예제 #1
0
void FBXMesh::Builder::unloadCacheRecursive(FbxNode * pNode)
{
	// Unload the material cache
	const int lMaterialCount = pNode->GetMaterialCount();
	for (int lMaterialIndex = 0; lMaterialIndex < lMaterialCount; ++lMaterialIndex)
	{
		FbxSurfaceMaterial * lMaterial = pNode->GetMaterial(lMaterialIndex);
		if (lMaterial && lMaterial->GetUserDataPtr())
		{
			FBXMaterialCache* lMaterialCache = static_cast<FBXMaterialCache*>(lMaterial->GetUserDataPtr());
			lMaterial->SetUserDataPtr(NULL);
			delete lMaterialCache;
		}
	}

	FbxNodeAttribute* lNodeAttribute = pNode->GetNodeAttribute();
	if (lNodeAttribute)
	{
		// Unload the mesh cache
		if (lNodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh)
		{
			FbxMesh * lMesh = pNode->GetMesh();
			if (lMesh && lMesh->GetUserDataPtr())
			{

#ifndef USE_META_DATA
			VBOMesh * lMeshCache = static_cast<VBOMesh *>(lMesh->GetUserDataPtr());
			lMesh->SetUserDataPtr(NULL);
			delete lMeshCache;
#else
			FbxMetaData * fbxMetaData = static_cast<FbxMetaData*>(lMesh->GetUserDataPtr());
			lMesh->SetUserDataPtr(NULL);
			delete fbxMetaData;
#endif
			}
		}
		// Unload the light cache
		else if (lNodeAttribute->GetAttributeType() == FbxNodeAttribute::eLight)
		{
			FbxLight * lLight = pNode->GetLight();
			if (lLight && lLight->GetUserDataPtr())
			{
				FBXLightCache* lLightCache = static_cast<FBXLightCache*>(lLight->GetUserDataPtr());
				lLight->SetUserDataPtr(NULL);
				delete lLightCache;
			}
		}
	}

	const int lChildCount = pNode->GetChildCount();
	for (int lChildIndex = 0; lChildIndex < lChildCount; ++lChildIndex)
	{
		unloadCacheRecursive(pNode->GetChild(lChildIndex));
	}
}
예제 #2
0
    // Bake node attributes and materials under this node recursively.
    // Currently only mesh, light and material.
    void LoadCacheRecursive(SceneContext* pSceneCtx, FbxNode * pNode, FbxAnimLayer * pAnimLayer, bool pSupportVBO)
    {
        // Bake material and hook as user data.
        const int lMaterialCount = pNode->GetMaterialCount();
        for (int lMaterialIndex = 0; lMaterialIndex < lMaterialCount; ++lMaterialIndex)
        {
            FbxSurfaceMaterial * lMaterial = pNode->GetMaterial(lMaterialIndex);
            if (lMaterial && !lMaterial->GetUserDataPtr())
            {
                FbxAutoPtr<MaterialCache> lMaterialCache(new MaterialCache);
                if (lMaterialCache->Initialize(lMaterial))
                {
                    lMaterial->SetUserDataPtr(lMaterialCache.Release());
                }
            }
        }

        FbxNodeAttribute* lNodeAttribute = pNode->GetNodeAttribute();
        if (lNodeAttribute)
        {
            // Bake mesh as VBO(vertex buffer object) into GPU.
            if (lNodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh)
            {
                FbxMesh * lMesh = pNode->GetMesh();
                if (pSupportVBO && lMesh && !lMesh->GetUserDataPtr())
                {
                    FbxAutoPtr<VBOMesh> lMeshCache(new VBOMesh);
                    if (lMeshCache->Initialize(pSceneCtx, lMesh))
                    {
                        lMesh->SetUserDataPtr(lMeshCache.Release());
                    }
                }
            }
            // Bake light properties.
            else if (lNodeAttribute->GetAttributeType() == FbxNodeAttribute::eLight)
            {
                FbxLight * lLight = pNode->GetLight();
                if (lLight && !lLight->GetUserDataPtr())
                {
                    FbxAutoPtr<LightCache> lLightCache(new LightCache);
                    if (lLightCache->Initialize(lLight, pAnimLayer))
                    {
                        lLight->SetUserDataPtr(lLightCache.Release());
                    }
                }
            }
        }

        const int lChildCount = pNode->GetChildCount();
        for (int lChildIndex = 0; lChildIndex < lChildCount; ++lChildIndex)
        {
            LoadCacheRecursive(pSceneCtx, pNode->GetChild(lChildIndex), pAnimLayer, pSupportVBO);
        }
    }
예제 #3
0
파일: Scene.cpp 프로젝트: linuxaged/m3d
void LoadMeshes(FbxNode* pFbxNode, packed_freelist<Mesh>& sceneMeshes)
{
    // Material
    const uint32_t materialCount = pFbxNode->GetMaterialCount();
    for (uint32_t i = 0; i < materialCount; ++i) {
        FbxSurfaceMaterial* pFbxMaterial = pFbxNode->GetMaterial(i);
        if (pFbxMaterial && !pFbxMaterial->GetUserDataPtr()) {
            FbxAutoPtr<Material> pMaterial(new Material);
            if (pMaterial->init(pFbxMaterial)) {
                pFbxMaterial->SetUserDataPtr(pMaterial.Release());
            }
        }
    }

    FbxNodeAttribute* nodeAttribute = pFbxNode->GetNodeAttribute();
    if (nodeAttribute) {
        // Mesh
        if (nodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh) {
            FbxMesh* pFbxMesh = pFbxNode->GetMesh();
            if (pFbxMesh && !pFbxMesh->GetUserDataPtr()) {
                Mesh mesh;
                if (mesh.init(pFbxMesh)) {
                    sceneMeshes.insert(mesh);
                }
                // TODO:
                FbxAutoPtr<Mesh> pMesh(new Mesh);
                if (pMesh->init(pFbxMesh)) {
                    pFbxMesh->SetUserDataPtr(pMesh.Release());
                }
            }
        }
        // Light
        else if (nodeAttribute->GetAttributeType() == FbxNodeAttribute::eLight) {
            FbxLight* pFbxLight = pFbxNode->GetLight();
            if (pFbxLight && !pFbxLight->GetUserDataPtr()) {
                FbxAutoPtr<Light> pLight(new Light);
                if (pLight->init(pFbxLight)) {
                    pFbxLight->SetUserDataPtr(pLight.Release());
                }
            }
        }
    }

    const int childCount = pFbxNode->GetChildCount();
    for (int i = 0; i < childCount; ++i) {
        LoadMeshes(pFbxNode->GetChild(i), sceneMeshes);
    }
}
예제 #4
0
    // Unload the cache and release the memory under this node recursively.
    void UnloadCacheRecursive(FbxNode * pNode)
    {
        // Unload the material cache
        const int lMaterialCount = pNode->GetMaterialCount();
        for (int lMaterialIndex = 0; lMaterialIndex < lMaterialCount; ++lMaterialIndex)
        {
            FbxSurfaceMaterial * lMaterial = pNode->GetMaterial(lMaterialIndex);
            if (lMaterial && lMaterial->GetUserDataPtr())
            {
                MaterialCache * lMaterialCache = static_cast<MaterialCache *>(lMaterial->GetUserDataPtr());
                lMaterial->SetUserDataPtr(NULL);
                delete lMaterialCache;
            }
        }

        FbxNodeAttribute* lNodeAttribute = pNode->GetNodeAttribute();
        if (lNodeAttribute)
        {
            // Unload the mesh cache
            if (lNodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh)
            {
                FbxMesh * lMesh = pNode->GetMesh();
                if (lMesh && lMesh->GetUserDataPtr())
                {
                    VBOMesh * lMeshCache = static_cast<VBOMesh *>(lMesh->GetUserDataPtr());
                    lMesh->SetUserDataPtr(NULL);
                    delete lMeshCache;
                }
            }
            // Unload the light cache
            else if (lNodeAttribute->GetAttributeType() == FbxNodeAttribute::eLight)
            {
                FbxLight * lLight = pNode->GetLight();
                if (lLight && lLight->GetUserDataPtr())
                {
                    LightCache * lLightCache = static_cast<LightCache *>(lLight->GetUserDataPtr());
                    lLight->SetUserDataPtr(NULL);
                    delete lLightCache;
                }
            }
        }

        const int lChildCount = pNode->GetChildCount();
        for (int lChildIndex = 0; lChildIndex < lChildCount; ++lChildIndex)
        {
            UnloadCacheRecursive(pNode->GetChild(lChildIndex));
        }
    }