void FBXModel::loadMeshes(KFbxNode* node, const GraphicsDevice& device, KFbxGeometryConverter& converter)
{
	const char* name = node->GetName();

	if (node->GetNodeAttribute())
	{
		KFbxNodeAttribute::EAttributeType attributeType = node->GetNodeAttribute()->GetAttributeType();

		if (attributeType == KFbxNodeAttribute::eMESH)
		{
			KFbxMesh* kfbxMesh = converter.TriangulateMesh((KFbxMesh*)node->GetNodeAttribute());

			VertexCollection vertices = getVertices(kfbxMesh);
			MaterialCollection materials = getMaterials(device, node);

			unsigned long numFaces = kfbxMesh->GetPolygonCount();
			unsigned long numVertices = kfbxMesh->GetControlPointsCount();
				
			Mesh mesh = Mesh::create(device, numFaces, numVertices, FBXVertex::vertexElements, D3DXMESH_MANAGED | D3DXMESH_32BIT);

			mesh.getVertexBuffer().setData(vertices);
			mesh.getIndexBuffer().setData(kfbxMesh->GetPolygonVertices(), kfbxMesh->GetPolygonVertexCount());

			KFbxLayerElementArrayTemplate<int>* materialIndices;
			kfbxMesh->GetMaterialIndices(&materialIndices);

			unsigned long* buffer = mesh.lockAttributeBuffer();

			for(int i = 0; i < kfbxMesh->GetPolygonCount(); ++i)
				buffer[i] = materialIndices->GetAt(i);
			
			mesh.unlockAttributeBuffer();
				
			Mesh::Adjacency adjacency = mesh.generateAdjacency();

			mesh.clean(D3DXCLEAN_SIMPLIFICATION, adjacency);
			mesh.optimizeInplace(D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE, adjacency);
			mesh.computeNormals(adjacency);
			

			meshes[name] = FBXMesh(mesh, materials, name);
		}
	}

	for (int i = 0; i < node->GetChildCount(); i++)
		loadMeshes(node->GetChild(i), device, converter);
}
void Model::UpdateVertexBuffer( bool pstatic ) {
	


	int total_verts = 0;

	for( u32 mesh_index = 0; mesh_index < MeshNodes.size(); mesh_index++ ) {
		KFbxMesh *mesh = MeshNodes[mesh_index]->GetMesh();
			
		total_verts += mesh->GetPolygonVertexCount();
	}

	nvertices=total_verts;
	Video::generic_vertex *vertices = new Video::generic_vertex[ total_verts ];
	int vert_write = 0;

	for( u32 mesh_index = 0; mesh_index < MeshNodes.size(); mesh_index++ ) {
		KFbxMesh *mesh = MeshNodes[mesh_index]->GetMesh();
		
		int cp_count = mesh->GetControlPointsCount();
        KFbxVector4 *control_points = new KFbxVector4[cp_count];
        memcpy(control_points, mesh->GetControlPoints(), cp_count * sizeof(KFbxVector4));

		const int skin_count = mesh->GetDeformerCount(KFbxDeformer::eSKIN);
		
		// deform mesh with animation
		if( skin_count ) {
			int cluster_count = 0;
			for( int i = 0; i < skin_count; i++ ) {
				cluster_count += ((KFbxSkin*)(mesh->GetDeformer(i, KFbxDeformer::eSKIN)))->GetClusterCount();
			}

			if( cluster_count){
				ComputeSkinDeformation( mesh, AnimationCurrentTime, control_points, NULL );
			}
		}

		// copy vertex data
		int vcount = mesh->GetPolygonVertexCount();
		int *vertex_index = mesh->GetPolygonVertices();
	

		KStringList lUVNames;
		mesh->GetUVSetNames(lUVNames);
		
		for( int i = 0; i < vcount; i++ ) {
			
			vertices[vert_write].x = control_points[ vertex_index[i] ][0];
			vertices[vert_write].y = control_points[ vertex_index[i] ][2];
			vertices[vert_write].z = control_points[ vertex_index[i] ][1];
			

			KFbxVector2 uv;
			mesh->GetPolygonVertexUV( i/3, i%3, lUVNames[0], uv );
			vertices[vert_write].u = uv[0];
			vertices[vert_write].v = -uv[1];
			vertices[vert_write].r = vertices[vert_write].g = vertices[vert_write].b = 255;
			vertices[vert_write].a = 255;
			vert_write++;
		}

		
	}
	
	// reverse vertex order
	for( int i = 0; i < total_verts; i+= 3 ) {
		Video::generic_vertex a;
		a = vertices[i];
		vertices[i] = vertices[i+2];
		vertices[i+2] = a;
	}

	// update VBO
	buffer.BufferData( vertices, total_verts * sizeof( Video::generic_vertex ), pstatic ? GL_STATIC_DRAW_ARB : GL_STREAM_DRAW_ARB );

		
	delete[] vertices;

}
Esempio n. 3
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SceneObject* parseNode(KFbxNode *node, int level = 0) {
    KString s = node->GetName();
    KFbxNodeAttribute::EAttributeType attributeType;
    stringstream ss;
    for (int i=0;i<level;i++){
        ss<<"   ";
    }
    SceneObject* sceneObject = NULL;
    MeshComponent* ga = NULL;
    
    if (node->GetNodeAttribute() == NULL){
        ss<<"No node attribute"<<endl;
    } else {
        attributeType = node->GetNodeAttribute()->GetAttributeType();
        switch (attributeType) {
            case KFbxNodeAttribute::eMARKER:
                ss<<"eMarker"<<endl;
                break;
            case KFbxNodeAttribute::eSKELETON:
                ss<<"eSkeleton"<<endl;
                break;
            case KFbxNodeAttribute::eMESH:
                {
                KFbxMesh *fbxMesh = node->GetMesh();
                KFbxVector4 *controlPoints = fbxMesh->GetControlPoints();
                int polygonCount = fbxMesh->GetPolygonCount();
                vector<glm::vec3> vertices;
                vector<glm::vec3> normals;
                vector<glm::vec2> texCords;
                vector<int> polycount;
                assert(fbxMesh->GetLayerCount(KFbxLayerElement::eNORMAL)==1); // assume only one normal layer
                KFbxLayer *normalLayer = fbxMesh->GetLayer(0, KFbxLayerElement::eNORMAL);
                KFbxLayerElementNormal *normalElement = normalLayer->GetNormals();
                KFbxLayerElementArrayTemplate<KFbxVector4> *normalArray = &(normalElement->GetDirectArray());
                
                int normalCount = normalArray->GetCount();
                vector<int> indices;
                
                assert(fbxMesh->GetControlPointsCount() <= USHRT_MAX);
                for (int i=0;i<fbxMesh->GetControlPointsCount();i++){
                    glm::vec3 v = toVector(controlPoints[i]);
                    vertices.push_back(v);
                    v = toVector(normalArray->GetAt(i));
                    normals.push_back(v);
                }
                
                
                for (int i=0;i<polygonCount;i++){
                    int polygonSize = fbxMesh->GetPolygonSize(i);
                    polycount.push_back(polygonSize);
                    for (int j=0;j<polygonSize;j++){
                        if (j>2){
                            // if polygon size > 2 then add first and last index
                            // this triangulates the mesh
                            int first = fbxMesh->GetPolygonVertex(i,0);
                            int last = fbxMesh->GetPolygonVertex(i,j-1);
                            indices.push_back(first);
                            indices.push_back(last);
                        }
                        int polygonIndex = fbxMesh->GetPolygonVertex(i,j);
                        indices.push_back(polygonIndex);
                        /*KFbxVector4 vectorSrc = controlPoints[polygonIndex];
                        Vector3 vectorDst = toVector(vectorSrc);
                        vertices.push_back(vectorDst);
                        texCords.push_back(Vector2(0,0)); 
                        KFbxVector4 normalSrc = normalArray->GetAt(polygonIndex);
                        Vector3 normalDst = toVector(normalSrc);
                        normals.push_back(normalDst);*/
                    }
                }
                
                Mesh mesh;
                ss<<"Creating mesh: vertices "<<vertices.size()<<" normals "<<normals.size()<<" indices "<<indices.size()<<endl;
                mesh.SetVertices(vertices);
                mesh.SetNormals(normals);
                mesh.SetIndices(indices);
                sceneObject = new SceneObject();
                
                ga = new MeshComponent();
                ga->SetMesh(&mesh);
                sceneObject->AddCompnent(ga);
                
                // Set translate
                fbxDouble3 v3 = node->LclTranslation.Get();
                glm::vec3 translate = toVector(v3);
                sceneObject->GetTransform()->SetPosition(translate);
                
                // Set rotation
                v3 = node->LclRotation.Get();
                glm::vec3 rotation = toVector(v3)*Mathf::DEGREE_TO_RADIAN;
                sceneObject->GetTransform()->SetRotation(rotation);

                // Set scale
                v3 = node->LclScaling.Get();
                glm::vec3 scale = toVector(v3);
                sceneObject->GetTransform()->SetScale(scale);
                }
                break;
            case KFbxNodeAttribute::eCAMERA:
                ss<<"eCAMERA"<<endl;
                break;
            case KFbxNodeAttribute::eLIGHT:
                ss<<"eLIGHT"<<endl;
                break;
            case KFbxNodeAttribute::eBOUNDARY:
                ss<<"eBOUNDARY"<<endl;
                break;
            default:
                ss<<s<<endl;
        }
    }
    
    if (node->GetChildCount()>0){
        for (int i=0;i<node->GetChildCount();i++){
            SceneObject *res = parseNode(node->GetChild(i),level+1);
            if (res!=NULL){
                if (sceneObject == NULL){
                    sceneObject = new SceneObject();
                }
                sceneObject->AddChild(res);
            }
        }
    }
    DEBUG(ss.str());
    return sceneObject;
}