示例#1
0
void Parser::bake_global_positions(FbxVector4* control_points, int control_points_count, FbxAMatrix& global_offset_position)
{
    for (int i = 0; i < control_points_count; i++) {
        control_points[i] = global_offset_position.MultT(control_points[i]);
    }
}
示例#2
0
    bool Submesh::load(FbxNode* pNode, FbxMesh* pMesh, const std::vector<face>& faces, const std::vector<vertexInfo>& vertInfo, const std::vector<FbxVector4>& points, 
        const std::vector<FbxVector4>& normals, const std::vector<int>& texcoordsets, ParamList& params, const FbxAMatrix& bindPose, bool opposite )
    {
        //save the mesh from which this submesh will be created
        m_pNode = pNode;

        size_t i,j,k;
        FxOgreFBXLog( "Loading submesh associated to material: %s ...\n", m_pMaterial->name().c_str());
        
        //save uvsets info
        for (i=m_uvsets.size(); i<texcoordsets.size(); i++)
        {
            uvset uv;
            uv.size = 2;
            m_uvsets.push_back(uv);
        }
        //iterate over faces array, to retrieve vertices info
        for (i=0; i<faces.size(); i++)
        {
            face newFace;
            // if we are using shared geometry, indexes refer to the vertex buffer of the whole mesh
            if (params.useSharedGeom)
            {
                if(opposite)
                {	// reverse order of face vertices for correct culling
                    newFace.v[0] = faces[i].v[2];
                    newFace.v[1] = faces[i].v[1];
                    newFace.v[2] = faces[i].v[0];
                }
                else
                {
                    newFace.v[0] = faces[i].v[0];
                    newFace.v[1] = faces[i].v[1];
                    newFace.v[2] = faces[i].v[2];
                }
            }
            // otherwise we create a vertex buffer for this submesh
            else
            {	// faces are triangles, so retrieve index of the three vertices
                for (j=0; j<3; j++)
                {
                    vertex v;
                    vertexInfo vInfo = vertInfo[faces[i].v[j]];
                    // save vertex coordinates (rescale to desired length unit)
                    assert(vInfo.pointIdx >= 0 && vInfo.pointIdx < static_cast<int>(points.size()));
                    FbxVector4 point = points[vInfo.pointIdx] * params.lum;
                    if (fabs(point[0]) < PRECISION)
                        point[0] = 0;
                    if (fabs(point[1]) < PRECISION)
                        point[1] = 0;
                    if (fabs(point[2]) < PRECISION)
                        point[2] = 0;
                    v.x = point[0];
                    v.y = point[1];
                    v.z = point[2];
                    // save vertex normal
                    assert(vInfo.normalIdx >= 0 && vInfo.normalIdx < static_cast<int>(normals.size()));
                    FbxVector4 normal = normals[vInfo.normalIdx];
                    if (fabs(normal[0]) < PRECISION)
                        normal[0] = 0;
                    if (fabs(normal[1]) < PRECISION)
                        normal[1] = 0;
                    if (fabs(normal[2]) < PRECISION)
                        normal[2] = 0;
                    v.n.x = normal[0];
                    v.n.y = normal[1];
                    v.n.z = normal[2];
                    if (opposite)
                    {
                        // Reversing the winding order appears to be sufficent.
                        v.n.x = -normal[0];
                        v.n.y = -normal[1];
                        v.n.z = -normal[2];
                    }
                    v.n.Normalize();

                    // save vertex color
                    v.r = vInfo.r;
                    v.g = vInfo.g;
                    v.b = vInfo.b;
                    v.a = vInfo.a;
                    // save vertex bone assignements
                    for (k=0; k<vInfo.vba.size(); k++)
                    {
                        vba newVba;
                        newVba.jointIdx = vInfo.jointIds[k];
                        newVba.weight = vInfo.vba[k];
                        v.vbas.push_back(newVba);
                    }
                    // save texture coordinates
                    for (k=0; k<vInfo.u.size(); k++)
                    {
                        texcoord newTexCoords;
                        newTexCoords.u = vInfo.u[k];
                        newTexCoords.v = vInfo.v[k];
                        newTexCoords.w = 0;
                        v.texcoords.push_back(newTexCoords);
                    }
                    // save vertex index in mesh, to retrieve future positions of the same vertex
                    v.index = vInfo.pointIdx;
                    // add newly created vertex to vertex list
                    m_vertices.push_back(v);
                    if (opposite)	// reverse order of face vertices to get correct culling
                        newFace.v[2-j] = static_cast<int>(m_vertices.size()) - 1;
                    else
                        newFace.v[j] = static_cast<int>(m_vertices.size()) - 1;
                }
            }
            m_faces.push_back(newFace);
        }
        // set use32bitIndexes flag
        if (params.useSharedGeom || (m_vertices.size() > 65535) || (m_faces.size() > 65535))
            m_use32bitIndexes = true;
        else
            m_use32bitIndexes = false;

        pMesh->ComputeBBox();
        FbxDouble3 minDouble = pMesh->BBoxMin.Get();
        FbxDouble3 maxDouble = pMesh->BBoxMax.Get();

        FbxVector4 min = bindPose.MultT( FbxVector4(minDouble[0],minDouble[1],minDouble[2],0));
        FbxVector4 max = bindPose.MultT( FbxVector4(maxDouble[0],maxDouble[1],maxDouble[2],0));

        m_bbox.merge(Point3(max[0], max[1], max[2]));
        m_bbox.merge(Point3(min[0], min[1], min[2]));
        

        // add submesh pointer to m_params list
        params.loadedSubmeshes.push_back(this);

        FxOgreFBXLog( "DONE\n");
        
        return true;
    }
示例#3
0
void ParseMesh( FbxNode* pNode, FbxMesh* pFbxMesh, ExportFrame* pParentFrame, bool bSubDProcess, const CHAR* strSuffix )
{
    if( !g_pScene->Settings().bExportMeshes )
        return;

    if( !pNode || !pFbxMesh )
        return;

    const CHAR* strName = pFbxMesh->GetName();
    if( !strName || strName[0] == '\0' )
        strName = pParentFrame->GetName().SafeString();

    if( !strSuffix )
    {
        strSuffix = "";
    }
    CHAR strDecoratedName[512];
    sprintf_s( strDecoratedName, "%s_%s%s", g_pScene->Settings().strMeshNameDecoration, strName, strSuffix );
    ExportMesh* pMesh = new ExportMesh( strDecoratedName );
    pMesh->SetDCCObject( pFbxMesh );

    bool bSmoothMesh = false;

    auto Smoothness = pFbxMesh->GetMeshSmoothness();
    if( Smoothness != FbxMesh::eHull && g_pScene->Settings().bConvertMeshesToSubD )
    {
        bSubDProcess = true;
        bSmoothMesh = true;
    }

    ExportLog::LogMsg( 2, "Parsing %s mesh \"%s\", renamed to \"%s\"", bSmoothMesh ? "smooth" : "poly", strName, strDecoratedName );

    SkinData skindata;
    bool bSkinnedMesh = ParseMeshSkinning( pFbxMesh, &skindata );
    if( bSkinnedMesh )
    {
        DWORD dwBoneCount = skindata.GetBoneCount();
        for( DWORD i = 0; i < dwBoneCount; ++i )
        {
            pMesh->AddInfluence( skindata.InfluenceNodes[i]->GetName() );
        }
    }

    bool bExportColors = g_pScene->Settings().bExportColors;
    pMesh->SetVertexColorCount( 0 );

    // Vertex normals and tangent spaces
    if( !g_pScene->Settings().bExportNormals )
    {
        pMesh->SetVertexNormalCount( 0 );
    }
    else if( g_pScene->Settings().bComputeVertexTangentSpace )
    {
        if( g_pScene->Settings().bExportBinormal )
            pMesh->SetVertexNormalCount( 3 );
        else
            pMesh->SetVertexNormalCount( 2 );
    }
    else
    {
        pMesh->SetVertexNormalCount( 1 );
    }

    DWORD dwLayerCount = pFbxMesh->GetLayerCount();
    ExportLog::LogMsg( 4, "%u layers in FBX mesh", dwLayerCount );

    if (!dwLayerCount || !pFbxMesh->GetLayer(0)->GetNormals())
    {
        ExportLog::LogMsg( 4, "Generating normals..." );
        pFbxMesh->InitNormals();
#if (FBXSDK_VERSION_MAJOR >= 2015)
        pFbxMesh->GenerateNormals();
#else
        pFbxMesh->ComputeVertexNormals();
#endif
    }

    DWORD dwVertexColorCount = 0;
    FbxLayerElementVertexColor* pVertexColorSet = nullptr;
    DWORD dwUVSetCount = 0;
    FbxLayerElementMaterial* pMaterialSet = nullptr;
    std::vector<FbxLayerElementUV*> VertexUVSets;
    for( DWORD dwLayerIndex = 0; dwLayerIndex < dwLayerCount; ++dwLayerIndex )
    {
        if( pFbxMesh->GetLayer(dwLayerIndex)->GetVertexColors() && bExportColors )
        {
            if( dwVertexColorCount == 0 )
            {
                dwVertexColorCount++;
                pVertexColorSet = pFbxMesh->GetLayer(dwLayerIndex)->GetVertexColors();
            }
            else
            {
                ExportLog::LogWarning( "Only one vertex color set is allowed; ignoring additional vertex color sets." );
            }
        }
        if( pFbxMesh->GetLayer(dwLayerIndex)->GetUVs() )
        {
            dwUVSetCount++;
            VertexUVSets.push_back( pFbxMesh->GetLayer(dwLayerIndex)->GetUVs() );
        }
        if( pFbxMesh->GetLayer(dwLayerIndex)->GetMaterials() )
        {
            if( pMaterialSet )
            {
                ExportLog::LogWarning( "Multiple material layers detected on mesh %s.  Some will be ignored.", pMesh->GetName().SafeString() );
            }
            pMaterialSet = pFbxMesh->GetLayer(dwLayerIndex)->GetMaterials();
        }
    }

    std::vector<ExportMaterial*> MaterialList;
    for( int dwMaterial = 0; dwMaterial < pNode->GetMaterialCount(); ++dwMaterial )
    {
        auto pMat = pNode->GetMaterial( dwMaterial );
        if ( !pMat )
            continue;

        auto pMaterial = ParseMaterial( pMat );
        MaterialList.push_back( pMaterial );
    }

    ExportLog::LogMsg( 4, "Found %u UV sets", dwUVSetCount );
    dwUVSetCount = std::min<DWORD>( dwUVSetCount, g_pScene->Settings().iMaxUVSetCount );
    ExportLog::LogMsg( 4, "Using %u UV sets", dwUVSetCount );

    pMesh->SetVertexColorCount( dwVertexColorCount );
    pMesh->SetVertexUVCount( dwUVSetCount );
    // TODO: Does FBX only support 2D texture coordinates?
    pMesh->SetVertexUVDimension( 2 );

    DWORD dwMeshOptimizationFlags = 0;
    if( g_pScene->Settings().bCompressVertexData )
        dwMeshOptimizationFlags |= ExportMesh::COMPRESS_VERTEX_DATA;

    DWORD dwPolyCount = pFbxMesh->GetPolygonCount();
    // Assume that polys are usually quads.
    g_MeshTriangleAllocator.SetSizeHint( dwPolyCount * 2 );

    DWORD dwVertexCount = pFbxMesh->GetControlPointsCount();
    auto pVertexPositions = pFbxMesh->GetControlPoints();

    if( bSkinnedMesh )
    {
        assert( skindata.dwVertexCount == dwVertexCount );
    }
    
    ExportLog::LogMsg( 4, "%u vertices, %u polygons", dwVertexCount, dwPolyCount );

    DWORD dwNonConformingSubDPolys = 0;

    // Compute total transformation
    FbxAMatrix vertMatrix;
    FbxAMatrix normMatrix;
    {
        auto trans = pNode->GetGeometricTranslation( FbxNode::eSourcePivot );
        auto rot = pNode->GetGeometricRotation( FbxNode::eSourcePivot );
        auto scale = pNode->GetGeometricScaling( FbxNode::eSourcePivot );

        FbxAMatrix geom;
        geom.SetT( trans );
        geom.SetR( rot );
        geom.SetS( scale );

        if ( g_pScene->Settings().bExportAnimations || !g_pScene->Settings().bApplyGlobalTrans )
        {
            vertMatrix = geom;
        }
        else
        {
            auto global = pNode->EvaluateGlobalTransform();
            vertMatrix = global * geom;
        }

        // Calculate the normal transform matrix (inverse-transpose)
        normMatrix = vertMatrix;
        normMatrix = normMatrix.Inverse();
        normMatrix = normMatrix.Transpose();
    }

    const bool bInvertTexVCoord = g_pScene->Settings().bInvertTexVCoord;
    
    // Loop over polygons.
    DWORD basePolyIndex = 0;
    for( DWORD dwPolyIndex = 0; dwPolyIndex < dwPolyCount; ++dwPolyIndex )
    {
        // Triangulate each polygon into one or more triangles.
        DWORD dwPolySize = pFbxMesh->GetPolygonSize( dwPolyIndex );
        assert( dwPolySize >= 3 );
        DWORD dwTriangleCount = dwPolySize - 2;
        assert( dwTriangleCount > 0 );

        if( dwPolySize > 4 )
        {
            ++dwNonConformingSubDPolys;
        }

        DWORD dwMaterialIndex = 0;
        if( pMaterialSet )
        {
            switch( pMaterialSet->GetMappingMode() )
            {
            case FbxLayerElement::eByPolygon:
                switch( pMaterialSet->GetReferenceMode() )
                {
                case FbxLayerElement::eDirect:
                    dwMaterialIndex = dwPolyIndex;
                    break;
                case FbxLayerElement::eIndex:
                case FbxLayerElement::eIndexToDirect:
                    dwMaterialIndex = pMaterialSet->GetIndexArray().GetAt( dwPolyIndex );
                    break;
                }
            }
        }

        DWORD dwCornerIndices[3];
        // Loop over triangles in the polygon.
        for( DWORD dwTriangleIndex = 0; dwTriangleIndex < dwTriangleCount; ++dwTriangleIndex )
        {
            dwCornerIndices[0] = pFbxMesh->GetPolygonVertex( dwPolyIndex, 0 );
            dwCornerIndices[1] = pFbxMesh->GetPolygonVertex( dwPolyIndex, dwTriangleIndex + 1 );
            dwCornerIndices[2] = pFbxMesh->GetPolygonVertex( dwPolyIndex, dwTriangleIndex + 2 );

            //ExportLog::LogMsg( 4, "Poly %d Triangle %d: %d %d %d", dwPolyIndex, dwTriangleIndex, dwCornerIndices[0], dwCornerIndices[1], dwCornerIndices[2] );

            FbxVector4 vNormals[3];
            ZeroMemory( vNormals, 3 * sizeof(FbxVector4) );
            INT iPolyIndex = static_cast<INT>( dwPolyIndex );
            INT iVertIndex[3] = { 0, static_cast<INT>( dwTriangleIndex + 1 ), static_cast<INT>( dwTriangleIndex + 2 ) };
            pFbxMesh->GetPolygonVertexNormal( iPolyIndex, iVertIndex[0], vNormals[0] );
            pFbxMesh->GetPolygonVertexNormal( iPolyIndex, iVertIndex[1], vNormals[1] );
            pFbxMesh->GetPolygonVertexNormal( iPolyIndex, iVertIndex[2], vNormals[2] );

            // Build the raw triangle.
            auto pTriangle = g_MeshTriangleAllocator.GetNewTriangle();

            // Store polygon index
            pTriangle->PolygonIndex = static_cast<INT>( dwPolyIndex );

            // Store material subset index
            pTriangle->SubsetIndex = dwMaterialIndex;

            for( DWORD dwCornerIndex = 0; dwCornerIndex < 3; ++dwCornerIndex )
            {
                const DWORD& dwDCCIndex = dwCornerIndices[dwCornerIndex];
                // Store DCC vertex index (this helps the mesh reduction/VB generation code)
                pTriangle->Vertex[dwCornerIndex].DCCVertexIndex = dwDCCIndex;

                // Store vertex position
                auto finalPos = vertMatrix.MultT( pVertexPositions[dwDCCIndex] );

                pTriangle->Vertex[dwCornerIndex].Position.x = (float)finalPos.mData[0];
                pTriangle->Vertex[dwCornerIndex].Position.y = (float)finalPos.mData[1];
                pTriangle->Vertex[dwCornerIndex].Position.z = (float)finalPos.mData[2];

                // Store vertex normal
                auto finalNorm = vNormals[dwCornerIndex];
                finalNorm.mData[3] = 0.0;
                finalNorm = normMatrix.MultT( finalNorm );
                finalNorm.Normalize();

                pTriangle->Vertex[dwCornerIndex].Normal.x = (float)finalNorm.mData[0];
                pTriangle->Vertex[dwCornerIndex].Normal.y = (float)finalNorm.mData[1];
                pTriangle->Vertex[dwCornerIndex].Normal.z = (float)finalNorm.mData[2];

                // Store UV sets
                for( DWORD dwUVIndex = 0; dwUVIndex < dwUVSetCount; ++dwUVIndex )
                {
                    // Crack apart the FBX dereferencing system for UV coordinates
                    FbxLayerElementUV* pUVSet = VertexUVSets[dwUVIndex];
                    FbxVector2 Value( 0, 0 );
                    switch( pUVSet->GetMappingMode() )
                    {
                    case FbxLayerElement::eByControlPoint:
                        switch (pUVSet->GetReferenceMode())
                        {
                        case FbxLayerElement::eDirect:
                            Value = pUVSet->GetDirectArray().GetAt(dwDCCIndex);
                            break;

                        case FbxLayerElement::eIndex:
                        case FbxLayerElement::eIndexToDirect:
                            {
                                int iUVIndex = pUVSet->GetIndexArray().GetAt(dwDCCIndex);
                                Value = pUVSet->GetDirectArray().GetAt(iUVIndex);
                            }
                            break;
                        }
                        break;

                    case FbxLayerElement::eByPolygonVertex:
                        switch (pUVSet->GetReferenceMode())
                        {
                        case FbxLayerElement::eDirect:
                            Value = pUVSet->GetDirectArray().GetAt( basePolyIndex + iVertIndex[dwCornerIndex] );
                            break;

                        case FbxLayerElement::eIndex:
                        case FbxLayerElement::eIndexToDirect:
                            {
                                int iUVIndex = pUVSet->GetIndexArray().GetAt( basePolyIndex + iVertIndex[dwCornerIndex] );
#ifdef _DEBUG
                                if (!dwUVIndex)
                                {
                                    // Warning: pFbxMesh->GetTextureUVIndex only works for the first layer of the mesh
                                    int iUVIndex2 = pFbxMesh->GetTextureUVIndex(iPolyIndex, iVertIndex[dwCornerIndex]);
                                    assert(iUVIndex == iUVIndex2);
                                }
#endif
                                Value = pUVSet->GetDirectArray().GetAt( iUVIndex );
                            }
                            break;
                        }
                        break;
                    }

                    // Store a single UV set
                    pTriangle->Vertex[dwCornerIndex].TexCoords[dwUVIndex].x = (float)Value.mData[0];
                    if( bInvertTexVCoord )
                    {
                        pTriangle->Vertex[dwCornerIndex].TexCoords[dwUVIndex].y = 1.0f - (float) Value.mData[1];
                    }
                    else
                    {
                        pTriangle->Vertex[dwCornerIndex].TexCoords[dwUVIndex].y = (float)Value.mData[1];
                    }
                }

                // Store vertex color set
                if( dwVertexColorCount > 0 && pVertexColorSet )
                {
                    // Crack apart the FBX dereferencing system for Color coordinates
                    FbxColor Value( 1, 1, 1, 1 );
                    switch( pVertexColorSet->GetMappingMode() )
                    {
                    case FbxLayerElement::eByControlPoint:
                        switch( pVertexColorSet->GetReferenceMode() )
                        {
                        case FbxLayerElement::eDirect:
                            Value = pVertexColorSet->GetDirectArray().GetAt( dwDCCIndex );
                            break;
                        case FbxLayerElement::eIndex:
                        case FbxLayerElement::eIndexToDirect:
                            {
                                int iColorIndex = pVertexColorSet->GetIndexArray().GetAt(dwDCCIndex);
                                Value = pVertexColorSet->GetDirectArray().GetAt(iColorIndex);
                            }
                            break;
                        }
                        break;

                    case FbxLayerElement::eByPolygonVertex:
                        switch( pVertexColorSet->GetReferenceMode() )
                        {
                        case FbxLayerElement::eDirect:
                            Value = pVertexColorSet->GetDirectArray().GetAt( basePolyIndex + iVertIndex[dwCornerIndex] );
                            break;
                        case FbxLayerElement::eIndex:
                        case FbxLayerElement::eIndexToDirect:
                            {
                                int iColorIndex = pVertexColorSet->GetIndexArray().GetAt( basePolyIndex + iVertIndex[dwCornerIndex] );
                                Value = pVertexColorSet->GetDirectArray().GetAt(iColorIndex);
                            }
                            break;
                        }
                        break;
                    }

                    // Store a single vertex color set
                    pTriangle->Vertex[dwCornerIndex].Color.x = (float)Value.mRed;
                    pTriangle->Vertex[dwCornerIndex].Color.y = (float)Value.mGreen;
                    pTriangle->Vertex[dwCornerIndex].Color.z = (float)Value.mBlue;
                    pTriangle->Vertex[dwCornerIndex].Color.w = (float)Value.mAlpha;
                }

                // Store skin weights
                if( bSkinnedMesh )
                {
                    memcpy( &pTriangle->Vertex[dwCornerIndex].BoneIndices, skindata.GetIndices( dwDCCIndex ), sizeof(PackedVector::XMUBYTE4) );
                    memcpy( &pTriangle->Vertex[dwCornerIndex].BoneWeights, skindata.GetWeights( dwDCCIndex ), sizeof(XMFLOAT4) );
                }
            }

            // Add raw triangle to the mesh.
            pMesh->AddRawTriangle( pTriangle );
        }

        basePolyIndex += dwPolySize;
    }

    if( bSubDProcess )
    {
        dwMeshOptimizationFlags |= ExportMesh::FORCE_SUBD_CONVERSION;
    }

    if ( g_pScene->Settings().bCleanMeshes )
    {
        dwMeshOptimizationFlags |= ExportMesh::CLEAN_MESHES;
    }

    if ( g_pScene->Settings().bOptimizeVCache )
    {
        dwMeshOptimizationFlags |= ExportMesh::CLEAN_MESHES | ExportMesh::VCACHE_OPT;
    }

    pMesh->Optimize( dwMeshOptimizationFlags );

    ExportModel* pModel = new ExportModel( pMesh );
    size_t dwMaterialCount = MaterialList.size();
    if( !pMesh->GetSubDMesh() )
    {
        for( size_t dwSubset = 0; dwSubset < dwMaterialCount; ++dwSubset )
        {
            auto pMaterial = MaterialList[dwSubset];
            auto pSubset = pMesh->GetSubset( dwSubset );
            CHAR strUniqueSubsetName[100];
            sprintf_s( strUniqueSubsetName, "subset%Iu_%s", dwSubset, pMaterial->GetName().SafeString() );
            pSubset->SetName( strUniqueSubsetName );
            pModel->SetSubsetBinding( pSubset->GetName(), pMaterial );
        }
    }
    else
    {
        auto pSubDMesh = pMesh->GetSubDMesh();
        size_t dwSubsetCount = pSubDMesh->GetSubsetCount();
        for( size_t dwSubset = 0; dwSubset < dwSubsetCount; ++dwSubset )
        {
            auto pSubset = pSubDMesh->GetSubset( dwSubset );
            assert( pSubset != nullptr );
            assert( pSubset->iOriginalMeshSubset < static_cast<INT>( dwMaterialCount ) );
            auto pMaterial = MaterialList[pSubset->iOriginalMeshSubset];
            CHAR strUniqueSubsetName[100];
            sprintf_s( strUniqueSubsetName, "subset%Iu_%s", dwSubset, pMaterial->GetName().SafeString() );
            pSubset->Name = strUniqueSubsetName;
            pModel->SetSubsetBinding( pSubset->Name, pMaterial, true );
        }
    }

    if( bSubDProcess && ( dwNonConformingSubDPolys > 0 ) )
    {
        ExportLog::LogWarning( "Encountered %u polygons with 5 or more sides in mesh \"%s\", which were subdivided into quad and triangle patches.  Mesh appearance may have been affected.", dwNonConformingSubDPolys, pMesh->GetName().SafeString() );
    }

    // update statistics
    if( pMesh->GetSubDMesh() )
    {
        g_pScene->Statistics().SubDMeshesProcessed++;
        g_pScene->Statistics().SubDQuadsProcessed += pMesh->GetSubDMesh()->GetQuadPatchCount();
        g_pScene->Statistics().SubDTrisProcessed += pMesh->GetSubDMesh()->GetTrianglePatchCount();
    }
    else
    {
        g_pScene->Statistics().TrisExported += pMesh->GetIB()->GetIndexCount() / 3;
        g_pScene->Statistics().VertsExported += pMesh->GetVB()->GetVertexCount();
        g_pScene->Statistics().MeshesExported++;
    }

    pParentFrame->AddModel( pModel );
    g_pScene->AddMesh( pMesh );
}
void CameraOrbit(FbxScene* pScene, FbxVector4 lOrigCamPos, double OrigRoll, int dX, int dY)
{
    // Orbit the camera horizontally dX degrees, vertically dY degrees.
    FbxCamera* lCamera = GetCurrentCamera(pScene);
    if (!lCamera) return;
    FbxGlobalCameraSettings& lGlobalCameraSettings = pScene->GlobalCameraSettings();
    if (lCamera != lGlobalCameraSettings.GetCameraProducerPerspective()) return;
    if (lCamera->LockMode.Get()) return;
    if (dX == 0 && dY == 0) return;

    FbxVector4 lRotationVector, lNewPosition, lCurPosition;
    FbxAMatrix lRotation;
    FbxVector4 lCenter = lCamera->InterestPosition.Get();

    // current position
    FbxVector4 lPosition = lCamera->Position.Get();
    lCurPosition = lPosition-lCenter;

    // translate
    lNewPosition = lOrigCamPos-lCenter;

    int rotX;
    if (lNewPosition[2] == 0) {
        rotX = 90;
    } else {
        rotX = (int) (atan((double)lNewPosition[0]/(double)lNewPosition[2]) * FBXSDK_180_DIV_PI);
    }
    bool bRoll = (((int)OrigRoll % 360) != 0);
    if (   (lNewPosition[2] < 0 && !bRoll)
        || (lNewPosition[2] > 0 && bRoll) ) {
            dY = -dY;
    }
    if (bRoll) dX = -dX;

    // Center on the X axis (push)
    lRotationVector[1] = -rotX;
    lRotation.SetR(lRotationVector);
    lNewPosition = lRotation.MultT(lNewPosition);
    // Rotation for the vertical movement: around the X axis
    lRotationVector[1] = 0;
    lRotationVector[0] = dY;
    lRotation.SetR(lRotationVector);
    lNewPosition = lRotation.MultT(lNewPosition);
    // Back from the X axis (pop)
    lRotationVector[0] = 0;
    lRotationVector[1] = rotX;
    lRotation.SetR(lRotationVector);
    lNewPosition = lRotation.MultT(lNewPosition);
    // Rotation for the horizontal movement
    lRotationVector[1] = -dX;
    lRotation.SetR(lRotationVector);
    lNewPosition = lRotation.MultT(lNewPosition);

    // Detect camera flip
    if (   lNewPosition[0]*lCurPosition[0] < 0 
        && lNewPosition[2]*lCurPosition[2] < 0) {
            // flip -> roll 180.
            double lRoll = lCamera->Roll.Get();
            lRoll = 180.0-lRoll;
            lCamera->Roll.Set(lRoll);
    }

    // Back from center
    lNewPosition = lNewPosition + lCenter;

    lCamera->Position.Set(lNewPosition);

}
void CameraZoom(FbxScene* pScene, int pZoomDepth, int pZoomMode)
{
    FbxCamera* lCamera = GetCurrentCamera(pScene);
    if( lCamera == NULL)
        return;
    if( pZoomMode == SceneContext::ZOOM_FOCAL_LENGTH)
    {
        if (lCamera->ProjectionType.Get() == FbxCamera::ePerspective)
        {
            double lTransform = 0 - pZoomDepth / 100.0;

            double lApertureW = lCamera->GetApertureWidth();
            lApertureW = TransformAperture( lApertureW, lTransform);

            double lApertureH = lCamera->GetApertureHeight();
            lApertureH = TransformAperture( lApertureH, lTransform);

            UpdatePerspCameraAttributes( lCamera, lApertureW, lApertureH);


        }
        else
        {
            if( pZoomDepth > 0)
                gsOrthoCameraScale *= 0.8;
            else
                gsOrthoCameraScale *= 1.25;
        }
    }
    else
    {
        FbxNode*   lCameraNode = lCamera ? lCamera->GetNode() : NULL;

        // Compute the camera position and direction.
        FbxVector4 lEye(0,0,1);
        FbxVector4 lCenter(0,0,0);
        FbxVector4 lForward(0,0,0);

        if (lCamera)
        {
            lEye = lCamera->Position.Get();
        }

        if (lCameraNode && lCameraNode->GetTarget())
        {
            lCenter = lCameraNode->GetTarget()->LclTranslation.Get();
            lForward = lCenter - lEye;
        }
        else
        {
            if (!lCameraNode || IsProducerCamera(pScene, lCamera))
            {
                if (lCamera)
                {
                    lCenter = lCamera->InterestPosition.Get();
                    lForward = lCenter - lEye;
                }
            }
            else
            {
                // Get the direction
                FbxAMatrix lGlobalRotation;
                FbxVector4 lRotationVector( lCameraNode->LclRotation.Get());
                lGlobalRotation.SetR(lRotationVector);

                // Set the center.
                // A camera with rotation = {0,0,0} points to the X direction. So create a
                // vector in the X direction, rotate that vector by the global rotation amount
                // and then position the center by scaling and translating the resulting vector
                lRotationVector = FbxVector4(1.0,0,0);
                lForward = lGlobalRotation.MultT(lRotationVector);
            }
        }
        lForward.Normalize();
        lEye += lForward * pZoomDepth;
        FbxDouble3 lPosition(lEye[0], lEye[1], lEye[2]);
        lCamera->Position.Set(lPosition);
        
    }
}
// Set the view to the current camera settings.
void SetCamera(FbxScene* pScene, 
               FbxTime& pTime, 
               FbxAnimLayer* pAnimLayer,
               const FbxArray<FbxNode*>& pCameraArray,
               int pWindowWidth, int pWindowHeight)
{
    // Find the current camera at the given time.
    FbxCamera* lCamera = GetCurrentCamera(pScene, pTime, pAnimLayer, pCameraArray);
    if( lCamera == NULL)
        return;
    FbxNode*   lCameraNode = lCamera ? lCamera->GetNode() : NULL;

    // Compute the camera position and direction.
    FbxVector4 lEye(0,0,1);
    FbxVector4 lCenter(0,0,0);
    FbxVector4 lUp(0,1,0);
    FbxVector4 lForward, lRight;

    if (lCamera)
    {
        lEye = lCamera->Position.Get();
        lUp = lCamera->UpVector.Get();
    }

    if (lCameraNode && lCameraNode->GetTarget())
    {
        lCenter = GetGlobalPosition(lCameraNode->GetTarget(), pTime).GetT();
    }
    else
    {
        if (!lCameraNode || IsProducerCamera(pScene, lCamera))
        {
            if (lCamera)
                lCenter = lCamera->InterestPosition.Get();
        }
        else
        {
            // Get the direction
            FbxAMatrix lGlobalRotation;
            FbxVector4 lRotationVector(GetGlobalPosition(lCameraNode, pTime).GetR());
            lGlobalRotation.SetR(lRotationVector);

            // Get the length
            FbxVector4 lInterestPosition(lCamera->InterestPosition.Get());
            FbxVector4 lCameraGlobalPosition(GetGlobalPosition(lCameraNode, pTime).GetT());
            double      lLength = (FbxVector4(lInterestPosition - lCameraGlobalPosition).Length());

            // Set the center.
            // A camera with rotation = {0,0,0} points to the X direction. So create a
            // vector in the X direction, rotate that vector by the global rotation amount
            // and then position the center by scaling and translating the resulting vector
            lRotationVector = FbxVector4(1.0,0,0);
            lCenter = lGlobalRotation.MultT(lRotationVector);
            lCenter *= lLength;
            lCenter += lEye;

            // Update the default up vector with the camera rotation.
            lRotationVector = FbxVector4(0,1.0,0);
            lUp = lGlobalRotation.MultT(lRotationVector);
        }
    }

    // Align the up vector.
    lForward = lCenter - lEye;
    lForward.Normalize();
    lRight = lForward.CrossProduct(lUp);
    lRight.Normalize();
    lUp = lRight.CrossProduct(lForward);
    lUp.Normalize();

    // Rotate the up vector with the roll value.
    double lRadians = 0;

    if (lCamera)
        lRadians = lCamera->Roll.Get() * FBXSDK_PI_DIV_180;
    lUp = lUp * cos( lRadians) + lRight * sin(lRadians);

    
    double lNearPlane = 0.01;
    if (lCamera)
        lNearPlane = lCamera->GetNearPlane();    
    double lFarPlane = 4000.0;
    if (lCamera)
        lFarPlane = lCamera->GetFarPlane();

    //Get global scaling.
    FbxVector4 lCameraScaling = GetGlobalPosition(lCameraNode, pTime).GetS();
    static const int  FORWARD_SCALE = 2;
    
    //scaling near plane and far plane
    lNearPlane *= lCameraScaling[ FORWARD_SCALE];
    lFarPlane *= lCameraScaling[ FORWARD_SCALE];






    // Get the relevant camera settings for a perspective view.
    if (lCamera && lCamera->ProjectionType.Get() == FbxCamera::ePerspective)
    {
        //get the aspect ratio
        FbxCamera::EAspectRatioMode lCamAspectRatioMode = lCamera->GetAspectRatioMode();
        double lAspectX = lCamera->AspectWidth.Get(); //ºñÀ²
        double lAspectY = lCamera->AspectHeight.Get();
        double lAspectRatio = 1.333333;
        switch( lCamAspectRatioMode)
        {
        case FbxCamera::eWindowSize:
            lAspectRatio = lAspectX / lAspectY;
            break;
        case FbxCamera::eFixedRatio:
            lAspectRatio = lAspectX;

            break;
        case FbxCamera::eFixedResolution:
            lAspectRatio = lAspectX / lAspectY * lCamera->GetPixelRatio();
            break;
        case FbxCamera::eFixedWidth:
            lAspectRatio = lCamera->GetPixelRatio() / lAspectY;
            break;
        case FbxCamera::eFixedHeight:
            lAspectRatio = lCamera->GetPixelRatio() * lAspectX;
            break;
        default:
            break;

        }

        //get the aperture ratio
        double lFilmHeight = lCamera->GetApertureHeight();
        double lFilmWidth = lCamera->GetApertureWidth() * lCamera->GetSqueezeRatio();
        //here we use Height : Width
        double lApertureRatio = lFilmHeight / lFilmWidth;


        //change the aspect ratio to Height : Width
        lAspectRatio = 1 / lAspectRatio;
        //revise the aspect ratio and aperture ratio
        FbxCamera::EGateFit lCameraGateFit = lCamera->GateFit.Get();
        switch( lCameraGateFit )
        {

        case FbxCamera::eFitFill:
            if( lApertureRatio > lAspectRatio)  // the same as eHORIZONTAL_FIT
            {
                lFilmHeight = lFilmWidth * lAspectRatio;
                lCamera->SetApertureHeight( lFilmHeight);
                lApertureRatio = lFilmHeight / lFilmWidth;
            }
            else if( lApertureRatio < lAspectRatio) //the same as eVERTICAL_FIT
            {
                lFilmWidth = lFilmHeight / lAspectRatio;
                lCamera->SetApertureWidth( lFilmWidth);
                lApertureRatio = lFilmHeight / lFilmWidth;
            }
            break;
        case FbxCamera::eFitVertical:
            lFilmWidth = lFilmHeight / lAspectRatio;
            lCamera->SetApertureWidth( lFilmWidth);
            lApertureRatio = lFilmHeight / lFilmWidth;
            break;
        case FbxCamera::eFitHorizontal:
            lFilmHeight = lFilmWidth * lAspectRatio;
            lCamera->SetApertureHeight( lFilmHeight);
            lApertureRatio = lFilmHeight / lFilmWidth;
            break;
        case FbxCamera::eFitStretch:
            lAspectRatio = lApertureRatio;
            break;
        case FbxCamera::eFitOverscan:
            if( lFilmWidth > lFilmHeight)
            {
                lFilmHeight = lFilmWidth * lAspectRatio;
            }
            else
            {
                lFilmWidth = lFilmHeight / lAspectRatio;
            }
            lApertureRatio = lFilmHeight / lFilmWidth;
            break;
        case FbxCamera::eFitNone:
        default:
            break;
        }
        //change the aspect ratio to Width : Height
        lAspectRatio = 1 / lAspectRatio;

        double lFieldOfViewX = 0.0;
        double lFieldOfViewY = 0.0;
        if ( lCamera->GetApertureMode() == FbxCamera::eVertical)
        {
                lFieldOfViewY = lCamera->FieldOfView.Get();
                lFieldOfViewX = VFOV2HFOV( lFieldOfViewY, 1 / lApertureRatio);
        }
        else if (lCamera->GetApertureMode() == FbxCamera::eHorizontal)
        {
            lFieldOfViewX = lCamera->FieldOfView.Get(); //get HFOV
            lFieldOfViewY = HFOV2VFOV( lFieldOfViewX, lApertureRatio);
        }
        else if (lCamera->GetApertureMode() == FbxCamera::eFocalLength)
        {
            lFieldOfViewX = lCamera->ComputeFieldOfView(lCamera->FocalLength.Get());    //get HFOV
            lFieldOfViewY = HFOV2VFOV( lFieldOfViewX, lApertureRatio);
        }
        else if (lCamera->GetApertureMode() == FbxCamera::eHorizAndVert) {
            lFieldOfViewX = lCamera->FieldOfViewX.Get();
            lFieldOfViewY = lCamera->FieldOfViewY.Get();
        }



        double lRealScreenRatio = (double)pWindowWidth / (double)pWindowHeight;
        int  lViewPortPosX = 0, 
            lViewPortPosY = 0, 
            lViewPortSizeX = pWindowWidth, 
            lViewPortSizeY = pWindowHeight;
        //compute the view port
        if( lRealScreenRatio > lAspectRatio)
        {
            lViewPortSizeY = pWindowHeight;
            lViewPortSizeX = (int)( lViewPortSizeY * lAspectRatio);
            lViewPortPosY = 0;
            lViewPortPosX = (int)((pWindowWidth - lViewPortSizeX) * 0.5);
        }
        else
        {
            lViewPortSizeX = pWindowWidth;
            lViewPortSizeY = (int)(lViewPortSizeX / lAspectRatio);
            lViewPortPosX = 0;
            lViewPortPosY = (int)((pWindowHeight - lViewPortSizeY) * 0.5);
        }

        //revise the Perspective since we have film offset
        double lFilmOffsetX = lCamera->FilmOffsetX.Get();
        double lFilmOffsetY = lCamera->FilmOffsetY.Get();
        lFilmOffsetX = 0 - lFilmOffsetX / lFilmWidth * 2.0;
        lFilmOffsetY = 0 - lFilmOffsetY / lFilmHeight * 2.0;

        GlSetCameraPerspective( lFieldOfViewY, lAspectRatio, lNearPlane, lFarPlane, lEye, lCenter, lUp, lFilmOffsetX, lFilmOffsetY);



    //glMatrixMode(GL_PROJECTION);
    //double lTestPerpMatrix[ 16];
    //glGetDoublev( GL_PROJECTION_MATRIX, lTestPerpMatrix);

    //lTestPerpMatrix[ 8] -= lFilmOffsetX;
    //lTestPerpMatrix[ 9] -= lFilmOffsetY;
    //
    //glLoadMatrixd( lTestPerpMatrix);
    //glMatrixMode(GL_MODELVIEW);
        

        glViewport( lViewPortPosX, lViewPortPosY, lViewPortSizeX, lViewPortSizeY);
        

    }
    // Get the relevant camera settings for an orthogonal view.
    else
    {
        double lPixelRatio = 1.0;
        if (lCamera)
            lPixelRatio = lCamera->GetPixelRatio();  

        double lLeftPlane, lRightPlane, lBottomPlane, lTopPlane;

        if(pWindowWidth < pWindowHeight) 
        {   
            lLeftPlane   = -gsOrthoCameraScale * lPixelRatio;
            lRightPlane  =  gsOrthoCameraScale * lPixelRatio;
            lBottomPlane = -gsOrthoCameraScale * pWindowHeight / pWindowWidth;
            lTopPlane    =  gsOrthoCameraScale * pWindowHeight / pWindowWidth;
        } 
        else 
        {
            pWindowWidth *= (int) lPixelRatio;
            lLeftPlane   = -gsOrthoCameraScale * pWindowWidth / pWindowHeight;
            lRightPlane  =  gsOrthoCameraScale * pWindowWidth / pWindowHeight;
            lBottomPlane = -gsOrthoCameraScale;
            lTopPlane    =  gsOrthoCameraScale;
        }

        GlSetCameraOrthogonal(lLeftPlane,
            lRightPlane,
            lBottomPlane,
            lTopPlane,
            lNearPlane,
            lFarPlane,
            lEye,
            lCenter,
            lUp);
    }
}
示例#7
0
BabylonLight::BabylonLight(BabylonNode & babnode) :
	diffuse(1, 1, 1),
	specular(1, 1, 1)
{
	auto node = babnode.fbxNode();
	std::string ansiName = node->GetName();
	name = std::wstring(ansiName.begin(), ansiName.end());
	id = getNodeId(node);
	auto parent = node->GetParent();
	if (parent) {
		parentId = getNodeId(parent);
	}
	auto localTransform = babnode.GetLocal();
	position = localTransform.translation();
	auto light = node->GetLight();
	switch (light->LightType)
	{
	case FbxLight::ePoint:
		type = type_omni;
		break;
	case FbxLight::eDirectional:
		type = type_direct;
		{
			FbxDouble3 vDir(0, -1, 0);
			FbxAMatrix rotM;
			rotM.SetIdentity();

			rotM.SetQ(localTransform.fbxrot());
			auto transDir = rotM.MultT(vDir);
			direction = transDir;

		}
		break;
	case FbxLight::eSpot:
		type = type_Spot;
		{
			FbxDouble3 vDir(0, -1, 0);
			FbxAMatrix rotM;
			rotM.SetIdentity();
			rotM.SetQ(localTransform.fbxrot());
			auto transDir = rotM.MultT(vDir);
			direction = transDir;
			exponent = 1;
			angle = static_cast<float>(light->OuterAngle*Euler2Rad);

		}
		break;
	default:
		break;
	}
	diffuse = light->Color.Get();
	intensity = static_cast<float>(light->Intensity.Get() / 100.0);
	if (light->EnableFarAttenuation.Get()) {
		range = static_cast<float>(light->FarAttenuationEnd.Get());
	}
	auto hasAnimStack = node->GetScene()->GetSrcObjectCount<FbxAnimStack>() > 0;
	if (!hasAnimStack) {
		return;
	}
	castShadows = light->CastShadows.Get();
	if (castShadows) {
		shadowGenerator = std::make_shared<BabylonShadowGenerator>(node);
	}
	auto animStack = node->GetScene()->GetSrcObject<FbxAnimStack>(0);
	FbxString animStackName = animStack->GetName();
	FbxTakeInfo* takeInfo = node->GetScene()->GetTakeInfo(animStackName);
	auto animTimeMode = GlobalSettings::Current().AnimationsTimeMode;
	auto animFrameRate = GlobalSettings::Current().AnimationsFrameRate();
	auto startFrame = takeInfo->mLocalTimeSpan.GetStart().GetFrameCount(animTimeMode);
	auto endFrame = takeInfo->mLocalTimeSpan.GetStop().GetFrameCount(animTimeMode);
	auto animLengthInFrame = endFrame - startFrame + 1;
	auto posAnimName = getNodeId(node);
	auto dirAnimName = getNodeId(node);
	posAnimName.append(L"_position");
	dirAnimName.append(L"_direction");
	auto posAnim = std::make_shared<BabylonAnimation<babylon_vector3>>(BabylonAnimationBase::loopBehavior_Cycle, static_cast<int>(animFrameRate), posAnimName, L"position", true, 0, static_cast<int>(animLengthInFrame), true);
	auto dirAnim = std::make_shared<BabylonAnimation<babylon_vector3>>(BabylonAnimationBase::loopBehavior_Cycle, static_cast<int>(animFrameRate), dirAnimName, L"direction", true, 0, static_cast<int>(animLengthInFrame), true);
	if (node->LclRotation.GetCurveNode() || node->LclTranslation.GetCurveNode()) {
		for (auto ix = 0; ix < animLengthInFrame; ix++) {
			babylon_animation_key<babylon_vector3> key;
			key.frame = ix;
			FbxTime currTime;
			currTime.SetFrame(startFrame + ix, animTimeMode);
			auto currTransform = babnode.GetLocal(currTime);
			key.values = currTransform.translation();
			posAnim->appendKey(key);

			if (type == type_direct || type == type_Spot) {
				babylon_animation_key<babylon_vector3> dirkey;
				dirkey.frame = ix;
				FbxDouble3 vDir(0, -1, 0);
				FbxAMatrix rotM;
				rotM.SetIdentity();
				rotM.SetQ(currTransform.fbxrot());
				auto transDir = rotM.MultT(vDir);
				dirkey.values = transDir;
				dirAnim->appendKey(dirkey);
			}
		}
	}
	if (!posAnim->isConstant()) {
		animations.push_back(posAnim);
	}
	if (!dirAnim->isConstant()) {
		animations.push_back(dirAnim);
	}
}