Пример #1
0
// 輸出檔案
int GmodelExp::DoExport(const TCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts, DWORD options) 
{
	// Set a global prompt display switch
	showPrompts = suppressPrompts ? FALSE : TRUE;
	exportSelected = (options & SCENE_EXPORT_SELECTED) ? TRUE : FALSE;

	// Grab the interface pointer.
	ip = i;

	if(showPrompts)
	{
		// Prompt the user with our dialogbox, and get all the options.
		if (!DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_GMODELEXPORT_DLG),
			ip->GetMAXHWnd(), ExportDlgProc, (LPARAM)this)) 
		{
			return 1;
		}
	}

	// Open the stream
	m_pFile = _tfopen(name,_T("wt"));
	if ( !m_pFile ) 
	{
		return 0;
	}

	// Startup the progress bar.
	ip->ProgressStart(GetString(IDS_PROGRESS_MSG), TRUE, fn, NULL);

	// Get node & material list
	BuildTable();

	// Export file header
	ExportHeader();

	// Material
	//if ( m_bExportMaterial )
	ExportMaterial();

	// Mesh
	//if ( m_bExportMesh )
	ExportMesh();

	// Done :) Finish the progress bar.
	ip->ProgressEnd();

	// Close the stream
	fclose(m_pFile);

	return 1;
}
Пример #2
0
void Exporter::ExportGeomObject(INode* node, int indentLevel)
{
	ObjectState os = node->EvalWorldState(GetStaticFrame());
	if (!os.obj)
		return;
	
	// Targets are actually geomobjects, but we will export them
	// from the camera and light objects, so we skip them here.
	if (os.obj->ClassID() == Class_ID(TARGET_CLASS_ID, 0))
		return;
	
	
	ExportNodeHeader(node);
	ExportNodeTM(node, indentLevel,&rsm->mesh->mat);
	ExportMesh(node, GetStaticFrame(), indentLevel);
	ExportMaterial(node, indentLevel);
}
Пример #3
0
void AWDExporter::PrepareMaterials(AWD *awd, awd_ncache *ncache)
{
    if (!GetIncludeMtl()) {
        return;
    }



    int numMtls = mtlList.Count();
    //fprintf(pStream, "\t%s %d\n", ID_MATERIAL_COUNT, numMtls);

    for (int i=0; i<numMtls; i++) {
        ExportMaterial( awd, ncache, mtlList.GetMtl(i), i, -1);
    }

    //fprintf(pStream, "}\n");
}
Пример #4
0
void XsiExp::ExportMesh( INode * node, TimeValue t, int indentLevel)
{
	ObjectState os = node->EvalWorldState(t);
	if (!os.obj || os.obj->SuperClassID() != GEOMOBJECT_CLASS_ID)
  {
		return; // Safety net. This shouldn't happen.
	}
	BOOL needDel;
	TriObject * tri = GetTriObjectFromNode(node, t, needDel);
	if (!tri)
  {
    // no tri object
		return;
	}
  // prepare mesh
  Mesh * mesh = &tri->GetMesh();
  mesh->buildNormals();

  // object offset matrix; apply to verts
  // swap y and z; max to soft correction
  Matrix3 matrix(1);
  //  translate
  matrix.PreTranslate( Point3( node->GetObjOffsetPos().x, node->GetObjOffsetPos().z, -node->GetObjOffsetPos().y));

  // rotate
  AngAxis aa( node->GetObjOffsetRot());
  float temp = aa.axis.z;
  aa.axis.z = -aa.axis.y;
  aa.axis.y = temp;
  PreRotateMatrix(matrix, Quat( aa));

  // scale
  ScaleValue scale = node->GetObjOffsetScale();
  aa.Set( scale.q);
  temp = aa.axis.z;
  aa.axis.z = -aa.axis.y;
  aa.axis.y = temp;
  scale.q.Set( aa);
  temp = scale.s.z;
  scale.s.z = scale.s.y;
  scale.s.y = temp;
  ApplyScaling(matrix, scale);

  // apply root transform
  matrix = matrix * topMatrix;
  // only rotation for normals
  AffineParts ap;
  Matrix3 rotMatrix(1);
  decomp_affine( matrix, &ap);
  PreRotateMatrix( rotMatrix, ap.q);

  // set winding order
	int vx1 = 0, vx2 = 1, vx3 = 2;
	if (TMNegParity( node->GetNodeTM(GetStaticFrame())) != TMNegParity( matrix) )
  {
    // negative scaling; invert winding order and normal rotation
		vx1 = 2;	vx2 = 1;	vx3 = 0;
    rotMatrix = rotMatrix * Matrix3( Point3(-1,0,0), Point3(0,-1,0), Point3(0,0,-1), Point3(0,0,0));
	}

  // header
	TSTR indent = GetIndent(indentLevel+1);
	fprintf(pStream, "%s%s %s {\n",indent.data(), "Mesh", FixupName(node->GetName()));

  // write number of verts
  int numLoop = mesh->getNumVerts();
	fprintf(pStream, "%s\t%d;\n",indent.data(), numLoop);

  // write verts
	for (int i = 0; i < numLoop; i++)
  {
		Point3 v = mesh->verts[i];
		float temp = v.z;
    v.z = -v.y;
    v.y = temp;
		v = matrix * v;
		fprintf(pStream, "%s\t%.6f;%.6f;%.6f;%s\n", indent.data(), v.x, v.y, v.z, 
      i == numLoop - 1 ? ";\n" : ",");
	}
  // write number of faces
  numLoop = mesh->getNumFaces();
  fprintf(pStream, "%s\t%d;\n", indent.data(), numLoop);

  // write faces
	for (i = 0; i < numLoop; i++)
  {
		fprintf(pStream, "%s\t3;%d,%d,%d;%s\n",
			indent.data(),
			mesh->faces[i].v[vx1],
			mesh->faces[i].v[vx2],
			mesh->faces[i].v[vx3], 
      i == numLoop - 1 ? ";\n" : ",");
	}

  // face materials
	Mtl * nodeMtl = node->GetMtl();
  int numMtls = !nodeMtl || !nodeMtl->NumSubMtls() ? 1 : nodeMtl->NumSubMtls();

	// write face material list header	
	fprintf(pStream, "%s\tMeshMaterialList {\n", indent.data());
  // write number of materials
	fprintf(pStream, "%s\t\t%d;\n", indent.data(), numMtls);
  // write number of faces
  fprintf(pStream, "%s\t\t%d;\n", indent.data(), numLoop);

  // write face material indices (1 for each face)
  for (i = 0; i < numLoop; i++)
  {
    int index = numMtls ? mesh->faces[i].getMatID() % numMtls : 0;
		fprintf(pStream,"%s\t\t%d%s\n",
			indent.data(),
      index,
      i == numLoop - 1 ? ";\n" : ",");
	}

  // write the materials
  ExportMaterial( node, indentLevel+2);

  // verts close brace
	fprintf(pStream, "%s\t}\n\n",indent.data());

  // write normals header
	fprintf(pStream, "%s\t%s {\n", indent.data(), "SI_MeshNormals");
	// write number of normals
  fprintf(pStream, "%s\t\t%d;\n", indent.data(), numLoop * 3);

  // write normals (3 for each face)
	for (i = 0; i < numLoop; i++)
  {
		Face * f = &mesh->faces[i];
		int vert = f->getVert(vx1);

		Point3 vn = GetVertexNormal(mesh, i, mesh->getRVertPtr(vert));
    float temp = vn.z;
    vn.z = -vn.y;
    vn.y = temp;
		vn = rotMatrix * vn;
		fprintf(pStream,"%s\t\t%.6f;%.6f;%.6f;,\n", indent.data(), vn.x, vn.y, vn.z);

		vert = f->getVert(vx2);
		vn = GetVertexNormal(mesh, i, mesh->getRVertPtr(vert));
    temp = vn.z;
    vn.z = -vn.y;
    vn.y = temp;
		vn = rotMatrix * vn;
		fprintf(pStream,"%s\t\t%.6f;%.6f;%.6f;,\n", indent.data(), vn.x, vn.y, vn.z);
    
		vert = f->getVert(vx3);
		vn = GetVertexNormal(mesh, i, mesh->getRVertPtr(vert));
    temp = vn.z;
    vn.z = -vn.y;
    vn.y = temp;
		vn = rotMatrix * vn;
		fprintf(pStream,"%s\t\t%.6f;%.6f;%.6f;%s\n", indent.data(), vn.x, vn.y, vn.z,
      i == numLoop - 1 ? ";\n" : ",");
	}
  // write number of faces
  fprintf(pStream, "%s\t\t%d;\n", indent.data(), numLoop);

  // write faces
  for (i = 0; i < numLoop; i++)
  {
	  fprintf(pStream, "%s\t\t%d;3;%d,%d,%d;%s\n",
		  indent.data(),
      i,
      i * 3 + vx1, i * 3 + vx2, i * 3 + vx3,
      i == numLoop - 1 ? ";\n" : ",");
  }
  // normals close brace
	fprintf(pStream, "%s\t}\n\n",indent.data());

	// texcoords
	if (nodeMtl && mesh && (nodeMtl->Requirements(-1) & MTLREQ_FACEMAP))
  {
    // facemapping
    numLoop = mesh->getNumFaces() * 3;

    // write texture coords header
    fprintf(pStream, "%s\tSI_MeshTextureCoords {\n", indent.data());
    // write number of texture coords
    fprintf(pStream, "%s\t\t%d;\n", indent.data(), numLoop);

    // write texture coords
	  for (int i = 0; i < numLoop; i++)
    {
		  Point3 tv[3];
		  Face * f = &mesh->faces[i];
		  make_face_uv( f, tv);
		  fprintf(pStream, "%s\t\t%.6f;%.6f;,\n",  indent.data(), tv[0].x, tv[0].y);
		  fprintf(pStream, "%s\t\t%.6f;%.6f;,\n",  indent.data(), tv[1].x, tv[1].y);
		  fprintf(pStream, "%s\t\t%.6f;%.6f;%s\n", indent.data(), tv[2].x, tv[2].y,
        i == numLoop - 1 ? ";\n" : ",");
	  }
    // write number of faces
    numLoop = mesh->getNumFaces();
	  fprintf(pStream, "%s\t\t%d;\n", indent.data(), numLoop);

    // write faces
	  for (i = 0; i < numLoop; i++)
    {
		  fprintf(pStream,"%s\t\t%d;3;%d,%d,%d;%s\n",
			  indent.data(),
			  i,
			  mesh->tvFace[i].t[vx1],
			  mesh->tvFace[i].t[vx2],
			  mesh->tvFace[i].t[vx3],
        i == numLoop - 1 ? ";\n" : ",");
	  }
    // texture coords close brace
	  fprintf(pStream, "%s\t}\n\n", indent.data());
  }
  else
  {
		numLoop = mesh->getNumTVerts();

		if (numLoop)
    {
      // write texture coords header
  		fprintf(pStream, "%s\tSI_MeshTextureCoords {\n", indent.data());
      // write number of texture coords
  		fprintf(pStream, "%s\t\t%d;\n", indent.data(), numLoop);

      // write texture coords
			for (i = 0; i < numLoop; i++)
      {
				UVVert tv = mesh->tVerts[i];
				fprintf(pStream, "%s\t\t%.6f;%.6f;%s\n", indent.data(), tv.x, tv.y,
        i == numLoop - 1 ? ";\n" : ",");
			}
      // write number of faces
      numLoop = mesh->getNumFaces();
			fprintf(pStream, "%s\t\t%d;\n", indent.data(), numLoop);

      // write faces
			for (i = 0; i < numLoop; i++)
      {
				fprintf(pStream,"%s\t\t%d;3;%d,%d,%d;%s\n",
					indent.data(),
					i,
					mesh->tvFace[i].t[vx1],
					mesh->tvFace[i].t[vx2],
					mesh->tvFace[i].t[vx3],
          i == numLoop - 1 ? ";\n" : ",");
			}
      // texture coords close brace
			fprintf(pStream, "%s\t}\n\n", indent.data());
		}
  }

/*
	// Export color per vertex info
	if (GetIncludeVertexColors()) {
		int numCVx = mesh->numCVerts;

		fprintf(pStream, "%s\t%s %d\n",indent.data(), ID_MESH_NUMCVERTEX, numCVx);
		if (numCVx) {
			fprintf(pStream,"%s\t%s {\n",indent.data(), ID_MESH_CVERTLIST);
			for (i=0; i<numCVx; i++) {
				Point3 vc = mesh->vertCol[i];
				fprintf(pStream, "%s\t\t%s %d\t%s\n",indent.data(), ID_MESH_VERTCOL, i, Format(vc));
			}
			fprintf(pStream,"%s\t}\n",indent.data());
			
			fprintf(pStream, "%s\t%s %d\n",indent.data(), ID_MESH_NUMCVFACES, mesh->getNumFaces());

			fprintf(pStream, "%s\t%s {\n",indent.data(), ID_MESH_CFACELIST);
			for (i=0; i<mesh->getNumFaces(); i++) {
				fprintf(pStream,"%s\t\t%s %d\t%d\t%d\t%d\n",
					indent.data(),
					ID_MESH_CFACE, i,
					mesh->vcFace[i].t[vx1],
					mesh->vcFace[i].t[vx2],
					mesh->vcFace[i].t[vx3]);
			}
			fprintf(pStream, "%s\t}\n",indent.data());
		}
	}
*/

  // Mesh close brace
	fprintf(pStream, "%s}\n",indent.data());
  
  // dispose of tri object
  if (needDel)
  {
		delete tri;
	}
}
Пример #5
0
static void ExportMeshLod(ExportContext& Context, const CBaseMeshLod& Lod, const CMeshVertex* Verts, FArchive& Ar, FArchive& Ar2)
{
	guard(ExportMeshLod);

	// Opening brace
	Ar.Printf("{\n");

	// Asset
	Ar.Printf(
		"  \"asset\" : {\n"
		"    \"generator\" : \"UE Viewer (umodel) build %s\",\n"
		"    \"version\" : \"2.0\"\n"
		"  },\n",
		STR(GIT_REVISION));

	// Scene
	Ar.Printf(
		"  \"scene\" : 0,\n"
		"  \"scenes\" : [\n"
		"    {\n"
		"      \"nodes\" : [ 0 ]\n"
		"    }\n"
		"  ],\n"
	);

	// Nodes
	if (!Context.IsSkeletal())
	{
		Ar.Printf(
			"  \"nodes\" : [\n"
			"    {\n"
			"      \"name\" : \"%s\",\n"
			"      \"mesh\" : 0\n"
			"    }\n"
			"  ],\n",
			Context.MeshName
		);
	}
	else
	{
		ExportSkinData(Context, static_cast<const CSkelMeshLod&>(Lod), Ar);
	}

	// Materials
	Ar.Printf("  \"materials\" : [\n");
	for (int i = 0; i < Lod.Sections.Num(); i++)
	{
		ExportMaterial(Lod.Sections[i].Material, Ar, i, i == Lod.Sections.Num() - 1);
	}
	Ar.Printf("  ],\n");

	// Meshes
	Ar.Printf(
		"  \"meshes\" : [\n"
		"    {\n"
		"      \"primitives\" : [\n"
	);
	for (int i = 0; i < Lod.Sections.Num(); i++)
	{
		ExportSection(Context, Lod, Verts, i, Ar);
	}
	Ar.Printf(
		"      ],\n"
		"      \"name\" : \"%s\"\n"
		"    }\n"
		"  ],\n",
		Context.MeshName
	);

	// Write animations
	if (Context.IsSkeletal() && Context.SkelMesh->Anim)
	{
		ExportAnimations(Context, Ar);
	}

	// Write buffers
	int bufferLength = 0;
	for (int i = 0; i < Context.Data.Num(); i++)
	{
		bufferLength += Context.Data[i].DataSize;
	}

	Ar.Printf(
		"  \"buffers\" : [\n"
		"    {\n"
		"      \"uri\" : \"%s.bin\",\n"
		"      \"byteLength\" : %d\n"
		"    }\n"
		"  ],\n",
		Context.MeshName, bufferLength
	);

	// Write bufferViews
	Ar.Printf(
		"  \"bufferViews\" : [\n"
	);
	int bufferOffset = 0;
	for (int i = 0; i < Context.Data.Num(); i++)
	{
		const BufferData& B = Context.Data[i];
		Ar.Printf(
			"    {\n"
			"      \"buffer\" : 0,\n"
			"      \"byteOffset\" : %d,\n"
			"      \"byteLength\" : %d\n"
			"    }%s\n",
			bufferOffset,
			B.DataSize,
			i == (Context.Data.Num()-1) ? "" : ","
		);
		bufferOffset += B.DataSize;
	}
	Ar.Printf(
		"  ],\n"
	);

	// Write accessors
	Ar.Printf(
		"  \"accessors\" : [\n"
	);
	for (int i = 0; i < Context.Data.Num(); i++)
	{
		const BufferData& B = Context.Data[i];
		Ar.Printf(
			"    {\n"
			"      \"bufferView\" : %d,\n",
			i
		);
		if (B.bNormalized)
		{
			Ar.Printf("      \"normalized\" : true,\n");
		}
		if (B.BoundsMin.Len())
		{
			Ar.Printf(
				"      \"min\" : %s,\n"
				"      \"max\" : %s,\n",
				*B.BoundsMin, *B.BoundsMax
			);
		}
		Ar.Printf(
			"      \"componentType\" : %d,\n"
			"      \"count\" : %d,\n"
			"      \"type\" : \"%s\"\n"
			"    }%s\n",
			B.ComponentType,
			B.Count,
			B.Type,
			i == (Context.Data.Num()-1) ? "" : ","
		);
	}
	Ar.Printf(
		"  ]\n"
	);

	// Write binary data
	guard(WriteBIN);
	for (int i = 0; i < Context.Data.Num(); i++)
	{
		const BufferData& B = Context.Data[i];
#if MAX_DEBUG
		assert(B.FillCount == B.Count);
#endif
		Ar2.Serialize(B.Data, B.DataSize);
	}
	unguard;

	// Closing brace
	Ar.Printf("}\n");

	unguard;
}
/**
 * Adds an Fbx Mesh to the FBX scene based on the data in the given FStaticLODModel
 */
FbxNode* FFbxExporter::CreateMesh(const USkeletalMesh* SkelMesh, const TCHAR* MeshName)
{
	const FSkeletalMeshResource* SkelMeshResource = SkelMesh->GetImportedResource();
	const FStaticLODModel& SourceModel = SkelMeshResource->LODModels[0];
	const int32 VertexCount = SourceModel.NumVertices;

	// Verify the integrity of the mesh.
	if (VertexCount == 0) return NULL;

	// Copy all the vertex data from the various chunks to a single buffer.
	// Makes the rest of the code in this function cleaner and easier to maintain.  
	TArray<FSoftSkinVertex> Vertices;
	SourceModel.GetVertices(Vertices);
	if (Vertices.Num() != VertexCount) return NULL;

	FbxMesh* Mesh = FbxMesh::Create(Scene, TCHAR_TO_UTF8(MeshName));

	// Create and fill in the vertex position data source.
	Mesh->InitControlPoints(VertexCount);
	FbxVector4* ControlPoints = Mesh->GetControlPoints();
	for (int32 VertIndex = 0; VertIndex < VertexCount; ++VertIndex)
	{
		FVector Position			= Vertices[VertIndex].Position;
		ControlPoints[VertIndex]	= Converter.ConvertToFbxPos(Position);
	}

	// Create Layer 0 to hold the normals
	FbxLayer* LayerZero = Mesh->GetLayer(0);
	if (LayerZero == NULL)
	{
		Mesh->CreateLayer();
		LayerZero = Mesh->GetLayer(0);
	}

	// Create and fill in the per-face-vertex normal data source.
	// We extract the Z-tangent and drop the X/Y-tangents which are also stored in the render mesh.
	FbxLayerElementNormal* LayerElementNormal= FbxLayerElementNormal::Create(Mesh, "");

	LayerElementNormal->SetMappingMode(FbxLayerElement::eByControlPoint);
	// Set the normal values for every control point.
	LayerElementNormal->SetReferenceMode(FbxLayerElement::eDirect);

	for (int32 VertIndex = 0; VertIndex < VertexCount; ++VertIndex)
	{
		FVector Normal			= Vertices[VertIndex].TangentZ;
		FbxVector4 FbxNormal	= Converter.ConvertToFbxPos(Normal);

		LayerElementNormal->GetDirectArray().Add(FbxNormal);
	}

	LayerZero->SetNormals(LayerElementNormal);


	// Create and fill in the per-face-vertex texture coordinate data source(s).
	// Create UV for Diffuse channel.
	const int32 TexCoordSourceCount = SourceModel.NumTexCoords;
	TCHAR UVChannelName[32];
	for (int32 TexCoordSourceIndex = 0; TexCoordSourceIndex < TexCoordSourceCount; ++TexCoordSourceIndex)
	{
		FbxLayer* Layer = Mesh->GetLayer(TexCoordSourceIndex);
		if (Layer == NULL)
		{
			Mesh->CreateLayer();
			Layer = Mesh->GetLayer(TexCoordSourceIndex);
		}

		if (TexCoordSourceIndex == 1)
		{
			FCString::Sprintf(UVChannelName, TEXT("LightMapUV"));
		}
		else
		{
			FCString::Sprintf(UVChannelName, TEXT("DiffuseUV"));
		}

		FbxLayerElementUV* UVDiffuseLayer = FbxLayerElementUV::Create(Mesh, TCHAR_TO_UTF8(UVChannelName));
		UVDiffuseLayer->SetMappingMode(FbxLayerElement::eByControlPoint);
		UVDiffuseLayer->SetReferenceMode(FbxLayerElement::eDirect);

		// Create the texture coordinate data source.
		for (int32 TexCoordIndex = 0; TexCoordIndex < VertexCount; ++TexCoordIndex)
		{
			const FVector2D& TexCoord = Vertices[TexCoordIndex].UVs[TexCoordSourceIndex];
			UVDiffuseLayer->GetDirectArray().Add(FbxVector2(TexCoord.X, -TexCoord.Y + 1.0));
		}

		Layer->SetUVs(UVDiffuseLayer, FbxLayerElement::eTextureDiffuse);
	}

	FbxLayerElementMaterial* MatLayer = FbxLayerElementMaterial::Create(Mesh, "");
	MatLayer->SetMappingMode(FbxLayerElement::eByPolygon);
	MatLayer->SetReferenceMode(FbxLayerElement::eIndexToDirect);
	LayerZero->SetMaterials(MatLayer);


	// Create the per-material polygons sets.
	TArray<uint32> Indices;
	SourceModel.MultiSizeIndexContainer.GetIndexBuffer(Indices);

	int32 SectionCount = SourceModel.Sections.Num();
	for (int32 SectionIndex = 0; SectionIndex < SectionCount; ++SectionIndex)
	{
		const FSkelMeshSection& Section = SourceModel.Sections[SectionIndex];

		int32 MatIndex = Section.MaterialIndex;

		// Static meshes contain one triangle list per element.
		int32 TriangleCount = Section.NumTriangles;

		// Copy over the index buffer into the FBX polygons set.
		for (int32 TriangleIndex = 0; TriangleIndex < TriangleCount; ++TriangleIndex)
		{
			Mesh->BeginPolygon(MatIndex);
			for (int32 PointIndex = 0; PointIndex < 3; PointIndex++)
			{
				Mesh->AddPolygon(Indices[Section.BaseIndex + ((TriangleIndex * 3) + PointIndex)]);
			}
			Mesh->EndPolygon();
		}
	}

	// Create and fill in the vertex color data source.
	FbxLayerElementVertexColor* VertexColor = FbxLayerElementVertexColor::Create(Mesh, "");
	VertexColor->SetMappingMode(FbxLayerElement::eByControlPoint);
	VertexColor->SetReferenceMode(FbxLayerElement::eDirect);
	FbxLayerElementArrayTemplate<FbxColor>& VertexColorArray = VertexColor->GetDirectArray();
	LayerZero->SetVertexColors(VertexColor);

	for (int32 VertIndex = 0; VertIndex < VertexCount; ++VertIndex)
	{
		FLinearColor VertColor = Vertices[VertIndex].Color.ReinterpretAsLinear();
		VertexColorArray.Add( FbxColor(VertColor.R, VertColor.G, VertColor.B, VertColor.A ));
	}

	FbxNode* MeshNode = FbxNode::Create(Scene, TCHAR_TO_UTF8(MeshName));
	MeshNode->SetNodeAttribute(Mesh);



	// Add the materials for the mesh
	int32 MaterialCount = SkelMesh->Materials.Num();

	for(int32 MaterialIndex = 0; MaterialIndex < MaterialCount; ++MaterialIndex)
	{
		UMaterialInterface* MatInterface = SkelMesh->Materials[MaterialIndex].MaterialInterface;

		FbxSurfaceMaterial* FbxMaterial = NULL;
		if(MatInterface && !FbxMaterials.Find(MatInterface))
		{
			FbxMaterial = ExportMaterial(MatInterface);
		}
		else
		{
			// Note: The vertex data relies on there being a set number of Materials.  
			// If you try to add the same material again it will not be added, so create a 
			// default material with a unique name to ensure the proper number of materials

			TCHAR NewMaterialName[MAX_SPRINTF]=TEXT("");
			FCString::Sprintf( NewMaterialName, TEXT("Fbx Default Material %i"), MaterialIndex );

			FbxMaterial = FbxSurfaceLambert::Create(Scene, TCHAR_TO_UTF8(NewMaterialName));
			((FbxSurfaceLambert*)FbxMaterial)->Diffuse.Set(FbxDouble3(0.72, 0.72, 0.72));
		}

		MeshNode->AddMaterial(FbxMaterial);
	}

	int32 SavedMaterialCount = MeshNode->GetMaterialCount();
	check(SavedMaterialCount == MaterialCount);

	return MeshNode;
}
Пример #7
0
void AWDExporter::ExportMaterial( AWD *awd, awd_ncache *ncache, Mtl* mtl, int mtlID, int subNo) {

    TimeValue t = GetStaticFrame();
    int i;

    BOOL usediffusemap = FALSE;

    const char *name = mtl->GetName();
    int namelen = strlen( name );




    AWDMaterial *material = new AWDMaterial( AWD_MATTYPE_COLOR, name, namelen );

    AWDTexture *tex;

    for (i=0; i<mtl->NumSubTexmaps(); i++) {
        Texmap* subTex = mtl->GetSubTexmap(i);
        float amt = 1.0f;
        if (subTex) {
            // If it is a standard material we can see if the map is enabled.
            if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) {
                if (!((StdMat*)mtl)->MapEnabled(i))
                    continue;
                amt = ((StdMat*)mtl)->GetTexmapAmt(i, 0);

            }
            tex = ExportTexture(awd, ncache, subTex, mtl->ClassID(), i, material );

            if( tex && i == ID_DI ) {
                usediffusemap = true;
            }

        }
    }

    if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) {
        StdMat* std = (StdMat*)mtl;
        material->color = get_awd_color( std->GetDiffuse(t), 1.0f );

    } else {
        material->color = get_awd_color( mtl->GetDiffuse(), 1.0f );

    }



    AWD_mat_type mattype;
    if( usediffusemap ) mattype = AWD_MATTYPE_BITMAP;
    else				mattype = AWD_MATTYPE_COLOR;


    material->set_type( mattype );

    awd_ncache_add(ncache, (InterfaceServer*)mtl, material);

    awd->add_material( material );



    if (mtl->NumSubMtls() > 0)  {


        for (i=0; i<mtl->NumSubMtls(); i++) {
            Mtl* subMtl = mtl->GetSubMtl(i);
            if (subMtl && mtlList.GetMtlID( subMtl ) == -1 ) {
                ExportMaterial(awd, ncache, subMtl, 0, i);
            }
        }
    }

}
Пример #8
0
void UJanusExporterTool::Export()
{
	TArray<UObject*> ObjectsToExport;

	FString Root = FString(ExportPath); // copy so we dont mess with the original reference
	FString Index = "<html>\n\t<head>\n\t\t<title>Unreal Export</title>\n\t</head>\n\t<body>\n\t\t<FireBoxRoom>\n\t\t\t<Assets>";

	TArray<AActor*> ActorsExported;
	TArray<UStaticMesh*> StaticMeshesExp;
	TArray<FString> TexturesExp;
	TArray<FString> MaterialsExported;

	for (TObjectIterator<AActor> Itr; Itr; ++Itr)
	{
		AActor *Actor = *Itr;

		FString Name = Actor->GetName();
		/*if (!Name.StartsWith("SM_Floor_R"))
		{
			continue;
		}*/

		if (Actor->IsHiddenEd())
		{
			continue;
		}

		ActorsExported.Add(Actor);

		TArray<UStaticMeshComponent*> StaticMeshes;
		Actor->GetComponents<UStaticMeshComponent>(StaticMeshes);
		for (int32 i = 0; i < StaticMeshes.Num(); i++)
		{
			UStaticMeshComponent* Component = StaticMeshes[i];
			UStaticMesh *Mesh = Component->StaticMesh;
			if (!Mesh)
			{
				continue;
			}

			if (Component->LODData.Num() > 0)
				//if (false)
			{
				FStaticMeshComponentLODInfo* LODInfo = &Component->LODData[0];
				FLightMap* LightMap = LODInfo->LightMap;
				FShadowMap* ShadowMap = LODInfo->ShadowMap;
				if (LightMap != NULL)
				{
					FLightMap2D* LightMap2D = LightMap->GetLightMap2D();
					UTexture2D* Texture = LightMap2D->GetTexture(0); // 0 = HQ LightMap
					FString TexName = Texture->GetName();
					if (TexturesExp.Contains(TexName))
					{
						continue;
					}

					TexturesExp.Add(TexName);
					ExportPNG(Texture, Root);
				}
				if (ShadowMap != NULL)
				{
					FShadowMap2D* ShadowMap2D = ShadowMap->GetShadowMap2D();
					UShadowMapTexture2D* ShadowTex = ShadowMap2D->GetTexture();
					FString TexName = ShadowTex->GetName();
					if (TexturesExp.Contains(TexName))
					{
						continue;
					}

					TexturesExp.Add(TexName);
					ExportPNG(ShadowTex, Root);
				}
			}

			if (!StaticMeshesExp.Contains(Mesh))
			{
				StaticMeshesExp.Add(Mesh);
				ExportFBX(Mesh, Root);
			}

			TArray<UMaterialInterface*> Materials = Component->GetMaterials();
			for (int32 j = 0; j < Materials.Num(); j++)
			{
				UMaterialInterface* Material = Materials[j];
				if (!Material)
				{
					continue;
				}

				FString MatName = Material->GetName();

				if (MaterialsExported.Contains(MatName))
				{
					continue;
				}

				MaterialsExported.Add(MatName);
				ExportMaterial(Root, Material, &TexturesExp);
			}
		}
	}

	// Models before textures so we can start showing the scene faster (textures take too long to load)
	for (int32 i = 0; i < StaticMeshesExp.Num(); i++)
	{
		UStaticMesh *mesh = StaticMeshesExp[i];

		Index.Append("\n\t\t\t\t<AssetObject id=\"" + mesh->GetName() + "\" src=\"" + mesh->GetName() + ".fbx\" />");
	}

	for (int32 i = 0; i < TexturesExp.Num(); i++)
	{
		FString Path = TexturesExp[i];

		Index.Append("\n\t\t\t\t<AssetImage id=\"" + Path + "\" src=\"" + Path + ".png\" />");
	}

	Index.Append("\n\t\t\t</Assets>\n\t\t\t<Room>");

	for (int32 i = 0; i < ActorsExported.Num(); i++)
	{
		AActor *Actor = ActorsExported[i];

		TArray<UStaticMeshComponent*> StaticMeshes;
		Actor->GetComponents<UStaticMeshComponent>(StaticMeshes);
		for (int32 i = 0; i < StaticMeshes.Num(); i++)
		{
			UStaticMeshComponent* Component = StaticMeshes[i];
			UStaticMesh *Mesh = Component->StaticMesh;
			if (!Mesh)
			{
				continue;
			}

			FString ImageID = "";

			TArray<UMaterialInterface*> Materials = Component->GetMaterials();
			for (int32 j = 0; j < Materials.Num(); j++)
			{
				UMaterialInterface* Material = Materials[j];
				if (!Material)
				{
					continue;
				}
				ImageID = Material->GetName() + "_BaseColor";
				break;
			}

			if (ImageID == "")
			{
				Index.Append("\n\t\t\t\t<Object collision_id=\"" + Mesh->GetName() + "\" id=\"" + Mesh->GetName() + "\" lighting=\"true\" pos=\"");
			}
			else
			{
				Index.Append("\n\t\t\t\t<Object collision_id=\"" + Mesh->GetName() + "\" id=\"" + Mesh->GetName() + "\" image_id=\"" + ImageID + "\" lighting=\"true\" pos=\"");
			}

			FRotator Rot = Actor->GetActorRotation();
			FVector XDir = Rot.RotateVector(FVector::RightVector);
			FVector YDir = Rot.RotateVector(FVector::UpVector);
			FVector ZDir = Rot.RotateVector(FVector::ForwardVector);

			FVector Pos = Actor->GetActorLocation() * UniformScale;
			FVector Sca = Actor->GetActorScale();

			Pos = ChangeSpace(Pos);
			Sca = ChangeSpaceScalar(Sca) * UniformScale;

			XDir = ChangeSpace(XDir);
			YDir = ChangeSpace(YDir);
			ZDir = ChangeSpace(ZDir);
			FVector Sign = GetSignVector(Sca);

			Index.Append(FString::SanitizeFloat(Pos.X) + " " + FString::SanitizeFloat(Pos.Y) + " " + FString::SanitizeFloat(Pos.Z));
			if (Sca.X < 0 || Sca.Y < 0 || Sca.Z < 0)
			{
				Index.Append("\" cull_face=\"front");
			}

			Index.Append("\" scale=\"");
			Index.Append(FString::SanitizeFloat(Sca.X) + " " + FString::SanitizeFloat(Sca.Y) + " " + FString::SanitizeFloat(Sca.Z));

			Index.Append("\" xdir=\"");
			Index.Append(FString::SanitizeFloat(XDir.X) + " " + FString::SanitizeFloat(XDir.Y) + " " + FString::SanitizeFloat(XDir.Z));

			Index.Append("\" ydir=\"");
			Index.Append(FString::SanitizeFloat(YDir.X) + " " + FString::SanitizeFloat(YDir.Y) + " " + FString::SanitizeFloat(YDir.Z));

			Index.Append("\" zdir=\"");
			Index.Append(FString::SanitizeFloat(ZDir.X) + " " + FString::SanitizeFloat(ZDir.Y) + " " + FString::SanitizeFloat(ZDir.Z));

			Index.Append("\" />");
		}
	}

	Index.Append("\n\t\t\t</Room>\n\t\t</FireBoxRoom>\n\t</body>\n</html>");

	FString IndexPath = FString(ExportPath).Append("index.html");
	FFileHelper::SaveStringToFile(Index, *IndexPath);
}