FbxNode *WccToFbxExporter::createSphere(FbxScene *pScene, const char *pName, float size) { FbxNurbs* lNurbs = FbxNurbs::Create(pScene,pName); // Set nurbs properties. lNurbs->SetOrder(4, 4); lNurbs->SetStep(2, 2); lNurbs->InitControlPoints(8, FbxNurbs::ePeriodic, 7, FbxNurbs::eOpen); double lUKnotVector[] = { -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0 }; memcpy(lNurbs->GetUKnotVector(), lUKnotVector, lNurbs->GetUKnotCount()*sizeof(double)); double lVKnotVector[] = { 0.0, 0.0, 0.0, 0.0, 1.0, 2.0, 3.0, 4.0, 4.0, 4.0, 4.0 }; memcpy(lNurbs->GetVKnotVector(), lVKnotVector, lNurbs->GetVKnotCount()*sizeof(double)); FbxVector4* lVector4 = lNurbs->GetControlPoints(); int i, j; double lPi = 3.14159; double lYAngle[] = { 90.0, 90.0, 52.0, 0.0, -52.0, -90.0, -90.0 }; double lRadius[] = { 0.0, 0.283, 0.872, 1.226, 0.872, 0.283, 0.0}; for (i = 0; i < 7; i++) { for (j = 0; j < 8; j++) { double lX = size * lRadius[i] * cos(lPi/4*j); double lY = size * sin(2*lPi/360*lYAngle[i]); double lZ = size * lRadius[i] * sin(lPi/4*j); double lWeight = 1.0; lVector4[8*i + j].Set(lX, lY, lZ, lWeight); } } FbxNode* lNode = FbxNode::Create(pScene,pName); lNode->SetNodeAttribute(lNurbs); lNode->LclTranslation.Set(FbxVector4(0.0, 0.0, 0.0)); lNode->LclRotation.Set(FbxVector4(0.0, 0.0, 0.0)); lNode->LclScaling.Set(FbxVector4(1.0, 1.0, 1.0)); return lNode; }
void GameEngine::FbxLoader::FbxLoader::ProcessAnimCurveR(FbxAnimCurve* curve[3], AnimTransformCurve& animCurve, FbxAMatrix & preRotation) { if(!curve) return; auto& curve3 = animCurve.rotation; int xKeys = curve[0]->KeyGetCount(); int yKeys = curve[1]->KeyGetCount(); int zKeys = curve[2]->KeyGetCount(); // check key sync if(xKeys != yKeys || xKeys != zKeys) return; int nKeys = xKeys; curve3.curves[0].keyframes.resize(nKeys); curve3.curves[1].keyframes.resize(nKeys); curve3.curves[2].keyframes.resize(nKeys); animCurve.end = (float)curve[0]->KeyGetTime(nKeys - 1).GetSecondDouble(); for(int ki = 0; ki < nKeys; ++ki) { auto& xkey = curve3.curves[0].keyframes[ki]; auto& ykey = curve3.curves[1].keyframes[ki]; auto& zkey = curve3.curves[2].keyframes[ki]; curve[0]->KeySetTangentMode(ki, FbxAnimCurveDef::eTangentAuto); curve[1]->KeySetTangentMode(ki, FbxAnimCurveDef::eTangentAuto); curve[2]->KeySetTangentMode(ki, FbxAnimCurveDef::eTangentAuto); auto xvalue = curve[0]->KeyGetValue(ki); auto yvalue = curve[1]->KeyGetValue(ki); auto zvalue = curve[2]->KeyGetValue(ki); auto xlt = curve[0]->KeyGetLeftAuto(ki); auto xrt = curve[0]->KeyGetRightAuto(ki); auto ylt = curve[1]->KeyGetLeftAuto(ki); auto yrt = curve[1]->KeyGetRightAuto(ki); auto zlt = curve[2]->KeyGetLeftAuto(ki); auto zrt = curve[2]->KeyGetRightAuto(ki); FbxAMatrix temp; temp.SetR(FbxVector4(xvalue, yvalue, zvalue)); auto R = (preRotation* temp).GetR(); xvalue = (float)R[0]; yvalue = (float)R[1]; zvalue = (float)R[2]; float t = (float)curve[0]->KeyGetTime(ki).GetSecondDouble(); if(axismode == eLeftHanded) { yvalue *= -1; ylt *= -1; yrt *= -1; zvalue *= -1; zlt *= -1; zrt *= -1; } xkey.time = t; ykey.time = t; zkey.time = t; xkey.value = xvalue; ykey.value = yvalue; zkey.value = zvalue; xkey.leftTangent = xlt; xkey.rightTangent = xrt; ykey.leftTangent = ylt; ykey.rightTangent = yrt; zkey.leftTangent = zlt; zkey.rightTangent = zrt; } }
int main(int argc, char** argv) { if (argc < 2) { printf("Usage: emdfbx model.emd skeleton.esk output.fbx\n Can include multiple emd and esk files into one fbx."); getchar(); return 1; } LibXenoverse::initializeDebuggingLog(); vector<string> model_filenames; vector<string> skeleton_filenames; vector<string> animation_filenames; string export_filename = ""; for (int i = 1; i < argc; i++) { string parameter = ToString(argv[i]); string extension = LibXenoverse::extensionFromFilename(parameter); if (extension == "emd") { model_filenames.push_back(parameter); } if (extension == "esk") { skeleton_filenames.push_back(parameter); } if (extension == "ean") { animation_filenames.push_back(parameter); } if (extension == "fbx") { export_filename = parameter; } } if (!export_filename.size()) { if (model_filenames.size()) { export_filename = model_filenames[0] + ".fbx"; } else if (skeleton_filenames.size()) { export_filename = skeleton_filenames[0] + ".fbx"; } else { export_filename = "Out.fbx"; } } // Create FBX Manager FbxManager *sdk_manager = FbxManager::Create(); FbxIOSettings *ios = FbxIOSettings::Create(sdk_manager, IOSROOT); ios->SetBoolProp(EXP_FBX_EMBEDDED, true); sdk_manager->SetIOSettings(ios); // Create Scene vector<FbxNode *> global_fbx_bones; global_fbx_bones.reserve(300); vector<size_t> global_fbx_bones_index; //TODO find a better way to link skeleton and animations global_fbx_bones_index.reserve(300); vector<FbxAnimCurveNode *> global_fbx_animation; global_fbx_animation.reserve(300); FbxScene *scene = FbxScene::Create(sdk_manager, "EMDFBXScene"); // Load Shaders and convert it to fx file (will be use by fbx). vector<string> shader_names; shader_names.push_back("adam_shader/shader_age_vs.emb"); //must specified vs folloxed by ps shaders shader_names.push_back("adam_shader/shader_age_ps.emb"); shader_names.push_back("adam_shader/shader_default_vs.emb"); shader_names.push_back("adam_shader/shader_default_ps.emb"); bool needs_install_shaders = false; for (size_t i = 0; i < shader_names.size(); i++) { if (!LibXenoverse::fileCheck(shader_names[i])) { needs_install_shaders = true; break; } } if (needs_install_shaders) { printf("Shaders not found. Please use Xenoviewer to prepare shaders in bin folder."); return -1; } for (size_t i = 0; i+1 < shader_names.size(); i+=2) { LibXenoverse::EMB *shader_pack_vs = new LibXenoverse::EMB(); LibXenoverse::EMB *shader_pack_ps = new LibXenoverse::EMB(); if (!shader_pack_vs->load(shader_names[i])) { delete shader_pack_vs; printf("Couldn't load Shader Pack %s. File is either missing, open by another application, or corrupt.", shader_names[i].c_str()); continue; } if (!shader_pack_ps->load(shader_names[i+1])) { delete shader_pack_vs; delete shader_pack_ps; printf("Couldn't load Shader Pack %s. File is either missing, open by another application, or corrupt.", shader_names[i].c_str()); continue; } shader_pack_vs->exportShadersToFx(shader_pack_vs, shader_pack_ps); //convert all shaders in fx file with defaults program parameters (like Ogre's version). } //build FBX skeleton for (size_t i = 0; i < skeleton_filenames.size(); i++) { LibXenoverse::ESK *esk_skeleton = new LibXenoverse::ESK(); esk_skeleton->load(skeleton_filenames[i]); vector<FbxNode *> fbx_bones = esk_skeleton->createFBXSkeleton(scene); for (size_t j = 0; j < fbx_bones.size(); j++) { global_fbx_bones.push_back(fbx_bones[j]); global_fbx_bones_index.push_back(j); //kepp index of bone to link with animations. } } //build FBX animations for (size_t i = 0; i < animation_filenames.size(); i++) { string filename = animation_filenames.at(i); string ean_name = LibXenoverse::nameFromFilenameNoExtension(filename, true); //vector<FbxAnimCurveNode *> global_fbx_animation; LibXenoverse::EAN *animation = new LibXenoverse::EAN(); if (animation->load(filename)) { std::vector<FbxAnimStack *> list_AnimStack; size_t nbAnims = animation->getAnimations().size(); for (size_t j = 0; j < nbAnims; j++) { //we create only one stack and one layer by animation. each will animate all bones of all skeleton. LibXenoverse::EANAnimation *anim_tmp = &(animation->getAnimations().at(j)); FbxAnimStack* lAnimStack = FbxAnimStack::Create(scene, anim_tmp->getName().c_str()); FbxAnimLayer* lAnimLayer = FbxAnimLayer::Create(scene, (anim_tmp->getName() + "_Layer0").c_str()); lAnimStack->AddMember(lAnimLayer); list_AnimStack.push_back(lAnimStack); } size_t k = 0; for (vector<FbxNode *>::iterator it = global_fbx_bones.begin(); it != global_fbx_bones.end(); it++) { vector<FbxAnimCurveNode *> fbx_anim = animation->exportFBXAnimations(scene, list_AnimStack, *it, global_fbx_bones_index.at(k)); for (size_t j = 0; j < fbx_anim.size(); j++) { global_fbx_animation.push_back(fbx_anim[j]); } k++; } } else { delete animation; animation = NULL; } } for (size_t i = 0; i < model_filenames.size(); i++) { string node_name = LibXenoverse::nameFromFilenameNoExtension(model_filenames[i]); string path = model_filenames[i].substr(0, model_filenames[i].size() - LibXenoverse::nameFromFilename(model_filenames[i]).size()); LibXenoverse::EMD *emd_model = new LibXenoverse::EMD(); emd_model->load(model_filenames[i]); // Fill Scene FbxNode *lMeshNode = NULL; // Create Node lMeshNode = FbxNode::Create(scene, node_name.c_str()); lMeshNode->LclTranslation.Set(FbxVector4(0, 0, 0)); lMeshNode->LclScaling.Set(FbxVector4(1, 1, 1)); lMeshNode->LclRotation.Set(FbxVector4(0, 0, 0)); // Create and attach Mesh FbxMesh *lMesh = emd_model->exportFBX(scene, lMeshNode, path); lMeshNode->SetNodeAttribute(lMesh); if (global_fbx_bones.size()) { emd_model->exportFBXSkin(scene, lMesh, global_fbx_bones, lMeshNode->EvaluateGlobalTransform()); } // Add node to scene FbxNode *lRootNode = scene->GetRootNode(); lRootNode->AddChild(lMeshNode); } // Export FBX int lFileFormat = sdk_manager->GetIOPluginRegistry()->GetNativeWriterFormat(); FbxExporter* lExporter = FbxExporter::Create(sdk_manager, ""); bool lExportStatus = lExporter->Initialize(export_filename.c_str(), lFileFormat, sdk_manager->GetIOSettings()); if (!lExportStatus) { printf("Call to FbxExporter::Initialize() failed.\n"); printf("Error returned: %s\n\n", lExporter->GetStatus().GetErrorString()); return 1; } scene->GetGlobalSettings().SetAxisSystem(FbxAxisSystem::eMax); scene->GetGlobalSettings().SetSystemUnit(FbxSystemUnit::m); // Export scene lExporter->Export(scene); lExporter->Destroy(); return 0; }
// Converts a CC mesh to an FBX mesh static FbxNode* ToFbxMesh(ccGenericMesh* mesh, FbxScene* pScene) { if (!mesh) return 0; FbxMesh* lMesh = FbxMesh::Create(pScene, qPrintable(mesh->getName())); 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); } } ccMesh* asCCMesh = 0; if (mesh->isA(CC_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 PointCoordinateType* N = ccNormalVectors::GetNormal(triNorms->getValue(i)); FbxVector4 Nfbx(N[0],N[1],N[2]); 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 PointCoordinateType* N = cloud->getPointNormal(i); FbxVector4 Nfbx(N[0],N[1],N[2]); lGeometryElementNormal->GetDirectArray().Add(Nfbx); } } } else { ccLog::Warning("[FBX] Mesh has no normal! You can manually compute them (select it then call \"Edit > Normals > Compute\")"); } // colors if (cloud->hasColors()) { FbxGeometryElementVertexColor* lGeometryElementVertexColor = lMesh->CreateElementVertexColor(); lGeometryElementVertexColor->SetMappingMode(FbxGeometryElement::eByControlPoint); lGeometryElementVertexColor->SetReferenceMode(FbxGeometryElement::eDirect); for (unsigned i=0; i<vertCount; ++i) { const colorType* C = cloud->getPointColor(i); FbxColor col( FbxDouble3( static_cast<double>(C[0])/MAX_COLOR_COMP, static_cast<double>(C[1])/MAX_COLOR_COMP, static_cast<double>(C[2])/MAX_COLOR_COMP ) ); lGeometryElementVertexColor->GetDirectArray().Add(col); } } // Set material mapping. //FbxGeometryElementMaterial* lMaterialElement = lMesh->CreateElementMaterial(); //lMaterialElement->SetMappingMode(FbxGeometryElement::eByPolygon); //lMaterialElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect); // Create polygons. Assign material indices. { for (unsigned j=0; j<faceCount; ++j) { const CCLib::TriangleSummitsIndexes* tsi = mesh->getTriangleIndexes(j); lMesh->BeginPolygon(static_cast<int>(j)); lMesh->AddPolygon(tsi->i1); lMesh->AddPolygon(tsi->i2); lMesh->AddPolygon(tsi->i3); lMesh->EndPolygon(); } } FbxNode* lNode = FbxNode::Create(pScene,qPrintable(mesh->getName())); lNode->SetNodeAttribute(lMesh); //CreateMaterials(pScene, lMesh); return lNode; }
bool Submesh::load(FbxNode* pNode, FbxMesh* pMesh, const std::vector<face>& faces, const std::vector<vertexInfo>& vertInfo, const std::vector<FbxVector4>& points, const std::vector<FbxVector4>& normals, const std::vector<int>& texcoordsets, ParamList& params, const FbxAMatrix& bindPose, bool opposite ) { //save the mesh from which this submesh will be created m_pNode = pNode; size_t i,j,k; FxOgreFBXLog( "Loading submesh associated to material: %s ...\n", m_pMaterial->name().c_str()); //save uvsets info for (i=m_uvsets.size(); i<texcoordsets.size(); i++) { uvset uv; uv.size = 2; m_uvsets.push_back(uv); } //iterate over faces array, to retrieve vertices info for (i=0; i<faces.size(); i++) { face newFace; // if we are using shared geometry, indexes refer to the vertex buffer of the whole mesh if (params.useSharedGeom) { if(opposite) { // reverse order of face vertices for correct culling newFace.v[0] = faces[i].v[2]; newFace.v[1] = faces[i].v[1]; newFace.v[2] = faces[i].v[0]; } else { newFace.v[0] = faces[i].v[0]; newFace.v[1] = faces[i].v[1]; newFace.v[2] = faces[i].v[2]; } } // otherwise we create a vertex buffer for this submesh else { // faces are triangles, so retrieve index of the three vertices for (j=0; j<3; j++) { vertex v; vertexInfo vInfo = vertInfo[faces[i].v[j]]; // save vertex coordinates (rescale to desired length unit) assert(vInfo.pointIdx >= 0 && vInfo.pointIdx < static_cast<int>(points.size())); FbxVector4 point = points[vInfo.pointIdx] * params.lum; if (fabs(point[0]) < PRECISION) point[0] = 0; if (fabs(point[1]) < PRECISION) point[1] = 0; if (fabs(point[2]) < PRECISION) point[2] = 0; v.x = point[0]; v.y = point[1]; v.z = point[2]; // save vertex normal assert(vInfo.normalIdx >= 0 && vInfo.normalIdx < static_cast<int>(normals.size())); FbxVector4 normal = normals[vInfo.normalIdx]; if (fabs(normal[0]) < PRECISION) normal[0] = 0; if (fabs(normal[1]) < PRECISION) normal[1] = 0; if (fabs(normal[2]) < PRECISION) normal[2] = 0; v.n.x = normal[0]; v.n.y = normal[1]; v.n.z = normal[2]; if (opposite) { // Reversing the winding order appears to be sufficent. v.n.x = -normal[0]; v.n.y = -normal[1]; v.n.z = -normal[2]; } v.n.Normalize(); // save vertex color v.r = vInfo.r; v.g = vInfo.g; v.b = vInfo.b; v.a = vInfo.a; // save vertex bone assignements for (k=0; k<vInfo.vba.size(); k++) { vba newVba; newVba.jointIdx = vInfo.jointIds[k]; newVba.weight = vInfo.vba[k]; v.vbas.push_back(newVba); } // save texture coordinates for (k=0; k<vInfo.u.size(); k++) { texcoord newTexCoords; newTexCoords.u = vInfo.u[k]; newTexCoords.v = vInfo.v[k]; newTexCoords.w = 0; v.texcoords.push_back(newTexCoords); } // save vertex index in mesh, to retrieve future positions of the same vertex v.index = vInfo.pointIdx; // add newly created vertex to vertex list m_vertices.push_back(v); if (opposite) // reverse order of face vertices to get correct culling newFace.v[2-j] = static_cast<int>(m_vertices.size()) - 1; else newFace.v[j] = static_cast<int>(m_vertices.size()) - 1; } } m_faces.push_back(newFace); } // set use32bitIndexes flag if (params.useSharedGeom || (m_vertices.size() > 65535) || (m_faces.size() > 65535)) m_use32bitIndexes = true; else m_use32bitIndexes = false; pMesh->ComputeBBox(); FbxDouble3 minDouble = pMesh->BBoxMin.Get(); FbxDouble3 maxDouble = pMesh->BBoxMax.Get(); FbxVector4 min = bindPose.MultT( FbxVector4(minDouble[0],minDouble[1],minDouble[2],0)); FbxVector4 max = bindPose.MultT( FbxVector4(maxDouble[0],maxDouble[1],maxDouble[2],0)); m_bbox.merge(Point3(max[0], max[1], max[2])); m_bbox.merge(Point3(min[0], min[1], min[2])); // add submesh pointer to m_params list params.loadedSubmeshes.push_back(this); FxOgreFBXLog( "DONE\n"); return true; }
// 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; }
bool SceneConverter::convert() { // // Construt the scene // FbxNode *node = m_scene->GetRootNode(); std::list<FbxNode *> nodes; std::map<FbxNode *, SceneNode *> fbxNode2SceneNodes; Scene scene; nodes.push_back(node); SceneNode *sceneNode = makeSceneNode(node); scene.addNode(sceneNode); fbxNode2SceneNodes.insert(std::make_pair(node, sceneNode)); while (!nodes.empty()) { FbxNode *ret = nodes.front(); nodes.pop_front(); for (int i = 0; i < ret->GetChildCount(); i++) { FbxNode *child = ret->GetChild(i); // Only output visible nodes. if (child->GetVisibility() && child->Show.Get()) { SceneNode *sceneNode = makeSceneNode(child); if (sceneNode != NULL) { if (sceneNode->type == "camera") { // The first camera will be the main camera of the scene scene.setCamera(sceneNode); } scene.addNode(sceneNode, fbxNode2SceneNodes[ret]); fbxNode2SceneNodes.insert(std::make_pair(child, sceneNode)); } nodes.push_back(child); } } } // Create a camera if it is not included in FBX. The camera is evaluated // using the bounding box of all visible nodes. if (m_numCameras == 0) { FbxVector4 rootBboxMin; FbxVector4 rootBboxMax; FbxVector4 rootBboxCenter; rootBboxMin = FbxVector4(FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX); rootBboxMax = FbxVector4(-FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX); FbxNode *node = m_scene->GetRootNode(); nodes.push_back(node); while (!nodes.empty()) { FbxNode *ret = nodes.front(); nodes.pop_front(); for (int i = 0; i < ret->GetChildCount(); i++) { FbxNode *child = ret->GetChild(i); nodes.push_back(child); } if (ret->GetChildCount() == 0 && ret->GetVisibility() && ret->Show.Get() && ret->GetMesh() != NULL) { FbxVector4 bboxMin; FbxVector4 bboxMax; FbxVector4 bboxCenter; ret->EvaluateGlobalBoundingBoxMinMaxCenter(bboxMin, bboxMax, bboxCenter); rootBboxMin[0] = std::min(rootBboxMin[0], bboxMin[0]); rootBboxMin[1] = std::min(rootBboxMin[1], bboxMin[1]); rootBboxMin[2] = std::min(rootBboxMin[2], bboxMin[2]); rootBboxMax[0] = std::max(rootBboxMax[0], bboxMax[0]); rootBboxMax[1] = std::max(rootBboxMax[1], bboxMax[1]); rootBboxMax[2] = std::max(rootBboxMax[2], bboxMax[2]); } } rootBboxCenter = (rootBboxMin + rootBboxMax) / 2; FbxVector4 rootBboxSize = rootBboxMax - rootBboxMin; SceneNode *sceneNode = new SceneNode(); sceneNode->type = FbxString("camera"); sceneNode->attributes.push_back(std::make_pair(FbxString("name"), FbxString("camera"))); sceneNode->attributes.push_back(std::make_pair(FbxString("fixed"), FbxString("true"))); double diag = sqrt(rootBboxSize[0] * rootBboxSize[0] + rootBboxSize[1] * rootBboxSize[1] + rootBboxSize[2] * rootBboxSize[2]) * 0.5; double eye = diag / tan(15.0 * FBXSDK_PI_DIV_180); double position[3]; double up[3]; double znear; double zfar; znear = eye - diag - 1.0f; zfar = eye + diag + 1.0f; if (rootBboxSize[0] <= rootBboxSize[1] && rootBboxSize[0] <= rootBboxSize[2]) { position[0] = eye + rootBboxCenter[0]; position[1] = rootBboxCenter[1]; position[2] = rootBboxCenter[2]; up[0] = 0; up[1] = 1; up[2] = 0; } else if (rootBboxSize[1] <= rootBboxSize[0] && rootBboxSize[1] <= rootBboxSize[2]) { position[0] = rootBboxCenter[0]; position[1] = eye + rootBboxCenter[1]; position[2] = rootBboxCenter[2]; up[0] = 0; up[1] = 0; up[2] = 1; } else { position[0] = rootBboxCenter[0]; position[1] = rootBboxCenter[1]; position[2] = eye + rootBboxCenter[2]; up[0] = 0; up[1] = 1; up[2] = 0; } char lookat[1024]; char perspective[1024]; FBXSDK_sprintf(lookat, 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)rootBboxCenter[0], (float)rootBboxCenter[1], (float)rootBboxCenter[2], (float)up[0], (float)up[1], (float)up[2]); sceneNode->attributes.push_back(std::make_pair(FbxString("lookat"), FbxString(lookat))); FBXSDK_sprintf(perspective, 1024, "perspective,fov:%8.5f,aspect:-1,znear:%8.5f,zfar:%8.5f", 30.0f, (float)znear, (float)zfar); sceneNode->attributes.push_back(std::make_pair(FbxString("projection"), FbxString(perspective))); scene.setCamera(sceneNode); scene.addNode(sceneNode, scene.root()); } // // Output the file. // //FbxString outputFilename = FbxPathUtils::GetFileName(m_arguments->FBXFileName.Buffer()).Lower(); //outputFilename.FindAndReplace(".fbx", ".psc"); FbxString outputFilename("scene.psc"); FbxString path = FbxPathUtils::Bind(m_arguments->outputFolder, outputFilename.Buffer()); bool ret = scene.output(path.Buffer()); if (!ret) { FBXSDK_printf("Exporting failed!\n\n"); } return ret; }
void CameraZoom(FbxScene* pScene, int pZoomDepth, int pZoomMode) { FbxCamera* lCamera = GetCurrentCamera(pScene); if( lCamera == NULL) return; if( pZoomMode == SceneContext::ZOOM_FOCAL_LENGTH) { if (lCamera->ProjectionType.Get() == FbxCamera::ePerspective) { double lTransform = 0 - pZoomDepth / 100.0; double lApertureW = lCamera->GetApertureWidth(); lApertureW = TransformAperture( lApertureW, lTransform); double lApertureH = lCamera->GetApertureHeight(); lApertureH = TransformAperture( lApertureH, lTransform); UpdatePerspCameraAttributes( lCamera, lApertureW, lApertureH); } else { if( pZoomDepth > 0) gsOrthoCameraScale *= 0.8; else gsOrthoCameraScale *= 1.25; } } else { FbxNode* lCameraNode = lCamera ? lCamera->GetNode() : NULL; // Compute the camera position and direction. FbxVector4 lEye(0,0,1); FbxVector4 lCenter(0,0,0); FbxVector4 lForward(0,0,0); if (lCamera) { lEye = lCamera->Position.Get(); } if (lCameraNode && lCameraNode->GetTarget()) { lCenter = lCameraNode->GetTarget()->LclTranslation.Get(); lForward = lCenter - lEye; } else { if (!lCameraNode || IsProducerCamera(pScene, lCamera)) { if (lCamera) { lCenter = lCamera->InterestPosition.Get(); lForward = lCenter - lEye; } } else { // Get the direction FbxAMatrix lGlobalRotation; FbxVector4 lRotationVector( lCameraNode->LclRotation.Get()); lGlobalRotation.SetR(lRotationVector); // Set the center. // A camera with rotation = {0,0,0} points to the X direction. So create a // vector in the X direction, rotate that vector by the global rotation amount // and then position the center by scaling and translating the resulting vector lRotationVector = FbxVector4(1.0,0,0); lForward = lGlobalRotation.MultT(lRotationVector); } } lForward.Normalize(); lEye += lForward * pZoomDepth; FbxDouble3 lPosition(lEye[0], lEye[1], lEye[2]); lCamera->Position.Set(lPosition); } }
// Set the view to the current camera settings. void SetCamera(FbxScene* pScene, FbxTime& pTime, FbxAnimLayer* pAnimLayer, const FbxArray<FbxNode*>& pCameraArray, int pWindowWidth, int pWindowHeight) { // Find the current camera at the given time. FbxCamera* lCamera = GetCurrentCamera(pScene, pTime, pAnimLayer, pCameraArray); if( lCamera == NULL) return; FbxNode* lCameraNode = lCamera ? lCamera->GetNode() : NULL; // Compute the camera position and direction. FbxVector4 lEye(0,0,1); FbxVector4 lCenter(0,0,0); FbxVector4 lUp(0,1,0); FbxVector4 lForward, lRight; if (lCamera) { lEye = lCamera->Position.Get(); lUp = lCamera->UpVector.Get(); } if (lCameraNode && lCameraNode->GetTarget()) { lCenter = GetGlobalPosition(lCameraNode->GetTarget(), pTime).GetT(); } else { if (!lCameraNode || IsProducerCamera(pScene, lCamera)) { if (lCamera) lCenter = lCamera->InterestPosition.Get(); } else { // Get the direction FbxAMatrix lGlobalRotation; FbxVector4 lRotationVector(GetGlobalPosition(lCameraNode, pTime).GetR()); lGlobalRotation.SetR(lRotationVector); // Get the length FbxVector4 lInterestPosition(lCamera->InterestPosition.Get()); FbxVector4 lCameraGlobalPosition(GetGlobalPosition(lCameraNode, pTime).GetT()); double lLength = (FbxVector4(lInterestPosition - lCameraGlobalPosition).Length()); // Set the center. // A camera with rotation = {0,0,0} points to the X direction. So create a // vector in the X direction, rotate that vector by the global rotation amount // and then position the center by scaling and translating the resulting vector lRotationVector = FbxVector4(1.0,0,0); lCenter = lGlobalRotation.MultT(lRotationVector); lCenter *= lLength; lCenter += lEye; // Update the default up vector with the camera rotation. lRotationVector = FbxVector4(0,1.0,0); lUp = lGlobalRotation.MultT(lRotationVector); } } // Align the up vector. lForward = lCenter - lEye; lForward.Normalize(); lRight = lForward.CrossProduct(lUp); lRight.Normalize(); lUp = lRight.CrossProduct(lForward); lUp.Normalize(); // Rotate the up vector with the roll value. double lRadians = 0; if (lCamera) lRadians = lCamera->Roll.Get() * FBXSDK_PI_DIV_180; lUp = lUp * cos( lRadians) + lRight * sin(lRadians); double lNearPlane = 0.01; if (lCamera) lNearPlane = lCamera->GetNearPlane(); double lFarPlane = 4000.0; if (lCamera) lFarPlane = lCamera->GetFarPlane(); //Get global scaling. FbxVector4 lCameraScaling = GetGlobalPosition(lCameraNode, pTime).GetS(); static const int FORWARD_SCALE = 2; //scaling near plane and far plane lNearPlane *= lCameraScaling[ FORWARD_SCALE]; lFarPlane *= lCameraScaling[ FORWARD_SCALE]; // Get the relevant camera settings for a perspective view. if (lCamera && lCamera->ProjectionType.Get() == FbxCamera::ePerspective) { //get the aspect ratio FbxCamera::EAspectRatioMode lCamAspectRatioMode = lCamera->GetAspectRatioMode(); double lAspectX = lCamera->AspectWidth.Get(); //ºñÀ² double lAspectY = lCamera->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 * lCamera->GetPixelRatio(); break; case FbxCamera::eFixedWidth: lAspectRatio = lCamera->GetPixelRatio() / lAspectY; break; case FbxCamera::eFixedHeight: lAspectRatio = lCamera->GetPixelRatio() * lAspectX; break; default: break; } //get the aperture ratio double lFilmHeight = lCamera->GetApertureHeight(); double lFilmWidth = lCamera->GetApertureWidth() * lCamera->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 = lCamera->GateFit.Get(); switch( lCameraGateFit ) { case FbxCamera::eFitFill: if( lApertureRatio > lAspectRatio) // the same as eHORIZONTAL_FIT { lFilmHeight = lFilmWidth * lAspectRatio; lCamera->SetApertureHeight( lFilmHeight); lApertureRatio = lFilmHeight / lFilmWidth; } else if( lApertureRatio < lAspectRatio) //the same as eVERTICAL_FIT { lFilmWidth = lFilmHeight / lAspectRatio; lCamera->SetApertureWidth( lFilmWidth); lApertureRatio = lFilmHeight / lFilmWidth; } break; case FbxCamera::eFitVertical: lFilmWidth = lFilmHeight / lAspectRatio; lCamera->SetApertureWidth( lFilmWidth); lApertureRatio = lFilmHeight / lFilmWidth; break; case FbxCamera::eFitHorizontal: lFilmHeight = lFilmWidth * lAspectRatio; lCamera->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; double lFieldOfViewX = 0.0; double lFieldOfViewY = 0.0; if ( lCamera->GetApertureMode() == FbxCamera::eVertical) { lFieldOfViewY = lCamera->FieldOfView.Get(); lFieldOfViewX = VFOV2HFOV( lFieldOfViewY, 1 / lApertureRatio); } else if (lCamera->GetApertureMode() == FbxCamera::eHorizontal) { lFieldOfViewX = lCamera->FieldOfView.Get(); //get HFOV lFieldOfViewY = HFOV2VFOV( lFieldOfViewX, lApertureRatio); } else if (lCamera->GetApertureMode() == FbxCamera::eFocalLength) { lFieldOfViewX = lCamera->ComputeFieldOfView(lCamera->FocalLength.Get()); //get HFOV lFieldOfViewY = HFOV2VFOV( lFieldOfViewX, lApertureRatio); } else if (lCamera->GetApertureMode() == FbxCamera::eHorizAndVert) { lFieldOfViewX = lCamera->FieldOfViewX.Get(); lFieldOfViewY = lCamera->FieldOfViewY.Get(); } double lRealScreenRatio = (double)pWindowWidth / (double)pWindowHeight; int lViewPortPosX = 0, lViewPortPosY = 0, lViewPortSizeX = pWindowWidth, lViewPortSizeY = pWindowHeight; //compute the view port if( lRealScreenRatio > lAspectRatio) { lViewPortSizeY = pWindowHeight; lViewPortSizeX = (int)( lViewPortSizeY * lAspectRatio); lViewPortPosY = 0; lViewPortPosX = (int)((pWindowWidth - lViewPortSizeX) * 0.5); } else { lViewPortSizeX = pWindowWidth; lViewPortSizeY = (int)(lViewPortSizeX / lAspectRatio); lViewPortPosX = 0; lViewPortPosY = (int)((pWindowHeight - lViewPortSizeY) * 0.5); } //revise the Perspective since we have film offset double lFilmOffsetX = lCamera->FilmOffsetX.Get(); double lFilmOffsetY = lCamera->FilmOffsetY.Get(); lFilmOffsetX = 0 - lFilmOffsetX / lFilmWidth * 2.0; lFilmOffsetY = 0 - lFilmOffsetY / lFilmHeight * 2.0; GlSetCameraPerspective( lFieldOfViewY, lAspectRatio, lNearPlane, lFarPlane, lEye, lCenter, lUp, lFilmOffsetX, lFilmOffsetY); //glMatrixMode(GL_PROJECTION); //double lTestPerpMatrix[ 16]; //glGetDoublev( GL_PROJECTION_MATRIX, lTestPerpMatrix); //lTestPerpMatrix[ 8] -= lFilmOffsetX; //lTestPerpMatrix[ 9] -= lFilmOffsetY; // //glLoadMatrixd( lTestPerpMatrix); //glMatrixMode(GL_MODELVIEW); glViewport( lViewPortPosX, lViewPortPosY, lViewPortSizeX, lViewPortSizeY); } // Get the relevant camera settings for an orthogonal view. else { double lPixelRatio = 1.0; if (lCamera) lPixelRatio = lCamera->GetPixelRatio(); double lLeftPlane, lRightPlane, lBottomPlane, lTopPlane; if(pWindowWidth < pWindowHeight) { lLeftPlane = -gsOrthoCameraScale * lPixelRatio; lRightPlane = gsOrthoCameraScale * lPixelRatio; lBottomPlane = -gsOrthoCameraScale * pWindowHeight / pWindowWidth; lTopPlane = gsOrthoCameraScale * pWindowHeight / pWindowWidth; } else { pWindowWidth *= (int) lPixelRatio; lLeftPlane = -gsOrthoCameraScale * pWindowWidth / pWindowHeight; lRightPlane = gsOrthoCameraScale * pWindowWidth / pWindowHeight; lBottomPlane = -gsOrthoCameraScale; lTopPlane = gsOrthoCameraScale; } GlSetCameraOrthogonal(lLeftPlane, lRightPlane, lBottomPlane, lTopPlane, lNearPlane, lFarPlane, lEye, lCenter, lUp); } }
/** * メッシュ情報を読み込む * * @param mesh メッシュ情報 */ void FbxFileLoader::load_mesh( FbxMesh* mesh ) { if ( ! mesh ) { return; } if ( ! get_model()->get_mesh() ) { get_model()->set_mesh( create_mesh() ); } VertexIndexMap vertex_index_map; VertexList vertex_list; Mesh::PositionList position_list; Mesh::VertexWeightList vertex_weight_list; // load_mesh_vertex() for ( int n = 0; n < mesh->GetControlPointsCount(); n++ ) { FbxVector4 v = mesh->GetControlPointAt( n ); position_list.push_back( Mesh::Position( static_cast< float >( v[ 0 ] ), static_cast< float >( v[ 1 ] ), static_cast< float >( v[ 2 ] ) ) ); } // load_mesh_vertex_weight() { int skin_count = mesh->GetDeformerCount( FbxDeformer::eSkin ); if ( skin_count > 0 ) { assert( skin_count == 1 ); vertex_weight_list.resize( position_list.size() ); FbxSkin* skin = FbxCast< FbxSkin >( mesh->GetDeformer( 0, FbxDeformer::eSkin ) ); load_mesh_vertex_weight( skin, vertex_weight_list ); } } FbxLayerElementSmoothing* smoothing = 0; // load_mesh_smoothing_info() { FbxLayer* layer = mesh->GetLayer( 0 ); smoothing = layer->GetSmoothing(); } if ( ! smoothing ) { COMMON_THROW_EXCEPTION_MESSAGE( "this FBX format is not supported. ( no smoothing info )" ); } // load_mesh_plygon() FbxLayerElementArrayTemplate< int >* material_indices; mesh->GetMaterialIndices( & material_indices ); for ( int n = 0; n < mesh->GetPolygonCount(); n++ ) { Mesh::VertexGroup* vertex_group = get_model()->get_mesh()->get_vertex_group_at( material_indices->GetAt( n ) ); bool is_smooth = smoothing->GetDirectArray().GetAt( n ) != 0; FbxVector4 polygon_normal( 0.f, 0.f, 0.f ); if ( ! is_smooth ) { // ポリゴンの法線を計算する Mesh::Position p1( position_list.at( mesh->GetPolygonVertex( n, 0 ) ) ); Mesh::Position p2( position_list.at( mesh->GetPolygonVertex( n, 1 ) ) ); Mesh::Position p3( position_list.at( mesh->GetPolygonVertex( n, 2 ) ) ); FbxVector4 a = FbxVector4( p1.x(), p1.y(), p1.z() ); FbxVector4 b = FbxVector4( p2.x(), p2.y(), p2.z() ); FbxVector4 c = FbxVector4( p3.x(), p3.y(), p3.z() ); FbxVector4 ab( b - a ); FbxVector4 bc( c - b ); polygon_normal = ab.CrossProduct( bc ); polygon_normal.Normalize(); } for ( int m = 0; m < mesh->GetPolygonSize( n ); m++ ) { int position_index = mesh->GetPolygonVertex( n, m ); Mesh::Vertex v; v.Position = Mesh::Position( position_list.at( position_index ) ); FbxVector2 uv_vector; bool unmapped; if ( mesh->GetPolygonVertexUV( n, m, "UVMap", uv_vector, unmapped) ) { v.TexCoord = Mesh::TexCoord( static_cast< float >( uv_vector[ 0 ] ), 1.f - static_cast< float >( uv_vector[ 1 ] ) ); } if ( is_smooth ) { FbxVector4 normal_vector; // 頂点の法線 if ( mesh->GetPolygonVertexNormal( n, m, normal_vector ) ) { v.Normal = Mesh::Normal( static_cast< float >( normal_vector[ 0 ] ), static_cast< float >( normal_vector[ 1 ] ), static_cast< float >( normal_vector[ 2 ] ) ); } } else { // ポリゴンの法線 v.Normal = Mesh::Normal( static_cast< float >( polygon_normal[ 0 ] ), static_cast< float >( polygon_normal[ 1 ] ), static_cast< float >( polygon_normal[ 2 ] ) ); } // 頂点の一覧に追加 { VertexIndexMap::iterator i = vertex_index_map.find( v ); if ( i != vertex_index_map.end() ) { vertex_group->add_index( i->second ); } else { Mesh::Index vertex_index = static_cast< Mesh::Index >( get_model()->get_mesh()->get_vertex_count() ); get_model()->get_mesh()->add_vertex( v ); if ( ! vertex_weight_list.empty() ) { get_model()->get_mesh()->add_vertex_weight( vertex_weight_list.at( position_index ) ); } vertex_group->add_index( vertex_index ); vertex_index_map[ v ] = vertex_index; } } } } }
void FBXConverter::CalcTangentSpace(const Vertex& v1, const Vertex& v2, const Vertex& v3, FbxVector4& binormal, FbxVector4& tangent) { binormal = FbxVector4(); tangent = FbxVector4(); FbxVector4 cp0[3]; cp0[0] = FbxVector4(v1.Position[0], v1.UV[0], v1.UV[1]); cp0[1] = FbxVector4(v1.Position[1], v1.UV[0], v1.UV[1]); cp0[2] = FbxVector4(v1.Position[2], v1.UV[0], v1.UV[1]); FbxVector4 cp1[3]; cp1[0] = FbxVector4(v2.Position[0], v2.UV[0], v2.UV[1]); cp1[1] = FbxVector4(v2.Position[1], v2.UV[0], v2.UV[1]); cp1[2] = FbxVector4(v2.Position[2], v2.UV[0], v2.UV[1]); FbxVector4 cp2[3]; cp2[0] = FbxVector4(v3.Position[0], v3.UV[0], v3.UV[1]); cp2[1] = FbxVector4(v3.Position[1], v3.UV[0], v3.UV[1]); cp2[2] = FbxVector4(v3.Position[2], v3.UV[0], v3.UV[1]); double u[3]; double v[3]; for (int32_t i = 0; i < 3; i++) { auto v1 = cp1[i] - cp0[i]; auto v2 = cp2[i] - cp1[i]; auto abc = v1.CrossProduct(v2); if (abc[0] == 0.0f) { return; } else { u[i] = -abc[1] / abc[0]; v[i] = -abc[2] / abc[0]; } } tangent = FbxVector4(u[0], u[1], u[2]); tangent.Normalize(); binormal = FbxVector4(v[0], v[1], v[2]); binormal.Normalize(); }
std::shared_ptr<Mesh> FBXConverter::LoadMesh(FbxMesh* fbxMesh) { assert(fbxMesh->GetLayerCount() > 0); auto node = fbxMesh->GetNode(); auto layer = fbxMesh->GetLayer(0); if (layer->GetNormals() == nullptr) { fbxMesh->GenerateNormals(true); } auto uvs = layer->GetUVs(); auto vcolors = layer->GetVertexColors(); auto normals = layer->GetNormals(); auto binormals = layer->GetBinormals(); auto materials = layer->GetMaterials(); auto controlPoints = fbxMesh->GetControlPoints(); auto controlPointsCount = fbxMesh->GetControlPointsCount(); auto polygonCount = fbxMesh->GetPolygonCount(); std::vector<FbxFace> faces; // Load weights std::vector<BoneConnector> bcs_temp; std::vector<Vertex> vs_temp; LoadSkin(fbxMesh, bcs_temp, vs_temp); // generate face vertex int32_t vertexID = 0; for (int32_t polygonIndex = 0; polygonIndex < polygonCount; polygonIndex++) { int polygonPointCount = fbxMesh->GetPolygonSize(polygonIndex); FbxFace face; for (int32_t polygonPointIndex = 0; polygonPointIndex < polygonPointCount; polygonPointIndex++) { auto ctrlPointIndex = fbxMesh->GetPolygonVertex(polygonIndex, polygonPointIndex); Vertex v; v.Position = LoadPosition(fbxMesh, ctrlPointIndex); v.Weights = vs_temp[ctrlPointIndex].Weights; if (normals != nullptr) { v.Normal = LoadNormal(normals, vertexID, ctrlPointIndex); } if (uvs != nullptr) { v.UV = LoadUV(fbxMesh, uvs, vertexID, ctrlPointIndex, polygonIndex, polygonPointIndex); } else { // Auto generated v.UV[0] = v.Position[0] + v.Position[2]; v.UV[1] = v.Position[1]; } if (vcolors != nullptr) { v.VertexColor = LoadVertexColor(fbxMesh, vcolors, vertexID, ctrlPointIndex, polygonIndex, polygonPointIndex); } face.Vertecies.push_back(v); vertexID++; } faces.push_back(face); } // 面の表裏入れ替え for (auto& face : faces) { std::reverse(face.Vertecies.begin(), face.Vertecies.end()); } // メッシュで使用可能な形式に変換 // 頂点変換テーブル作成 int32_t vInd = 0; std::map<Vertex, int32_t> v2ind; std::map<int32_t, Vertex> ind2v; for (auto& face : faces) { for (int32_t vi = 0; vi < (int32_t)face.Vertecies.size(); vi++) { auto vertex = face.Vertecies[vi]; auto it = v2ind.find(vertex); if (it == v2ind.end()) { v2ind[vertex] = vInd; ind2v[vInd] = vertex; vInd++; } } } // 設定 auto mesh = std::make_shared<Mesh>(); mesh->Name = node->GetName(); mesh->BoneConnectors = bcs_temp; mesh->Vertexes.resize(vInd); for (auto& iv : ind2v) { mesh->Vertexes[iv.first] = iv.second; } for (auto& face : faces) { if (face.Vertecies.size() < 3) continue; if (face.Vertecies.size() == 3) { Face f; f.Index[0] = v2ind[face.Vertecies[0]]; f.Index[1] = v2ind[face.Vertecies[1]]; f.Index[2] = v2ind[face.Vertecies[2]]; mesh->Faces.push_back(f); } if (face.Vertecies.size() == 4) { Face f0; f0.Index[0] = v2ind[face.Vertecies[0]]; f0.Index[1] = v2ind[face.Vertecies[1]]; f0.Index[2] = v2ind[face.Vertecies[2]]; mesh->Faces.push_back(f0); Face f1; f1.Index[0] = v2ind[face.Vertecies[0]]; f1.Index[1] = v2ind[face.Vertecies[2]]; f1.Index[2] = v2ind[face.Vertecies[3]]; mesh->Faces.push_back(f1); } } // Binormal,Tangent計算 std::map<int32_t, VertexNormals> vInd2Normals; for (const auto& face : mesh->Faces) { FbxVector4 binormal, tangent; CalcTangentSpace( mesh->Vertexes[face.Index[0]], mesh->Vertexes[face.Index[1]], mesh->Vertexes[face.Index[2]], binormal, tangent); for (auto i = 0; i < 3; i++) { vInd2Normals[face.Index[i]].Binormal += binormal; vInd2Normals[face.Index[i]].Tangent += tangent; vInd2Normals[face.Index[i]].Count += 1; } } for (auto& vn : vInd2Normals) { vn.second.Binormal /= vn.second.Count; vn.second.Tangent /= vn.second.Count; } for (auto& vn : vInd2Normals) { mesh->Vertexes[vn.first].Binormal = vn.second.Binormal; mesh->Vertexes[vn.first].Tangent = vn.second.Tangent; // 適当な値を代入する if (mesh->Vertexes[vn.first].Binormal.Length() == 0.0f) { if (mesh->Vertexes[vn.first].Normal != FbxVector4(1, 0, 0)) { mesh->Vertexes[vn.first].Binormal = FbxVector4(1, 0, 0); mesh->Vertexes[vn.first].Tangent = FbxVector4(0, 1, 0); } else { mesh->Vertexes[vn.first].Binormal = FbxVector4(0, 1, 0); mesh->Vertexes[vn.first].Tangent = FbxVector4(1, 0, 0); } } } return mesh; }