/**
 * 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 #2
0
	void FbxLoader::LoadAttribute(FbxNodeAttribute* pAttribute)
	{
		if (pAttribute->GetAttributeType() == FbxNodeAttribute::eMesh)
		{
			FbxMesh* pMesh = (FbxMesh*)pAttribute;

			FbxVector4* IControlPoints = pMesh->GetControlPoints();
			m_vertexCount = pMesh->GetControlPointsCount();
			m_vertexBuffer = new float[m_vertexCount * 4];
			for (int i = 0; i < m_vertexCount * 4; i+=4)
			{
				m_vertexBuffer[i]     = (float)IControlPoints[i / 4].mData[0];
				m_vertexBuffer[i + 1] = (float)IControlPoints[i / 4].mData[1];
				m_vertexBuffer[i + 2] = (float)IControlPoints[i / 4].mData[2];
				m_vertexBuffer[i + 3] = 1.0f;// IControlPoints[i / 4].mData[3];
			}

			int* pIndices = pMesh->GetPolygonVertices();
			m_indexCount = pMesh->GetPolygonVertexCount();
			m_indexBuffer = new uint32[m_indexCount];
			for (int i = 0; i < m_indexCount; ++i)
			{
				m_indexBuffer[i] = pIndices[i];
			}

			FbxLayer* pLayer = pMesh->GetLayer(0);
			if (pLayer != NULL)
			{
				FbxLayerElementNormal* pNormal = pLayer->GetNormals();
				m_normalCount = pNormal->mDirectArray->GetCount();
				m_normalBuffer = new float[m_normalCount * 3];
				for (int i = 0; i < m_normalCount * 3; i+=3)
				{
					m_normalBuffer[i]     = (float)(*pNormal->mDirectArray)[i / 3][0];
					m_normalBuffer[i + 1] = (float)(*pNormal->mDirectArray)[i / 3][1];
					m_normalBuffer[i + 2] = (float)(*pNormal->mDirectArray)[i / 3][2];
					//m_normalBuffer[i + 3] = (*pNormal->mDirectArray)[i / 4][3];
				}

				FbxLayerElementUV* pUV = pLayer->GetUVs();
				if (pUV->GetMappingMode() == FbxLayerElement::eByPolygonVertex)
				{
					if (pUV->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
					{
						m_uvCount = pUV->mIndexArray->GetCount();
						m_uvBuffer = new float[m_uvCount * 2];
						for (int i = 0; i < m_uvCount * 2; i+=2)
						{
							m_uvBuffer[i] = (float)(*pUV->mDirectArray)[(*pUV->mIndexArray)[i / 2]][0];
							m_uvBuffer[i + 1] = (float)(*pUV->mDirectArray)[(*pUV->mIndexArray)[i / 2]][1];
						}
					}
					else
					{
						m_uvCount = pUV->mDirectArray->GetCount();
						m_uvBuffer = new float[m_uvCount * 2];
						for (int i = 0; i < m_uvCount * 2; i += 2)
						{
							m_uvBuffer[i] = (float)(*pUV->mDirectArray)[i / 2][0];
							m_uvBuffer[i + 1] = (float)(*pUV->mDirectArray)[i / 2][1];
						}
					}
				}
				else
				{
					if (pUV->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
					{
						m_uvCount = pUV->mIndexArray->GetCount();
						m_uvBuffer = new float[m_uvCount * 2];
						for (int i = 0; i < m_uvCount * 2; i+=2)
						{
							m_uvBuffer[i] = (float)(*pUV->mDirectArray)[(*pUV->mIndexArray)[i / 2]][0];
							m_uvBuffer[i + 1] = (float)(*pUV->mDirectArray)[(*pUV->mIndexArray)[i / 2]][1];
						}
					}
					else
					{
						m_uvCount = pUV->mDirectArray->GetCount();
						m_uvBuffer = new float[m_uvCount * 2];
						for (int i = 0; i < m_uvCount * 2; i+=2)
						{
							m_uvBuffer[i] = (float)(*pUV->mDirectArray)[i / 2][0];
							m_uvBuffer[i + 1] = (float)(*pUV->mDirectArray)[i / 2][1];
						}
					}
				}
			}
		}
	}