/** Check that root bone is the same, and that any bones that are common have the correct parent. */ bool SkeletonsAreCompatible( const FReferenceSkeleton& NewSkel, const FReferenceSkeleton& ExistSkel ) { if(NewSkel.GetBoneName(0) != ExistSkel.GetBoneName(0)) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("MeshHasDifferentRoot", "Root Bone is '{0}' instead of '{1}'.\nDiscarding existing LODs."), FText::FromName(NewSkel.GetBoneName(0)), FText::FromName(ExistSkel.GetBoneName(0))))); return false; } for(int32 i=1; i<NewSkel.GetNum(); i++) { // See if bone is in both skeletons. int32 NewBoneIndex = i; FName NewBoneName = NewSkel.GetBoneName(NewBoneIndex); int32 BBoneIndex = ExistSkel.FindBoneIndex(NewBoneName); // If it is, check parents are the same. if(BBoneIndex != INDEX_NONE) { FName NewParentName = NewSkel.GetBoneName( NewSkel.GetParentIndex(NewBoneIndex) ); FName ExistParentName = ExistSkel.GetBoneName( ExistSkel.GetParentIndex(BBoneIndex) ); if(NewParentName != ExistParentName) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("MeshHasDifferentRoot", "Root Bone is '{0}' instead of '{1}'.\nDiscarding existing LODs."), FText::FromName(NewBoneName), FText::FromName(NewParentName)))); return false; } } } return true; }
void OutputAnimationTransformDebugData(TArray<AnimationTransformDebug::FAnimationTransformDebugData> &TransformDebugData, int32 TotalNumKeys, const FReferenceSkeleton& RefSkeleton) { bool bShouldOutputToMessageLog = true; for(int32 Key=0; Key<TotalNumKeys; ++Key) { // go through all bones and find for(int32 BoneIndex=0; BoneIndex<TransformDebugData.Num(); ++BoneIndex) { FAnimationTransformDebugData& Data = TransformDebugData[BoneIndex]; int32 ParentIndex = RefSkeleton.GetParentIndex(Data.BoneIndex); int32 ParentTransformDebugDataIndex = 0; check(Data.RecalculatedLocalTransform.Num() == TotalNumKeys); check(Data.SourceGlobalTransform.Num() == TotalNumKeys); check(Data.SourceParentGlobalTransform.Num() == TotalNumKeys); for(; ParentTransformDebugDataIndex<BoneIndex; ++ParentTransformDebugDataIndex) { if(ParentIndex == TransformDebugData[ParentTransformDebugDataIndex].BoneIndex) { FTransform ParentTransform = TransformDebugData[ParentTransformDebugDataIndex].RecalculatedLocalTransform[Key] * TransformDebugData[ParentTransformDebugDataIndex].RecalculatedParentTransform[Key]; Data.RecalculatedParentTransform.Add(ParentTransform); break; } } // did not find Parent if(ParentTransformDebugDataIndex == BoneIndex) { Data.RecalculatedParentTransform.Add(FTransform::Identity); } check(Data.RecalculatedParentTransform.Num() == Key+1); FTransform GlobalTransform = Data.RecalculatedLocalTransform[Key] * Data.RecalculatedParentTransform[Key]; // makes more generous on the threshold. if(GlobalTransform.Equals(Data.SourceGlobalTransform[Key], 0.1f) == false) { // so that we don't spawm with this message if(bShouldOutputToMessageLog) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); // now print information - it doesn't match well, find out what it is FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("FBXImport_TransformError", "Imported bone transform is different from original. Please check Output Log to see detail of error. "), FText::FromName(Data.BoneName), FText::AsNumber(Data.BoneIndex), FText::FromString(Data.SourceGlobalTransform[Key].ToString()), FText::FromString(GlobalTransform.ToString()))), FFbxErrors::Animation_TransformError); bShouldOutputToMessageLog = false; } // now print information - it doesn't match well, find out what it is UE_LOG(LogFbx, Warning, TEXT("IMPORT TRANSFORM ERROR : Bone (%s:%d) \r\nSource Global Transform (%s), \r\nConverted Global Transform (%s)"), *Data.BoneName.ToString(), Data.BoneIndex, *Data.SourceGlobalTransform[Key].ToString(), *GlobalTransform.ToString()); } } } }
EReimportResult::Type UReimportFbxSceneFactory::ImportStaticMesh(void* VoidFbxImporter, TSharedPtr<FFbxMeshInfo> MeshInfo, TSharedPtr<FFbxSceneInfo> SceneInfoPtr) { UnFbx::FFbxImporter* FbxImporter = (UnFbx::FFbxImporter*)VoidFbxImporter; //FEditorDelegates::OnAssetPreImport.Broadcast(this, UStaticMesh::StaticClass(), GWorld, FName(""), TEXT("fbx")); FbxNode *GeometryParentNode = nullptr; //Get the first parent geometry node for (int idx = 0; idx < FbxImporter->Scene->GetGeometryCount(); ++idx) { FbxGeometry *Geometry = FbxImporter->Scene->GetGeometry(idx); if (Geometry->GetUniqueID() == MeshInfo->UniqueId) { GeometryParentNode = Geometry->GetNode(); break; } } if (GeometryParentNode == nullptr) { FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(FText::FromString("Reimport Mesh {0} fail, the mesh dont have any parent node inside the fbx."), FText::FromString(MeshInfo->GetImportPath()))), FName(TEXT("Reimport Fbx Scene"))); return EReimportResult::Failed; } FString PackageName = MeshInfo->GetImportPath(); FString StaticMeshName; UPackage* Pkg = CreatePackageForNode(PackageName, StaticMeshName); if (Pkg == nullptr) { return EReimportResult::Failed; } //Copy default options to StaticMeshImportData SFbxSceneOptionWindow::CopyFbxOptionsToStaticMeshOptions(GlobalImportSettingsReference, SceneImportOptionsStaticMesh); SceneImportOptionsStaticMesh->FillStaticMeshInmportData(StaticMeshImportData, SceneImportOptions); UnFbx::FBXImportOptions* OverrideImportSettings = GetOptionsFromName(MeshInfo->OptionName); if (OverrideImportSettings != nullptr) { SFbxSceneOptionWindow::CopyFbxOptionsToFbxOptions(OverrideImportSettings, GlobalImportSettings); SFbxSceneOptionWindow::CopyFbxOptionsToStaticMeshOptions(OverrideImportSettings, SceneImportOptionsStaticMesh); } else { SFbxSceneOptionWindow::CopyFbxOptionsToFbxOptions(GlobalImportSettingsReference, GlobalImportSettings); SFbxSceneOptionWindow::CopyFbxOptionsToStaticMeshOptions(GlobalImportSettingsReference, SceneImportOptionsStaticMesh); } SceneImportOptionsStaticMesh->FillStaticMeshInmportData(StaticMeshImportData, SceneImportOptions); FName StaticMeshFName = FName(*(MeshInfo->Name)); UStaticMesh *NewObject = FbxImporter->ImportStaticMesh(Pkg, GeometryParentNode, StaticMeshFName, EObjectFlags::RF_Standalone, StaticMeshImportData ); if (NewObject == nullptr) { return EReimportResult::Failed; } AllNewAssets.Add(MeshInfo, NewObject); AssetToSyncContentBrowser.Add(NewObject); return EReimportResult::Succeeded; }
/** * Process and fill in the mesh ref skeleton bone hierarchy using the raw binary import data * * @param RefSkeleton - [out] reference skeleton hierarchy to update * @param SkeletalDepth - [out] depth of the reference skeleton hierarchy * @param ImportData - raw binary import data to process * @return true if the operation completed successfully */ bool ProcessImportMeshSkeleton(FReferenceSkeleton& RefSkeleton, int32& SkeletalDepth, FSkeletalMeshImportData& ImportData) { TArray <VBone>& RefBonesBinary = ImportData.RefBonesBinary; // Setup skeletal hierarchy + names structure. RefSkeleton.Empty(); // Digest bones to the serializable format. for( int32 b=0; b<RefBonesBinary.Num(); b++ ) { const VBone & BinaryBone = RefBonesBinary[ b ]; const FString BoneName = FSkeletalMeshImportData::FixupBoneName( BinaryBone.Name ); const FMeshBoneInfo BoneInfo(FName(*BoneName, FNAME_Add, true), BinaryBone.ParentIndex); const FTransform BoneTransform(BinaryBone.BonePos.Orientation, BinaryBone.BonePos.Position, FVector(1.f)); if(RefSkeleton.FindBoneIndex(BoneInfo.Name) != INDEX_NONE) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("SkeletonHasDuplicateBones", "Skeleton has non-unique bone names.\nBone named '{0}' encountered more than once."), FText::FromName(BoneInfo.Name)))); return false; } RefSkeleton.Add(BoneInfo, BoneTransform); } // Add hierarchy index to each bone and detect max depth. SkeletalDepth = 0; TArray<int32> SkeletalDepths; SkeletalDepths.Empty( RefBonesBinary.Num() ); SkeletalDepths.AddZeroed( RefBonesBinary.Num() ); for( int32 b=0; b < RefSkeleton.GetNum(); b++ ) { int32 Parent = RefSkeleton.GetParentIndex(b); int32 Depth = 1.0f; SkeletalDepths[b] = 1.0f; if( Parent != INDEX_NONE ) { Depth += SkeletalDepths[Parent]; } if( SkeletalDepth < Depth ) { SkeletalDepth = Depth; } SkeletalDepths[b] = Depth; } return true; }
void FSavedCustomSortInfo::Restore(USkeletalMesh* NewSkeletalMesh, int32 LODModelIndex) { FStaticLODModel& LODModel = NewSkeletalMesh->GetImportedResource()->LODModels[LODModelIndex]; FSkeletalMeshLODInfo& LODInfo = NewSkeletalMesh->LODInfo[LODModelIndex]; // List of sections in the new model yet to be matched to the sorted sections TArray<int32> UnmatchedSections; for( int32 SectionIdx=0;SectionIdx<LODModel.Sections.Num();SectionIdx++ ) { UnmatchedSections.Add(SectionIdx); } for( int32 Idx=0;Idx<SortSectionInfos.Num();Idx++ ) { FSavedCustomSortSectionInfo& SortSectionInfo = SortSectionInfos[Idx]; if( SortSectionInfo.SavedSortOption == TRISORT_Custom || SortSectionInfo.SavedSortOption == TRISORT_CustomLeftRight ) { // Restore saved custom sort order SortSectionInfo.Restore(NewSkeletalMesh, LODModelIndex, UnmatchedSections); } else { if( !LODModel.Sections.IsValidIndex(SortSectionInfo.SavedSectionIdx) || !LODInfo.TriangleSortSettings.IsValidIndex(SortSectionInfo.SavedSectionIdx) ) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("FailedRestoreSortingForSectionNumber", "Unable to restore triangle sort setting \"{0}\" for section {1} as the new mesh does not contain that many sections. Please find the matching section and apply manually."), FText::FromString(TriangleSortOptionToString((ETriangleSortOption)SortSectionInfo.SavedSortOption)), FText::AsNumber(SortSectionInfo.SavedSectionIdx))), FFbxErrors::SkeletalMesh_RestoreSortingForSectionNumber); continue; } // Update the UI version of the data. FTriangleSortSettings& TriangleSortSettings = LODInfo.TriangleSortSettings[SortSectionInfo.SavedSectionIdx]; TriangleSortSettings.TriangleSorting = SortSectionInfo.SavedSortOption; TriangleSortSettings.CustomLeftRightAxis = SortSectionInfo.SavedCustomLeftRightAxis; TriangleSortSettings.CustomLeftRightBoneName = SortSectionInfo.SavedCustomLeftRightBoneName; // Just reapply the same sorting method to the section again. FVector SortCenter; bool bHaveSortCenter = NewSkeletalMesh->GetSortCenterPoint(SortCenter); LODModel.SortTriangles(SortCenter, bHaveSortCenter, SortSectionInfo.SavedSectionIdx, (ETriangleSortOption)SortSectionInfo.SavedSortOption); } } }
void ImportStaticMeshLOD( UStaticMesh* BaseStaticMesh, const FString& Filename, int32 LODLevel ) { UE_LOG(LogExportMeshUtils, Log, TEXT("Fbx LOD loading")); // logger for all error/warnings // this one prints all messages that are stored in FFbxImporter // this function seems to get called outside of FBX factory UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); UnFbx::FFbxLoggerSetter Logger(FFbxImporter); // don't import materials UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions(); ImportOptions->bImportMaterials = false; ImportOptions->bImportTextures = false; if ( !FFbxImporter->ImportFromFile( *Filename, FPaths::GetExtension( Filename ) ) ) { // Log the error message and fail the import. // @todo verify if the message works FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error); } else { FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning); bool bUseLODs = true; int32 MaxLODLevel = 0; TArray< TArray<FbxNode*>* > LODNodeList; TArray<FString> LODStrings; // Create a list of LOD nodes PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), LODNodeList, MaxLODLevel, bUseLODs); // No LODs, so just grab all of the meshes in the file if (MaxLODLevel == 0) { bUseLODs = false; MaxLODLevel = BaseStaticMesh->GetNumLODs(); // Create a list of meshes PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), LODNodeList, MaxLODLevel, bUseLODs); // Nothing found, error out if (LODNodeList.Num() == 0) { FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText(LOCTEXT("Prompt_NoMeshFound", "No meshes were found in file."))), FFbxErrors::Generic_Mesh_MeshNotFound); FFbxImporter->ReleaseScene(); return; } } // Display the LOD selection dialog if (LODLevel > BaseStaticMesh->GetNumLODs()) { // Make sure they don't manage to select a bad LOD index FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("Prompt_InvalidLODIndex", "Invalid mesh LOD index {0}, as no prior LOD index exists!"), FText::AsNumber(LODLevel))), FFbxErrors::Generic_Mesh_LOD_InvalidIndex); } else { // Import mesh UStaticMesh* TempStaticMesh = NULL; TempStaticMesh = (UStaticMesh*)FFbxImporter->ImportStaticMeshAsSingle(GetTransientPackage(), *(LODNodeList[bUseLODs? LODLevel: 0]), NAME_None, RF_NoFlags, NULL, BaseStaticMesh, LODLevel); // Add imported mesh to existing model if( TempStaticMesh ) { // Update mesh component BaseStaticMesh->MarkPackageDirty(); // Import worked FNotificationInfo NotificationInfo(FText::GetEmpty()); NotificationInfo.Text = FText::Format(LOCTEXT("LODImportSuccessful", "Mesh for LOD {0} imported successfully!"), FText::AsNumber(LODLevel)); NotificationInfo.ExpireDuration = 5.0f; FSlateNotificationManager::Get().AddNotification(NotificationInfo); } else { // Import failed FNotificationInfo NotificationInfo(FText::GetEmpty()); NotificationInfo.Text = FText::Format(LOCTEXT("LODImportFail", "Failed to import mesh for LOD {0}!"), FText::AsNumber( LODLevel )); NotificationInfo.ExpireDuration = 5.0f; FSlateNotificationManager::Get().AddNotification(NotificationInfo); } } // Cleanup for (int32 i = 0; i < LODNodeList.Num(); ++i) { delete LODNodeList[i]; } } FFbxImporter->ReleaseScene(); }
void ImportMeshLODDialog( class UObject* SelectedMesh, int32 LODLevel ) { if(!SelectedMesh) { return; } USkeletalMesh* SkeletonMesh = Cast<USkeletalMesh>(SelectedMesh); UStaticMesh* StaticMesh = Cast<UStaticMesh>(SelectedMesh); if( !SkeletonMesh && !StaticMesh ) { return; } FString ExtensionStr; ExtensionStr += TEXT("All model files|*.fbx;*.obj|"); ExtensionStr += TEXT("FBX files|*.fbx|"); ExtensionStr += TEXT("Object files|*.obj|"); ExtensionStr += TEXT("All files|*.*"); // First, display the file open dialog for selecting the file. TArray<FString> OpenFilenames; IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get(); bool bOpen = false; if ( DesktopPlatform ) { void* ParentWindowWindowHandle = NULL; IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame")); const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow(); if ( MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid() ) { ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle(); } bOpen = DesktopPlatform->OpenFileDialog( ParentWindowWindowHandle, FText::Format( NSLOCTEXT("UnrealEd", "ImportMeshLOD", "Failed to import mesh for LOD {0}!"), FText::AsNumber( LODLevel ) ).ToString(), *FEditorDirectories::Get().GetLastDirectory(ELastDirectory::FBX), TEXT(""), *ExtensionStr, EFileDialogFlags::None, OpenFilenames ); } // Only continue if we pressed OK and have only one file selected. if( bOpen ) { if( OpenFilenames.Num() == 0) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("NoFileSelectedForLOD", "No file was selected for the LOD.")), FFbxErrors::Generic_Mesh_LOD_NoFileSelected); } else if(OpenFilenames.Num() > 1) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("MultipleFilesSelectedForLOD", "You may only select one file for the LOD.")), FFbxErrors::Generic_Mesh_LOD_MultipleFilesSelected); } else { FString Filename = OpenFilenames[0]; FEditorDirectories::Get().SetLastDirectory(ELastDirectory::FBX, FPaths::GetPath(Filename)); // Save path as default for next time. if( SkeletonMesh ) { ImportSkeletalMeshLOD(SkeletonMesh, Filename, LODLevel); } else if( StaticMesh ) { ImportStaticMeshLOD(StaticMesh, Filename, LODLevel); } } } }
void ImportSkeletalMeshLOD( class USkeletalMesh* SelectedSkelMesh, const FString& Filename, int32 LODLevel ) { // Check the file extension for FBX. Anything that isn't .FBX is rejected const FString FileExtension = FPaths::GetExtension(Filename); const bool bIsFBX = FCString::Stricmp(*FileExtension, TEXT("FBX")) == 0; if (bIsFBX) { #if WITH_APEX_CLOTHING FClothingBackup ClothingBackup; if(LODLevel == 0) { ApexClothingUtils::BackupClothingDataFromSkeletalMesh(SelectedSkelMesh, ClothingBackup); } #endif// #if WITH_APEX_CLOTHING UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); // don't import material and animation UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions(); ImportOptions->bImportMaterials = false; ImportOptions->bImportTextures = false; ImportOptions->bImportAnimations = false; if ( !FFbxImporter->ImportFromFile( *Filename, FPaths::GetExtension( Filename ) ) ) { // Log the error message and fail the import. FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_ParseFailed", "FBX file parsing failed.")), FFbxErrors::Generic_FBXFileParseFailed); } else { bool bUseLODs = true; int32 MaxLODLevel = 0; TArray< TArray<FbxNode*>* > MeshArray; TArray<FString> LODStrings; TArray<FbxNode*>* MeshObject = NULL;; // Populate the mesh array FFbxImporter->FillFbxSkelMeshArrayInScene(FFbxImporter->Scene->GetRootNode(), MeshArray, false); // Nothing found, error out if (MeshArray.Num() == 0) { FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_NoMesh", "No meshes were found in file.")), FFbxErrors::Generic_MeshNotFound); FFbxImporter->ReleaseScene(); return; } MeshObject = MeshArray[0]; // check if there is LODGroup for this skeletal mesh for (int32 j = 0; j < MeshObject->Num(); j++) { FbxNode* Node = (*MeshObject)[j]; if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup) { // get max LODgroup level if (MaxLODLevel < (Node->GetChildCount() - 1)) { MaxLODLevel = Node->GetChildCount() - 1; } } } // No LODs found, switch to supporting a mesh array containing meshes instead of LODs if (MaxLODLevel == 0) { bUseLODs = false; MaxLODLevel = SelectedSkelMesh->LODInfo.Num(); } // Create LOD dropdown strings LODStrings.AddZeroed(MaxLODLevel + 1); LODStrings[0] = FString::Printf( TEXT("Base") ); for(int32 i = 1; i < MaxLODLevel + 1; i++) { LODStrings[i] = FString::Printf(TEXT("%d"), i); } int32 SelectedLOD = LODLevel; if (SelectedLOD > SelectedSkelMesh->LODInfo.Num()) { // Make sure they don't manage to select a bad LOD index FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("FBXImport_InvalidLODIdx", "Invalid mesh LOD index {0}, no prior LOD index exists"), FText::AsNumber(SelectedLOD))), FFbxErrors::Generic_Mesh_LOD_InvalidIndex); } else { TArray<FbxNode*> SkelMeshNodeArray; if (bUseLODs || ImportOptions->bImportMorph) { for (int32 j = 0; j < MeshObject->Num(); j++) { FbxNode* Node = (*MeshObject)[j]; if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup) { if (Node->GetChildCount() > SelectedLOD) { SkelMeshNodeArray.Add(Node->GetChild(SelectedLOD)); } else // in less some LODGroups have less level, use the last level { SkelMeshNodeArray.Add(Node->GetChild(Node->GetChildCount() - 1)); } } else { SkelMeshNodeArray.Add(Node); } } } // Import mesh USkeletalMesh* TempSkelMesh = NULL; // @todo AssetImportData does this temp skeletal mesh need import data? UFbxSkeletalMeshImportData* TempAssetImportData = NULL; TempSkelMesh = (USkeletalMesh*)FFbxImporter->ImportSkeletalMesh(GetTransientPackage(), bUseLODs? SkelMeshNodeArray: *MeshObject, NAME_None, (EObjectFlags)0, TempAssetImportData); // Add imported mesh to existing model bool bImportSucceeded = false; if( TempSkelMesh ) { bImportSucceeded = FFbxImporter->ImportSkeletalMeshLOD(TempSkelMesh, SelectedSkelMesh, SelectedLOD); // Mark package containing skeletal mesh as dirty. SelectedSkelMesh->MarkPackageDirty(); } if(ImportOptions->bImportMorph) { FFbxImporter->ImportFbxMorphTarget(SkelMeshNodeArray, SelectedSkelMesh, SelectedSkelMesh->GetOutermost(), SelectedLOD); } if (bImportSucceeded) { // Notification of success FNotificationInfo NotificationInfo(FText::GetEmpty()); NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "LODImportSuccessful", "Mesh for LOD {0} imported successfully!"), FText::AsNumber(SelectedLOD)); NotificationInfo.ExpireDuration = 5.0f; FSlateNotificationManager::Get().AddNotification(NotificationInfo); } else { // Notification of failure FNotificationInfo NotificationInfo(FText::GetEmpty()); NotificationInfo.Text = FText::Format(NSLOCTEXT("UnrealEd", "LODImportFail", "Failed to import mesh for LOD {0}!"), FText::AsNumber(SelectedLOD)); NotificationInfo.ExpireDuration = 5.0f; FSlateNotificationManager::Get().AddNotification(NotificationInfo); } } // Cleanup for (int32 i=0; i<MeshArray.Num(); i++) { delete MeshArray[i]; } } FFbxImporter->ReleaseScene(); #if WITH_APEX_CLOTHING if(LODLevel == 0) { ApexClothingUtils::ReapplyClothingDataToSkeletalMesh(SelectedSkelMesh, ClothingBackup); } ApexClothingUtils::ReImportClothingSectionsFromClothingAsset(SelectedSkelMesh); #endif// #if WITH_APEX_CLOTHING } }
ExistingSkelMeshData* SaveExistingSkelMeshData(USkeletalMesh* ExistingSkelMesh) { struct ExistingSkelMeshData* ExistingMeshDataPtr = NULL; if(ExistingSkelMesh) { ExistingMeshDataPtr = new ExistingSkelMeshData(); FSkeletalMeshResource* ImportedResource = ExistingSkelMesh->GetImportedResource(); if (ImportedResource->LODModels.Num() > 0) { ExistingMeshDataPtr->ExistingSortInfo.Save(ExistingSkelMesh, 0); } ExistingMeshDataPtr->ExistingSockets = ExistingSkelMesh->GetMeshOnlySocketList(); ExistingMeshDataPtr->ExistingMaterials = ExistingSkelMesh->Materials; if( ImportedResource->LODModels.Num() > 0 && ExistingSkelMesh->LODInfo.Num() == ImportedResource->LODModels.Num() ) { // Remove the zero'th LOD (ie: the LOD being reimported). ImportedResource->LODModels.RemoveAt(0); ExistingSkelMesh->LODInfo.RemoveAt(0); // Copy off the remaining LODs. for ( int32 LODModelIndex = 0 ; LODModelIndex < ImportedResource->LODModels.Num() ; ++LODModelIndex ) { FStaticLODModel& LODModel = ImportedResource->LODModels[LODModelIndex]; LODModel.RawPointIndices.Lock( LOCK_READ_ONLY ); LODModel.LegacyRawPointIndices.Lock( LOCK_READ_ONLY ); } ExistingMeshDataPtr->ExistingLODModels = ImportedResource->LODModels; #if PLATFORM_COMPILER_HAS_RANGED_FOR_LOOP for ( auto& LODModel : ImportedResource->LODModels ) { #else for ( int32 LODModelIndex = 0 ; LODModelIndex < ImportedResource->LODModels.Num() ; ++LODModelIndex ) { FStaticLODModel& LODModel = ImportedResource->LODModels[LODModelIndex]; #endif LODModel.RawPointIndices.Unlock(); LODModel.LegacyRawPointIndices.Unlock(); FMultiSizeIndexContainerData ExistingData; LODModel.MultiSizeIndexContainer.GetIndexBufferData( ExistingData ); ExistingMeshDataPtr->ExistingIndexBufferData.Add( ExistingData ); } ExistingMeshDataPtr->ExistingLODInfo = ExistingSkelMesh->LODInfo; ExistingMeshDataPtr->ExistingRefSkeleton = ExistingSkelMesh->RefSkeleton; } // First asset should be the one that the skeletal mesh should point too ExistingMeshDataPtr->ExistingPhysicsAssets.Empty(); ExistingMeshDataPtr->ExistingPhysicsAssets.Add( ExistingSkelMesh->PhysicsAsset ); for (TObjectIterator<UPhysicsAsset> It; It; ++It) { UPhysicsAsset* PhysicsAsset = *It; if ( PhysicsAsset->PreviewSkeletalMesh == ExistingSkelMesh && ExistingSkelMesh->PhysicsAsset != PhysicsAsset ) { ExistingMeshDataPtr->ExistingPhysicsAssets.Add( PhysicsAsset ); } } ExistingMeshDataPtr->ExistingSkeleton = ExistingSkelMesh->Skeleton; ExistingSkelMesh->ExportMirrorTable(ExistingMeshDataPtr->ExistingMirrorTable); ExistingMeshDataPtr->ExistingMorphTargets.Empty(ExistingSkelMesh->MorphTargets.Num()); ExistingMeshDataPtr->ExistingMorphTargets.Append(ExistingSkelMesh->MorphTargets); ExistingMeshDataPtr->bExistingUseFullPrecisionUVs = ExistingSkelMesh->bUseFullPrecisionUVs; ExistingMeshDataPtr->ExistingAssetImportData = ExistingSkelMesh->AssetImportData; ExistingMeshDataPtr->ExistingThumbnailInfo = ExistingSkelMesh->ThumbnailInfo; } return ExistingMeshDataPtr; } void RestoreExistingSkelMeshData(ExistingSkelMeshData* MeshData, USkeletalMesh* SkeletalMesh) { if(MeshData && SkeletalMesh) { // Fix Materials array to be the correct size. if(MeshData->ExistingMaterials.Num() > SkeletalMesh->Materials.Num()) { MeshData->ExistingMaterials.RemoveAt( SkeletalMesh->Materials.Num(), MeshData->ExistingMaterials.Num() - SkeletalMesh->Materials.Num() ); } else if(SkeletalMesh->Materials.Num() > MeshData->ExistingMaterials.Num()) { MeshData->ExistingMaterials.AddZeroed( SkeletalMesh->Materials.Num() - MeshData->ExistingMaterials.Num() ); } SkeletalMesh->Materials = MeshData->ExistingMaterials; // Assign sockets from old version of this SkeletalMesh. // Only copy ones for bones that exist in the new mesh. for(int32 i=0; i<MeshData->ExistingSockets.Num(); i++) { const int32 BoneIndex = SkeletalMesh->RefSkeleton.FindBoneIndex( MeshData->ExistingSockets[i]->BoneName ); if(BoneIndex != INDEX_NONE) { SkeletalMesh->GetMeshOnlySocketList().Add( MeshData->ExistingSockets[i] ); } } // We copy back and fix-up the LODs that still work with this skeleton. if( MeshData->ExistingLODModels.Num() > 0 && SkeletonsAreCompatible(SkeletalMesh->RefSkeleton, MeshData->ExistingRefSkeleton) ) { // First create mapping table from old skeleton to new skeleton. TArray<int32> OldToNewMap; OldToNewMap.AddUninitialized(MeshData->ExistingRefSkeleton.GetNum()); for(int32 i=0; i<MeshData->ExistingRefSkeleton.GetNum(); i++) { OldToNewMap[i] = SkeletalMesh->RefSkeleton.FindBoneIndex(MeshData->ExistingRefSkeleton.GetBoneName(i)); } for(int32 i=0; i<MeshData->ExistingLODModels.Num(); i++) { FStaticLODModel& LODModel = MeshData->ExistingLODModels[i]; FSkeletalMeshLODInfo& LODInfo = MeshData->ExistingLODInfo[i]; // Fix ActiveBoneIndices array. bool bMissingBone = false; FName MissingBoneName = NAME_None; for(int32 j=0; j<LODModel.ActiveBoneIndices.Num() && !bMissingBone; j++) { int32 NewBoneIndex = OldToNewMap[ LODModel.ActiveBoneIndices[j] ]; if(NewBoneIndex == INDEX_NONE) { bMissingBone = true; MissingBoneName = MeshData->ExistingRefSkeleton.GetBoneName( LODModel.ActiveBoneIndices[j] ); } else { LODModel.ActiveBoneIndices[j] = NewBoneIndex; } } // Fix RequiredBones array. for(int32 j=0; j<LODModel.RequiredBones.Num() && !bMissingBone; j++) { int32 NewBoneIndex = OldToNewMap[ LODModel.RequiredBones[j] ]; if(NewBoneIndex == INDEX_NONE) { bMissingBone = true; MissingBoneName = MeshData->ExistingRefSkeleton.GetBoneName( LODModel.RequiredBones[j] ); } else { LODModel.RequiredBones[j] = NewBoneIndex; } } // Sort ascending for parent child relationship LODModel.RequiredBones.Sort(); // Fix the chunks' BoneMaps. for(int32 ChunkIndex = 0;ChunkIndex < LODModel.Chunks.Num();ChunkIndex++) { FSkelMeshChunk& Chunk = LODModel.Chunks[ChunkIndex]; for(int32 BoneIndex = 0;BoneIndex < Chunk.BoneMap.Num();BoneIndex++) { int32 NewBoneIndex = OldToNewMap[ Chunk.BoneMap[BoneIndex] ]; if(NewBoneIndex == INDEX_NONE) { bMissingBone = true; MissingBoneName = MeshData->ExistingRefSkeleton.GetBoneName(Chunk.BoneMap[BoneIndex]); break; } else { Chunk.BoneMap[BoneIndex] = NewBoneIndex; } } if(bMissingBone) { break; } } if(bMissingBone) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("NewMeshMissingBoneFromLOD", "New mesh is missing bone '{0}' required by an LOD. LOD will be removed."), FText::FromName(MissingBoneName)))); } else { FStaticLODModel* NewLODModel = new(SkeletalMesh->GetImportedResource()->LODModels) FStaticLODModel( LODModel ); NewLODModel->MultiSizeIndexContainer.RebuildIndexBuffer( MeshData->ExistingIndexBufferData[i] ); SkeletalMesh->LODInfo.Add( LODInfo ); } } } for (int32 AssetIndex = 0; AssetIndex < MeshData->ExistingPhysicsAssets.Num(); ++AssetIndex) { UPhysicsAsset* PhysicsAsset = MeshData->ExistingPhysicsAssets[AssetIndex]; if ( AssetIndex == 0 ) { // First asset is the one that the skeletal mesh should point too SkeletalMesh->PhysicsAsset = PhysicsAsset; } // No need to mark as modified here, because the asset hasn't actually changed if (PhysicsAsset) { PhysicsAsset->PreviewSkeletalMesh = SkeletalMesh; } } SkeletalMesh->Skeleton = MeshData->ExistingSkeleton; // Copy mirror table. SkeletalMesh->ImportMirrorTable(MeshData->ExistingMirrorTable); SkeletalMesh->MorphTargets.Empty(MeshData->ExistingMorphTargets.Num()); SkeletalMesh->MorphTargets.Append(MeshData->ExistingMorphTargets); SkeletalMesh->InitMorphTargets(); SkeletalMesh->bUseFullPrecisionUVs = MeshData->bExistingUseFullPrecisionUVs; MeshData->ExistingSortInfo.Restore(SkeletalMesh, 0); SkeletalMesh->AssetImportData = MeshData->ExistingAssetImportData.Get(); SkeletalMesh->ThumbnailInfo = MeshData->ExistingThumbnailInfo.Get(); } }
void FSavedCustomSortSectionInfo::Restore(USkeletalMesh* NewSkelMesh, int32 LODModelIndex, TArray<int32>& UnmatchedSections) { FStaticLODModel& LODModel = NewSkelMesh->GetImportedResource()->LODModels[LODModelIndex]; FSkeletalMeshLODInfo& LODInfo = NewSkelMesh->LODInfo[LODModelIndex]; // Re-order the UnmatchedSections so the old section index from the previous model is tried first int32 PrevSectionIndex = UnmatchedSections.Find(SavedSectionIdx); if( PrevSectionIndex != 0 && PrevSectionIndex != INDEX_NONE ) { Exchange( UnmatchedSections[0], UnmatchedSections[PrevSectionIndex] ); } // Find the strips in the old triangle data. TArray< TArray<uint32> > OldStrips[2]; for( int32 IndexCopy=0; IndexCopy < (SavedSortOption==TRISORT_CustomLeftRight ? 2 : 1); IndexCopy++ ) { const uint32* OldIndices = &SavedIndices[(SavedIndices.Num()>>1)*IndexCopy]; TArray<uint32> OldTriSet; GetConnectedTriangleSets( SavedNumTriangles, OldIndices, OldTriSet ); // Convert to strips int32 PrevTriSet = MAX_int32; for( int32 TriIndex=0;TriIndex<SavedNumTriangles; TriIndex++ ) { if( OldTriSet[TriIndex] != PrevTriSet ) { OldStrips[IndexCopy].AddZeroed(); PrevTriSet = OldTriSet[TriIndex]; } OldStrips[IndexCopy][OldStrips[IndexCopy].Num()-1].Add(OldIndices[TriIndex*3+0]); OldStrips[IndexCopy][OldStrips[IndexCopy].Num()-1].Add(OldIndices[TriIndex*3+1]); OldStrips[IndexCopy][OldStrips[IndexCopy].Num()-1].Add(OldIndices[TriIndex*3+2]); } } bool bFoundMatchingSection = false; // Try all remaining sections to find a match for( int32 UnmatchedSectionsIdx=0; !bFoundMatchingSection && UnmatchedSectionsIdx<UnmatchedSections.Num(); UnmatchedSectionsIdx++ ) { // Section of the new mesh to try int32 SectionIndex = UnmatchedSections[UnmatchedSectionsIdx]; FSkelMeshSection& Section = LODModel.Sections[SectionIndex]; TArray<uint32> Indices; LODModel.MultiSizeIndexContainer.GetIndexBuffer( Indices ); const uint32* NewSectionIndices = Indices.GetData() + Section.BaseIndex; // Build the list of triangle sets in the new mesh's section TArray<uint32> TriSet; GetConnectedTriangleSets( Section.NumTriangles, NewSectionIndices, TriSet ); // Mapping from triangle set number to the array of indices that make up the contiguous strip. TMap<uint32, TArray<uint32> > NewStripsMap; // Go through each triangle and assign it to the appropriate contiguous strip. // This is necessary if the strips in the index buffer are not contiguous. int32 Index=0; for( int32 s=0;s<TriSet.Num();s++ ) { // Store the indices for this triangle in the appropriate contiguous set. TArray<uint32>* ThisStrip = NewStripsMap.Find(TriSet[s]); if( !ThisStrip ) { ThisStrip = &NewStripsMap.Add(TriSet[s],TArray<uint32>()); } // Add the three indices for this triangle. ThisStrip->Add(NewSectionIndices[Index++]); ThisStrip->Add(NewSectionIndices[Index++]); ThisStrip->Add(NewSectionIndices[Index++]); } // Get the new vertices TArray<FSoftSkinVertex> NewVertices; LODModel.GetVertices(NewVertices); // Do the processing once for each copy if the index data for( int32 IndexCopy=0; IndexCopy < (SavedSortOption==TRISORT_CustomLeftRight ? 2 : 1); IndexCopy++ ) { // Copy strips in the new mesh's section into an array. We'll remove items from // here as we match to the old strips, so we need to keep a new copy of it each time. TArray<TArray<uint32> > NewStrips; for( TMap<uint32, TArray<uint32> >::TIterator It(NewStripsMap); It; ++It ) { NewStrips.Add(It.Value()); } // Match up old strips to new int32 NumMismatchedStrips = 0; TArray<TArray<uint32> > NewSortedStrips; // output for( int32 OsIdx=0;OsIdx<OldStrips[IndexCopy].Num();OsIdx++ ) { TArray<uint32>& OldStripIndices = OldStrips[IndexCopy][OsIdx]; int32 MatchingNewStrip = INDEX_NONE; for( int32 NsIdx=0;NsIdx<NewStrips.Num() && MatchingNewStrip==INDEX_NONE;NsIdx++ ) { // Check if we have the same number of triangles in the old and new strips. if( NewStrips[NsIdx].Num() != OldStripIndices.Num() ) { continue; } // Make a copy of the indices, as we'll remove them as we try to match triangles. TArray<uint32> NewStripIndices = NewStrips[NsIdx]; // Check if all the triangles in the new strip closely match those in the old. for( int32 OldTriIdx=0;OldTriIdx<OldStripIndices.Num();OldTriIdx+=3 ) { // Try to find a match for this triangle in the new strip. bool FoundMatch = false; for( int32 NewTriIdx=0;NewTriIdx<NewStripIndices.Num();NewTriIdx+=3 ) { if( (SavedVertices[OldStripIndices[OldTriIdx+0]] - NewVertices[NewStripIndices[NewTriIdx+0]].Position).SizeSquared() < KINDA_SMALL_NUMBER && (SavedVertices[OldStripIndices[OldTriIdx+1]] - NewVertices[NewStripIndices[NewTriIdx+1]].Position).SizeSquared() < KINDA_SMALL_NUMBER && (SavedVertices[OldStripIndices[OldTriIdx+2]] - NewVertices[NewStripIndices[NewTriIdx+2]].Position).SizeSquared() < KINDA_SMALL_NUMBER ) { // Found a triangle match. Remove the triangle from the new list and try to match the next old triangle. NewStripIndices.RemoveAt(NewTriIdx,3); FoundMatch = true; break; } } // If we didn't find a match for this old triangle, the whole strip doesn't match. if( !FoundMatch ) { break; } } if( NewStripIndices.Num() == 0 ) { // strip completely matched MatchingNewStrip = NsIdx; } } if( MatchingNewStrip != INDEX_NONE ) { NewSortedStrips.Add( NewStrips[MatchingNewStrip] ); NewStrips.RemoveAt(MatchingNewStrip); } else { NumMismatchedStrips++; } } if( IndexCopy == 0 ) { if( 100 * NumMismatchedStrips / OldStrips[0].Num() > 50 ) { // If less than 50% of this section's strips match, we assume this is not the correct section. break; } // This section matches! bFoundMatchingSection = true; // Warn the user if we couldn't match things up. if( NumMismatchedStrips ) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("RestoreSortingMismatchedStripsForSection", "While restoring \"{0}\" sort order for section {1}, {2} of {3} strips could not be matched to the new data."), FText::FromString(TriangleSortOptionToString((ETriangleSortOption)SavedSortOption)), FText::AsNumber(SavedSectionIdx), FText::AsNumber(NumMismatchedStrips), FText::AsNumber(OldStrips[0].Num())))); } // Restore the settings saved in the LODInfo (used for the UI) FTriangleSortSettings& TriangleSortSettings = LODInfo.TriangleSortSettings[SectionIndex]; TriangleSortSettings.TriangleSorting = SavedSortOption; TriangleSortSettings.CustomLeftRightAxis = SavedCustomLeftRightAxis; TriangleSortSettings.CustomLeftRightBoneName = SavedCustomLeftRightBoneName; // Restore the sorting mode. For TRISORT_CustomLeftRight, this will also make the second copy of the index data. FVector SortCenter; bool bHaveSortCenter = NewSkelMesh->GetSortCenterPoint(SortCenter); LODModel.SortTriangles(SortCenter, bHaveSortCenter, SectionIndex, (ETriangleSortOption)SavedSortOption); } // Append any strips we couldn't match to the end NewSortedStrips += NewStrips; // Export the strips out to the index buffer in order TArray<uint32> Indexes; LODModel.MultiSizeIndexContainer.GetIndexBuffer( Indexes ); uint32* NewIndices = Indexes.GetData() + (Section.BaseIndex + Section.NumTriangles*3*IndexCopy); for( int32 StripIdx=0;StripIdx<NewSortedStrips.Num();StripIdx++ ) { FMemory::Memcpy( NewIndices, &NewSortedStrips[StripIdx][0], NewSortedStrips[StripIdx].Num() * sizeof(uint32) ); // Cache-optimize the triangle order inside the final strip CacheOptimizeSortStrip( NewIndices, NewSortedStrips[StripIdx].Num() ); NewIndices += NewSortedStrips[StripIdx].Num(); } LODModel.MultiSizeIndexContainer.CopyIndexBuffer( Indexes ); } } if( !bFoundMatchingSection ) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("FailedRestoreSortingNoSectionMatch", "Unable to restore triangle sort setting \"{0}\" for section number {1} in the old mesh, as a matching section could not be found in the new mesh. The custom sorting information has been lost."), FText::FromString(TriangleSortOptionToString((ETriangleSortOption)SavedSortOption)), FText::AsNumber(SavedSectionIdx)))); } }
/** * Process and update the vertex Influences using the raw binary import data * * @param ImportData - raw binary import data to process */ void ProcessImportMeshInfluences(FSkeletalMeshImportData& ImportData) { TArray <FVector>& Points = ImportData.Points; TArray <VVertex>& Wedges = ImportData.Wedges; TArray <VRawBoneInfluence>& Influences = ImportData.Influences; // Sort influences by vertex index. struct FCompareVertexIndex { bool operator()( const VRawBoneInfluence& A, const VRawBoneInfluence& B ) const { if ( A.VertexIndex > B.VertexIndex ) return false; else if ( A.VertexIndex < B.VertexIndex ) return true; else if ( A.Weight < B.Weight ) return false; else if ( A.Weight > B.Weight ) return true; else if ( A.BoneIndex > B.BoneIndex ) return false; else if ( A.BoneIndex < B.BoneIndex ) return true; else return false; } }; Influences.Sort( FCompareVertexIndex() ); // Remove more than allowed number of weights by removing least important influences (setting them to 0). // Relies on influences sorted by vertex index and weight and the code actually removing the influences below. int32 LastVertexIndex = INDEX_NONE; int32 InfluenceCount = 0; for( int32 i=0; i<Influences.Num(); i++ ) { if( ( LastVertexIndex != Influences[i].VertexIndex ) ) { InfluenceCount = 0; LastVertexIndex = Influences[i].VertexIndex; } InfluenceCount++; if( InfluenceCount > MAX_TOTAL_INFLUENCES || LastVertexIndex >= Points.Num() ) { Influences[i].Weight = 0.f; } } // Remove influences below a certain threshold. int32 RemovedInfluences = 0; const float MINWEIGHT = 0.01f; // 1% for( int32 i=Influences.Num()-1; i>=0; i-- ) { if( Influences[i].Weight < MINWEIGHT ) { Influences.RemoveAt(i); RemovedInfluences++; } } // Renormalize influence weights. int32 LastInfluenceCount = 0; InfluenceCount = 0; LastVertexIndex = INDEX_NONE; float TotalWeight = 0.f; for( int32 i=0; i<Influences.Num(); i++ ) { if( LastVertexIndex != Influences[i].VertexIndex ) { LastInfluenceCount = InfluenceCount; InfluenceCount = 0; // Normalize the last set of influences. if( LastInfluenceCount && (TotalWeight != 1.0f) ) { float OneOverTotalWeight = 1.f / TotalWeight; for( int r=0; r<LastInfluenceCount; r++) { Influences[i-r-1].Weight *= OneOverTotalWeight; } } TotalWeight = 0.f; LastVertexIndex = Influences[i].VertexIndex; } InfluenceCount++; TotalWeight += Influences[i].Weight; } // Ensure that each vertex has at least one influence as e.g. CreateSkinningStream relies on it. // The below code relies on influences being sorted by vertex index. LastVertexIndex = -1; InfluenceCount = 0; if( Influences.Num() == 0 ) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); // warn about no influences FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, LOCTEXT("WarningNoSkelInfluences", "Warning skeletal mesh is has no vertex influences"))); // add one for each wedge entry Influences.AddUninitialized(Wedges.Num()); for( int32 WedgeIdx=0; WedgeIdx<Wedges.Num(); WedgeIdx++ ) { Influences[WedgeIdx].VertexIndex = WedgeIdx; Influences[WedgeIdx].BoneIndex = 0; Influences[WedgeIdx].Weight = 1.0f; } } for( int32 i=0; i<Influences.Num(); i++ ) { int32 CurrentVertexIndex = Influences[i].VertexIndex; if( LastVertexIndex != CurrentVertexIndex ) { for( int32 j=LastVertexIndex+1; j<CurrentVertexIndex; j++ ) { // Add a 0-bone weight if none other present (known to happen with certain MAX skeletal setups). Influences.InsertUninitialized(i,1); Influences[i].VertexIndex = j; Influences[i].BoneIndex = 0; Influences[i].Weight = 1.f; } LastVertexIndex = CurrentVertexIndex; } } }
bool UEditorEngine::ReimportFbxAnimation( USkeleton* Skeleton, UAnimSequence* AnimSequence, UFbxAnimSequenceImportData* ImportData, const TCHAR* InFilename) { check(Skeleton); GWarn->BeginSlowTask( LOCTEXT("ImportingFbxAnimations", "Importing FBX animations"), true ); UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance(); // logger for all error/warnings // this one prints all messages that are stored in FFbxImporter UnFbx::FFbxLoggerSetter Logger(FbxImporter); const bool bPrevImportMorph = (AnimSequence->RawCurveData.FloatCurves.Num() > 0) ; if ( ImportData ) { // Prepare the import options UFbxImportUI* ReimportUI = NewObject<UFbxImportUI>(); ReimportUI->MeshTypeToImport = FBXIT_Animation; ReimportUI->bOverrideFullName = false; ReimportUI->AnimSequenceImportData = ImportData; ApplyImportUIToImportOptions(ReimportUI, *FbxImporter->ImportOptions); } else { FbxImporter->ImportOptions->ResetForReimportAnimation(); } if ( !FbxImporter->ImportFromFile( InFilename, FPaths::GetExtension( InFilename ) ) ) { // Log the error message and fail the import. FbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error); } else { // Log the import message and import the mesh. FbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning); const FString Filename( InFilename ); // Get Mesh nodes array that bind to the skeleton system, then morph animation is imported. TArray<FbxNode*> FBXMeshNodeArray; FbxNode* SkeletonRoot = FbxImporter->FindFBXMeshesByBone(Skeleton->GetReferenceSkeleton().GetBoneName(0), true, FBXMeshNodeArray); if (!SkeletonRoot) { FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_CouldNotFindFbxTrack", "Mesh contains {0} bone as root but animation doesn't contain the root track.\nImport failed."), FText::FromName(Skeleton->GetReferenceSkeleton().GetBoneName(0)))), FFbxErrors::Animation_CouldNotFindTrack); FbxImporter->ReleaseScene(); GWarn->EndSlowTask(); return false; } // for now import all the time? bool bImportMorphTracks = true; // Check for blend shape curves that are not skinned. Unskinned geometry can still contain morph curves if( bImportMorphTracks ) { TArray<FbxNode*> MeshNodes; FbxImporter->FillFbxMeshArray( FbxImporter->Scene->GetRootNode(), MeshNodes, FbxImporter ); for( int32 NodeIndex = 0; NodeIndex < MeshNodes.Num(); ++NodeIndex ) { // Its possible the nodes already exist so make sure they are only added once FBXMeshNodeArray.AddUnique( MeshNodes[NodeIndex] ); } } TArray<FbxNode*> SortedLinks; FbxImporter->RecursiveBuildSkeleton(SkeletonRoot, SortedLinks); if(SortedLinks.Num() == 0) { FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, LOCTEXT("Error_CouldNotBuildValidSkeleton", "Could not create a valid skeleton from the import data that matches the given Skeletal Mesh. Check the bone names of both the Skeletal Mesh for this AnimSet and the animation data you are trying to import.")), FFbxErrors::Animation_CouldNotBuildSkeleton); } else { // find the correct animation based on import data FbxAnimStack* CurAnimStack = nullptr; //ignore the source animation name if there's only one animation in the file. //this is to make it easier for people who use content creation programs that only export one animation and/or ones that don't allow naming animations if (FbxImporter->Scene->GetSrcObjectCount(FbxCriteria::ObjectType(FbxAnimStack::ClassId)) > 1 && !ImportData->SourceAnimationName.IsEmpty()) { CurAnimStack = FbxCast<FbxAnimStack>(FbxImporter->Scene->FindSrcObject(FbxCriteria::ObjectType(FbxAnimStack::ClassId), TCHAR_TO_UTF8(*ImportData->SourceAnimationName), 0)); } else { CurAnimStack = FbxCast<FbxAnimStack>(FbxImporter->Scene->GetSrcObject(FbxCriteria::ObjectType(FbxAnimStack::ClassId), 0)); } if (CurAnimStack) { // set current anim stack int32 ResampleRate = DEFAULT_SAMPLERATE; if (FbxImporter->ImportOptions->bResample) { ResampleRate = FbxImporter->GetMaxSampleRate(SortedLinks, FBXMeshNodeArray); } FbxTimeSpan AnimTimeSpan = FbxImporter->GetAnimationTimeSpan(SortedLinks[0], CurAnimStack); // for now it's not importing morph - in the future, this should be optional or saved with asset if (FbxImporter->ValidateAnimStack(SortedLinks, FBXMeshNodeArray, CurAnimStack, ResampleRate, bImportMorphTracks, AnimTimeSpan)) { FbxImporter->ImportAnimation( Skeleton, AnimSequence, Filename, SortedLinks, FBXMeshNodeArray, CurAnimStack, ResampleRate, AnimTimeSpan); } } else { // no track is found FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("Error_CouldNotFindTrack", "Could not find needed track.")), FFbxErrors::Animation_CouldNotFindTrack); FbxImporter->ReleaseScene(); GWarn->EndSlowTask(); return false; } } } FbxImporter->ImportOptions->bImportMorph = bPrevImportMorph; FbxImporter->ReleaseScene(); GWarn->EndSlowTask(); return true; }
UAnimSequence * UEditorEngine::ImportFbxAnimation( USkeleton* Skeleton, UObject* Outer, UFbxAnimSequenceImportData* TemplateImportData, const TCHAR* InFilename, const TCHAR* AnimName, bool bImportMorphTracks ) { check(Skeleton); UAnimSequence * NewAnimation=NULL; UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); const bool bPrevImportMorph = FFbxImporter->ImportOptions->bImportMorph; FFbxImporter->ImportOptions->bImportMorph = bImportMorphTracks; if ( !FFbxImporter->ImportFromFile( InFilename, FPaths::GetExtension( InFilename ) ) ) { // Log the error message and fail the import. FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error); } else { // Log the import message and import the mesh. FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning); const FString Filename( InFilename ); // Get Mesh nodes array that bind to the skeleton system, then morph animation is imported. TArray<FbxNode*> FBXMeshNodeArray; FbxNode* SkeletonRoot = FFbxImporter->FindFBXMeshesByBone(Skeleton->GetReferenceSkeleton().GetBoneName(0), true, FBXMeshNodeArray); if (!SkeletonRoot) { FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_CouldNotFindFbxTrack", "Mesh contains {0} bone as root but animation doesn't contain the root track.\nImport failed."), FText::FromName(Skeleton->GetReferenceSkeleton().GetBoneName(0)))), FFbxErrors::Animation_CouldNotFindRootTrack); FFbxImporter->ReleaseScene(); return NULL; } // Check for blend shape curves that are not skinned. Unskinned geometry can still contain morph curves if( bImportMorphTracks ) { TArray<FbxNode*> MeshNodes; FFbxImporter->FillFbxMeshArray( FFbxImporter->Scene->GetRootNode(), MeshNodes, FFbxImporter ); for( int32 NodeIndex = 0; NodeIndex < MeshNodes.Num(); ++NodeIndex ) { // Its possible the nodes already exist so make sure they are only added once FBXMeshNodeArray.AddUnique( MeshNodes[NodeIndex] ); } } TArray<FbxNode*> SortedLinks; FFbxImporter->RecursiveBuildSkeleton(SkeletonRoot, SortedLinks); if(SortedLinks.Num() == 0) { FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, LOCTEXT("Error_CouldNotBuildValidSkeleton", "Could not create a valid skeleton from the import data that matches the given Skeletal Mesh. Check the bone names of both the Skeletal Mesh for this AnimSet and the animation data you are trying to import.")), FFbxErrors::Animation_CouldNotBuildSkeleton); } else { NewAnimation = FFbxImporter->ImportAnimations( Skeleton, Outer, SortedLinks, AnimName, TemplateImportData, FBXMeshNodeArray); if( NewAnimation ) { // since to know full path, reimport will need to do same UFbxAnimSequenceImportData* ImportData = UFbxAnimSequenceImportData::GetImportDataForAnimSequence(NewAnimation, TemplateImportData); ImportData->Update(UFactory::CurrentFilename); } } } FFbxImporter->ImportOptions->bImportMorph = bPrevImportMorph; FFbxImporter->ReleaseScene(); return NewAnimation; }
UObject* UFbxFactory::FactoryCreateBinary ( UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, const TCHAR* Type, const uint8*& Buffer, const uint8* BufferEnd, FFeedbackContext* Warn, bool& bOutOperationCanceled ) { if( bOperationCanceled ) { bOutOperationCanceled = true; FEditorDelegates::OnAssetPostImport.Broadcast(this, NULL); return NULL; } FEditorDelegates::OnAssetPreImport.Broadcast(this, Class, InParent, Name, Type); UObject* NewObject = NULL; if ( bDetectImportTypeOnImport ) { if ( !DetectImportType(UFactory::CurrentFilename) ) { // Failed to read the file info, fail the import FEditorDelegates::OnAssetPostImport.Broadcast(this, NULL); return NULL; } } // logger for all error/warnings // this one prints all messages that are stored in FFbxImporter UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance(); UnFbx::FFbxLoggerSetter Logger(FbxImporter); EFBXImportType ForcedImportType = FBXIT_StaticMesh; bool bIsObjFormat = false; if( FString(Type).Equals(TEXT("obj"), ESearchCase::IgnoreCase ) ) { bIsObjFormat = true; } bool bShowImportDialog = bShowOption && !GIsAutomationTesting; bool bImportAll = false; UnFbx::FBXImportOptions* ImportOptions = GetImportOptions(FbxImporter, ImportUI, bShowImportDialog, InParent->GetPathName(), bOperationCanceled, bImportAll, bIsObjFormat, bIsObjFormat, ForcedImportType ); bOutOperationCanceled = bOperationCanceled; if( bImportAll ) { // If the user chose to import all, we don't show the dialog again and use the same settings for each object until importing another set of files bShowOption = false; } // For multiple files, use the same settings bDetectImportTypeOnImport = false; if (ImportOptions) { Warn->BeginSlowTask( NSLOCTEXT("FbxFactory", "BeginImportingFbxMeshTask", "Importing FBX mesh"), true ); if ( !FbxImporter->ImportFromFile( *UFactory::CurrentFilename, Type ) ) { // Log the error message and fail the import. Warn->Log(ELogVerbosity::Error, FbxImporter->GetErrorMessage() ); } else { // Log the import message and import the mesh. const TCHAR* errorMessage = FbxImporter->GetErrorMessage(); if (errorMessage[0] != '\0') { Warn->Log( errorMessage ); } FbxNode* RootNodeToImport = NULL; RootNodeToImport = FbxImporter->Scene->GetRootNode(); // For animation and static mesh we assume there is at lease one interesting node by default int32 InterestingNodeCount = 1; TArray< TArray<FbxNode*>* > SkelMeshArray; bool bImportStaticMeshLODs = ImportUI->StaticMeshImportData->bImportMeshLODs; bool bCombineMeshes = ImportUI->bCombineMeshes; if ( ImportUI->MeshTypeToImport == FBXIT_SkeletalMesh ) { FbxImporter->FillFbxSkelMeshArrayInScene(RootNodeToImport, SkelMeshArray, false); InterestingNodeCount = SkelMeshArray.Num(); } else if( ImportUI->MeshTypeToImport == FBXIT_StaticMesh ) { FbxImporter->ApplyTransformSettingsToFbxNode(RootNodeToImport, ImportUI->StaticMeshImportData); if( bCombineMeshes && !bImportStaticMeshLODs ) { // If Combine meshes and dont import mesh LODs, the interesting node count should be 1 so all the meshes are grouped together into one static mesh InterestingNodeCount = 1; } else { // count meshes in lod groups if we dont care about importing LODs bool bCountLODGroupMeshes = !bImportStaticMeshLODs; int32 NumLODGroups = 0; InterestingNodeCount = FbxImporter->GetFbxMeshCount(RootNodeToImport,bCountLODGroupMeshes,NumLODGroups); // if there were LODs in the file, do not combine meshes even if requested if( bImportStaticMeshLODs && bCombineMeshes ) { bCombineMeshes = NumLODGroups == 0; } } } if (InterestingNodeCount > 1) { // the option only works when there are only one asset ImportOptions->bUsedAsFullName = false; } const FString Filename( UFactory::CurrentFilename ); if (RootNodeToImport && InterestingNodeCount > 0) { int32 NodeIndex = 0; int32 ImportedMeshCount = 0; UStaticMesh* NewStaticMesh = NULL; if ( ImportUI->MeshTypeToImport == FBXIT_StaticMesh ) // static mesh { if (bCombineMeshes) { TArray<FbxNode*> FbxMeshArray; FbxImporter->FillFbxMeshArray(RootNodeToImport, FbxMeshArray, FbxImporter); if (FbxMeshArray.Num() > 0) { NewStaticMesh = FbxImporter->ImportStaticMeshAsSingle(InParent, FbxMeshArray, Name, Flags, ImportUI->StaticMeshImportData, NULL, 0); } ImportedMeshCount = NewStaticMesh ? 1 : 0; } else { TArray<UObject*> AllNewAssets; UObject* Object = RecursiveImportNode(FbxImporter,RootNodeToImport,InParent,Name,Flags,NodeIndex,InterestingNodeCount, AllNewAssets); NewStaticMesh = Cast<UStaticMesh>( Object ); // Make sure to notify the asset registry of all assets created other than the one returned, which will notify the asset registry automatically. for ( auto AssetIt = AllNewAssets.CreateConstIterator(); AssetIt; ++AssetIt ) { UObject* Asset = *AssetIt; if ( Asset != NewStaticMesh ) { FAssetRegistryModule::AssetCreated(Asset); Asset->MarkPackageDirty(); } } ImportedMeshCount = AllNewAssets.Num(); } // Importing static mesh sockets only works if one mesh is being imported if( ImportedMeshCount == 1 && NewStaticMesh ) { FbxImporter->ImportStaticMeshSockets( NewStaticMesh ); } NewObject = NewStaticMesh; } else if ( ImportUI->MeshTypeToImport == FBXIT_SkeletalMesh )// skeletal mesh { int32 TotalNumNodes = 0; for (int32 i = 0; i < SkelMeshArray.Num(); i++) { TArray<FbxNode*> NodeArray = *SkelMeshArray[i]; TotalNumNodes += NodeArray.Num(); // check if there is LODGroup for this skeletal mesh int32 MaxLODLevel = 1; for (int32 j = 0; j < NodeArray.Num(); j++) { FbxNode* Node = NodeArray[j]; if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup) { // get max LODgroup level if (MaxLODLevel < Node->GetChildCount()) { MaxLODLevel = Node->GetChildCount(); } } } int32 LODIndex; bool bImportSkeletalMeshLODs = ImportUI->SkeletalMeshImportData->bImportMeshLODs; for (LODIndex = 0; LODIndex < MaxLODLevel; LODIndex++) { if ( !bImportSkeletalMeshLODs && LODIndex > 0) // not import LOD if UI option is OFF { break; } TArray<FbxNode*> SkelMeshNodeArray; for (int32 j = 0; j < NodeArray.Num(); j++) { FbxNode* Node = NodeArray[j]; if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup) { if (Node->GetChildCount() > LODIndex) { SkelMeshNodeArray.Add(Node->GetChild(LODIndex)); } else // in less some LODGroups have less level, use the last level { SkelMeshNodeArray.Add(Node->GetChild(Node->GetChildCount() - 1)); } } else { SkelMeshNodeArray.Add(Node); } } if (LODIndex == 0 && SkelMeshNodeArray.Num() != 0) { FName OutputName = FbxImporter->MakeNameForMesh(Name.ToString(), SkelMeshNodeArray[0]); USkeletalMesh* NewMesh = FbxImporter->ImportSkeletalMesh( InParent, SkelMeshNodeArray, OutputName, Flags, ImportUI->SkeletalMeshImportData, &bOperationCanceled ); NewObject = NewMesh; if(bOperationCanceled) { // User cancelled, clean up and return FbxImporter->ReleaseScene(); Warn->EndSlowTask(); bOperationCanceled = true; return nullptr; } if ( NewMesh && ImportUI->bImportAnimations ) { // We need to remove all scaling from the root node before we set up animation data. // Othewise some of the global transform calculations will be incorrect. FbxImporter->RemoveTransformSettingsFromFbxNode(RootNodeToImport, ImportUI->SkeletalMeshImportData); FbxImporter->SetupAnimationDataFromMesh(NewMesh, InParent, SkelMeshNodeArray, ImportUI->AnimSequenceImportData, OutputName.ToString()); // Reapply the transforms for the rest of the import FbxImporter->ApplyTransformSettingsToFbxNode(RootNodeToImport, ImportUI->SkeletalMeshImportData); } } else if (NewObject) // the base skeletal mesh is imported successfully { USkeletalMesh* BaseSkeletalMesh = Cast<USkeletalMesh>(NewObject); FName LODObjectName = NAME_None; USkeletalMesh *LODObject = FbxImporter->ImportSkeletalMesh( GetTransientPackage(), SkelMeshNodeArray, LODObjectName, RF_NoFlags, ImportUI->SkeletalMeshImportData, &bOperationCanceled ); bool bImportSucceeded = !bOperationCanceled && FbxImporter->ImportSkeletalMeshLOD(LODObject, BaseSkeletalMesh, LODIndex, false); if (bImportSucceeded) { BaseSkeletalMesh->LODInfo[LODIndex].ScreenSize = 1.0f / (MaxLODLevel * LODIndex); } else { FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_SkeletalMeshLOD", "Failed to import Skeletal mesh LOD.")), FFbxErrors::SkeletalMesh_LOD_FailedToImport); } } // import morph target if ( NewObject && ImportUI->SkeletalMeshImportData->bImportMorphTargets) { // Disable material importing when importing morph targets uint32 bImportMaterials = ImportOptions->bImportMaterials; ImportOptions->bImportMaterials = 0; FbxImporter->ImportFbxMorphTarget(SkelMeshNodeArray, Cast<USkeletalMesh>(NewObject), InParent, LODIndex); ImportOptions->bImportMaterials = !!bImportMaterials; } } if (NewObject) { NodeIndex++; FFormatNamedArguments Args; Args.Add( TEXT("NodeIndex"), NodeIndex ); Args.Add( TEXT("ArrayLength"), SkelMeshArray.Num() ); GWarn->StatusUpdate( NodeIndex, SkelMeshArray.Num(), FText::Format( NSLOCTEXT("UnrealEd", "Importingf", "Importing ({NodeIndex} of {ArrayLength})"), Args ) ); } } for (int32 i = 0; i < SkelMeshArray.Num(); i++) { delete SkelMeshArray[i]; } // if total nodes we found is 0, we didn't find anything. if (TotalNumNodes == 0) { FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_NoMeshFoundOnRoot", "Could not find any valid mesh on the root hierarchy. If you have mesh in the sub hierarchy, please enable option of [Import Meshes In Bone Hierarchy] when import.")), FFbxErrors::SkeletalMesh_NoMeshFoundOnRoot); } } else if ( ImportUI->MeshTypeToImport == FBXIT_Animation )// animation { if (ImportOptions->SkeletonForAnimation) { // will return the last animation sequence that were added NewObject = UEditorEngine::ImportFbxAnimation( ImportOptions->SkeletonForAnimation, InParent, ImportUI->AnimSequenceImportData, *Filename, *Name.ToString(), true ); } } } else { if (RootNodeToImport == NULL) { FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_InvalidRoot", "Could not find root node.")), FFbxErrors::SkeletalMesh_InvalidRoot); } else if (ImportUI->MeshTypeToImport == FBXIT_SkeletalMesh) { FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_InvalidBone", "Failed to find any bone hierarchy. Try disabling the \"Import As Skeletal\" option to import as a rigid mesh. ")), FFbxErrors::SkeletalMesh_InvalidBone); } else { FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_InvalidNode", "Could not find any node.")), FFbxErrors::SkeletalMesh_InvalidNode); } } } if (NewObject == NULL) { FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FailedToImport_NoObject", "Import failed.")), FFbxErrors::Generic_ImportingNewObjectFailed); } FbxImporter->ReleaseScene(); Warn->EndSlowTask(); } FEditorDelegates::OnAssetPostImport.Broadcast(this, NewObject); return NewObject; }
/** * Process and update the vertex Influences using the raw binary import data * * @param ImportData - raw binary import data to process */ void ProcessImportMeshInfluences(FSkeletalMeshImportData& ImportData) { TArray <FVector>& Points = ImportData.Points; TArray <VVertex>& Wedges = ImportData.Wedges; TArray <VRawBoneInfluence>& Influences = ImportData.Influences; // Sort influences by vertex index. struct FCompareVertexIndex { bool operator()( const VRawBoneInfluence& A, const VRawBoneInfluence& B ) const { if ( A.VertexIndex > B.VertexIndex ) return false; else if ( A.VertexIndex < B.VertexIndex ) return true; else if ( A.Weight < B.Weight ) return false; else if ( A.Weight > B.Weight ) return true; else if ( A.BoneIndex > B.BoneIndex ) return false; else if ( A.BoneIndex < B.BoneIndex ) return true; else return false; } }; Influences.Sort( FCompareVertexIndex() ); TArray <VRawBoneInfluence> NewInfluences; int32 LastNewInfluenceIndex=0; int32 LastVertexIndex = INDEX_NONE; int32 InfluenceCount = 0; float TotalWeight = 0.f; const float MINWEIGHT = 0.01f; for( int32 i=0; i<Influences.Num(); i++ ) { // we found next verts, normalize it now if (LastVertexIndex != Influences[i].VertexIndex ) { // Normalize the last set of influences. if (InfluenceCount && (TotalWeight != 1.0f)) { float OneOverTotalWeight = 1.f / TotalWeight; for (int r = 0; r < InfluenceCount; r++) { NewInfluences[LastNewInfluenceIndex - r].Weight *= OneOverTotalWeight; } } // now we insert missing verts if (LastVertexIndex != INDEX_NONE) { int32 CurrentVertexIndex = Influences[i].VertexIndex; for(int32 j=LastVertexIndex+1; j<CurrentVertexIndex; j++) { // Add a 0-bone weight if none other present (known to happen with certain MAX skeletal setups). LastNewInfluenceIndex = NewInfluences.AddUninitialized(); NewInfluences[LastNewInfluenceIndex].VertexIndex = j; NewInfluences[LastNewInfluenceIndex].BoneIndex = 0; NewInfluences[LastNewInfluenceIndex].Weight = 1.f; } } // clear to count next one InfluenceCount = 0; TotalWeight = 0.f; LastVertexIndex = Influences[i].VertexIndex; } // if less than min weight, or it's more than 8, then we clear it to use weight if (Influences[i].Weight > MINWEIGHT && InfluenceCount < MAX_TOTAL_INFLUENCES) { LastNewInfluenceIndex = NewInfluences.Add(Influences[i]); InfluenceCount++; TotalWeight += Influences[i].Weight; } } Influences = NewInfluences; // Ensure that each vertex has at least one influence as e.g. CreateSkinningStream relies on it. // The below code relies on influences being sorted by vertex index. if( Influences.Num() == 0 ) { UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance(); // warn about no influences FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, LOCTEXT("WarningNoSkelInfluences", "Warning skeletal mesh is has no vertex influences")), FFbxErrors::SkeletalMesh_NoInfluences); // add one for each wedge entry Influences.AddUninitialized(Wedges.Num()); for( int32 WedgeIdx=0; WedgeIdx<Wedges.Num(); WedgeIdx++ ) { Influences[WedgeIdx].VertexIndex = WedgeIdx; Influences[WedgeIdx].BoneIndex = 0; Influences[WedgeIdx].Weight = 1.0f; } for(int32 i=0; i<Influences.Num(); i++) { int32 CurrentVertexIndex = Influences[i].VertexIndex; if(LastVertexIndex != CurrentVertexIndex) { for(int32 j=LastVertexIndex+1; j<CurrentVertexIndex; j++) { // Add a 0-bone weight if none other present (known to happen with certain MAX skeletal setups). Influences.InsertUninitialized(i, 1); Influences[i].VertexIndex = j; Influences[i].BoneIndex = 0; Influences[i].Weight = 1.f; } LastVertexIndex = CurrentVertexIndex; } } } }
EReimportResult::Type UReimportFbxSceneFactory::ReimportStaticMesh(void* VoidFbxImporter, TSharedPtr<FFbxMeshInfo> MeshInfo) { UnFbx::FFbxImporter* FbxImporter = (UnFbx::FFbxImporter*)VoidFbxImporter; //Find the UObject associate with this MeshInfo UPackage* PkgExist = LoadPackage(nullptr, *(MeshInfo->GetImportPath()), LOAD_Verify | LOAD_NoWarn); if (PkgExist != nullptr) { PkgExist->FullyLoad(); } FString AssetName = MeshInfo->GetFullImportName(); UStaticMesh* Mesh = FindObjectSafe<UStaticMesh>(ANY_PACKAGE, *AssetName); if (Mesh == nullptr) { //We reimport only static mesh here FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(FText::FromString("Reimport Mesh {0} fail, the original staicmesh in the content browser cannot be load."), FText::FromString(MeshInfo->GetImportPath()))), FName(TEXT("Reimport Fbx Scene"))); return EReimportResult::Failed; } //Copy default options to StaticMeshImportData SFbxSceneOptionWindow::CopyFbxOptionsToStaticMeshOptions(GlobalImportSettingsReference, SceneImportOptionsStaticMesh); SceneImportOptionsStaticMesh->FillStaticMeshInmportData(StaticMeshImportData, SceneImportOptions); UnFbx::FBXImportOptions* OverrideImportSettings = GetOptionsFromName(MeshInfo->OptionName); if (OverrideImportSettings != nullptr) { SFbxSceneOptionWindow::CopyFbxOptionsToFbxOptions(OverrideImportSettings, GlobalImportSettings); SFbxSceneOptionWindow::CopyFbxOptionsToStaticMeshOptions(OverrideImportSettings, SceneImportOptionsStaticMesh); } else { SFbxSceneOptionWindow::CopyFbxOptionsToFbxOptions(GlobalImportSettingsReference, GlobalImportSettings); SFbxSceneOptionWindow::CopyFbxOptionsToStaticMeshOptions(GlobalImportSettingsReference, SceneImportOptionsStaticMesh); } SceneImportOptionsStaticMesh->FillStaticMeshInmportData(StaticMeshImportData, SceneImportOptions); FbxImporter->ApplyTransformSettingsToFbxNode(FbxImporter->Scene->GetRootNode(), StaticMeshImportData); const TArray<UAssetUserData*>* UserData = Mesh->GetAssetUserDataArray(); TArray<UAssetUserData*> UserDataCopy; if (UserData) { for (int32 Idx = 0; Idx < UserData->Num(); Idx++) { UserDataCopy.Add((UAssetUserData*)StaticDuplicateObject((*UserData)[Idx], GetTransientPackage())); } } // preserve settings in navcollision subobject UNavCollision* NavCollision = Mesh->NavCollision ? (UNavCollision*)StaticDuplicateObject(Mesh->NavCollision, GetTransientPackage()) : nullptr; // preserve extended bound settings const FVector PositiveBoundsExtension = Mesh->PositiveBoundsExtension; const FVector NegativeBoundsExtension = Mesh->NegativeBoundsExtension; Mesh = FbxImporter->ReimportSceneStaticMesh(MeshInfo->UniqueId, Mesh, StaticMeshImportData); if (Mesh != nullptr) { //Put back the new mesh data since the reimport is putting back the original import data SceneImportOptionsStaticMesh->FillStaticMeshInmportData(StaticMeshImportData, SceneImportOptions); Mesh->AssetImportData = StaticMeshImportData; // Copy user data to newly created mesh for (int32 Idx = 0; Idx < UserDataCopy.Num(); Idx++) { UserDataCopy[Idx]->Rename(nullptr, Mesh, REN_DontCreateRedirectors | REN_DoNotDirty); Mesh->AddAssetUserData(UserDataCopy[Idx]); } if (NavCollision) { Mesh->NavCollision = NavCollision; NavCollision->Rename(nullptr, Mesh, REN_DontCreateRedirectors | REN_DoNotDirty); } // Restore bounds extension settings Mesh->PositiveBoundsExtension = PositiveBoundsExtension; Mesh->NegativeBoundsExtension = NegativeBoundsExtension; Mesh->AssetImportData->Update(FbxImportFileName); // Try to find the outer package so we can dirty it up if (Mesh->GetOutermost()) { Mesh->GetOutermost()->MarkPackageDirty(); } else { Mesh->MarkPackageDirty(); } AllNewAssets.Add(MeshInfo, Mesh); AssetToSyncContentBrowser.Add(Mesh); } else { return EReimportResult::Failed; } return EReimportResult::Succeeded; }