Пример #1
0
void FBXImporter::ReadUVs(FBXMeshData* fbxMeshData, int controlPointIndex, int index, int textureUVIndex, int uvLayer)
{
	FbxMesh* mesh = fbxMeshData->mMesh;
	vector<XMFLOAT2>& uvs = fbxMeshData->mUVs;

	if (uvLayer >= 2 || mesh->GetElementUVCount() <= uvLayer)
	{
		return;
	}

	FbxGeometryElementUV* vertexUV = mesh->GetElementUV(0);

	switch (vertexUV->GetMappingMode())
	{
	case FbxGeometryElement::eByControlPoint:
		switch (vertexUV->GetReferenceMode())
		{
		case FbxGeometryElement::eDirect:
		{
			XMFLOAT2 uv;
			FbxVector2 fbxUV = vertexUV->GetDirectArray().GetAt(controlPointIndex);
			uv.x = static_cast<float>(fbxUV[0]);
			uv.y = static_cast<float>(fbxUV[1]);
			uvs.push_back(uv);
		}
			break;
		case FbxGeometryElement::eIndexToDirect:
		{
			int id = vertexUV->GetIndexArray().GetAt(controlPointIndex);
			FbxVector2 fbxUV = vertexUV->GetDirectArray().GetAt(id);
			XMFLOAT2 uv;
			uv.x = static_cast<float>(fbxUV[0]);
			uv.y = static_cast<float>(fbxUV[1]);
			uvs.push_back(uv);
		}

		break;
		default:
			break;
		}

	case FbxGeometryElement::eByPolygonVertex:
		switch (vertexUV->GetReferenceMode())
		{
		case FbxGeometryElement::eDirect:
		case FbxGeometryElement::eIndexToDirect:
#if USE_RIGHT_HAND
			uvs[index].x = static_cast<float>(vertexUV->GetDirectArray().GetAt(textureUVIndex)[0]);
#else
			uvs[index].x = 1.0f - static_cast<float>(vertexUV->GetDirectArray().GetAt(textureUVIndex)[0]);
#endif
			uvs[index].y = 1.0f - static_cast<float>(vertexUV->GetDirectArray().GetAt(textureUVIndex)[1]);
			break;
		default:
			break;
		}
		break;
	}
}
Пример #2
0
bool FillData(ModelData* someData,FbxNode* aNode, AnimationData* aAnimation)
{
	FbxMesh* mesh = aNode->GetMesh();
	if (mesh == nullptr || !aNode)
		return false;

	const int lPolygonCount = mesh->GetPolygonCount();

	// Count the polygon count of each material
	FbxLayerElementArrayTemplate<int>* lMaterialIndice = NULL;
	FbxGeometryElement::EMappingMode lMaterialMappingMode = FbxGeometryElement::eNone;
	if (mesh->GetElementMaterial())
	{
		lMaterialIndice = &mesh->GetElementMaterial()->GetIndexArray();
		lMaterialMappingMode = mesh->GetElementMaterial()->GetMappingMode();
		if (lMaterialIndice && lMaterialMappingMode == FbxGeometryElement::eByPolygon)
		{
			FBX_ASSERT(lMaterialIndice->GetCount() == lPolygonCount);
			if (lMaterialIndice->GetCount() == lPolygonCount)
			{
				// Count the faces of each material
				for (int lPolygonIndex = 0; lPolygonIndex < lPolygonCount; ++lPolygonIndex)
				{
					const int lMaterialIndex = lMaterialIndice->GetAt(lPolygonIndex);
					lMaterialIndex;
					/*if (someData->mSubMeshes[lMaterialIndex] == NULL)
					{
						someData->mSubMeshes[lMaterialIndex] = new ModelData::SubMesh;
					}
					someData->mSubMeshes[lMaterialIndex]->TriangleCount += 1;*/
				}

				// Make sure we have no "holes" (NULL) in the mSubMeshes table. This can happen
				// if, in the loop above, we resized the mSubMeshes by more than one slot.
					
				/*for (int i = 0; i < someData->mSubMeshes.Count(); i++)
				{
					if (someData->mSubMeshes[i] == NULL)
						someData->mSubMeshes[i] = new ModelData::SubMesh;
				}*/

				// Record the offset (how many vertex)
				const int lMaterialCount = someData->mSubMeshes.Size();
				lMaterialCount;
				int lOffset = 0;
				/*for (int lIndex = 0; lIndex < lMaterialCount; ++lIndex)
				{
					someData->mSubMeshes[lIndex]->IndexOffset = lOffset;
					lOffset += someData->mSubMeshes[lIndex]->TriangleCount * 3;
					// This will be used as counter in the following procedures, reset to zero
					someData->mSubMeshes[lIndex]->TriangleCount = 0;
				}*/
				FBX_ASSERT(lOffset == lPolygonCount * 3);
			}
		}
	}

	// All faces will use the same material.
	if (someData->mSubMeshes.Size() == 0)
	{
		if (someData->mSubMeshes.GetCapacity() == 0)
		{
			someData->mSubMeshes.Init(1);
		}
		someData->mSubMeshes.RemoveAll();
		someData->mSubMeshes.AddEmptyObject();
		someData->mSubMeshes[0] = new ModelData::SubMesh();
	}

		

	bool hasNormalMap = false;

	const int lMaterialCount = aNode->GetMaterialCount();
	for (int lMaterialIndex = 0; lMaterialIndex < lMaterialCount; ++lMaterialIndex)
	{
		FbxSurfaceMaterial * lMaterial = aNode->GetMaterial(lMaterialIndex);
		if (lMaterial && !lMaterial->GetUserDataPtr())
		{
			TextureInfo diffuseInfo;
			GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sDiffuse,FbxSurfaceMaterial::sDiffuseFactor,diffuseInfo.myFileName);
			diffuseInfo.myType = DIFFUSE;
			if(diffuseInfo.myFileName.empty() == false)
			{
				someData->myTextures.push_back(diffuseInfo);
			}

			TextureInfo normalInfo;
			GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sNormalMap,FbxSurfaceMaterial::sBumpFactor,normalInfo.myFileName);
			hasNormalMap = normalInfo.myFileName.empty() == false;
			normalInfo.myType = NORMALMAP;
			if(normalInfo.myFileName.empty() == false)
			{
				someData->myTextures.push_back(normalInfo);
				hasNormalMap = true;
			}

			TextureInfo roughnessInfo;
			GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sSpecular,FbxSurfaceMaterial::sSpecularFactor,roughnessInfo.myFileName);
			roughnessInfo.myType = ROUGHNESS;
			if(roughnessInfo.myFileName.empty() == false)
			{
				someData->myTextures.push_back(roughnessInfo);
			}

			TextureInfo substanceInfo;
			GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sReflection,FbxSurfaceMaterial::sReflectionFactor,substanceInfo.myFileName);
			substanceInfo.myType = SUBSTANCE;
			if(substanceInfo.myFileName.empty() == false)
			{
				someData->myTextures.push_back(substanceInfo);
			}

			TextureInfo ambientInfo;
			GetMaterialProperty(lMaterial, FbxSurfaceMaterial::sAmbient, FbxSurfaceMaterial::sAmbientFactor, ambientInfo.myFileName);
			ambientInfo.myType = AO;
			if (substanceInfo.myFileName.empty() == false)
			{
				someData->myTextures.push_back(ambientInfo);
			}
		}
	}

	// Congregate all the data of a mesh to be cached in VBOs.
	// If normal or UV is by polygon vertex, record all vertex attributes by polygon vertex.'
		
	someData->mHasNormal = mesh->GetElementNormalCount() > 0;
	someData->mHasUV = mesh->GetElementUVCount() > 0;
	someData->myHasBiNormal = mesh->GetElementBinormalCount() > 0;

	FbxSkin * lSkinDeformer = (FbxSkin *)mesh->GetDeformer(0, FbxDeformer::eSkin);
	someData->myHasSkinweights = lSkinDeformer != nullptr;

	if(hasNormalMap && someData->myHasBiNormal == false)
	{
		mesh->GenerateTangentsDataForAllUVSets();
		someData->myHasBiNormal = mesh->GetElementBinormalCount() > 0;
	}
	someData->myHasTangents = mesh->GetElementTangentCount() > 0;
		
	FbxGeometryElement::EMappingMode lNormalMappingMode = FbxGeometryElement::eNone;
	FbxGeometryElement::EMappingMode lUVMappingMode = FbxGeometryElement::eNone;
	if (someData->mHasNormal)
	{
		lNormalMappingMode = mesh->GetElementNormal(0)->GetMappingMode();
		if (lNormalMappingMode == FbxGeometryElement::eNone)
		{
			someData->mHasNormal = false;
		}
		if (someData->mHasNormal && lNormalMappingMode != FbxGeometryElement::eByControlPoint)
		{
			someData->mAllByControlPoint = false;
		}
	}
	if (someData->mHasUV)
	{
		lUVMappingMode = mesh->GetElementUV(0)->GetMappingMode();
		if (lUVMappingMode == FbxGeometryElement::eNone)
		{
			someData->mHasUV = false;
		}
		if (someData->mHasUV && lUVMappingMode != FbxGeometryElement::eByControlPoint)
		{
			someData->mAllByControlPoint = false;
		}
	}

	// Allocate the array memory, by control point or by polygon vertex.
	int lPolygonVertexCount = mesh->GetControlPointsCount();
	//if (!someData->my)
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_POS;
		newLayout.mySize = VERTEX_STRIDE;
		newLayout.myOffset = 0;
		someData->myLayout.Add(newLayout);
		lPolygonVertexCount = lPolygonCount * TRIANGLE_VERTEX_COUNT;
	}
	int stride = VERTEX_STRIDE;
	size_t size = lPolygonVertexCount * VERTEX_STRIDE;
	//float * lVertices = new float[lPolygonVertexCount * VERTEX_STRIDE];
	unsigned int * lIndices = new unsigned int[lPolygonCount * TRIANGLE_VERTEX_COUNT];
	someData->myIndexCount = lPolygonCount * TRIANGLE_VERTEX_COUNT;
	//float * lNormals = NULL;
	if (someData->mHasNormal)
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_NORMAL;
		newLayout.mySize = NORMAL_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += NORMAL_STRIDE;
		size += lPolygonVertexCount * NORMAL_STRIDE;
		//lNormals = new float[lPolygonVertexCount * NORMAL_STRIDE];
	}
	//float * lUVs = NULL;
	FbxStringList lUVNames;
	mesh->GetUVSetNames(lUVNames);
	const char * lUVName = NULL;
	if (someData->mHasUV && lUVNames.GetCount())
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_UV;
		newLayout.mySize = UV_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += UV_STRIDE;
		size += lPolygonVertexCount * UV_STRIDE;
		//lUVs = new float[lPolygonVertexCount * UV_STRIDE];
		lUVName = lUVNames[0];
	}

	if (someData->myHasBiNormal)
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_BINORMAL;
		newLayout.mySize = BINORMAL_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += BINORMAL_STRIDE;
		size += lPolygonVertexCount * BINORMAL_STRIDE;
		//lUVs = new float[lPolygonVertexCount * UV_STRIDE];
	}

	if (someData->myHasTangents)
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_TANGENT;
		newLayout.mySize = TANGENT_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += TANGENT_STRIDE;
		size += lPolygonVertexCount * TANGENT_STRIDE;
		//lUVs = new float[lPolygonVertexCount * UV_STRIDE];
	}

	if (someData->myHasSkinweights)
	{
		ModelData::Layout newLayout;
		newLayout.myType = ModelData::VERTEX_SKINWEIGHTS;
		newLayout.mySize = SKINWEIGHT_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += SKINWEIGHT_STRIDE;
		size += lPolygonVertexCount * SKINWEIGHT_STRIDE;

		newLayout.myType = ModelData::VERTEX_BONEID;
		newLayout.mySize = BONEID_STRIDE;
		newLayout.myOffset = stride*4;
		someData->myLayout.Add(newLayout);

		stride += BONEID_STRIDE;
		size += lPolygonVertexCount * BONEID_STRIDE;
		//lUVs = new float[lPolygonVertexCount * UV_STRIDE];
	}

	float * lVertices = new float[size];

	FbxAMatrix globalPos;
	FbxVector4* weights = nullptr;
	FbxVectorTemplate4<int>* bones = nullptr;
	FbxTime time = static_cast<FbxTime>(0.0f);
	if(someData->myHasSkinweights)
	{
		weights = new FbxVector4[mesh->GetControlPointsCount()];
		bones = new FbxVectorTemplate4<int>[mesh->GetControlPointsCount()];
		ComputeLinearDeformation(globalPos,mesh,weights,bones,aAnimation);
	}

	const FbxGeometryElementBinormal * lBiNormalElement = NULL;
	const FbxGeometryElementTangent * lTangentElement = NULL;

	if (someData->myHasBiNormal)
	{
		lBiNormalElement = mesh->GetElementBinormal(0);
	}
	if (someData->myHasTangents)
	{
		lTangentElement = mesh->GetElementTangent(0);
	}

	// Populate the array with vertex attribute, if by control point.
	const FbxVector4 * lControlPoints = mesh->GetControlPoints();
	FbxVector4 lCurrentVertex;
	FbxVector4 lCurrentNormal;
	FbxVector4 lCurrentBiNormal;
	FbxVector4 lCurrentTangent;
	FbxVector2 lCurrentUV;
	if (someData->mAllByControlPoint)
	{
		const FbxGeometryElementNormal * lNormalElement = NULL;
		const FbxGeometryElementUV * lUVElement = NULL;
		if (someData->mHasNormal)
		{
			lNormalElement = mesh->GetElementNormal(0);
		}
		if (someData->mHasUV)
		{
			lUVElement = mesh->GetElementUV(0);
		}

		for (int lIndex = 0; lIndex < lPolygonVertexCount; ++lIndex)
		{
			int currentIndex = lIndex * stride;
			int addedSize = VERTEX_STRIDE;
			// Save the vertex position.
			lCurrentVertex = lControlPoints[lIndex];
				
			CU::Vector4f position(static_cast<float>(lCurrentVertex[0]),
					static_cast<float>(lCurrentVertex[1]),
					static_cast<float>(lCurrentVertex[2]),
					1);

			CU::Matrix44f fixMatrix;
			fixMatrix = CU::Matrix44<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1,0,0));
			position = position*fixMatrix;

			lVertices[currentIndex] = position.x;
			lVertices[currentIndex + 1] = position.y;
			lVertices[currentIndex + 2] = position.z;
			lVertices[currentIndex + 3] = 1;


			// Save the normal.
			if (someData->mHasNormal)
			{
				int lNormalIndex = lIndex;
				if (lNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
				{
					lNormalIndex = lNormalElement->GetIndexArray().GetAt(lIndex);
				}
				lCurrentNormal = lNormalElement->GetDirectArray().GetAt(lNormalIndex);

				CU::Vector3f normal( static_cast<float>(lCurrentNormal[0]), static_cast<float>(lCurrentNormal[1]), static_cast<float>(lCurrentNormal[2]));
				normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));

				lVertices[currentIndex + addedSize] = normal.x;
				lVertices[currentIndex + addedSize + 1] = normal.y;
				lVertices[currentIndex + addedSize + 2] = normal.z;
				lVertices[currentIndex + addedSize + 3] = 0;
				addedSize += NORMAL_STRIDE;
			}

			// Save the UV.
			if (someData->mHasUV)
			{
				int lUVIndex = lIndex;
				if (lUVElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
				{
					lUVIndex = lUVElement->GetIndexArray().GetAt(lIndex);
				}
				lCurrentUV = lUVElement->GetDirectArray().GetAt(lUVIndex);
				lVertices[currentIndex + addedSize] = static_cast<float>(lCurrentUV[0]);
				lVertices[currentIndex + addedSize + 1] = static_cast<float>(lCurrentUV[1])*-1.0f;
				addedSize += 2;
			}

			if (someData->myHasBiNormal)
				{
					int lBinormIndexIndex = lIndex;
					if (lBiNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
					{
						lBinormIndexIndex = lBiNormalElement->GetIndexArray().GetAt(lIndex);
					}

					lCurrentBiNormal = lBiNormalElement->GetDirectArray().GetAt(lBinormIndexIndex);
					//mesh->GetElementBinormal(lPolygonIndex, lVerticeIndex, lCurrentNormal);
					//lCurrentNormal = lCurrentNormal
					CU::Vector3f normal( static_cast<float>(lCurrentBiNormal[0]), static_cast<float>(lCurrentBiNormal[1]), static_cast<float>(lCurrentBiNormal[2]));
					normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
					if (CU::Length(normal) != 0.f)
						CU::Normalize(normal);
					lVertices[currentIndex + addedSize] = normal.x;
					lVertices[currentIndex + addedSize + 1] = normal.y;
					lVertices[currentIndex + addedSize + 2] = normal.z;
					lVertices[currentIndex + addedSize + 3] = 0;
					addedSize += BINORMAL_STRIDE;
				}

				if (someData->myHasTangents)
				{
					int lBinormIndexIndex = lIndex;
					if (lTangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
					{
						lBinormIndexIndex = lTangentElement->GetIndexArray().GetAt(lIndex);
					}

					lCurrentTangent = lTangentElement->GetDirectArray().GetAt(lBinormIndexIndex);

					//lCurrentNormal = lCurrentNormal
					CU::Vector3f normal( static_cast<float>(lCurrentTangent[0]), static_cast<float>(lCurrentTangent[1]), static_cast<float>(lCurrentTangent[2]));
					normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
					if (CU::Length(normal) != 0.f)
						CU::Normalize(normal);
					lVertices[currentIndex + addedSize] = normal.x;
					lVertices[currentIndex + addedSize + 1] = normal.y;
					lVertices[currentIndex + addedSize + 2] = normal.z;
					lVertices[currentIndex + addedSize + 3] = 0;
					addedSize += TANGENT_STRIDE;
				}

				if(someData->myHasSkinweights)
				{
					FbxVector4 currentWeights = weights[lIndex];
					//currentWeights.Normalize();

					lVertices[currentIndex + addedSize] = static_cast<float>(currentWeights[0]);
					lVertices[currentIndex + addedSize + 1] = static_cast<float>(currentWeights[1]);
					lVertices[currentIndex + addedSize + 2] = static_cast<float>(currentWeights[2]);
					lVertices[currentIndex + addedSize + 3] = static_cast<float>(currentWeights[3]);
					addedSize += SKINWEIGHT_STRIDE;

					FbxVectorTemplate4<int> currentBones = bones[lIndex];

					lVertices[currentIndex + addedSize] = static_cast<float>(currentBones[0]);
					lVertices[currentIndex + addedSize + 1] = static_cast<float>(currentBones[1]);
					lVertices[currentIndex + addedSize + 2] = static_cast<float>(currentBones[2]);
					lVertices[currentIndex + addedSize + 3] = static_cast<float>(currentBones[3]);
					addedSize += BONEID_STRIDE;
				}
		}

	}

	int lVertexCount = 0;
	for (int lPolygonIndex = 0; lPolygonIndex < lPolygonCount; ++lPolygonIndex)
	{
		// The material for current face.
		int lMaterialIndex = 0;
		if (lMaterialIndice && lMaterialMappingMode == FbxGeometryElement::eByPolygon)
		{
			lMaterialIndex = lMaterialIndice->GetAt(lPolygonIndex);
		}

		// Where should I save the vertex attribute index, according to the material
		const int lIndexOffset = someData->mSubMeshes[lMaterialIndex]->IndexOffset +
			someData->mSubMeshes[lMaterialIndex]->TriangleCount * 3;
		for (int lVerticeIndex = TRIANGLE_VERTEX_COUNT-1; lVerticeIndex > -1; --lVerticeIndex)
		{
			const int lControlPointIndex = mesh->GetPolygonVertex(lPolygonIndex, lVerticeIndex);
				
			int vertexIndex = lIndexOffset + (TRIANGLE_VERTEX_COUNT-1) - lVerticeIndex;
			if (someData->mAllByControlPoint)
			{
				lIndices[vertexIndex] = static_cast<unsigned int>(lControlPointIndex);
			}
			// Populate the array with vertex attribute, if by polygon vertex.
			else
			{
				lIndices[vertexIndex] = static_cast<unsigned int>(lVertexCount);

				lCurrentVertex = lControlPoints[lControlPointIndex];
				int addedSize = VERTEX_STRIDE;
				int currentIndex = lVertexCount * stride;

				CU::Vector4f position(static_cast<float>(lCurrentVertex[0]),
					static_cast<float>(lCurrentVertex[1]),
					static_cast<float>(lCurrentVertex[2]),
					1);

				//fixMatrix
				CU::Matrix44f fixMatrix;
				fixMatrix = CU::Matrix44<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
				position = position*fixMatrix;

				lVertices[currentIndex] = position.x;
				lVertices[currentIndex + 1] = position.y;
				lVertices[currentIndex + 2] = position.z;
				lVertices[currentIndex + 3] = 0;

				if (someData->mHasNormal)
				{
					mesh->GetPolygonVertexNormal(lPolygonIndex, lVerticeIndex, lCurrentNormal);
					CU::Vector3f normal( static_cast<float>(lCurrentNormal[0]), static_cast<float>(lCurrentNormal[1]), static_cast<float>(lCurrentNormal[2]));
					normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
					if (CU::Length(normal) != 0.f)
						CU::Normalize(normal);

					lVertices[currentIndex + addedSize] = normal.x;
					lVertices[currentIndex + addedSize + 1] = normal.y;
					lVertices[currentIndex + addedSize + 2] = normal.z;
					lVertices[currentIndex + addedSize + 3] = 0;
					addedSize += NORMAL_STRIDE;
				}

				if (someData->mHasUV)
				{
					bool lUnmappedUV;
					mesh->GetPolygonVertexUV(lPolygonIndex, lVerticeIndex, lUVName, lCurrentUV, lUnmappedUV);
					lVertices[currentIndex + addedSize] = static_cast<float>(lCurrentUV[0]);
					lVertices[currentIndex + addedSize + 1] = static_cast<float>(lCurrentUV[1])*-1.0f;
					addedSize += UV_STRIDE;
				}
					
				if (someData->myHasBiNormal)
				{
					int lBinormIndexIndex = lVerticeIndex;
					if (lBiNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
					{
						lBinormIndexIndex = lBiNormalElement->GetIndexArray().GetAt(lVerticeIndex);
					}

					lCurrentBiNormal = lBiNormalElement->GetDirectArray().GetAt(lBinormIndexIndex);

					CU::Vector3f normal( static_cast<float>(lCurrentBiNormal[0]), static_cast<float>(lCurrentBiNormal[1]), static_cast<float>(lCurrentBiNormal[2]));
					normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
					if (CU::Length(normal) != 0.f)
						CU::Normalize(normal);
					lVertices[currentIndex + addedSize] = normal.x;
					lVertices[currentIndex + addedSize + 1] = normal.y;
					lVertices[currentIndex + addedSize + 2] = normal.z;
					lVertices[currentIndex + addedSize + 3] = 0;
					addedSize += BINORMAL_STRIDE;
				}

				if (someData->myHasTangents)
				{
					int lBinormIndexIndex = lVerticeIndex;
					if (lTangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
					{
						lBinormIndexIndex = lTangentElement->GetIndexArray().GetAt(lVerticeIndex);
					}

					lCurrentTangent = lTangentElement->GetDirectArray().GetAt(lBinormIndexIndex);

					mesh->GetPolygonVertexNormal(lPolygonIndex, lVerticeIndex, lCurrentNormal);

					CU::Vector3f normal( static_cast<float>(lCurrentTangent[0]), static_cast<float>(lCurrentTangent[1]), static_cast<float>(lCurrentTangent[2]));
					normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0));
					if (CU::Length(normal) != 0.f)
						CU::Normalize(normal);
					lVertices[currentIndex + addedSize] = normal.x;
					lVertices[currentIndex + addedSize + 1] = normal.y;
					lVertices[currentIndex + addedSize + 2] = normal.z;
					lVertices[currentIndex + addedSize + 3] = 0;
					addedSize += TANGENT_STRIDE;
				}

				if(someData->myHasSkinweights)
				{
					FbxVector4 currentWeights = weights[lControlPointIndex];
					FbxVectorTemplate4<int> currentBones = bones[lControlPointIndex];
					for(int l = 0;l < 4;++l)
					{
						if(currentBones[l] == -1)
						{
							currentWeights[l] = 0.0f;
						}
					}
					currentWeights.Normalize();

					lVertices[currentIndex + addedSize] = static_cast<float>(currentWeights[0]);
					lVertices[currentIndex + addedSize + 1] = static_cast<float>(currentWeights[1]);
					lVertices[currentIndex + addedSize + 2] = static_cast<float>(currentWeights[2]);
					lVertices[currentIndex + addedSize + 3] = static_cast<float>(currentWeights[3]);
					addedSize += SKINWEIGHT_STRIDE;

						

					lVertices[currentIndex + addedSize] = *(float*)&currentBones[0];
					lVertices[currentIndex + addedSize + 1] = *(float*)&currentBones[1];
					lVertices[currentIndex + addedSize + 2] = *(float*)&currentBones[2];
					lVertices[currentIndex + addedSize + 3] = *(float*)&currentBones[3];
					addedSize += BONEID_STRIDE;
				}
			}
			++lVertexCount;
		}
		someData->mSubMeshes[lMaterialIndex]->TriangleCount += 1;
	}

	someData->myVertexCount = lVertexCount;
	someData->myVertexStride = stride;

	someData->myVertexBuffer = lVertices;
	someData->myIndicies = lIndices;

	if(weights)
	{
		delete [] weights;
		delete [] bones;
	}

	return true;
}
Пример #3
0
//===============================================================================================================================
void FBXLoader::LoadMesh(FbxNode* node)
{
	FBXSubsets* newSubset = new FBXSubsets();
	
	FbxMesh* mesh = node->GetMesh();
	
	newSubset->mPolygonCount = mesh->GetPolygonCount();
	
	int vertexCounter = 0;
	
	// http://stackoverflow.com/questions/30170521/how-to-read-in-fbx-2014-indices-properly-for-directx

	/*newSubset->mTriangles.reserve(newSubset->mPolygonCount);
	
	for (uint32 i = 0; i < newSubset->mPolygonCount; ++i)
	{
		XMFLOAT3 normal[3];
		XMFLOAT3 tangent[3];
		XMFLOAT3 binormal[3];
		XMFLOAT2 uv[3][2];
		
		ZShadeSandboxMesh::FBXTriangle triangle;
		
		newSubset->mTriangles.push_back(triangle);
		
		for (uint32 j = 0; j < 3; ++j)
		{
			int controlPointIndex = mesh->GetPolygonVertex(i, j);
			ZShadeSandboxMesh::PhysicalPoint* ctlPoint = mControlPoints[controlPointIndex];
			
			LoadVertexNormal(mesh, controlPointIndex, vertexCounter, 0, normal[j]);
			
			// Only have diffuse texture
			for (int k = 0; k < 1; ++k)
			{
				LoadVertexTexture(mesh, controlPointIndex, mesh->GetTextureUVIndex(i, j), k, uv[j][k]);
			}
			
			//LoadVertexTangent(mesh, controlPointIndex, vertexCounter, 0, tangent[j]);

			ZShadeSandboxMesh::VertexNormalTexBlend temp;
			temp.position = ctlPoint->position;
			temp.normal = normal[j];
			//temp.tangent = tangent[j];
			temp.texture = uv[j][0];
			
			// Copy the blending from each control point
			for (uint32 i = 0; i < ctlPoint->blendingInfo.size(); ++i)
			{
				ZShadeSandboxMesh::VertexBlendingInfo blendingInfo;
				
				blendingInfo.blendingIndex = ctlPoint->blendingInfo[i].blendingIndex;
				blendingInfo.blendingWeight = ctlPoint->blendingInfo[i].blendingWeight;
				
				temp.vertexBlendingInfos.push_back(blendingInfo);
			}
			
			// Sort blending info to remove duplicate vertices
			temp.SortBlendingInfoByWeight();
			
			newSubset->mVertices.push_back(temp);
			newSubset->mTriangles.back().indices.push_back(vertexCounter);
			
			++vertexCounter;
		}
	}*/
	
	/*int* indices = mesh->GetPolygonVertices();
	for (int ind = 0; ind < mesh->GetPolygonVertexCount(); ind++)
	{
		newSubset->mIndices.push_back(indices[ind]);

		string indice = ZShadeSandboxGlobal::Convert::ConvertToString<int>(indices[ind]);
		outIndiceFile << "indice: " << indice << "\n";
	}*/

	for (uint32 polygonID = 0; polygonID < newSubset->mPolygonCount; ++polygonID)
	{
		int polyVertCount = mesh->GetPolygonSize(polygonID);
		
		for (uint32 polygonVertexID = 0; polygonVertexID < polyVertCount; ++polygonVertexID)
		{
			ZShadeSandboxMesh::VertexNormalTexBlend temp;
			
			// Initialize the vertex data
			temp.position = XMFLOAT3(0, 0, 0);
			temp.normal = XMFLOAT3(0, 0, 0);
			temp.texture = XMFLOAT2(0, 0);
			temp.tangent = XMFLOAT3(0, 0, 0);
			
			int controlPointIndex = mesh->GetPolygonVertex(polygonID, polygonVertexID);
			
			ZShadeSandboxMesh::PhysicalPoint* ctlPoint = mControlPoints[controlPointIndex];
			
			//
			// Load vertex position
			//
			
			temp.position = ctlPoint->position;
			
			//
			// Load vertex normal
			//
			
			int normElementCount = mesh->GetElementNormalCount();
			
			for (int normElement = 0; normElement < normElementCount; normElement++)
			{
				XMFLOAT3 normal;
				
				if (LoadVertexNormal(mesh, controlPointIndex, vertexCounter, normElement, normal))
				{
					temp.normal = normal;
					
					break;
				}
			}
			
			//
			// Load vertex UV
			//
			
			int uvElementCount = mesh->GetElementUVCount();
			
			for (int uvElement = 0; uvElement < uvElementCount; uvElement++)
			{
				XMFLOAT2 uv;
				
				if (LoadVertexTexture(mesh, controlPointIndex, mesh->GetTextureUVIndex(polygonID, polygonVertexID), uvElement, uv))
				{
					temp.texture = uv;
					
					break;
				}
			}
			
			//
			// Load vertex tangent
			//
			
			int tangentElementCount = mesh->GetElementTangentCount();
			
			for (int tangentElement = 0; tangentElement < tangentElementCount; tangentElement++)
			{
				XMFLOAT3 tangent;
				
				if (LoadVertexTangent(mesh, controlPointIndex, vertexCounter, tangentElement, tangent))
				{
					temp.tangent = tangent;
					
					break;
				}
			}
			
			//
			// Load vertex blending information for skinning
			//
			
			// Copy the blending from each control point
			for (uint32 i = 0; i < ctlPoint->blendingInfo.size(); ++i)
			{
				ZShadeSandboxMesh::VertexBlendingInfo blendingInfo;
				
				blendingInfo.blendingIndex = ctlPoint->blendingInfo[i].blendingIndex;
				blendingInfo.blendingWeight = ctlPoint->blendingInfo[i].blendingWeight;
				
				temp.vertexBlendingInfos.push_back(blendingInfo);
			}
			
			// Sort blending info to remove duplicate vertices
			temp.SortBlendingInfoByWeight();
			
			//
			// Make sure the vertices are unique and get the index
			//
			
			vector<ZShadeSandboxMesh::VertexNormalTexBlend>& uniqueVerts = newSubset->mVertices;
			
			size_t size = uniqueVerts.size();
			uint32 indice;
			
			for (indice = 0; indice < size; indice++)
			{
				if (temp.EqualsPosNormTex(uniqueVerts[indice]))
				{
					break;
				}
			}
			
			if (indice == size)
			{
				uniqueVerts.push_back(temp);
				string pos = ZShadeSandboxGlobal::Convert::ConvertFloat3ToString(temp.position);
				outVertexFile << "vertex: " << pos << "\n";
			}
			
			newSubset->mIndices.push_back(indice);
			string indice_str = ZShadeSandboxGlobal::Convert::ConvertToString<uint32>(indice);
			outIndiceFile << "indice: " << indice_str << "\n";
			
			++vertexCounter;
		}
	}

	// Now mControlPoints has served its purpose so we can free its memory
	for(auto itr = mControlPoints.begin(); itr != mControlPoints.end(); ++itr)
	{
		delete itr->second;
	}
	
	mControlPoints.clear();
	
	// Adding a new subset to the mesh
	mSubsets.push_back(newSubset);
}
Пример #4
0
//--------------------------------------------------------------------------
void SaveMesh(FbxNode* pNode, const VeDirectoryPtr& spDest) noexcept
{
	Mesh kMesh;
	FbxMesh* pMesh = (FbxMesh*)pNode->GetNodeAttribute();
	
	kMesh.m_kName = pNode->GetName();
	kMesh.m_stFaces = pMesh->GetPolygonCount();
	kMesh.m_stVerts = kMesh.m_stFaces * 3;

	kMesh.m_kIndices.resize(kMesh.m_stVerts);
	kMesh.m_kPosition.resize(kMesh.m_stVerts);

	kMesh.m_kNormals.resize(pMesh->GetElementNormalCount());
	for (auto& v : kMesh.m_kNormals)
	{
		v.resize(kMesh.m_stVerts);
	}
	kMesh.m_kTexcoords.resize(pMesh->GetElementUVCount());
	for (auto& v : kMesh.m_kTexcoords)
	{
		v.resize(kMesh.m_stVerts);
	}
	kMesh.m_kColors.resize(pMesh->GetElementVertexColorCount());
	for (auto& v : kMesh.m_kColors)
	{
		v.resize(kMesh.m_stVerts);
	}	

	int element_mat = -1;
	for (int i(0); i < pMesh->GetElementMaterialCount(); ++i)
	{
		FbxGeometryElementMaterial* lMaterialElement = pMesh->GetElementMaterial(i);
		if (lMaterialElement->GetMappingMode() == FbxGeometryElement::eByPolygon)
		{
			element_mat = i;
			break;
		}
	}
	if (element_mat >= 0)
	{
		kMesh.m_kAttributes.resize(kMesh.m_stFaces);
	}

	FbxVector4* lControlPoints = pMesh->GetControlPoints();
	for (int i(0); i < (int)(kMesh.m_stFaces); ++i)
	{
		int lPolygonSize = pMesh->GetPolygonSize(i);
		VE_ASSERT_ALWAYS(lPolygonSize == 3);
		for (int j(0); j < lPolygonSize; ++j)
		{
			uint32_t u32Index = i * 3 + j;
			kMesh.m_kIndices[u32Index] = u32Index;
			int lControlPointIndex = pMesh->GetPolygonVertex(i, j);
			auto& pos = kMesh.m_kPosition[u32Index];
			pos.x = (float)lControlPoints[lControlPointIndex][0];
			pos.y = (float)lControlPoints[lControlPointIndex][1];
			pos.z = (float)lControlPoints[lControlPointIndex][2];
			
			for (int k(0); k < (int)(kMesh.m_kColors.size()); ++k)
			{
				FbxColor c;
				FbxGeometryElementVertexColor* leVtxc = pMesh->GetElementVertexColor(k);
				switch (leVtxc->GetMappingMode())
				{
				default:
					break;
				case FbxGeometryElement::eByControlPoint:
					switch (leVtxc->GetReferenceMode())
					{
					case FbxGeometryElement::eDirect:
						c = leVtxc->GetDirectArray().GetAt(lControlPointIndex);
						break;
					case FbxGeometryElement::eIndexToDirect:
					{
						int id = leVtxc->GetIndexArray().GetAt(lControlPointIndex);
						c = leVtxc->GetDirectArray().GetAt(id);
					}
					break;
					default:
						break; // other reference modes not shown here!
					}
					break;

				case FbxGeometryElement::eByPolygonVertex:
				{
					switch (leVtxc->GetReferenceMode())
					{
					case FbxGeometryElement::eDirect:
						c = leVtxc->GetDirectArray().GetAt(u32Index);
						break;
					case FbxGeometryElement::eIndexToDirect:
					{
						int id = leVtxc->GetIndexArray().GetAt(u32Index);
						c = leVtxc->GetDirectArray().GetAt(id);
					}
					break;
					default:
						break; // other reference modes not shown here!
					}
				}
				break;
				case FbxGeometryElement::eByPolygon: // doesn't make much sense for UVs
				case FbxGeometryElement::eAllSame:   // doesn't make much sense for UVs
				case FbxGeometryElement::eNone:       // doesn't make much sense for UVs
					break;
				}
				auto& color = kMesh.m_kColors[k][u32Index];
				color.x = (float)c[0];
				color.y = (float)c[1];
				color.z = (float)c[2];
				color.w = (float)c[3];
			}

			for (int k(0); k < (int)(kMesh.m_kTexcoords.size()); ++k)
			{
				FbxVector2 uv;
				FbxGeometryElementUV* leUV = pMesh->GetElementUV(k);
				switch (leUV->GetMappingMode())
				{
				default:
					break;
				case FbxGeometryElement::eByControlPoint:
					switch (leUV->GetReferenceMode())
					{
					case FbxGeometryElement::eDirect:
						uv = leUV->GetDirectArray().GetAt(lControlPointIndex);
						break;
					case FbxGeometryElement::eIndexToDirect:
					{
						int id = leUV->GetIndexArray().GetAt(lControlPointIndex);
						uv = leUV->GetDirectArray().GetAt(id);
					}
					break;
					default:
						break; // other reference modes not shown here!
					}
					break;

				case FbxGeometryElement::eByPolygonVertex:
				{
					int lTextureUVIndex = pMesh->GetTextureUVIndex(i, j);
					switch (leUV->GetReferenceMode())
					{
					case FbxGeometryElement::eDirect:
					case FbxGeometryElement::eIndexToDirect:
					{
						uv = leUV->GetDirectArray().GetAt(lTextureUVIndex);
					}
					break;
					default:
						break; // other reference modes not shown here!
					}
				}
				break;

				case FbxGeometryElement::eByPolygon: // doesn't make much sense for UVs
				case FbxGeometryElement::eAllSame:   // doesn't make much sense for UVs
				case FbxGeometryElement::eNone:       // doesn't make much sense for UVs
					break;
				}

				auto& texcoord = kMesh.m_kTexcoords[k][u32Index];
				texcoord.x = (float)uv[0];
				texcoord.y = (float)uv[1];
			}
			
			for (int k(0); k < (int)(kMesh.m_kNormals.size()); ++k)
			{
				FbxVector4 n;
				FbxGeometryElementNormal* leNormal = pMesh->GetElementNormal(k);
				if (leNormal->GetMappingMode() == FbxGeometryElement::eByPolygonVertex)
				{
					switch (leNormal->GetReferenceMode())
					{
					case FbxGeometryElement::eDirect:
						n = leNormal->GetDirectArray().GetAt(u32Index);
						break;
					case FbxGeometryElement::eIndexToDirect:
					{
						int id = leNormal->GetIndexArray().GetAt(u32Index);
						n = leNormal->GetDirectArray().GetAt(id);
					}
					break;
					default:
						break; // other reference modes not shown here!
					}
				}

				auto& normal = kMesh.m_kNormals[k][u32Index];
				normal.x = (float)n[0];
				normal.y = (float)n[1];
				normal.z = (float)n[2];
			}

			if (element_mat >= 0)
			{
				FbxGeometryElementMaterial* lMaterialElement = pMesh->GetElementMaterial(element_mat);
				FbxSurfaceMaterial* lMaterial = NULL;
				int lMatId = -1;
				lMaterial = pMesh->GetNode()->GetMaterial(lMaterialElement->GetIndexArray().GetAt(i));
				lMatId = lMaterialElement->GetIndexArray().GetAt(i);
				kMesh.m_kAttributes[i] = lMatId;
			}
		}
	}
	kMesh.Process();
	kMesh.Save(spDest);
}