayString( "     Procedural Texture: %s\n", tex->GetName() );
							}
						}
						else
						{
							FbxDataType fbxType = fbxProp.GetPropertyDataType();
							FbxString fbxName = fbxType.GetName();
							if( FbxBoolDT == fbxType )
							{
								DisplayCommon::DisplayBool( "                Bool: ", fbxProp.Get<FbxBool>() );
							}
							else if( FbxIntDT == fbxType ||  FbxEnumDT  == fbxType )
							{
								DisplayCommon::DisplayInt( "                Int: ", fbxProp.Get<FbxInt>() );
							}
							else if( FbxFloatDT == fbxType )
							{
								DisplayCommon::DisplayDouble( "                Float: ", fbxProp.Get<FbxFloat>() );
							}
							else if( FbxDoubleDT == fbxType )
							{
								DisplayCommon::DisplayDouble( "                Double: ", fbxProp.Get<FbxDouble>() );
							}
							else if( FbxStringDT == fbxType || FbxUrlDT  == fbxType || FbxXRefUrlDT  == fbxType )
							{
								DisplayCommon::DisplayString( "                String: ", fbxProp.Get<FbxString>().Buffer() );
							}
							else if( FbxDouble2DT == fbxType )
							{
								FbxDouble2 double2 = fbxProp.Get<FbxDouble2>();
								FbxVector2 vector;
								vector[0] = double2[0];
								vector[1] = double2[1];
								DisplayCommon::Display2DVector( "                2D vector: ", vector );
							}
							else if( (FbxDouble3DT == fbxType) || (FbxColor3DT == fbxType) )
							{
								FbxDouble3 double3 = fbxProp.Get<FbxDouble3>();
								FbxVector4 vector;
								vector[0] = double3[0];
								vector[1] = double3[1];
								vector[2] = double3[2];
								DisplayCommon::Display3DVector( "                3D vector: ", vector );
							}
							else if( (FbxDouble4DT == fbxType) || (FbxColor4DT == fbxType) )
							{
								FbxDouble4 double4 = fbxProp.Get<FbxDouble4>();
								FbxVector4 vector;
								vector[0] = double4[0];
								vector[1] = double4[1];
								vector[2] = double4[2];
								vector[3] = double4[3];
								DisplayCommon::Display4DVector( "                4D vector: ", vector );
							}
							else if( FbxDouble4x4DT == fbxType )
							{
								FbxDouble4x4 double44 = fbxProp.Get<FbxDouble4x4>();
								for( int j = 0; j < 4; j++ )
								{
									FbxVector4 vector;
									vector[0] = double44[j][0];
									vector[1] = double44[j][1];
									vector[2] = double44[j][2];
									vector[3] = double44[j][3];
									DisplayCommon::Display4DVector( "                4x4D vector: ", vector );
								}
							}
						}
					}
				}
			}
			else
#endif	// #ifdef DISPLAY_HARDWARE_SHADER_INFORMATION
			if( material->GetClassId().Is(FbxSurfacePhong::ClassId) )
			{
				// We found a Phong material.  Display its properties.

				// Display the Ambient Color
				double3 = ((FbxSurfacePhong *) material)->Ambient;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Ambient: ", theColor );

				// Display the Diffuse Color
				double3 = ((FbxSurfacePhong *) material)->Diffuse;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Diffuse: ", theColor );

				// Display the Specular Color (unique to Phong materials)
				double3 = ((FbxSurfacePhong *) material)->Specular;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Specular: ", theColor );

				// Display the Emissive Color
				double3 = ((FbxSurfacePhong *) material)->Emissive;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Emissive: ", theColor );

				//Opacity is Transparency factor now
				double1 = ((FbxSurfacePhong *) material)->TransparencyFactor;
				DisplayCommon::DisplayDouble( "            Opacity: ", 1.0-double1.Get() );

				// Display the Shininess
				double1 = ((FbxSurfacePhong *) material)->Shininess;
				DisplayCommon::DisplayDouble( "            Shininess: ", double1.Get() );

				// Display the Reflectivity
				double1 = ((FbxSurfacePhong *) material)->ReflectionFactor;
				DisplayCommon::DisplayDouble( "            Reflectivity: ", double1.Get() );
			}
			else if( material->GetClassId().Is(FbxSurfaceLambert::ClassId) )
			{
				// We found a Lambert material. Display its properties.
				// Display the Ambient Color
				double3 = ((FbxSurfaceLambert *)material)->Ambient;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Ambient: ", theColor );

				// Display the Diffuse Color
				double3 = ((FbxSurfaceLambert *)material)->Diffuse;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Diffuse: ", theColor );

				// Display the Emissive
				double3 = ((FbxSurfaceLambert *)material)->Emissive;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Emissive: ", theColor );

				// Display the Opacity
				double1 = ((FbxSurfaceLambert *)material)->TransparencyFactor;
				DisplayCommon::DisplayDouble( "            Opacity: ", 1.0-double1.Get() );
			}
			else
				DisplayCommon::DisplayString( "Unknown type of Material" );

			FbxPropertyT<FbxString> string;
			string = material->ShadingModel;
			DisplayCommon::DisplayString( "            Shading Model: ", string.Get() );
		}
	}
}
Esempio n. 14
0
FbxModelData* FBXLoader::loadModel( const char* aFile )
{
	FBX_LOG("FBXLoader Creating ModelData...");
	myLoadingModel = new FbxModelData;
	FBX_LOG("Success!");
	FBX_LOG("FBXLoader Creating TextureData...");
	myLoadingModel->myTextureData = new TextureData();
	FBX_LOG("Success!");
	FBX_LOG("FBXLoader Loading Scene...");
	auto scene = LoadScene(aFile);
	FBX_LOG("Successfully loaded scene!");

	FBX_LOG("FBXLoader Loading Textures...");
	//TextureData
	const int lTextureCount = scene->GetTextureCount();
	for (int lTextureIndex = 0; lTextureIndex < lTextureCount; ++lTextureIndex)
	{
		FbxTexture * lTexture = scene->GetTexture(lTextureIndex);
		FbxFileTexture * lFileTexture = reinterpret_cast<FbxFileTexture*>(lTexture);
		if (lFileTexture && !lFileTexture->GetUserDataPtr())
		{
			const FbxString lFileName = lFileTexture->GetFileName();
			
			unsigned int lTextureObject = 0;
			lTextureObject;
			bool lStatus = false;
			lStatus;
			
			const FbxString lAbsFbxFileName = FbxPathUtils::Resolve(aFile);
			const FbxString lAbsFolderName = FbxPathUtils::GetFolderName(lAbsFbxFileName);
			
			const FbxString lTextureFileName = lAbsFolderName + "\\" + lFileTexture->GetRelativeFileName();// FbxPathUtils::GetFileName(lFileName);
				
			const FbxString lResolvedFileName = lAbsFolderName + "\\" + FbxPathUtils::GetFileName(lFileName);// lFileTexture->GetRelativeFileName();;// FbxPathUtils::Bind(lAbsFolderName, lTextureFileName);
			TextureInfo info;
			info.myFileName = lResolvedFileName;
			//info.myFileName += "\\";
			info.myFileName = lFileTexture->GetRelativeFileName();
			myLoadingModel->myTextureData->myTextures.push_back(info);
			lFileTexture->SetFileName(lResolvedFileName);
		}
	}
	FBX_LOG("Success!");
	FBX_LOG("FBXLoader Loading Animations...");

	FbxArray<FbxString*> animationNames;
	FbxArray<FbxPose*> poses;
	scene->FillAnimStackNameArray(animationNames);
	scene->FillPoseArray(poses);
	FbxAnimStack * lCurrentAnimationStack = nullptr;
	FbxAnimLayer* lCurrentAnimLayer = nullptr;
	if(animationNames.GetCount() > 0)
	{
		lCurrentAnimationStack = scene->FindMember<FbxAnimStack>(animationNames[0]->Buffer());
		if (lCurrentAnimationStack != NULL)
		{
			lCurrentAnimLayer = lCurrentAnimationStack->GetMember<FbxAnimLayer>();
		}
	}
	//lCurrentAnimLayer->IsR
	myLoadingModel->myAnimation = new AnimationData();
	FbxPose* pose = nullptr;
	if(poses.GetCount() > 0)
	{
		pose = poses[0];
	}

	LoadAnimation(*myLoadingModel->myAnimation,scene->GetRootNode(),FbxAMatrix(),pose, lCurrentAnimLayer,-1);
	LoadNodeRecursive(myLoadingModel, *myLoadingModel->myAnimation, scene->GetRootNode(), FbxAMatrix(), pose, lCurrentAnimLayer, -1);
	FBX_LOG("Success!");
		
	return myLoadingModel;
}
// マテリアルプロパティ獲得
FbxDouble3 GetMaterialProperty(
	const FbxSurfaceMaterial * pMaterial,
	const char * pPropertyName,
	const char * pFactorPropertyName)
{
	FbxDouble3 lResult(0, 0, 0);
	const FbxProperty lProperty = pMaterial->FindProperty(pPropertyName);
	const FbxProperty lFactorProperty = pMaterial->FindProperty(pFactorPropertyName);
	if(lProperty.IsValid() && lFactorProperty.IsValid())
	{
		lResult = lProperty.Get<FbxDouble3>();
		double lFactor = lFactorProperty.Get<FbxDouble>();
		if(lFactor != 1)
		{
			lResult[0] *= lFactor;
			lResult[1] *= lFactor;
			lResult[2] *= lFactor;
		}
	}

	if(lProperty.IsValid())
	{
		printf("テクスチャ\n");
		const int lTextureCount = lProperty.GetSrcObjectCount<FbxFileTexture>();
		for(int i = 0; i<lTextureCount; i++)
		{
			FbxFileTexture* lFileTexture = lProperty.GetSrcObject<FbxFileTexture>(i);
			if(lFileTexture)
			{
				FbxString uvsetName = lFileTexture->UVSet.Get();
				std::string uvSetString = uvsetName.Buffer();
				std::string filepath = lFileTexture->GetFileName();

				printf("UVSet名=%s\n", uvSetString.c_str());
				printf("テクスチャ名=%s\n", filepath.c_str());
			}
		}
		puts("");

		printf("レイヤードテクスチャ\n");
		const int lLayeredTextureCount = lProperty.GetSrcObjectCount<FbxLayeredTexture>();
		for(int i = 0; i<lLayeredTextureCount; i++)
		{
			FbxLayeredTexture* lLayeredTexture = lProperty.GetSrcObject<FbxLayeredTexture>(i);

			const int lTextureFileCount = lLayeredTexture->GetSrcObjectCount<FbxFileTexture>();

			for(int j = 0; j<lTextureFileCount; j++)
			{
				FbxFileTexture* lFileTexture = lLayeredTexture->GetSrcObject<FbxFileTexture>(j);
				if(lFileTexture)
				{
					FbxString uvsetName = lFileTexture->UVSet.Get();
					std::string uvSetString = uvsetName.Buffer();
					std::string filepath = lFileTexture->GetFileName();

					printf("UVSet名=%s\n", uvSetString.c_str());
					printf("テクスチャ名=%s\n", filepath.c_str());
				}
			}
		}
		puts("");
	}

	return lResult;
}
Esempio n. 16
0
void LoadMeshes(Scene* pScene, std::vector<uint32_t>* loadedMeshIDs)
{
    FbxManager* fbxManager = FbxManager::Create();

    FbxIOSettings* pFbxIOSettings = FbxIOSettings::Create(fbxManager, IOSROOT);
    fbxManager->SetIOSettings(pFbxIOSettings);

    (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_MATERIAL, true);
    (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_TEXTURE, true);
    (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_LINK, false);
    (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_SHAPE, false);
    (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_GOBO, false);
    (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_ANIMATION, true);
    (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_GLOBAL_SETTINGS, true);

    bool bEmbedMedia = true;
    (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_MATERIAL, true);
    (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_TEXTURE, true);
    (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_EMBEDDED, bEmbedMedia);
    (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_SHAPE, true);
    (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_GOBO, true);
    (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_ANIMATION, true);
    (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_GLOBAL_SETTINGS, true);

    FbxImporter* pFbxImporter = FbxImporter::Create(fbxManager, "");

    // Initialize the importer.
    bool result = pFbxImporter->Initialize(pScene->loadPath.c_str(), -1, fbxManager->GetIOSettings());
    if (!result) {
        printf("Get error when init FBX Importer: %s\n\n",
            pFbxImporter->GetStatus().GetErrorString());
        exit(-1);
    }

    // fbx version number
    int major, minor, revision;
    pFbxImporter->GetFileVersion(major, minor, revision);

    // import pFbxScene
    FbxScene* pFbxScene = FbxScene::Create(fbxManager, "myScene");
    pFbxImporter->Import(pFbxScene);
    pFbxImporter->Destroy();
    pFbxImporter = nullptr;

    // check axis system
    FbxAxisSystem axisSystem = pFbxScene->GetGlobalSettings().GetAxisSystem();
    FbxAxisSystem vulkanAxisSystem(FbxAxisSystem::eYAxis,
        FbxAxisSystem::eParityOdd,
        FbxAxisSystem::eRightHanded);
    if (axisSystem != vulkanAxisSystem) {
        axisSystem.ConvertScene(pFbxScene);
    }

    // check unit system
    FbxSystemUnit systemUnit = pFbxScene->GetGlobalSettings().GetSystemUnit();
    if (systemUnit.GetScaleFactor() != 1.0) {
        FbxSystemUnit::cm.ConvertScene(pFbxScene);
    }

    // Triangulate Mesh
    FbxGeometryConverter fbxGeometryConverter(fbxManager);
    fbxGeometryConverter.Triangulate(pFbxScene, true);

    // Load Texture
    int textureCount = pFbxScene->GetTextureCount();
    for (int i = 0; i < textureCount; ++i) {
        FbxTexture* pFbxTexture = pFbxScene->GetTexture(i);
        FbxFileTexture* pFbxFileTexture = FbxCast<FbxFileTexture>(pFbxTexture);
        if (pFbxTexture && pFbxFileTexture->GetUserDataPtr()) {
        }
    }
    LoadMeshes(pFbxScene->GetRootNode(), pScene->meshes);
}
Esempio n. 17
0
void Resource::FBX::FBXMaterial::InitMaterial(const FbxSurfaceMaterial *pFbxMaterial, Resource::ResourceManager& rm) {
//	Logger::Debug(pFbxMaterial->GetName());

	Render::MaterialElement& material = AddElement();

	const FbxImplementation *lImplementation = pFbxMaterial->GetDefaultImplementation();
	FbxPropertyT<FbxDouble3> lKFbxDouble3;
	FbxPropertyT<FbxDouble> lKFbxDouble1;
	FbxColor theColor;

	if(lImplementation){
		const FbxBindingTable *lTable = lImplementation->GetRootTable();
		size_t lEntryNum = lTable->GetEntryCount();

		for (int i = 0; i < (int) lEntryNum; ++i) {
			const FbxBindingTableEntry &lEntry = lTable->GetEntry(i);
			const char *lEntrySrcType = lEntry.GetEntryType(true);
			FbxProperty lFbxProp;


			FbxString lTest = lEntry.GetSource();
			FBXSDK_printf("            Entry: %s\n", lTest.Buffer());


			if (strcmp(FbxPropertyEntryView::sEntryType, lEntrySrcType) == 0) {
				lFbxProp = pFbxMaterial->FindPropertyHierarchical(lEntry.GetSource());
				if (!lFbxProp.IsValid()) {
					lFbxProp = pFbxMaterial->RootProperty.FindHierarchical(lEntry.GetSource());
				}


			}
			else if (strcmp(FbxConstantEntryView::sEntryType, lEntrySrcType) == 0) {
				lFbxProp = lImplementation->GetConstants().FindHierarchical(lEntry.GetSource());
			}
		}
	}
	else if (pFbxMaterial->GetClassId().Is(FbxSurfacePhong::ClassId))
	{
		// We found a Phong material.  Display its properties.

		// Display the Ambient Color
		lKFbxDouble3 =((FbxSurfacePhong *) pFbxMaterial)->Ambient;
		theColor.Set(lKFbxDouble3.Get()[0], lKFbxDouble3.Get()[1], lKFbxDouble3.Get()[2]);

		// Display the Diffuse Color
		lKFbxDouble3 =((FbxSurfacePhong *) pFbxMaterial)->Diffuse;
		theColor.Set(lKFbxDouble3.Get()[0], lKFbxDouble3.Get()[1], lKFbxDouble3.Get()[2]);

		// Display the Specular Color (unique to Phong materials)
		lKFbxDouble3 =((FbxSurfacePhong *) pFbxMaterial)->Specular;
		theColor.Set(lKFbxDouble3.Get()[0], lKFbxDouble3.Get()[1], lKFbxDouble3.Get()[2]);

		// Display the Emissive Color
		lKFbxDouble3 =((FbxSurfacePhong *) pFbxMaterial)->Emissive;
		theColor.Set(lKFbxDouble3.Get()[0], lKFbxDouble3.Get()[1], lKFbxDouble3.Get()[2]);

		//Opacity is Transparency factor now
		lKFbxDouble1 =((FbxSurfacePhong *) pFbxMaterial)->TransparencyFactor;

		// Display the Shininess
		lKFbxDouble1 =((FbxSurfacePhong *) pFbxMaterial)->Shininess;
		double dShininess = lKFbxDouble1.Get();

		lKFbxDouble1 =((FbxSurfacePhong *) pFbxMaterial)->Specular;
		double dSpecular = lKFbxDouble1.Get();

		lKFbxDouble1 =((FbxSurfacePhong *) pFbxMaterial)->SpecularFactor;
		double dSpecularFactor = lKFbxDouble1.Get();

		material.m_fShininess = dShininess;
		material.m_fSpecular = dSpecular * dSpecularFactor;

		// Display the Reflectivity
		lKFbxDouble1 =((FbxSurfacePhong *) pFbxMaterial)->ReflectionFactor;
		material.m_fReflectionFactor = lKFbxDouble1.Get();
	}
	else if(pFbxMaterial->GetClassId().Is(FbxSurfaceLambert::ClassId) )
	{
		// We found a Lambert material. Display its properties.
		// Display the Ambient Color
		lKFbxDouble3=((FbxSurfaceLambert *)pFbxMaterial)->Ambient;
		theColor.Set(lKFbxDouble3.Get()[0], lKFbxDouble3.Get()[1], lKFbxDouble3.Get()[2]);

		// Display the Diffuse Color
		lKFbxDouble3 =((FbxSurfaceLambert *)pFbxMaterial)->Diffuse;
		theColor.Set(lKFbxDouble3.Get()[0], lKFbxDouble3.Get()[1], lKFbxDouble3.Get()[2]);

		// Display the Emissive
		lKFbxDouble3 =((FbxSurfaceLambert *)pFbxMaterial)->Emissive;
		theColor.Set(lKFbxDouble3.Get()[0], lKFbxDouble3.Get()[1], lKFbxDouble3.Get()[2]);

		// Display the Opacity
		lKFbxDouble1 =((FbxSurfaceLambert *)pFbxMaterial)->TransparencyFactor;
	}
	else
		Logger::Debug("Unknown type of Material");



	FbxProperty prop = pFbxMaterial->FindProperty(FbxSurfaceMaterial::sDiffuse);
	// Check if it's layeredtextures
	int layeredTextureCount = prop.GetSrcObjectCount<FbxLayeredTexture>();
	for (int j = 0; j < layeredTextureCount; j++)
	{
		FbxLayeredTexture* layered_texture = FbxCast<FbxLayeredTexture>(prop.GetSrcObject<FbxLayeredTexture>(j));
		int lcount = layered_texture->GetSrcObjectCount<FbxFileTexture>();

		for (int k = 0; k < lcount; k++)
		{
			FbxFileTexture* texture = FbxCast<FbxFileTexture>(layered_texture->GetSrcObject<FbxFileTexture>(k));
			// Then, you can get all the properties of the texture, include its name
			const char* textureName = texture->GetFileName();

			material.AddTexture(rm.LoadImageFromFile(textureName));
		}
	}

	int textureCount = prop.GetSrcObjectCount<FbxFileTexture>();
	for(int i=0; i<textureCount; ++i){
		FbxFileTexture* texture = FbxCast<FbxFileTexture>(prop.GetSrcObject<FbxFileTexture>(i));
		const char* textureName = texture->GetFileName();

		material.AddTexture(rm.LoadImageFromFile(textureName));
	}

	FbxPropertyT<FbxString> lString;
	lString = pFbxMaterial->ShadingModel;
}
Esempio n. 18
0
void Material::ExportMaterials(FbxScene* scene, FbxMesh* mesh, const ImporterMesh& importedMesh, const ImporterMaterial* importedMaterials)
{
	for (int i = 0; i < importedMesh.material_count; i++)
	{
		FbxNode* node = mesh->GetNode();
		FbxString materialName = importedMaterials[importedMesh.material_Id[i]].name;
		
		FbxString shadingName;

		FbxDouble3 diffuseColor(importedMaterials[importedMesh.material_Id[i]].diffuse[0], importedMaterials[importedMesh.material_Id[i]].diffuse[1], importedMaterials[importedMesh.material_Id[i]].diffuse[2]);
		FbxDouble3 ambientColor(importedMaterials[importedMesh.material_Id[i]].ambient[0], importedMaterials[importedMesh.material_Id[i]].ambient[1], importedMaterials[importedMesh.material_Id[i]].ambient[2]);
		FbxDouble3 emissiveColor(importedMaterials[importedMesh.material_Id[i]].incandescence[0], importedMaterials[importedMesh.material_Id[i]].incandescence[1], importedMaterials[importedMesh.material_Id[i]].incandescence[2]);
		FbxDouble3 transparencyColor(importedMaterials[importedMesh.material_Id[i]].transparency_color[0], importedMaterials[importedMesh.material_Id[i]].transparency_color[1], importedMaterials[importedMesh.material_Id[i]].transparency_color[2]);
		FbxDouble3 specularColor(importedMaterials[importedMesh.material_Id[i]].specular[0], importedMaterials[importedMesh.material_Id[i]].specular[1] , importedMaterials[importedMesh.material_Id[i]].specular[2]);
		
		const char* pathName = "C://Users/Litet/Documents/GitHub/SmallGameProject/FBX Export/FBX Export/";
		// Lambert
		if (importedMaterials[importedMesh.material_Id[i]].mtrl_type == 0)
		{
			shadingName = "Lambert";
			FbxSurfaceLambert* material = NULL;
			material= node->GetSrcObject<FbxSurfaceLambert>(0);
			material = FbxSurfaceLambert::Create(scene, materialName.Buffer());
			
			materialName += i;
			material->Emissive.Set(emissiveColor);

			material->Ambient.Set(ambientColor);

			material->Diffuse.Set(diffuseColor);
			material->DiffuseFactor.Set(importedMaterials[importedMesh.material_Id[i]].diffuse_factor);

			material->TransparentColor.Set(transparencyColor);

			FbxNode* node = mesh->GetNode();
			if (node)
			{
				node->AddMaterial(material);
			}

			// Diffuse Texture
			FbxFileTexture* texture = FbxFileTexture::Create(scene, "Diffuse Texture");
			std::cout << "DAFUSE MAP LENGTH: " << importedMaterials[importedMesh.material_Id[i]].duffuse_map_length << std::endl;
			if (importedMaterials[importedMesh.material_Id[i]].duffuse_map_length > 0)
			{
				std::string tmp(pathName);
				tmp += importedMaterials[importedMesh.material_Id[i]].diffuse_map;
				texture->SetFileName(tmp.c_str());
				texture->SetTextureUse(FbxTexture::eStandard);
				texture->SetMappingType(FbxTexture::eUV);
				texture->SetMaterialUse(FbxFileTexture::eModelMaterial);
				texture->SetSwapUV(false);
				texture->SetTranslation(0.0, 0.0);
				texture->SetScale(1.0, 1.0);
				texture->SetRotation(0.0, 0.0);

				if (material)
					material->Diffuse.ConnectSrcObject(texture);
			}

			// Normal Texture
			texture = FbxFileTexture::Create(scene, "Normal Texture");
			if (importedMaterials[importedMesh.material_Id[i]].normal_map_length > 0)
			{
				texture->SetFileName(importedMaterials[importedMesh.material_Id[i]].normal_map);
				texture->SetTextureUse(FbxTexture::eStandard);
				texture->SetMappingType(FbxTexture::eUV);
				texture->SetMaterialUse(FbxFileTexture::eModelMaterial);
				texture->SetSwapUV(false);
				texture->SetTranslation(0.0, 0.0);
				texture->SetScale(1.0, 1.0);
				texture->SetRotation(0.0, 0.0);

				if (material)
					material->NormalMap.ConnectSrcObject(texture);
			}

			

		}

		// Phong
		else
		{
			shadingName = "Phong";
			FbxSurfacePhong* material = NULL;
			material = node->GetSrcObject<FbxSurfacePhong>(0);
			
			material = FbxSurfacePhong::Create(scene, materialName.Buffer());
			materialName += i;
			material->Emissive.Set(emissiveColor);

			material->Ambient.Set(ambientColor);

			material->Diffuse.Set(diffuseColor);
			material->DiffuseFactor.Set(importedMaterials[importedMesh.material_Id[i]].diffuse_factor);

			material->TransparentColor.Set(transparencyColor);

			material->Specular.Set(specularColor);

			// No need... super boost?
			//material->SpecularFactor.Set(importedMaterials[importedMesh.material_Id[i]].specular_factor * 100);

			material->Shininess.Set(importedMaterials[importedMesh.material_Id[i]].specular_factor);
			
			material->Reflection.Set(FbxDouble3(importedMaterials[importedMesh.material_Id[i]].reflection[0], importedMaterials[importedMesh.material_Id[i]].reflection[1], importedMaterials[importedMesh.material_Id[i]].reflection[2]));
			
			// Bugged...?
			material->ReflectionFactor.Set(FbxDouble(importedMaterials[importedMesh.material_Id[i]].reflection_factor));
			cout << importedMaterials[importedMesh.material_Id[i]].shininess << endl;

			FbxNode* node = mesh->GetNode();
			if (node)
			{
				node->AddMaterial(material);
			}

			// Diffuse Texture
			FbxFileTexture* texture = FbxFileTexture::Create(scene, "Diffuse Texture");
			if (importedMaterials[importedMesh.material_Id[i]].duffuse_map_length > 0)
			{
				texture->SetFileName(importedMaterials[importedMesh.material_Id[i]].diffuse_map);
				texture->SetTextureUse(FbxTexture::eStandard);
				texture->SetMappingType(FbxTexture::eUV);
				texture->SetMaterialUse(FbxFileTexture::eModelMaterial);
				texture->SetSwapUV(false);
				texture->SetTranslation(0.0, 0.0);
				texture->SetScale(1.0, 1.0);
				texture->SetRotation(0.0, 0.0);

				if (material)
					material->Diffuse.ConnectSrcObject(texture);
			}

			// Specular Texture
			texture = FbxFileTexture::Create(scene, "Specular Texture");
			if (importedMaterials[importedMesh.material_Id[i]].specular_map_length > 0)
			{
				texture->SetFileName(importedMaterials[importedMesh.material_Id[i]].specular_map);
				texture->SetTextureUse(FbxTexture::eStandard);
				texture->SetMappingType(FbxTexture::eUV);
				texture->SetMaterialUse(FbxFileTexture::eModelMaterial);
				texture->SetSwapUV(false);
				texture->SetTranslation(0.0, 0.0);
				texture->SetScale(1.0, 1.0);
				texture->SetRotation(0.0, 0.0);

				if (material)
					material->Specular.ConnectSrcObject(texture);
			}

			// Normal Texture
			texture = FbxFileTexture::Create(scene, "Normal Texture");
			if (importedMaterials[importedMesh.material_Id[i]].normal_map_length > 0)
			{
				texture->SetFileName(importedMaterials[importedMesh.material_Id[i]].normal_map);
				texture->SetTextureUse(FbxTexture::eStandard);
				texture->SetMappingType(FbxTexture::eUV);
				texture->SetMaterialUse(FbxFileTexture::eModelMaterial);
				texture->SetSwapUV(false);
				texture->SetTranslation(0.0, 0.0);
				texture->SetScale(1.0, 1.0);
				texture->SetRotation(0.0, 0.0);

				if (material)
					material->NormalMap.ConnectSrcObject(texture);
			}


		}
	}

}
Esempio n. 19
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()));
			}
		}
Esempio n. 20
0
FbxDouble3 CFBXLoader::GetMaterialProperty(
		const FbxSurfaceMaterial * pMaterial,
		const char * pPropertyName,
        const char * pFactorPropertyName,
        FBX_MATRIAL_ELEMENT*			pElement)
{
	pElement->type = FBX_MATRIAL_ELEMENT::ELEMENT_NONE;

    FbxDouble3 lResult(0, 0, 0);
    const FbxProperty lProperty = pMaterial->FindProperty(pPropertyName);
    const FbxProperty lFactorProperty = pMaterial->FindProperty(pFactorPropertyName);
    if (lProperty.IsValid() && lFactorProperty.IsValid())
    {
        lResult = lProperty.Get<FbxDouble3>();
        double lFactor = lFactorProperty.Get<FbxDouble>();
        if (lFactor != 1)
        {
            lResult[0] *= lFactor;
            lResult[1] *= lFactor;
            lResult[2] *= lFactor;
        }

		pElement->type = FBX_MATRIAL_ELEMENT::ELEMENT_COLOR;
    }

    if (lProperty.IsValid())
    {
		int existTextureCount = 0;
        const int lTextureCount = lProperty.GetSrcObjectCount<FbxFileTexture>();

		for(int i=0;i<lTextureCount;i++)
		{
			FbxFileTexture* lFileTexture = lProperty.GetSrcObject<FbxFileTexture>(i);
			if(!lFileTexture)
				continue;

			FbxString uvsetName = lFileTexture->UVSet.Get();
			std::string uvSetString = uvsetName.Buffer();
			std::string filepath = lFileTexture->GetFileName();

			pElement->textureSetArray[uvSetString].push_back(filepath);
			existTextureCount++;
		}
	
		const int lLayeredTextureCount = lProperty.GetSrcObjectCount<FbxLayeredTexture>();

		for(int i=0;i<lLayeredTextureCount;i++)
		{
			FbxLayeredTexture* lLayeredTexture = lProperty.GetSrcObject<FbxLayeredTexture>(i);

			const int lTextureFileCount = lLayeredTexture->GetSrcObjectCount<FbxFileTexture>();

			for(int j=0;j<lTextureFileCount;j++)
			{
				FbxFileTexture* lFileTexture = lLayeredTexture->GetSrcObject<FbxFileTexture>(j);
				if(!lFileTexture)
					continue;

				FbxString uvsetName = lFileTexture->UVSet.Get();
				std::string uvSetString = uvsetName.Buffer();
				std::string filepath = lFileTexture->GetFileName();

				pElement->textureSetArray[uvSetString].push_back(filepath);
				existTextureCount++;
			}
		}

		if(existTextureCount > 0)
		{
			if(pElement->type == FBX_MATRIAL_ELEMENT::ELEMENT_COLOR)
				pElement->type = FBX_MATRIAL_ELEMENT::ELEMENT_BOTH;
			else
				pElement->type = FBX_MATRIAL_ELEMENT::ELEMENT_TEXTURE;
		}
     }

    return lResult;
}
Esempio n. 21
0
// Converts a CC mesh to an FBX mesh
static FbxNode* ToFbxMesh(ccGenericMesh* mesh, FbxScene* pScene, QString filename, size_t meshIndex)
{
	if (!mesh)
		return 0;

	FbxNode* lNode = FbxNode::Create(pScene,qPrintable(mesh->getName()));
	FbxMesh* lMesh = FbxMesh::Create(pScene, qPrintable(mesh->getName()));
	lNode->SetNodeAttribute(lMesh);


	ccGenericPointCloud* cloud = mesh->getAssociatedCloud();
	if (!cloud)
		return 0;
	unsigned vertCount = cloud->size();
	unsigned faceCount = mesh->size();

	// Create control points.
	{
		lMesh->InitControlPoints(vertCount);
		FbxVector4* lControlPoints = lMesh->GetControlPoints();

		for (unsigned i=0; i<vertCount; ++i)
		{
			const CCVector3* P = cloud->getPoint(i);
			lControlPoints[i] = FbxVector4(P->x,P->y,P->z);
			//lControlPoints[i] = FbxVector4(P->x,P->z,-P->y); //DGM: see loadFile (Y and Z are inverted)
		}
	}

	ccMesh* asCCMesh = 0;
	if (mesh->isA(CC_TYPES::MESH))
		asCCMesh = static_cast<ccMesh*>(mesh);

	// normals
	if (mesh->hasNormals())
	{
		FbxGeometryElementNormal* lGeometryElementNormal = lMesh->CreateElementNormal();
		if (mesh->hasTriNormals())
		{
			// We want to have one normal per vertex of each polygon,
			// so we set the mapping mode to eByPolygonVertex.
			lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
			lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
			lGeometryElementNormal->GetIndexArray().SetCount(faceCount*3);
			
			if (asCCMesh)
			{
				NormsIndexesTableType* triNorms = asCCMesh->getTriNormsTable();
				assert(triNorms);
				for (unsigned i=0; i<triNorms->currentSize(); ++i)
				{
					const CCVector3& N = ccNormalVectors::GetNormal(triNorms->getValue(i));
					FbxVector4 Nfbx(N.x,N.y,N.z);
					lGeometryElementNormal->GetDirectArray().Add(Nfbx);
				}
				for (unsigned j=0; j<faceCount; ++j)
				{
					int i1,i2,i3;
					asCCMesh->getTriangleNormalIndexes(j,i1,i2,i3);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+0, i1);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+1, i2);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+2, i3);
				}
			}
			else
			{
				for (unsigned j=0; j<faceCount; ++j)
				{
					//we can't use the 'NormsIndexesTable' so we save all the normals of all the vertices
					CCVector3 Na,Nb,Nc;
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Na.x,Na.y,Na.z));
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Nb.x,Nb.y,Nb.z));
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Nc.x,Nc.y,Nc.z));
					
					mesh->getTriangleNormals(j,Na,Nb,Nc);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+0, static_cast<int>(j)*3+0);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+1, static_cast<int>(j)*3+1);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+2, static_cast<int>(j)*3+2);
				}
			}
		}
		else
		{
			// We want to have one normal for each vertex (or control point),
			// so we set the mapping mode to eByControlPoint.
			lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint);
			// The first method is to set the actual normal value
			// for every control point.
			lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect);
			for (unsigned i=0; i<vertCount; ++i)
			{
				const CCVector3& N = cloud->getPointNormal(i);
				FbxVector4 Nfbx(N.x,N.y,N.z);
				lGeometryElementNormal->GetDirectArray().Add(Nfbx);
			}
		}
	}
	else
	{
		ccLog::Warning("[FBX] Mesh has no normal! You can manually compute them (select it then call \"Edit > Normals > Compute\")");
	}

	// Set material mapping.
	bool hasMaterial = false;
	if (asCCMesh && asCCMesh->hasMaterials())
	{
		const ccMaterialSet* matSet = asCCMesh->getMaterialSet();
		size_t matCount = matSet->size();

		//check if we have textures
		bool hasTextures = asCCMesh->hasTextures();
		if (hasTextures)
		{
			//check that we actually have materials with textures as well!
			hasTextures = false;
			for (size_t i=0; i<matCount; ++i)
			{
				ccMaterial::CShared mat = matSet->at(i);
				if (mat->hasTexture())
				{
					hasTextures = true;
					break;
				}
			}
		}

		static const char gDiffuseElementName[] = "DiffuseUV";

		// Create UV for Diffuse channel
		if (hasTextures)
		{
			FbxGeometryElementUV* lUVDiffuseElement = lMesh->CreateElementUV(gDiffuseElementName);
			assert(lUVDiffuseElement != 0);
			lUVDiffuseElement->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
			lUVDiffuseElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);

			//fill Direct Array
			const TextureCoordsContainer* texCoords = asCCMesh->getTexCoordinatesTable();
			assert(texCoords);
			if (texCoords)
			{
				unsigned count = texCoords->currentSize();
				lUVDiffuseElement->GetDirectArray().SetCount(static_cast<int>(count));
				for (unsigned i=0; i<count; ++i)
				{
					const float* uv = texCoords->getValue(i);
					lUVDiffuseElement->GetDirectArray().SetAt(i,FbxVector2(uv[0],uv[1]));
				}
			}

			//fill Indexes Array
			assert(asCCMesh->hasPerTriangleTexCoordIndexes());
			if (asCCMesh->hasPerTriangleTexCoordIndexes())
			{
				unsigned triCount = asCCMesh->size();
				lUVDiffuseElement->GetIndexArray().SetCount(static_cast<int>(3*triCount));
				for (unsigned j=0; j<triCount; ++j)
				{
					int t1=0, t2=0, t3=0;
					asCCMesh->getTriangleTexCoordinatesIndexes(j, t1, t2, t3);

					lUVDiffuseElement->GetIndexArray().SetAt(j*3+0,t1);
					lUVDiffuseElement->GetIndexArray().SetAt(j*3+1,t2);
					lUVDiffuseElement->GetIndexArray().SetAt(j*3+2,t3);
				}
			}
		}

		//Textures used in this file
		QMap<QString,QString> texFilenames;
		//directory to save textures (if any)
		QFileInfo info(filename);
		QString textDirName = info.baseName() + QString(".fbm");
		QDir baseDir = info.absoluteDir();
		QDir texDir = QDir(baseDir.absolutePath() + QString("/") + textDirName);

		for (size_t i=0; i<matCount; ++i)
		{
			ccMaterial::CShared mat = matSet->at(i);
			FbxSurfacePhong *lMaterial = FbxSurfacePhong::Create(pScene, qPrintable(mat->getName()));

			const ccColor::Rgbaf& emission = mat->getEmission();
			const ccColor::Rgbaf& ambient = mat->getAmbient();
			const ccColor::Rgbaf& diffuse = mat->getDiffuseFront();
			const ccColor::Rgbaf& specular = mat->getDiffuseFront();
			lMaterial->Emissive.Set(FbxDouble3(emission.r,emission.g,emission.b));
			lMaterial->Ambient .Set(FbxDouble3( ambient.r, ambient.g, ambient.b));
			lMaterial->Diffuse .Set(FbxDouble3( diffuse.r, diffuse.g, diffuse.b));
			lMaterial->Specular.Set(FbxDouble3(specular.r,specular.g,specular.b));
			lMaterial->Shininess = mat->getShininessFront();
			lMaterial->ShadingModel.Set("Phong");

			if (hasTextures && mat->hasTexture())
			{
				QString texFilename = mat->getTextureFilename();
				
				//texture has not already been processed
				if (!texFilenames.contains(texFilename))
				{
					//if necessary, we (try to) create a subfolder to store textures
					if (!texDir.exists())
					{
						texDir = baseDir;
						if (texDir.mkdir(textDirName))
						{
							texDir.cd(textDirName);
						}
						else
						{
							textDirName = QString();
							ccLog::Warning("[FBX] Failed to create subfolder '%1' to store texture files (files will be stored next to the .fbx file)");
						}
					}

					QFileInfo fileInfo(texFilename);
					QString baseTexName = fileInfo.fileName();
					//add extension
					QString extension = QFileInfo(texFilename).suffix();
					if (fileInfo.suffix().isEmpty())
						baseTexName += QString(".png");

					QString absoluteFilename = texDir.absolutePath() + QString("/") + baseTexName;
					ccLog::PrintDebug(QString("[FBX] Material '%1' texture: %2").arg(mat->getName()).arg(absoluteFilename));

					texFilenames[texFilename] = absoluteFilename;
				}
				//mat.texture.save(absoluteFilename);

				// Set texture properties.
				FbxFileTexture* lTexture = FbxFileTexture::Create(pScene,"DiffuseTexture");
				assert(!texFilenames[texFilename].isEmpty());
				lTexture->SetFileName(qPrintable(texFilenames[texFilename]));
				lTexture->SetTextureUse(FbxTexture::eStandard);
				lTexture->SetMappingType(FbxTexture::eUV);
				lTexture->SetMaterialUse(FbxFileTexture::eModelMaterial);
				lTexture->SetSwapUV(false);
				lTexture->SetTranslation(0.0, 0.0);
				lTexture->SetScale(1.0, 1.0);
				lTexture->SetRotation(0.0, 0.0);
				lTexture->UVSet.Set(FbxString(gDiffuseElementName)); // Connect texture to the proper UV

				// don't forget to connect the texture to the corresponding property of the material
				lMaterial->Diffuse.ConnectSrcObject(lTexture);
			}

			int matIndex = lNode->AddMaterial(lMaterial);
			assert(matIndex  == static_cast<int>(i));
		}

		//don't forget to save the texture files
		{
			for (QMap<QString,QString>::ConstIterator it = texFilenames.begin(); it != texFilenames.end(); ++it)
			{
				const QImage image = ccMaterial::GetTexture(it.key());
				image.mirrored().save(it.value());
			}
			
			texFilenames.clear(); //don't need this anymore!
		}

		// Create 'triangle to material index' mapping
		{
			FbxGeometryElementMaterial* lMaterialElement = lMesh->CreateElementMaterial();
			lMaterialElement->SetMappingMode(FbxGeometryElement::eByPolygon);
			lMaterialElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
		}

		hasMaterial = true;
	}

	// colors
	if (cloud->hasColors())
	{
		FbxGeometryElementVertexColor* lGeometryElementVertexColor = lMesh->CreateElementVertexColor();
		lGeometryElementVertexColor->SetMappingMode(FbxGeometryElement::eByControlPoint);
		lGeometryElementVertexColor->SetReferenceMode(FbxGeometryElement::eDirect);
		lGeometryElementVertexColor->GetDirectArray().SetCount(vertCount);
		for (unsigned i=0; i<vertCount; ++i)
		{
			const colorType* C = cloud->getPointColor(i);
			FbxColor col(	static_cast<double>(C[0])/ccColor::MAX,
							static_cast<double>(C[1])/ccColor::MAX,
							static_cast<double>(C[2])/ccColor::MAX );
			lGeometryElementVertexColor->GetDirectArray().SetAt(i,col);
		}

		if (!hasMaterial)
		{
			//it seems that we have to create a fake material in order for the colors to be displayed (in Unity and FBX Review at least)!
			FbxSurfacePhong *lMaterial = FbxSurfacePhong::Create(pScene, "ColorMaterial");

			lMaterial->Emissive.Set(FbxDouble3(0,0,0));
			lMaterial->Ambient.Set(FbxDouble3(0,0,0));
			lMaterial->Diffuse.Set(FbxDouble3(1,1,1));
			lMaterial->Specular.Set(FbxDouble3(0,0,0));
			lMaterial->Shininess = 0;
			lMaterial->ShadingModel.Set("Phong");

			FbxGeometryElementMaterial* lMaterialElement = lMesh->CreateElementMaterial();
			lMaterialElement->SetMappingMode(FbxGeometryElement::eAllSame);
			lMaterialElement->SetReferenceMode(FbxGeometryElement::eDirect);
			lNode->AddMaterial(lMaterial);
		}
	}

	// Create polygons
	{
		for (unsigned j=0; j<faceCount; ++j)
		{
			const CCLib::TriangleSummitsIndexes* tsi = mesh->getTriangleIndexes(j);

			int matIndex = hasMaterial ? asCCMesh->getTriangleMtlIndex(j) : -1;
			lMesh->BeginPolygon(matIndex);
			lMesh->AddPolygon(tsi->i1);
			lMesh->AddPolygon(tsi->i2);
			lMesh->AddPolygon(tsi->i3);
			lMesh->EndPolygon();
		}
	}

	return lNode;
}
Esempio n. 22
0
G2::Entity
FBXMesh::Builder::buildResource(bool importNormals, bool importTexCoords, bool importAnimations, bool flipTexU, bool flipTexV, TextureImporter* texImporte, G2::Entity* target)
{
	// create mesh
	G2::Entity meshLocal;
	G2::Entity* mesh = &meshLocal;
	if (target != nullptr)
	{
		mesh = target; // in case the user gave a valid pointer, we don't write into the local mesh
	}
	if(isAnimated && importAnimations)
	{
		// prepare animationData
		FBXAnimationData animData(cacheStart, cacheStop, animStackNameArray, 24.0);
		// prepare animation state
		FBXAnimationState animState(poseIndex, initialAnimLayer, initialAnimationStack, start, stop, false);
	
		auto* fbxAnimationComponent = mesh->addComponent<FBXAnimationComponent>(fbxScene, animState, animData);
	}

#ifdef USE_META_DATA
	// create a RenderComponent with the requested amount of VertexArrayObjects
	auto* renderComponent = mesh->addComponent<RenderComponent>();
	renderComponent->allocateVertexArrays((unsigned int)meshMetaData.size());

	// calculate the number of IndexArrayObjects we need
	unsigned int numIndexArrays = 0;
	for (unsigned int i = 0; i < meshMetaData.size() ; ++i) 
	{
		MeshMetaData const& meshData = meshMetaData[i];
		if(meshData.indices.size() > 0)
		{
			++numIndexArrays;
		}
	}
	renderComponent->allocateIndexArrays(numIndexArrays);

	// init the VAO
	unsigned int totalVertices = 0;
	unsigned int currentIndexArrayIndex = 0;
	for (unsigned int i = 0; i < meshMetaData.size() ; ++i) 
	{
		MeshMetaData const& meshData = meshMetaData[i];
		renderComponent->getVertexArray(i).resizeElementCount((unsigned int)meshData.vertices.size())
			.writeData(G2Core::Semantics::POSITION, &meshData.vertices[0]);
		totalVertices += (unsigned int)meshData.vertices.size();
		
		if(meshData.hasNormals && importNormals)
		{
			renderComponent->getVertexArray(i).writeData(G2Core::Semantics::NORMAL, &meshData.normals[0]);
		}
		if(meshData.hasUvs && importTexCoords)
		{
			if (flipTexU || flipTexV)
			{
				std::vector<glm::vec2> uvCopy = meshData.uvs; // copy
				std::transform(uvCopy.begin(), uvCopy.end(), uvCopy.begin(), [flipTexU,flipTexV](glm::vec2& uv) 
				{ 
					if (flipTexU)
					{
						uv.x = 1.0f - uv.x;
					}
					if (flipTexV)
					{
						uv.y = 1.0f - uv.y;
					}
					return uv; 
				});
				renderComponent->getVertexArray(i).writeData(G2Core::Semantics::TEXCOORD_0, &uvCopy[0]);
			}
			else
			{
				renderComponent->getVertexArray(i).writeData(G2Core::Semantics::TEXCOORD_0, &meshData.uvs[0]);
			}
		}
		if(meshData.indices.size() > 0)
		{
			IndexArrayObject& iao = renderComponent->getIndexArray(currentIndexArrayIndex);
			iao.writeIndices(&meshData.indices[0], (unsigned int)meshData.indices.size());
			
			++currentIndexArrayIndex;
		}
		// add a draw call
		renderComponent->addDrawCall(DrawCall()
			.setDrawMode(G2Core::DrawMode::TRIANGLES)
			.setEnabled(true)
			.setVaoIndex(i)
			.setModelSpaceAABB(meshData.modelSpaceAABB)
			.setIaoIndex(meshData.indices.size() > 0 ? currentIndexArrayIndex-1 : -1)
			.setAABBCalculationMode(AABBCalculationMode::MANUAL));
	}

	G2::logger << "[FBXMesh] Name: " << name << "\n\tIAO: " << renderComponent->getNumIndexArrays() << "\n\tVAO: " << renderComponent->getNumVertexArrays() << "\n\tVertices: " << totalVertices << "\n\tDraw-Calls: " << renderComponent->getNumDrawCalls() << "\n\tTriangles: " << renderComponent->getNumTriangles() << G2::endl;

#endif
	
	auto* nameComponent = mesh->addComponent<NameComponent>();
	nameComponent->name = name;

	if (texImporte != nullptr && renderComponent != nullptr)
	{
		for (int i = 0; i < meshTextures.size(); ++i)
		{
			FbxFileTexture* fbxTex = meshTextures[i];
			G2::Sampler::Name sampler = toSampler(fbxTex->GetTextureUse());

			if (sampler != G2::Sampler::SAMPLER_INVALID && renderComponent->material.getTexture(sampler).get() == nullptr)
			{
				// sampler is valid and RenderComponent has not yet set a texture at that sampler
				const FbxString lAbsFolderName = FbxPathUtils::GetFolderName(FbxPathUtils::Resolve(meshFilePath.c_str()));
				const FbxString lResolvedFileName = FbxPathUtils::Bind(lAbsFolderName, fbxTex->GetRelativeFileName());

				auto tex = texImporte->import(
					lResolvedFileName.Buffer(), 
					G2Core::DataFormat::Internal::R32G32B32A32_F, 
					G2Core::FilterMode::LINEAR, 
					G2Core::FilterMode::LINEAR, 
					false, 
					toWrapMode(fbxTex->GetWrapModeU()), 
					toWrapMode(fbxTex->GetWrapModeV())
				);
				if(tex.get() != nullptr)
				{
					renderComponent->material.setTexture(sampler, tex);
				}
			}
		}
	}

	return std::move(meshLocal);
}
Esempio n. 23
0
StateSetContent
FbxMaterialToOsgStateSet::convert(const FbxSurfaceMaterial* pFbxMat)
{
    FbxMaterialMap::const_iterator it = _fbxMaterialMap.find(pFbxMat);
    if (it != _fbxMaterialMap.end())
        return it->second;

    osg::ref_ptr<osg::Material> pOsgMat = new osg::Material;
    pOsgMat->setName(pFbxMat->GetName());

    StateSetContent result;

    result.material = pOsgMat;

    FbxString shadingModel = pFbxMat->ShadingModel.Get();

    const FbxSurfaceLambert* pFbxLambert = FbxCast<FbxSurfaceLambert>(pFbxMat);

    // diffuse map...
    const FbxProperty lProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sDiffuse);
    if (lProperty.IsValid())
    {
        int lNbTex = lProperty.GetSrcObjectCount<FbxFileTexture>();
        for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
        {
            FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
            if (lTexture)
            {
                result.diffuseTexture = fbxTextureToOsgTexture(lTexture);
                result.diffuseChannel = lTexture->UVSet.Get();
                result.diffuseScaleU = lTexture->GetScaleU();
                result.diffuseScaleV = lTexture->GetScaleV();
            }

            //For now only allow 1 texture
            break;
        }
    }

    double transparencyColorFactor = 1.0;
    bool useTransparencyColorFactor = false;

    // opacity map...
    const FbxProperty lOpacityProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sTransparentColor);
    if (lOpacityProperty.IsValid())
    {
        FbxDouble3 transparentColor = lOpacityProperty.Get<FbxDouble3>();
        // If transparent color is defined set the transparentFactor to gray scale value of transparentColor
        if (transparentColor[0] < 1.0 || transparentColor[1] < 1.0 || transparentColor[2] < 1.0) {
            transparencyColorFactor = transparentColor[0]*0.30 + transparentColor[1]*0.59 + transparentColor[2]*0.11;
            useTransparencyColorFactor = true;
        }         

        int lNbTex = lOpacityProperty.GetSrcObjectCount<FbxFileTexture>();
        for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
        {
            FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lOpacityProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
            if (lTexture)
            {
                // TODO: if texture image does NOT have an alpha channel, should it be added?

                result.opacityTexture = fbxTextureToOsgTexture(lTexture);
                result.opacityChannel = lTexture->UVSet.Get();
                result.opacityScaleU = lTexture->GetScaleU();
                result.opacityScaleV = lTexture->GetScaleV();
            }

            //For now only allow 1 texture
            break;
        }
    }

    // reflection map...
    const FbxProperty lReflectionProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sReflection);
    if (lReflectionProperty.IsValid())
    {
        int lNbTex = lReflectionProperty.GetSrcObjectCount<FbxFileTexture>();
        for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
        {
            FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lReflectionProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
            if (lTexture)
            {
                // support only spherical reflection maps...
                if (FbxFileTexture::eUMT_ENVIRONMENT == lTexture->CurrentMappingType.Get())
                {
                    result.reflectionTexture = fbxTextureToOsgTexture(lTexture);
                    result.reflectionChannel = lTexture->UVSet.Get();
                }
            }

            //For now only allow 1 texture
            break;
        }
    }

    // emissive map...
    const FbxProperty lEmissiveProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sEmissive);
    if (lEmissiveProperty.IsValid())
    {
        int lNbTex = lEmissiveProperty.GetSrcObjectCount<FbxFileTexture>();
        for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
        {
            FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lEmissiveProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
            if (lTexture)
            {
                result.emissiveTexture = fbxTextureToOsgTexture(lTexture);
                result.emissiveChannel = lTexture->UVSet.Get();
                result.emissiveScaleU = lTexture->GetScaleU();
                result.emissiveScaleV = lTexture->GetScaleV();
            }

            //For now only allow 1 texture
            break;
        }
    }

    // ambient map...
    const FbxProperty lAmbientProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sAmbient);
    if (lAmbientProperty.IsValid())
    {
        int lNbTex = lAmbientProperty.GetSrcObjectCount<FbxFileTexture>();
        for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
        {
            FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lAmbientProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
            if (lTexture)
            {
                result.ambientTexture = fbxTextureToOsgTexture(lTexture);
                result.ambientChannel = lTexture->UVSet.Get();
                result.ambientScaleU = lTexture->GetScaleU();
                result.ambientScaleV = lTexture->GetScaleV();
            }

            //For now only allow 1 texture
            break;
        }
    }

    if (pFbxLambert)
    {
        FbxDouble3 color = pFbxLambert->Diffuse.Get();
        double factor = pFbxLambert->DiffuseFactor.Get();
        double transparencyFactor = useTransparencyColorFactor ? transparencyColorFactor : pFbxLambert->TransparencyFactor.Get();
        pOsgMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(
            static_cast<float>(color[0] * factor),
            static_cast<float>(color[1] * factor),
            static_cast<float>(color[2] * factor),
            static_cast<float>(1.0 - transparencyFactor)));

        color = pFbxLambert->Ambient.Get();
        factor = pFbxLambert->AmbientFactor.Get();
        pOsgMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(
            static_cast<float>(color[0] * factor),
            static_cast<float>(color[1] * factor),
            static_cast<float>(color[2] * factor),
            1.0f));

        color = pFbxLambert->Emissive.Get();
        factor = pFbxLambert->EmissiveFactor.Get();
        pOsgMat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(
            static_cast<float>(color[0] * factor),
            static_cast<float>(color[1] * factor),
            static_cast<float>(color[2] * factor),
            1.0f));

        // get maps factors...
        result.diffuseFactor = pFbxLambert->DiffuseFactor.Get();

        if (const FbxSurfacePhong* pFbxPhong = FbxCast<FbxSurfacePhong>(pFbxLambert))
        {
            color = pFbxPhong->Specular.Get();
            factor = pFbxPhong->SpecularFactor.Get();
            pOsgMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(
                static_cast<float>(color[0] * factor),
                static_cast<float>(color[1] * factor),
                static_cast<float>(color[2] * factor),
                1.0f));
            // Since Maya and 3D studio Max stores their glossiness values in exponential format (2^(log2(x)) 
            // We need to linearize to values between 0-100 and then scale to values between 0-128.
            // Glossiness values above 100 will result in shininess larger than 128.0 and will be clamped
            double shininess = (64.0 * log (pFbxPhong->Shininess.Get())) / (5.0 * log(2.0));
            pOsgMat->setShininess(osg::Material::FRONT_AND_BACK,
                static_cast<float>(shininess));

            // get maps factors...
            result.reflectionFactor = pFbxPhong->ReflectionFactor.Get();
            // get more factors here...
        }
    }

    if (_lightmapTextures)
    {
        // if using an emission map then adjust material properties accordingly...
        if (result.emissiveTexture)
        {
            osg::Vec4 diffuse = pOsgMat->getDiffuse(osg::Material::FRONT_AND_BACK);
            pOsgMat->setEmission(osg::Material::FRONT_AND_BACK, diffuse);
            pOsgMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0,0,0,diffuse.a()));
            pOsgMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0,0,0,diffuse.a()));
        }
    }

    _fbxMaterialMap.insert(FbxMaterialMap::value_type(pFbxMat, result));
    return result;
}
Esempio n. 24
0
//--------------------------------------------------------------------------------------
void FBXScene::ProcessMaterials(FbxScene* pScene)
{
	for( int i = 0; i < pScene->GetMaterialCount(); ++i )
	{
		Material* pMaterial = new Material(i);

		FbxSurfaceMaterial* pFBXMaterial = pScene->GetMaterial(i);

		FbxProperty diffuseTextureProperty = pFBXMaterial->FindProperty(FbxSurfaceMaterial::sDiffuse);
		if( diffuseTextureProperty.IsValid() )
		{
			FbxFileTexture* pDiffuseTexture = diffuseTextureProperty.GetSrcObject<FbxFileTexture>(0);

			if( pDiffuseTexture )
			{
				std::string strFileName = pDiffuseTexture->GetFileName();

				if( strFileName.length() == 0 )
					strFileName = pDiffuseTexture->GetRelativeFileName();

				strFileName = GetFileFromPath(strFileName);

				pMaterial->SetDiffuseTextureName(strFileName);
			}
		}
		
		FbxProperty normalTextureProperty = pFBXMaterial->FindProperty(FbxSurfaceMaterial::sNormalMap);
		if( normalTextureProperty.IsValid() )
		{
				FbxFileTexture* pNormalTexture = normalTextureProperty.GetSrcObject<FbxFileTexture>(0);

				if( pNormalTexture )
				{
					std::string strFileName = pNormalTexture->GetFileName();

					if( strFileName.length() == 0 )
						strFileName = pNormalTexture->GetRelativeFileName();
					
					strFileName = GetFileFromPath(strFileName);

					pMaterial->SetNormalTextureName(strFileName);
				}
		}

		FbxSurfaceLambert* pLambert = FbxCast<FbxSurfaceLambert>(pFBXMaterial);
		FbxSurfacePhong* pPhong = FbxCast<FbxSurfacePhong>(pFBXMaterial); 

		BTHFBX_VEC3 AmbientColor2;
		BTHFBX_VEC3 EmissiveColor2;
		BTHFBX_VEC3 DiffuseColor2;
		BTHFBX_VEC3 SpecularColor2;

		float fSpecularPower = 1.0f;
		float fTransparency = 1.0f;

		if( pLambert )
		{
			AmbientColor2 = GetMaterialColor2(pLambert->Ambient, pLambert->AmbientFactor);
			EmissiveColor2 = GetMaterialColor2(pLambert->Emissive, pLambert->EmissiveFactor);
			DiffuseColor2 = GetMaterialColor2(pLambert->Diffuse, pLambert->DiffuseFactor);

			FbxPropertyT<FbxDouble> FBXTransparencyProperty = pLambert->TransparencyFactor;

			if( FBXTransparencyProperty.IsValid() )
				fTransparency = (float)FBXTransparencyProperty.Get();
		}

		if( pPhong )
		{
			SpecularColor2 = GetMaterialColor2(pPhong->Specular, pPhong->SpecularFactor);

			FbxPropertyT<FbxDouble> FBXSpecularPowerProperty = pPhong->Shininess;

			if( FBXSpecularPowerProperty.IsValid() )
				fSpecularPower = (float)FBXSpecularPowerProperty.Get();
		}

		pMaterial->SetAmbientColor2(AmbientColor2);
		pMaterial->SetEmissiveColor2(EmissiveColor2);
		pMaterial->SetDiffuseColor2(DiffuseColor2);
		pMaterial->SetSpecularColor2(SpecularColor2);

		pMaterial->SetSpecularPower(fSpecularPower);
		pMaterial->SetTransparency(fTransparency);

		pMaterial->AddTexturePath( GetFilePath(this->mFilename) + "/" );

		m_Materials.push_back(pMaterial);
		m_FBXMaterials.push_back(pFBXMaterial);
	}
}
Esempio n. 25
0
//===============================================================================================================================
void FBXLoader::LoadMaterialTexture(FbxSurfaceMaterial* inMaterial, ZShadeSandboxLighting::ShaderMaterial*& ioMaterial)
{
	uint32 textureIndex = 0;
	FbxProperty property;
	
	FBXSDK_FOR_EACH_TEXTURE(textureIndex)
	{
		property = inMaterial->FindProperty(FbxLayerElement::sTextureChannelNames[textureIndex]);
		if (property.IsValid())
		{
			uint32 textureCount = property.GetSrcObjectCount<FbxTexture>();
			for (uint32 i = 0; i < textureCount; ++i)
			{
				FbxLayeredTexture* layeredTexture = property.GetSrcObject<FbxLayeredTexture>(i);
				if(layeredTexture)
				{
					throw std::exception("Layered Texture is currently unsupported\n");
				}
				else
				{
					FbxTexture* texture = property.GetSrcObject<FbxTexture>(i);
					if (texture)
					{
						std::string textureType = property.GetNameAsCStr();
						FbxFileTexture* fileTexture = FbxCast<FbxFileTexture>(texture);

						if (fileTexture)
						{
							string str_filename(fileTexture->GetFileName());
							std::size_t index = str_filename.find_last_of('/\\');
							if (index != string::npos)
							{
								BetterString str(fileTexture->GetFileName());
								int dot_index = str.get_index('.');
								BetterString pathName = str.substring(index + 1, dot_index);
								BetterString ext = str.substring(dot_index + 1);
								BetterString filename = pathName + "." + ext;
								str_filename = filename.toString();
							}

							if (textureType == "DiffuseColor")
							{
								ioMaterial->sDiffuseTextureName = str_filename;
								ioMaterial->bHasDiffuseTexture = true;
							}
							else if (textureType == "SpecularColor")
							{
								ioMaterial->sSpecularTextureName = str_filename;
								ioMaterial->bHasSpecularTexture = true;
							}
							else if (textureType == "Bump")
							{
								ioMaterial->sNormalMapTextureName = str_filename;
								ioMaterial->bHasNormalMapTexture = true;
							}
						}
					}
				}
			}
		}
	}
	
	ioMaterial->SetD3D(m_pD3DSystem);
	
	bool addToMM = false;
	
	if (ioMaterial->bHasDiffuseTexture)
	{
		ZShadeSandboxLighting::ShaderMaterial* material;
		if (material = MaterialManager::Instance()->GetMaterial(ioMaterial->sMaterialName))
		{
			// The texture has already been loaded
			ioMaterial->SetMaterialDiffuseTexture(material->DiffuseTexture());
		}
		else
		{
			// Need to load new texture
			ioMaterial->AddDiffuseTexture(m_pGD3D->m_textures_path, ioMaterial->sDiffuseTextureName);
			
			addToMM = true;
		}
	}
	
	if (ioMaterial->bHasSpecularTexture)
	{
		ZShadeSandboxLighting::ShaderMaterial* material;
		if (material = MaterialManager::Instance()->GetMaterial(ioMaterial->sMaterialName))
		{
			// The texture has already been loaded
			ioMaterial->SetMaterialSpecularTexture(material->SpecularTexture());
		}
		else
		{
			// Need to load new texture
			ioMaterial->AddDiffuseTexture(m_pGD3D->m_textures_path, ioMaterial->sSpecularTextureName);
			
			addToMM = true;
		}
	}
	
	if (ioMaterial->bHasNormalMapTexture)
	{
		ZShadeSandboxLighting::ShaderMaterial* material;
		if (material = MaterialManager::Instance()->GetMaterial(ioMaterial->sMaterialName))
		{
			// The texture has already been loaded
			ioMaterial->SetMaterialNormalMapTexture(material->NormalMapTexture());
		}
		else
		{
			// Need to load new texture
			ioMaterial->AddDiffuseTexture(m_pGD3D->m_textures_path, ioMaterial->sNormalMapTextureName);
			
			addToMM = true;
		}
	}
	
	if (addToMM)
	{
		MaterialManager::Instance()->Add(ioMaterial);
	}
}
Esempio n. 26
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	std::shared_ptr<Material> FbxUtil::CreateMaterial(FbxSurfaceMaterial *fbxMaterial)
	{
		// a,d,s, Intensity(Factor), Shininess, Reflectivity, Transparency
		//GetImplementation(material, FBXSDK_IMP)

		FbxSurfacePhong *fbxPhong = static_cast<FbxSurfacePhong*>(fbxMaterial);
		Material::Ptr material = Material::Create(fbxPhong->GetName());

		// read uniforms
		material->SetUniform(Material::SHININESS, Uniform1f::Create({ (float)fbxPhong->Shininess }));
		material->SetUniform(Material::AMBIENT_FACTOR, Uniform1f::Create({ (float)fbxPhong->AmbientFactor }));
		material->SetUniform(Material::DIFFUSE_FACTOR, Uniform1f::Create({ (float)fbxPhong->DiffuseFactor }));
		material->SetUniform(Material::SPECULAR_FACTOR, Uniform1f::Create({ (float)fbxPhong->SpecularFactor }));

		auto GetUniform3f = [](FbxPropertyT<FbxDouble3> &data) -> UniformBase::Ptr
		{
			return Uniform3f::Create({ (float)data.Get()[0], (float)data.Get()[1], (float)data.Get()[2] });
		};

		// read colors
		material->SetUniform(Material::AMBIENT_COLOR, GetUniform3f(fbxPhong->Ambient));
		material->SetUniform(Material::DIFFUSE_COLOR, GetUniform3f(fbxPhong->Diffuse));
		material->SetUniform(Material::SPECULAR_COLOR, GetUniform3f(fbxPhong->Specular));

		material->SetUniform(Material::MATERIAL_ID, Uniform1ui::Create({ material->GetID() }));

		auto GetTexture = [&](FbxPropertyT<FbxDouble3> prop) -> Texture::Ptr
		{
			if (prop.IsValid() && prop.GetSrcObjectCount<FbxTexture>() > 0)
			{
				FbxTexture *fbxTexture = prop.GetSrcObject<FbxTexture>(0);

				FbxFileTexture *fileTexture = FbxCast<FbxFileTexture>(fbxTexture);
				if (fileTexture)
				{
					bool mipMap = (bool)fileTexture->UseMipMap;
					std::string filePath = FileUtil::Instance()->GetAbsPath(fileTexture->GetRelativeFileName(), true);

					auto texture = Texture::Create(fileTexture->GetName());
					texture->SetFilterMode(mipMap ? FilterMode::LINEAR_MIPMAP_LINEAR : FilterMode::LINEAR);
					texture->CreateFromImage(filePath, mipMap);

					return texture;
				}
				else
				{
					LOGW << "FbxProceduralTexture not supported!";
				}
			}

			return nullptr;
		};

		// read tetxures.
		if(m_Options & Options::DIFFUSE_MAP)
			material->SetTexture(Material::DIFFUSE_TEXTURE, GetTexture(fbxPhong->Diffuse));
		if(m_Options & Options::SPECULAR_MAP)
			material->SetTexture(Material::SPECULAR_TEXTURE, GetTexture(fbxPhong->Specular));
		if(m_Options & Options::NORMAL_MAP)
			material->SetTexture(Material::NORMAL_TEXTURE, GetTexture(fbxPhong->NormalMap));

		LOGD << fbxMaterial->GetName();

		return material;
	}
Esempio n. 27
0
SceneNode *SceneConverter::makeSceneNode(FbxNode *node)
{
    SceneNode *sceneNode = new SceneNode();

    if (node->GetParent() == NULL) // The root
    {
        // Type
        sceneNode->type = FbxString("root");
        
        // Name
        sceneNode->attributes.push_back(std::make_pair(FbxString("name"), node->GetName()));
        
        // Transformation
        FbxAMatrix m = node->EvaluateGlobalTransform();

        const FbxVector4 translation = m.GetT();
        const FbxVector4 rotation    = m.GetR();
        const FbxVector4 scaling     = m.GetS();
        
        char buffer[1024];
        FBXSDK_sprintf(buffer, 1024, "s:%8.5f,%8.5f,%8.5f,r:%8.5f,%8.5f,%8.5f,t:%8.5f,%8.5f,%8.5f",
            (float)scaling[0], (float)scaling[1], (float)scaling[2],
            (float)rotation[0], (float)rotation[1], (float)rotation[2],
            (float)translation[0], (float)translation[1], (float)translation[2]);

        sceneNode->attributes.push_back(std::make_pair(FbxString("transform"), FbxString(buffer)));
    }
    else
    {
        FbxCamera *camera = node->GetCamera();
        if (camera != NULL)
        {
            sceneNode->type = FbxString("camera");
        
            sceneNode->attributes.push_back(std::make_pair(FbxString("name"), node->GetName()));

            sceneNode->attributes.push_back(std::make_pair(FbxString("fixed"), FbxString("true")));

            FbxVector4 position = camera->EvaluatePosition();
            FbxVector4 center = camera->EvaluateLookAtPosition();
            // FIXME: seems EvaluateUpDirection doesn't give correct result as it 
            // is affected by its parent nodes' tranforms however we attach camera
            // to the root in paper3d's scene.
            // FbxVector4 up = camera->EvaluateUpDirection(position, center);
            FbxDouble3 up = camera->UpVector.Get();

            char buffer[1024];
            FBXSDK_sprintf(buffer, 1024, "eye:%8.5f,%8.5f,%8.5f,center:%8.5f,%8.5f,%8.5f,up:%8.5f,%8.5f,%8.5f",
                    (float)position[0], (float)position[1], (float)position[2],
                    (float)center[0], (float)center[1], (float)center[2],
                    (float)up[0], (float)up[1], (float)up[2]);
            sceneNode->attributes.push_back(std::make_pair(FbxString("lookat"), FbxString(buffer)));

            float nearZ = (float)camera->GetNearPlane();
            float farZ = (float)camera->GetFarPlane();

            if (camera->ProjectionType.Get() == FbxCamera::ePerspective)
            {
                FbxCamera::EAspectRatioMode lCamAspectRatioMode = camera->GetAspectRatioMode();
                double lAspectX = camera->AspectWidth.Get();
                double lAspectY = camera->AspectHeight.Get();
                double lAspectRatio = 1.333333;
                switch( lCamAspectRatioMode)
                {
                    case FbxCamera::eWindowSize:
                        lAspectRatio = lAspectX / lAspectY;
                        break;
                    case FbxCamera::eFixedRatio:
                        lAspectRatio = lAspectX;

                        break;
                    case FbxCamera::eFixedResolution:
                        lAspectRatio = lAspectX / lAspectY * camera->GetPixelRatio();
                        break;
                    case FbxCamera::eFixedWidth:
                        lAspectRatio = camera->GetPixelRatio() / lAspectY;
                        break;
                    case FbxCamera::eFixedHeight:
                        lAspectRatio = camera->GetPixelRatio() * lAspectX;
                        break;
                    default:
                        break;

                }

                //get the aperture ratio
                double lFilmHeight = camera->GetApertureHeight();
                double lFilmWidth = camera->GetApertureWidth() * camera->GetSqueezeRatio();
                //here we use Height : Width
                double lApertureRatio = lFilmHeight / lFilmWidth;

                //change the aspect ratio to Height : Width
                lAspectRatio = 1 / lAspectRatio;
                //revise the aspect ratio and aperture ratio
                FbxCamera::EGateFit lCameraGateFit = camera->GateFit.Get();
                switch( lCameraGateFit )
                {

                    case FbxCamera::eFitFill:
                        if( lApertureRatio > lAspectRatio)  // the same as eHORIZONTAL_FIT
                        {
                            lFilmHeight = lFilmWidth * lAspectRatio;
                            camera->SetApertureHeight( lFilmHeight);
                            lApertureRatio = lFilmHeight / lFilmWidth;
                        }
                        else if( lApertureRatio < lAspectRatio) //the same as eVERTICAL_FIT
                        {
                            lFilmWidth = lFilmHeight / lAspectRatio;
                            camera->SetApertureWidth( lFilmWidth);
                            lApertureRatio = lFilmHeight / lFilmWidth;
                        }
                        break;
                    case FbxCamera::eFitVertical:
                        lFilmWidth = lFilmHeight / lAspectRatio;
                        camera->SetApertureWidth( lFilmWidth);
                        lApertureRatio = lFilmHeight / lFilmWidth;
                        break;
                    case FbxCamera::eFitHorizontal:
                        lFilmHeight = lFilmWidth * lAspectRatio;
                        camera->SetApertureHeight( lFilmHeight);
                        lApertureRatio = lFilmHeight / lFilmWidth;
                        break;
                    case FbxCamera::eFitStretch:
                        lAspectRatio = lApertureRatio;
                        break;
                    case FbxCamera::eFitOverscan:
                        if( lFilmWidth > lFilmHeight)
                        {
                            lFilmHeight = lFilmWidth * lAspectRatio;
                        }
                        else
                        {
                            lFilmWidth = lFilmHeight / lAspectRatio;
                        }
                        lApertureRatio = lFilmHeight / lFilmWidth;
                        break;
                    case FbxCamera::eFitNone:
                    default:
                        break;
                }
                //change the aspect ratio to Width : Height
                lAspectRatio = 1 / lAspectRatio;

#define HFOV2VFOV(h, ar) (2.0 * atan((ar) * tan( (h * FBXSDK_PI_DIV_180) * 0.5)) * FBXSDK_180_DIV_PI) //ar : aspectY / aspectX
#define VFOV2HFOV(v, ar) (2.0 * atan((ar) * tan( (v * FBXSDK_PI_DIV_180) * 0.5)) * FBXSDK_180_DIV_PI) //ar : aspectX / aspectY
                double lFieldOfViewX = 0.0;
                double lFieldOfViewY = 0.0;
                if (camera->GetApertureMode() == FbxCamera::eVertical)
                {
                    lFieldOfViewY = camera->FieldOfView.Get();
                    lFieldOfViewX = VFOV2HFOV( lFieldOfViewY, 1 / lApertureRatio);
                }
                else if (camera->GetApertureMode() == FbxCamera::eHorizontal)
                {
                    lFieldOfViewX = camera->FieldOfView.Get(); //get HFOV
                    lFieldOfViewY = HFOV2VFOV( lFieldOfViewX, lApertureRatio);
                }
                else if (camera->GetApertureMode() == FbxCamera::eFocalLength)
                {
                    lFieldOfViewX = camera->ComputeFieldOfView(camera->FocalLength.Get());    //get HFOV
                    lFieldOfViewY = HFOV2VFOV( lFieldOfViewX, lApertureRatio);
                }
                else if (camera->GetApertureMode() == FbxCamera::eHorizAndVert) 
                {
                    lFieldOfViewX = camera->FieldOfViewX.Get();
                    lFieldOfViewY = camera->FieldOfViewY.Get();
                }
#undef HFOV2VFOV
#undef VFOV2HFOV

                FBXSDK_sprintf(buffer, 1024, "perspective,fov:%8.5f,aspect:-1,znear:%8.5f,zfar:%8.5f",
                        (float)lFieldOfViewY, nearZ, farZ);
                sceneNode->attributes.push_back(std::make_pair(FbxString("projection"), FbxString(buffer)));

            }
            else
            {
                FBXSDK_sprintf(buffer, 1024, "orthogonal,aspect:-1,znear:%8.5f,zfar:%8.5f", nearZ, farZ);
                sceneNode->attributes.push_back(std::make_pair(FbxString("projection"), FbxString(buffer)));
            }

                
            m_numCameras++;
        }
        else
        {
            FbxLight *light = node->GetLight();
            if (light != NULL)
            {
                m_numLights++;

                FBX_ASSERT(!"Not implemented!");
            }
            else
            {
                // Type
                sceneNode->type = FbxString("drawable");

                // Name
                sceneNode->attributes.push_back(std::make_pair(FbxString("name"), node->GetName()));

                // Transformation
                FbxAMatrix m = node->EvaluateLocalTransform();
                //FbxAMatrix m1 = node->EvaluateGlobalTransform();


                const FbxVector4 translation = m.GetT();
                const FbxVector4 rotation    = m.GetR();
                const FbxVector4 scaling     = m.GetS();

                float s[3], r[3], t[3];
                t[0] = (float)translation.mData[0];
                t[1] = (float)translation.mData[1];
                t[2] = (float)translation.mData[2];

                r[0] = (float)(rotation[0] * FBXSDK_DEG_TO_RAD);
                r[1] = (float)(rotation[1] * FBXSDK_DEG_TO_RAD);
                r[2] = (float)(rotation[2] * FBXSDK_DEG_TO_RAD);

                s[0] = (float)scaling[0];
                s[1] = (float)scaling[1];
                s[2] = (float)scaling[2];

                //const FbxVector4 translation1 = m1.GetT();
                //const FbxVector4 rotation1    = m1.GetR();
                //const FbxVector4 scaling1     = m1.GetS();


                char buffer[1024];
                FBXSDK_sprintf(buffer, 1024, "s:%8.5f,%8.5f,%8.5f,r:%8.5f,%8.5f,%8.5f,t:%8.5f,%8.5f,%8.5f",
                        s[0], s[1], s[2], r[0], r[1], r[2], t[0], t[1], t[2]);

                sceneNode->attributes.push_back(std::make_pair(FbxString("transform"), FbxString(buffer)));

                // Mesh
                //if (node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eCamera)
                //{
                //    FBXSDK_printf("f**k");
                //}

                static FbxUInt32 i = 0;
                if (node->GetMesh() == NULL)
                {
                    sceneNode->type = FbxString("node");
                }
                else
                {
                    const char *meshName = node->GetMesh()->GetName();
                    if (meshName == NULL || meshName[0] == 0)
                    {
                        meshName = node->GetName();
                    }

                    FbxString prefix;
                    if (meshName == NULL || meshName[0] == 0)
                    {
                        prefix = FbxString("mesh_") + FbxString(int(i++));
                    }
                    else
                    {
                        prefix = FbxString(meshName);
                    }
                    sceneNode->geometry = prefix + FbxString(".") + m_arguments->meshFormat;

                    // Material
                    FbxSurfaceMaterial *material = node->GetMaterial(0); 

                    if (material != NULL)
                    {
                        // This only gets the material of type sDiffuse, you probably need to
                        // traverse all Standard Material Property by its name to get all
                        // possible textures.
                        FbxProperty prop = material->FindProperty(FbxSurfaceMaterial::sDiffuse);

                        // Check if it's layeredtextures
                        int layeredTextureCount = prop.GetSrcObjectCount<FbxLayeredTexture>();

                        if (prop.GetSrcObjectCount<FbxTexture>() > 0)
                        {
                            FbxFileTexture *lTex = prop.GetSrcObject<FbxFileTexture>(0);
                            FbxString filename = FbxPathUtils::GetFileName(lTex->GetFileName());
                            sceneNode->texture = filename.Lower();

                            m_textures.push_back(FbxString(lTex->GetFileName()));
                        }

                        // root node is not counted as a drawable.
                        m_numDrawables++;
                    }
                }
            }
        }
    }
    
    return sceneNode;
}