Пример #1
0
	std::shared_ptr<Mesh> FbxParser::CreateMesh(GameObjectPtr node, FbxNode * fbxNode)
	{
		Mesh::Ptr mesh = Mesh::Create(fbxNode->GetName());

		FbxMesh* fbxMesh = static_cast<FbxMesh*>(fbxNode->GetNodeAttribute());

		int polygonCount = fbxMesh->GetPolygonCount();
		int indicesCount = polygonCount * 3;
			
		mesh->Positions.Data.reserve(indicesCount * 3);
		mesh->Indices.Data.reserve(indicesCount);
		mesh->Colors.Data.reserve(indicesCount * 3);

		for (int i = 0; i < polygonCount; ++i) {
			ASSERT(fbxMesh->GetPolygonSize(i) <= 3,  "Error: triangulate %s", mesh->GetName());

			for (int jj = 0; jj < 3; ++jj) {
				int ctrPointIdx = fbxMesh->GetPolygonVertex(i, jj);
				// TODO 
				// Use Triangle Strip instead of triangle list
				auto position = fbxMesh->GetControlPointAt(ctrPointIdx);

				mesh->Positions.Data.push_back((double*)&position);

				int indices = i * 3 + jj;
				mesh->Indices.Data.push_back(indices);

				auto color = fbxMesh->GetElementVertexColor(ctrPointIdx);
				mesh->Colors.Data.push_back((double*)&color);
			}
		}
		mesh->UpdateBuffer();
		return mesh;
	}
Пример #2
0
reMesh* reFBXAsset::importMesh(FbxNode* fbxNode)
{
	qDebug() << "import mesh for" << fbxNode->GetName();
	reMesh* mesh = new reMesh;

	FbxMesh* fmesh = (FbxMesh*) fbxNode->GetNodeAttribute();
	FbxVector4* controlPoints = fmesh->GetControlPoints(); 

	for (int i=0; i<fmesh->GetPolygonCount(); i++) 
	{
		reFace* face = new reFace;
		for (int j=0; j<fmesh->GetPolygonSize(i); j++)
		{
			int vi = fmesh->GetPolygonVertex(i, j);
			reVertex vertex;
			vertex.pos = reVec3(controlPoints[vi][0], controlPoints[vi][1], controlPoints[vi][2]);
			FbxVector4 fNormal;
			fmesh->GetPolygonVertexNormal(i, j, fNormal);
			vertex.uv = getUV(fmesh, vi, i, j);
			vertex.normal = reVec3(fNormal[0], fNormal[1], fNormal[2]);
			face->vertices.push_back(vertex);	
		}
		reMaterial* mat =  getMaterial(fmesh, i, mesh->materialSet);
		mesh->addFace(face,mat ? mat->id: -1);
	}
	
	reMeshAsset* meshAsset = new reMeshAsset(meshes);
	meshAsset->mesh = mesh;
	meshes->children.push_back(meshAsset);
	meshAsset->setPath((dataDir().toStdString() + "/" + fbxNode->GetName() + ".mesh").c_str());
	mesh->save(dataDir().toStdString() + "/" + fbxNode->GetName() + ".mesh");
	return mesh;
}
Пример #3
0
MeshData* FBXImporter::GetMeshInfo()
{
	mMeshData = new MeshData();

	int indicesIndexOffset = 0;		// 记录当前mesh在整个ib中的索引位移。
	int verticesIndexOffset = 0;	// 记录当前mesh在整个vb中的顶点位移。

	for (int meshIndex = 0; meshIndex < mFBXMeshDatas.size(); meshIndex++)
	{
		FbxMesh* mesh = mFBXMeshDatas[meshIndex]->mMesh;
		FBXMeshData* fbxMeshData = mFBXMeshDatas[meshIndex];
		fbxMeshData->mVerticesCount = mesh->GetControlPointsCount();
		fbxMeshData->mIndicesCount = mesh->GetPolygonVertexCount();
		fbxMeshData->mTrianglesCount = mesh->GetPolygonCount();

		// 获取3dsmax中的全局变换矩阵,稍后可以在DX中还原。
		FbxMatrix gloableTransform = mesh->GetNode()->EvaluateGlobalTransform();

		FbxAMatrix matrixGeo;
		matrixGeo.SetIdentity();

		const FbxVector4 lT = mesh->GetNode()->GetGeometricTranslation(FbxNode::eSourcePivot);
		const FbxVector4 lR = mesh->GetNode()->GetGeometricRotation(FbxNode::eSourcePivot);
		const FbxVector4 lS = mesh->GetNode()->GetGeometricScaling(FbxNode::eSourcePivot);

		matrixGeo.SetT(lT);
		matrixGeo.SetR(lR);
		matrixGeo.SetS(lS);

		FbxAMatrix matrixL2W;
		matrixL2W.SetIdentity();

		matrixL2W = mesh->GetNode()->EvaluateGlobalTransform();

		matrixL2W *= matrixGeo;

		XMMATRIX globalTransform = XMLoadFloat4x4(&fbxMeshData->globalTransform);
		FbxMatrixToXMMATRIX(globalTransform, matrixL2W);
		XMStoreFloat4x4(&fbxMeshData->globalTransform, globalTransform);

		// 读取顶点。
		ReadVertices(fbxMeshData);
		// 读取索引。
		ReadIndices(fbxMeshData);

		// 先读取网格对应的材质索引信息,以便优化稍后纹理读取。
		// 一个网格可能只对应一个materialId,也可能对应多个materialId(3dsmax里的Multi/Sub-Object材质)。
		// 如果只对应一个材质,简单的读取就行,不过普遍情况可能是为了优化渲染合并mesh从而拥有多材质。
		// 这个函数调用完毕我们会得到materialId和拥有这个materialId的三角形列表(三角形编号列表),保存在vector<MaterialIdOffset>的容器中。
		//struct Material
		//{
		//	Material() {}
		//	Material(int id, string diffuse, string normalMap)
		//		: materialId(id),
		//		diffuseTextureFile(diffuse),
		//		normalMapTextureFile(normalMap)
		//	{}
		//
		//	int materialId;
		//	string diffuseTextureFile;
		//	string normalMapTextureFile;
		//};
		// struct MaterialIdOffset
		//{
		//	MaterialIdOffset()
		//		: polygonCount(0)
		//	{}
		//	int polygonCount;
		//	Material material;
		//};
		ConnectMaterialsToMesh(mesh, fbxMeshData->mTrianglesCount);

		// 根据ConnectMaterialsToMesh得到的信息读取材质纹理信息,同样存入vector<MaterialIdOffset>容器。
		LoadMaterials(fbxMeshData);

		int triangleCount = mesh->GetPolygonCount();
		int controlPointIndex = 0;
		int normalIndex = 0;
		fbxMeshData->mUVs.resize(fbxMeshData->mIndicesCount, XMFLOAT2(-1.0f, -1.0f));

		// Extract normals and uvs from FbxMesh.
		for (int i = 0; i < triangleCount; i++)
		{
			int polygonSize = mesh->GetPolygonSize(i);

			for (int j = 0; j < polygonSize; j++)
			{ 
				controlPointIndex = mesh->GetPolygonVertex(i, j);

				ReadNormals(fbxMeshData, controlPointIndex, normalIndex);

				// 有纹理我们才读取uv,tangent以及binormal。
				if (fbxMeshData->hasDiffuseTexture())
				{
					ReadUVs(fbxMeshData, controlPointIndex, normalIndex, mesh->GetTextureUVIndex(i, j), 0);
					ReadTangents(fbxMeshData, controlPointIndex, normalIndex);
					ReadBinormals(fbxMeshData, controlPointIndex, normalIndex);
				}

				normalIndex++;
			}
		}

		SplitVertexByNormal(fbxMeshData);

		if (fbxMeshData->hasDiffuseTexture())
		{
			SplitVertexByUV(fbxMeshData);
		}
		else
		{
			fbxMeshData->mUVs.resize(fbxMeshData->mVerticesCount);
		}

		if (fbxMeshData->hasNormalMapTexture())
		{
			SplitVertexByTangent(fbxMeshData);
			SplitVertexByBinormal(fbxMeshData);
		}
		else
		{
			fbxMeshData->mTangents.resize(fbxMeshData->mVerticesCount);
			fbxMeshData->mBinormals.resize(fbxMeshData->mVerticesCount);
		}

		// 如果.fbx包含一个以上的mesh,需要计算当前FBXMeshData的索引在全局索引中的位置。
		for (int i = 0; i < fbxMeshData->mIndicesCount; i++)
		{
			fbxMeshData->mIndices[i] = fbxMeshData->mIndices[i] + verticesIndexOffset;
		}

		mMeshData->verticesCount += fbxMeshData->mVerticesCount;
		mMeshData->indicesCount += fbxMeshData->mIndicesCount;
		mMeshData->meshesCount++;

		// 多材质的情况。
		// 根据之前填充的materialIdOffsets容器保存的materialId和三角形的对应关系,
		// 计算每个RenderPackage渲染所需的索引数量和索引起始位置(偏移)。
		if (isByPolygon && fbxMeshData->hasDiffuseTexture())
		{
			vector<MaterialIdOffset> materialIdOffsets = mMeshData->materialIdOffsets;

			for (int i = 0; i < materialIdOffsets.size(); i++)
			{
				RenderPackage renderPacakge;
				renderPacakge.globalTransform = fbxMeshData->globalTransform;
				renderPacakge.indicesCount = materialIdOffsets[i].polygonCount * 3;
	
				if (i == 0)
				{
					renderPacakge.indicesOffset = indicesIndexOffset;
				}
				else
				{
					renderPacakge.indicesOffset += indicesIndexOffset;
				}

				renderPacakge.material = materialIdOffsets[i].material;

				mMeshData->renderPackages.push_back(renderPacakge);

				indicesIndexOffset += renderPacakge.indicesCount;
			}
		}
		else
		// 单一材质的情况。
		{
			RenderPackage renderPackage;
			renderPackage.indicesCount = fbxMeshData->mIndicesCount;
			renderPackage.indicesOffset = indicesIndexOffset;
			renderPackage.material = fbxMeshData->mMaterial;
			renderPackage.globalTransform = fbxMeshData->globalTransform;

			mMeshData->renderPackages.push_back(renderPackage);

			indicesIndexOffset += fbxMeshData->mIndices.size();
		}

		verticesIndexOffset += fbxMeshData->mVertices.size();

		// 将当前mesh的数据追加到全局数据容器。
		Merge(mMeshData->vertices, fbxMeshData->mVertices);
		Merge(mMeshData->indices, fbxMeshData->mIndices);
		Merge(mMeshData->normals, fbxMeshData->mNormals);
		Merge(mMeshData->uvs, fbxMeshData->mUVs);
		Merge(mMeshData->tangents, fbxMeshData->mTangents);
		Merge(mMeshData->binormals, fbxMeshData->mBinormals);

		mMeshData->materialIdOffsets.clear();
	}

	clear();

	return mMeshData;
}
Пример #4
0
HRESULT CStaticMesh::Load_StaticMesh(const char* szFilePath,const char* szFileName, FbxManager* _pFBXManager, FbxIOSettings* _pIOsettings, FbxScene* _pFBXScene, FbxImporter* _pImporter)
{
	HRESULT hr = E_FAIL;

	vector<UINT> vecIndeces;

	string	strFullPath;

	strFullPath.clear();
	strFullPath = szFilePath;
	strFullPath += szFileName;//경로에 파일이름 추가

	if (!(_pImporter->Initialize(strFullPath.c_str(), -1, _pFBXManager->GetIOSettings())))
		FAILED_CHECK_MSG(E_FAIL, L"Static Mesh Init Failed");
	if (!(_pImporter->Import(_pFBXScene)))
		FAILED_CHECK_MSG(E_FAIL, L"Static Mesh Import Failed");

	FbxGeometryConverter clsConverter(_pFBXManager);
	clsConverter.Triangulate(_pFBXScene, false);
	FbxNode* pRootNode = _pFBXScene->GetRootNode();

	if (!pRootNode)
		return E_FAIL;

	vector<VTXTEX> vecVTXTEX;

	for (int i = 0; i < pRootNode->GetChildCount(); ++i)
	{
		FbxNode* pChildNode = pRootNode->GetChild(i);

		if (pChildNode->GetNodeAttribute() == NULL)
			continue;

		FbxNodeAttribute::EType AttributeType = pChildNode->GetNodeAttribute()->GetAttributeType();

		if (AttributeType != FbxNodeAttribute::eMesh)
			continue;

		FbxMesh* pMesh = (FbxMesh*)pChildNode->GetNodeAttribute();  // 임폴트 하려는 메쉬의 데이터
		D3DXVECTOR3 vPos;
		D3DXVECTOR2 vOutUV;
		D3DXVECTOR3 vOutNormal;
		FbxVector4* mControlPoints = pMesh->GetControlPoints();
		int iVTXCounter = 0;



		for (int j = 0; j < pMesh->GetPolygonCount(); j++) // 폴리곤의 인덱스
		{
			int iNumVertices = pMesh->GetPolygonSize(j);
			assert(iNumVertices == 3);
			FbxGeometryElementUV* VtxUV = pMesh->GetElementUV(0);
			FbxGeometryElementNormal* VtxNormal = pMesh->GetElementNormal(0);



			for (int k = 0; k < iNumVertices; k++) // 폴리곤을 구성하는 버텍스의 인덱스
			{
				//정점 데이터 얻는곳
				int iControlPointIndex = pMesh->GetPolygonVertex(j, k); // 컨트롤 포인트 = 하나의 버텍스
				int iTextureUVIndex = pMesh->GetTextureUVIndex(j, k);  // Control = Vertex
				//int iNormalIndex = pMesh->GetPolygonVertexIndex(j, k);
				++iVTXCounter;

				vPos.x = (float)mControlPoints[iControlPointIndex].mData[0];
				vPos.y = -(float)mControlPoints[iControlPointIndex].mData[1];
				vPos.z = (float)mControlPoints[iControlPointIndex].mData[2];

				//uv 얻기
				switch (VtxUV->GetMappingMode()) // UV값 추출
				{
				case FbxGeometryElement::eByControlPoint: // 하나의 컨트롤 포인트가 하나의 노멀벡터를 가질때

					switch (VtxUV->GetReferenceMode())
					{
					case FbxGeometryElement::eDirect:
					{
						vOutUV.x = static_cast<float>(VtxUV->GetDirectArray().GetAt(iControlPointIndex).mData[0]);
						vOutUV.y = static_cast<float>(VtxUV->GetDirectArray().GetAt(iControlPointIndex).mData[1]);
					}
					break;
					case FbxGeometryElement::eIndexToDirect:
					{
						int index = VtxUV->GetIndexArray().GetAt(iControlPointIndex);
						vOutUV.x = static_cast<float>(VtxUV->GetDirectArray().GetAt(index).mData[0]);
						vOutUV.y =  static_cast<float>(VtxUV->GetDirectArray().GetAt(index).mData[1]);
					}
					break;

					default:
						throw std::exception("Invalid Reference");
					}


					break;


				case FbxGeometryElement::eByPolygonVertex:  // Sharp Edge 포인트가 존재할때 고로 우리가 실질적으로 쓰는곳
					switch (VtxUV->GetReferenceMode())
					{
					case FbxGeometryElement::eDirect:
					{
						vOutUV.x = static_cast<float>(VtxUV->GetDirectArray().GetAt(iTextureUVIndex).mData[0]);
						vOutUV.y = 1 - static_cast<float>(VtxUV->GetDirectArray().GetAt(iTextureUVIndex).mData[1]);
					}
					case FbxGeometryElement::eIndexToDirect:
					{

						vOutUV.x = static_cast<float>(VtxUV->GetDirectArray().GetAt(iTextureUVIndex).mData[0]);
						vOutUV.y = 1 - static_cast<float>(VtxUV->GetDirectArray().GetAt(iTextureUVIndex).mData[1]);
					}
					break;
					default:
						throw std::exception("invalid Reference");
					}
					break;
				default:
					throw std::exception("Invalid Reference");
					break;
				}

				//노멀얻기
				switch (VtxNormal->GetMappingMode()) // 노멀값 추출
				{
				case FbxGeometryElement::eByControlPoint: // 하나의 컨트롤 포인트가 하나의 노멀벡터를 가질때

					switch (VtxNormal->GetReferenceMode())
					{
					case FbxGeometryElement::eDirect:
					{
						vOutNormal.x = static_cast<float>(VtxNormal->GetDirectArray().GetAt(iControlPointIndex).mData[0]);
						vOutNormal.y = static_cast<float>(VtxNormal->GetDirectArray().GetAt(iControlPointIndex).mData[1]);
						vOutNormal.z = static_cast<float>(VtxNormal->GetDirectArray().GetAt(iControlPointIndex).mData[2]);
					}
					break;
					case FbxGeometryElement::eIndexToDirect:
					{
						int index = VtxNormal->GetIndexArray().GetAt(iControlPointIndex);
						vOutNormal.x = static_cast<float>(VtxNormal->GetDirectArray().GetAt(index).mData[0]);
						vOutNormal.y = static_cast<float>(VtxNormal->GetDirectArray().GetAt(index).mData[1]);
						vOutNormal.z = static_cast<float>(VtxNormal->GetDirectArray().GetAt(index).mData[2]);
					}
					break;

					default:
						throw std::exception("Invalid Reference");
					}


					break;


				case FbxGeometryElement::eByPolygonVertex:  // Sharp Edge 포인트가 존재할때 고로 우리가 실질적으로 쓰는곳
					switch (VtxNormal->GetReferenceMode())
					{
					case FbxGeometryElement::eDirect:
					{
						int index = VtxNormal->GetIndexArray().GetAt(iVTXCounter);
						vOutNormal.x = static_cast<float>(VtxNormal->GetDirectArray().GetAt(index).mData[0]);
						vOutNormal.y = static_cast<float>(VtxNormal->GetDirectArray().GetAt(index).mData[1]);
						vOutNormal.z = static_cast<float>(VtxNormal->GetDirectArray().GetAt(index).mData[2]);
					}
					case FbxGeometryElement::eIndexToDirect:
					{
						int index = VtxNormal->GetIndexArray().GetAt(iVTXCounter);
						vOutNormal.x = static_cast<float>(VtxNormal->GetDirectArray().GetAt(index).mData[0]);
						vOutNormal.y = static_cast<float>(VtxNormal->GetDirectArray().GetAt(index).mData[1]);
						vOutNormal.z = static_cast<float>(VtxNormal->GetDirectArray().GetAt(index).mData[2]);
					}
					break;
					default:
						throw std::exception("invalid Reference");
					}
					break;
				default:
					throw std::exception("Invalid Reference");
					break;
				}


				VTXTEX vtxtex;
				vtxtex.vPos = vPos;
				vtxtex.vNormal = vOutNormal;
				vtxtex.vTexUV = vOutUV;
				vecVTXTEX.push_back(vtxtex);


				//int index = VtxUV->GetIndexArray().GetAt(iTextureUVIndex);
				vecIndeces.push_back(VtxUV->GetIndexArray().GetAt(iTextureUVIndex));
			}
		}
	}

	unsigned int n = vecVTXTEX.size();
	VTXTEX* pVTXTex = new VTXTEX[n];
	for (unsigned int i = 0; i < vecVTXTEX.size(); ++i)
	{
		pVTXTex[i].vPos = vecVTXTEX[i].vPos;
		pVTXTex[i].vNormal = vecVTXTEX[i].vNormal;
		pVTXTex[i].vTexUV = vecVTXTEX[i].vTexUV;
	}

	m_iVertices = vecVTXTEX.size();
	m_iVertexStrides = sizeof(VTXTEX);
	m_iVertexOffsets = 0;

	MakeVertexNormal((BYTE*)pVTXTex, NULL);

	D3D11_BUFFER_DESC tBufferDesc;
	ZeroMemory(&tBufferDesc, sizeof(D3D11_BUFFER_DESC));
	tBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	tBufferDesc.ByteWidth = m_iVertexStrides * m_iVertices;
	tBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	tBufferDesc.CPUAccessFlags = 0;

	D3D11_SUBRESOURCE_DATA tData;
	ZeroMemory(&tData, sizeof(D3D11_SUBRESOURCE_DATA));
	tData.pSysMem = pVTXTex;
	hr = CDevice::GetInstance()->m_pDevice->CreateBuffer(&tBufferDesc, &tData, &m_VertexBuffer);


	::Safe_Delete(pVTXTex);
	if (FAILED(hr))
		return E_FAIL;


	D3D11_BUFFER_DESC cbd;
	cbd.Usage = D3D11_USAGE_DEFAULT;
	cbd.ByteWidth = sizeof(ConstantBuffer);
	cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	cbd.CPUAccessFlags = 0;
	cbd.MiscFlags = 0;
	cbd.StructureByteStride = 0;
	hr = CDevice::GetInstance()->m_pDevice->CreateBuffer(&cbd, NULL, &m_ConstantBuffer);

	if (FAILED(hr))
	{
		MessageBox(NULL, L"System Message", L"Constant Buffer Error", MB_OK);
		return hr;
	}


	return S_OK;
}
	HRESULT FBXLoader::loadFBXFile(char* filePath, VertexBuffer** vBuf, IndexBuffer** iBuf, Renderer* renderer, bool centerShift)
	{
		if (g_pFbxSdkManager == nullptr)
		{
			g_pFbxSdkManager = FbxManager::Create();

			FbxIOSettings* pIOsettings = FbxIOSettings::Create(g_pFbxSdkManager, IOSROOT);
			g_pFbxSdkManager->SetIOSettings(pIOsettings);
		}

		this->shiftCenter = centerShift;

		FbxImporter* pImporter = FbxImporter::Create(g_pFbxSdkManager, "");
		FbxScene* pFbxScene = FbxScene::Create(g_pFbxSdkManager, "");

		bool bSuccess = pImporter->Initialize(filePath, -1, g_pFbxSdkManager->GetIOSettings());
		if (!bSuccess) return E_FAIL;

		bSuccess = pImporter->Import(pFbxScene);
		if (!bSuccess) return E_FAIL;

		FbxAxisSystem sceneAxisSystem = pFbxScene->GetGlobalSettings().GetAxisSystem();
		FbxAxisSystem DirectXAxisSystem(FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eLeftHanded);

		if (sceneAxisSystem != DirectXAxisSystem)
		{
			DirectXAxisSystem.ConvertScene(pFbxScene);
		}

		pImporter->Destroy();

		FbxNode* pFbxRootNode = pFbxScene->GetRootNode();

		if (pFbxRootNode)
		{
			// Check if the getChildCount is > 1  TODO
			int test = pFbxRootNode->GetChildCount();

			for (int i = 0; i < pFbxRootNode->GetChildCount(); i++)
			{
				FbxNode* pFbxChildNode = pFbxRootNode->GetChild(i);

				if (pFbxChildNode->GetNodeAttribute() == NULL)
					continue;

				FbxNodeAttribute::EType AttributeType = pFbxChildNode->GetNodeAttribute()->GetAttributeType();

				if (AttributeType != FbxNodeAttribute::eMesh)
					continue;

				FbxMesh* pMesh = (FbxMesh*)pFbxChildNode->GetNodeAttribute();

				int numControlPoints = pMesh->GetControlPointsCount();
				bool initial = true;
				float xMin, yMin, zMin;
				float xMax, yMax, zMax;
				float xIn, yIn, zIn;

				float xCenter, yCenter, zCenter;

				if (this->shiftCenter){

					for (int c = 0; c < numControlPoints; c++) {
						xIn = (float)pMesh->GetControlPointAt(c).mData[0];
						yIn = (float)pMesh->GetControlPointAt(c).mData[1];
						zIn = (float)pMesh->GetControlPointAt(c).mData[2];

						if (initial) {
							xMin = xIn;
							yMin = yIn;
							zMin = zIn;

							xMax = xIn;
							yMax = yIn;
							zMax = zIn;

							initial = false;
						}
						else {
							if (xIn < xMin) {
								xMin = xIn;
							}

							if (yIn < yMin) {
								yMin = yIn;
							}

							if (zIn < zMin) {
								zMin = zIn;
							}

							if (xIn > xMax) {
								xMax = xIn;
							}

							if (yIn > yMax) {
								yMax = yIn;
							}

							if (zIn > zMax) {
								zMax = zIn;
							}
						}
					}
					xCenter = (xMin + xMax) / 2.0f;
					yCenter = (yMin + yMax) / 2.0f;
					zCenter = (zMin + zMax) / 2.0f;
				}
				else {
					xCenter = 0;
					yCenter = 0;
					zCenter = 0;
				}

				FbxVector4* pVertices = pMesh->GetControlPoints();
				int vertexCount = pMesh->GetPolygonVertexCount();

				//Vertex vertex;
				Vertex* vertexArray = new Vertex[vertexCount];
				//Vertex vertexArray[2592];


				int numIndices = vertexCount;
				unsigned int* indexArray = new unsigned int[numIndices];


				FbxVector4 fbxNorm(0, 0, 0, 0);
				FbxVector2 fbxUV(0, 0);
				bool isMapped;

				int vertexIndex = 0;

				// Loop iterates through the polygons and fills the vertex and index arrays for the buffers
				for (int j = 0; j < pMesh->GetPolygonCount(); j++)
				{
					int iNumVertices = pMesh->GetPolygonSize(j);

					assert(iNumVertices == 3);

					//1st vertex
					int controlIndex = pMesh->GetPolygonVertex(j, 2);
					pMesh->GetPolygonVertexUV(j, 2, "map1", fbxUV, isMapped);
					pMesh->GetPolygonVertexNormal(j, 2, fbxNorm);

					vertexArray[vertexIndex].point[0] = (float)pVertices[controlIndex].mData[0] - xCenter;
					vertexArray[vertexIndex].point[1] = (float)pVertices[controlIndex].mData[1] - yCenter;
					vertexArray[vertexIndex].point[2] = -(float)pVertices[controlIndex].mData[2] - zCenter;

					vertexArray[vertexIndex].texCoord[0] = (float)fbxUV[0];
					vertexArray[vertexIndex].texCoord[1] = 1.0f - (float)fbxUV[1];

					vertexArray[vertexIndex].normal[0] = (float)fbxNorm[0];
					vertexArray[vertexIndex].normal[1] = (float)fbxNorm[1];
					vertexArray[vertexIndex].normal[2] = -(float)fbxNorm[2];

					indexArray[vertexIndex] = vertexIndex;
					vertexIndex++;

					//2nd vertex
					controlIndex = pMesh->GetPolygonVertex(j, 1);
					pMesh->GetPolygonVertexUV(j, 1, "map1", fbxUV, isMapped);
					pMesh->GetPolygonVertexNormal(j, 1, fbxNorm);

					vertexArray[vertexIndex].point[0] = (float)pVertices[controlIndex].mData[0] - xCenter;
					vertexArray[vertexIndex].point[1] = (float)pVertices[controlIndex].mData[1] - yCenter;
					vertexArray[vertexIndex].point[2] = -(float)pVertices[controlIndex].mData[2] - zCenter;

					vertexArray[vertexIndex].texCoord[0] = (float)fbxUV[0];
					vertexArray[vertexIndex].texCoord[1] = 1.0f - (float)fbxUV[1];

					vertexArray[vertexIndex].normal[0] = (float)fbxNorm[0];
					vertexArray[vertexIndex].normal[1] = (float)fbxNorm[1];
					vertexArray[vertexIndex].normal[2] = -(float)fbxNorm[2];

					indexArray[vertexIndex] = vertexIndex;
					vertexIndex++;

					//3rd vertex
					controlIndex = pMesh->GetPolygonVertex(j, 0);
					pMesh->GetPolygonVertexUV(j, 0, "map1", fbxUV, isMapped);
					pMesh->GetPolygonVertexNormal(j, 0, fbxNorm);

					vertexArray[vertexIndex].point[0] = (float)pVertices[controlIndex].mData[0] - xCenter;
					vertexArray[vertexIndex].point[1] = (float)pVertices[controlIndex].mData[1] - yCenter;
					vertexArray[vertexIndex].point[2] = -(float)pVertices[controlIndex].mData[2] - zCenter;

					vertexArray[vertexIndex].texCoord[0] = (float)fbxUV[0];
					vertexArray[vertexIndex].texCoord[1] = 1.0f - (float)fbxUV[1];

					vertexArray[vertexIndex].normal[0] = (float)fbxNorm[0];
					vertexArray[vertexIndex].normal[1] = (float)fbxNorm[1];
					vertexArray[vertexIndex].normal[2] = -(float)fbxNorm[2];

					indexArray[vertexIndex] = vertexIndex;
					vertexIndex++;
				}

				// Generate vertex and index buffers from the vertex and index arrays
				*vBuf = renderer->createVertexBuffer(vertexArray, vertexCount);
				*iBuf = renderer->createIndexBuffer(indexArray, numIndices);

				delete[] vertexArray;
				delete[] indexArray;
			}
		}
		return S_OK;
	}
Пример #6
0
		void FbxLoader::ProcessMesh(FbxNode* node, Node& meshNode)
		{
			FbxMesh* currMesh = node->GetMesh();

			if(!currMesh)
				return;

			FbxLayerElementTangent* tangents = nullptr;

			if(useNormalMap) {
				if(currMesh->GetElementTangentCount() < 1) {
					currMesh->GenerateTangentsDataForAllUVSets();
					tangents = currMesh->GetElementTangent();
				}
			}

			std::map<int, std::vector<Vertex>> subMeshes;

			int vertCounter = 0;
			const int polygonCount = currMesh->GetPolygonCount();

			for(int i = 0; i < polygonCount; i++) {
				const int polySize = currMesh->GetPolygonSize(i);
				int nMaterials = node->GetMaterialCount();
				auto elementMaterial = currMesh->GetElementMaterial();
				int mi = 0;
				if(elementMaterial)
					mi = currMesh->GetElementMaterial()->GetIndexArray()[i];

				for(int j = 2; j >= 0; --j) {
					int ctrlIndex = currMesh->GetPolygonVertex(i, j);
					auto& currCtrlPoint = meshNode.controlPoints[ctrlIndex];
					FbxVector4 v4;

					auto& pos = currCtrlPoint.position * factor;
					currMesh->GetPolygonVertexNormal(i, j, v4);
					Vector3 normal = { (float)v4[0], (float)v4[1], (float)v4[2] };
					Vector3 tangent = { 0, 0, 0 };
					if(useNormalMap) {
						ReadTangent(tangents, ctrlIndex, vertCounter, v4);
						tangent = { (float)v4[0], (float)v4[1], (float)v4[2] };
					}
				
					Vector2 uv;
					FbxStringList uvSetNames;
					currMesh->GetUVSetNames(uvSetNames);
					bool unmapped = false;
					// supports one uv set only
					if(uvSetNames.GetCount() > 0) {
						FbxVector2 UV;
						currMesh->GetPolygonVertexUV(i, j, uvSetNames[0], UV, unmapped);
						uv = { (float)UV[0], (float)UV[1] };
					}
				
					if(axismode == eLeftHanded) {
						pos.x *= -1; uv.y = 1 - uv.y;
						normal.x *= -1; tangent.x *= -1;
					}

					Vector4 weights = { 0, 0, 0, 0 };
					Byte4 indices = { 0, 0, 0, 0 };

					int blendCount = (int)min(currCtrlPoint.blendWeigths.size(), 4);
					if(blendCount > 0) {
						meshNode.useSkinnedMesh = true;
						if(currCtrlPoint.blendWeigths.size() > 4)
							sort(currCtrlPoint.blendWeigths.begin(), currCtrlPoint.blendWeigths.end());
						for(int i = 0; i < blendCount; i++) {
							weights[i] = currCtrlPoint.blendWeigths[i].weight;
							indices.m[i] = currCtrlPoint.blendWeigths[i].boneIndex;
						}
					}
	
					Vertex temp = { pos, uv, normal, tangent, indices, weights };
					subMeshes[mi].push_back(temp);
				}
				++vertCounter;
			}

			if(subMeshes.size() > 0) {
				int index = 0;
				meshNode.meshes.reserve(vertCounter);
				meshNode.vertIndices.reserve(vertCounter);
				meshNode.vertexCountOfSubMesh.reserve(subMeshes.size());
				for(auto& pair : subMeshes) {
					auto& m = pair.second;
					for(int i = 0; i < m.size(); ++i)
						meshNode.vertIndices.emplace_back(index++);
					meshNode.vertexCountOfSubMesh.push_back((int)m.size());
					meshNode.meshes.insert(meshNode.meshes.end(), m.begin(), m.end());
				}
			}
			subMeshes.clear();
		}
Пример #7
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 #8
0
FBXLoader::FBXLoader(const char *filename)
{
  m_error = true;
  if (m_fbx_sdk_manager == nullptr)
  {
    m_fbx_sdk_manager = FbxManager::Create();
    m_fbx_sdk_manager->SetIOSettings(FbxIOSettings::Create(m_fbx_sdk_manager, IOSROOT));
  }
  FbxImporter *importer = FbxImporter::Create(m_fbx_sdk_manager, "");
  FbxScene *scene = FbxScene::Create(m_fbx_sdk_manager, "");
  if (!importer->Initialize(filename, -1, m_fbx_sdk_manager->GetIOSettings()))
    return;
  if (!importer->Import(scene))
    return;
  importer->Destroy();

  FbxNode *root_node = scene->GetRootNode();
  if (root_node)
  {
    for (int i = 0; i < root_node->GetChildCount(); i++)
    {
      FbxNode *child_node = root_node->GetChild(i);
      if (child_node->GetNodeAttribute() == NULL)
        continue;

      FbxNodeAttribute::EType type = child_node->GetNodeAttribute()->GetAttributeType();
      if (type != FbxNodeAttribute::eMesh)
        continue;

      FbxMesh *mesh = (FbxMesh *) child_node->GetNodeAttribute();
      FbxVector4 *vertices = mesh->GetControlPoints();
      for (int j = 0; j < mesh->GetPolygonCount(); j++)
      {
        int num_verts = mesh->GetPolygonSize(j);
        assert(num_verts == 3);
        DirectX::XMFLOAT3 vertex[3];
        FbxVector4 polygon_normal(0, 0, 0);

        for (int k = 0; k < num_verts; k++)
        {
          int control_point_idx = mesh->GetPolygonVertex(j, k);
          FbxVector4 vertex_normal;
          mesh->GetPolygonVertexNormal(j, k, vertex_normal);
          polygon_normal += vertex_normal;
          vertex[k].x = (float) vertices[control_point_idx].mData[0];
          vertex[k].y = (float) vertices[control_point_idx].mData[1];
          vertex[k].z = (float) vertices[control_point_idx].mData[2];
        }

        if (IsClockwise(vertex, num_verts, polygon_normal))
        {
          for (int i = 0; i < num_verts; i++)
            m_vertices.push_back(ToD3DCoordinateSystem(vertex[i]));
        }
        else
        {
          for (int i = 0; i < num_verts; i++)
            m_vertices.push_back(ToD3DCoordinateSystem(vertex[num_verts - 1 - i]));
        }
      }
    }
  }

  for (size_t i = 0; i < m_vertices.size(); i++)
    m_indices.push_back(i);

  m_error = false;
}
Пример #9
0
	void importFBXNode(
		FbxNode *node, 
		vector<Vector3> &vertices, 
		vector<Color> &colors, 
		vector<Vector2> &uvs, 
		vector<Vector3> &normals,
		vector<uint32> &elements) {

		FbxNode *childNode = 0;
		int numKids = node->GetChildCount();
		for ( int i=0 ; i<numKids ; i++)
		{
			childNode = node->GetChild(i);
			FbxMesh *mesh = childNode->GetMesh();

			if ( mesh != NULL )
			{
				auto offset = node->GetGeometricTranslation(FbxNode::eSourcePivot);

				//================= Get Vertices ====================================
				int baseline = vertices.size();
				int numVerts = mesh->GetControlPointsCount();

				for ( int j=0; j<numVerts; j++)
				{
					FbxVector4 vert = mesh->GetControlPointAt(j);
					vertices.push_back(
						Vector3(vert.mData[0], vert.mData[1], vert.mData[2])
						/*+ Vector3(offset.mData[0], offset.mData[1], offset.mData[2])*/);
					colors.push_back(Vector3(1, 1, 1));
					uvs.push_back(Vector2(0, 0));
				}

				//================= Get Indices ====================================
				int numIndices=mesh->GetPolygonVertexCount();
				int *indicesRaw = mesh->GetPolygonVertices();
				for (int j = 0; j < numIndices; j++) {
					elements.push_back(indicesRaw[j] + baseline);
				}

				int cnt = 0;
				int polygonCount = mesh->GetPolygonCount();
				for (int j = 0; j < polygonCount; ++j) {

					FbxLayerElementArrayTemplate<FbxVector2>* uvVertices= 0;
					mesh->GetTextureUV(&uvVertices, FbxLayerElement::eTextureDiffuse);

					for (int k = 0; k < mesh->GetPolygonSize(j); ++k) {

						FbxVector2 uv = (*uvVertices)[mesh->GetTextureUVIndex(j, k)];

						uvs[indicesRaw[cnt] + baseline].x = uv[0];
						uvs[indicesRaw[cnt] + baseline].y = uv[1];
						cnt++;
					}
				}
			}

			importFBXNode(childNode, vertices, colors, uvs, normals, elements);
		}
	}
Пример #10
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);
}