void Mesh::GetNormals(FbxMesh* pMesh, MeshInfo& pMeshInfo) { FbxGeometryElementNormal* lNormalElement = pMesh->GetElementNormal(); if (lNormalElement) { if (lNormalElement->GetReferenceMode() == FbxGeometryElement::eDirect) { for (int lVertexIndex = 0; lVertexIndex < pMesh->GetLayer(0)->GetNormals()->GetDirectArray().GetCount(); lVertexIndex++) { int lNormalIndex = 0; lNormalIndex = lVertexIndex; pMeshInfo.normals.push_back(lNormalElement->GetDirectArray().GetAt(lNormalIndex)); } } if (lNormalElement->GetReferenceMode() == FbxGeometryElement::eIndexToDirect) { for (int lVertexIndex = 0; lVertexIndex < pMesh->GetLayer(0)->GetNormals()->GetIndexArray().GetCount(); lVertexIndex++) { int lNormalIndex = 0; lNormalIndex = lNormalElement->GetIndexArray().GetAt(lVertexIndex); pMeshInfo.normals.push_back(lNormalElement->GetDirectArray().GetAt(lNormalIndex)); } } } }
reVec3 reFBXAsset::getNormal(FbxMesh* fmesh, int vi) { FbxVector4 normal; for(int l = 0; l < fmesh->GetElementNormalCount(); ++l) { FbxGeometryElementNormal* leNormal = fmesh->GetElementNormal(l); if(leNormal->GetMappingMode() == FbxGeometryElement::eByPolygonVertex) { switch (leNormal->GetReferenceMode()) { case FbxGeometryElement::eDirect: normal = leNormal->GetDirectArray().GetAt(vi); return reVec3(normal[0], normal[1], normal[2]); case FbxGeometryElement::eIndexToDirect: int id = leNormal->GetIndexArray().GetAt(vi); normal = leNormal->GetDirectArray().GetAt(id); return reVec3(normal[0], normal[1], normal[2]); } } } return reVec3(0,0,0); }
void FBXSceneImporter::read_mesh(FbxNode *pNode, FbxMesh* pMesh) { std::vector<Mesh::Vertex> vertices; std::vector<int> indices; //pMesh->GenerateTangentsDataForAllUVSets(); Mesh *new_mesh = new Mesh(); new_mesh->set_name(pNode->GetName()); int polygonCount = pMesh->GetPolygonCount(); FbxVector4* controlPoints = pMesh->GetControlPoints(); int controlPointCount = pMesh->GetControlPointsCount(); int vertexID = 0; for (int polygon = polygonCount - 1; polygon > -1; polygon--) { int polyVertCount = pMesh->GetPolygonSize(polygon); assert(polyVertCount == 3); for (int polyVert = 0; polyVert < polyVertCount; polyVert++) { Mesh::Vertex vertex; int cpIndex = pMesh->GetPolygonVertex(polygon, polyVert); // Grab our CP index as well our position information //uniqueVert.m_nControlPointIndex = cpIndex; vertex.position[0] = controlPoints[cpIndex].mData[0]; vertex.position[1] = controlPoints[cpIndex].mData[1]; vertex.position[2] = controlPoints[cpIndex].mData[2]; vertex.position[3] = 1; // Grab UVs int uvElementCount = pMesh->GetElementUVCount(); int ctrlPointIndex = pMesh->GetPolygonVertex(polygon, polyVert); for (int uvElement = 0; uvElement < uvElementCount; uvElement++) { FbxGeometryElementUV* geomElementUV = pMesh->GetElementUV(uvElement); FbxLayerElement::EMappingMode mapMode = geomElementUV->GetMappingMode(); FbxLayerElement::EReferenceMode refMode = geomElementUV->GetReferenceMode(); if (FbxGeometryElement::eByControlPoint == mapMode) { switch (geomElementUV->GetReferenceMode()) { case FbxGeometryElement::eDirect: { vertex.texture_coord.x = static_cast<float>(geomElementUV->GetDirectArray().GetAt(ctrlPointIndex).mData[0]); vertex.texture_coord.y = static_cast<float>(geomElementUV->GetDirectArray().GetAt(ctrlPointIndex).mData[1]); } break; case FbxGeometryElement::eIndexToDirect: { int index = geomElementUV->GetIndexArray().GetAt(ctrlPointIndex); vertex.texture_coord.x = static_cast<float>(geomElementUV->GetDirectArray().GetAt(index).mData[0]); vertex.texture_coord.y = static_cast<float>(geomElementUV->GetDirectArray().GetAt(index).mData[1]); } break; default: throw std::exception("Invalid Reference"); } } if (FbxGeometryElement::eByPolygonVertex == mapMode) { int directIndex = -1; if (FbxGeometryElement::eDirect == refMode) { directIndex = vertexID; } else if (FbxGeometryElement::eIndexToDirect == refMode) { directIndex = geomElementUV->GetIndexArray().GetAt(vertexID); } // If we got an index if (directIndex != -1) { FbxVector4 texture_coord = geomElementUV->GetDirectArray().GetAt(directIndex); vertex.texture_coord = D3DXVECTOR4((float)texture_coord.mData[0], (float)texture_coord.mData[1], 0, 0); } } } // Grab normals int normElementCount = pMesh->GetElementNormalCount(); for (int normalElement = 0; normalElement < normElementCount; normalElement++) { FbxGeometryElementNormal* geomElementNormal = pMesh->GetElementNormal(normalElement); FbxLayerElement::EMappingMode mapMode = geomElementNormal->GetMappingMode(); FbxLayerElement::EReferenceMode refMode = geomElementNormal->GetReferenceMode(); FbxVector4 fbxNormal; pMesh->GetPolygonVertexNormal(polygon, polyVert, fbxNormal); fbxNormal.Normalize(); vertex.normal = D3DXVECTOR4(fbxNormal.mData[0], fbxNormal.mData[1], fbxNormal.mData[2], 0); //if (FbxGeometryElement::eByControlPoint == mapMode) //{ // switch (geomElementNormal->GetReferenceMode()) // { // case FbxGeometryElement::eDirect: // { // vertex.normal.x = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(ctrlPointIndex).mData[0]); // vertex.normal.y = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(ctrlPointIndex).mData[1]); // vertex.normal.z = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(ctrlPointIndex).mData[2]); // D3DXVec4Normalize(&vertex.normal, &vertex.normal); // } // break; // // case FbxGeometryElement::eIndexToDirect: // { // int index = geomElementNormal->GetIndexArray().GetAt(ctrlPointIndex); // vertex.normal.x = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(index).mData[0]); // vertex.normal.y = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(index).mData[1]); // vertex.normal.z = static_cast<float>(geomElementNormal->GetDirectArray().GetAt(index).mData[2]); // D3DXVec4Normalize(&vertex.normal, &vertex.normal); // } // break; // // default: // throw std::exception("Invalid Reference"); // } //} //if (FbxGeometryElement::eByPolygonVertex == mapMode) //{ // int directIndex = -1; // if (FbxGeometryElement::eDirect == refMode) // { // directIndex = vertexID; // } // else if (FbxGeometryElement::eIndexToDirect == refMode) // { // directIndex = geomElementNormal->GetIndexArray().GetAt(vertexID); // } // // // If we got an index // if (directIndex != -1) // { // FbxVector4 norm = geomElementNormal->GetDirectArray().GetAt(directIndex); // // D3DXVECTOR4 normal_final((float)norm.mData[0], (float)norm.mData[1], (float)norm.mData[2], 0); // D3DXVec4Normalize(&vertex.normal, &normal_final); // } //} } // grab tangents int tangentElementCount = pMesh->GetElementTangentCount(); for (int normalElement = 0; normalElement < tangentElementCount; normalElement++) { FbxGeometryElementTangent* geomElementTangent = pMesh->GetElementTangent(normalElement); FbxLayerElement::EMappingMode mapMode = geomElementTangent->GetMappingMode(); FbxLayerElement::EReferenceMode refMode = geomElementTangent->GetReferenceMode(); int directIndex = -1; if (FbxGeometryElement::eByPolygonVertex == mapMode) { if (FbxGeometryElement::eDirect == refMode) { directIndex = vertexID; } else if (FbxGeometryElement::eIndexToDirect == refMode) { directIndex = geomElementTangent->GetIndexArray().GetAt(vertexID); } } // If we got an index if (directIndex != 1) { FbxVector4 tangent = geomElementTangent->GetDirectArray().GetAt(directIndex); vertex.tangent = D3DXVECTOR4((float)tangent.mData[0], (float)tangent.mData[1], (float)tangent.mData[2], 0); } } size_t size = vertices.size(); size_t i = size; //for (i = 0; i < size; i++) //{ // if (vertex == vertices[i]) // { // break; // } //} // if (i == size) { vertices.push_back(vertex); } indices.push_back(i); ++vertexID; } //int cur_size = indices.size(); //int temp = indices[cur_size - 3]; //indices[cur_size - 3] = indices[cur_size - 1]; //indices[cur_size - 1] = temp; } int materialCount = pNode->GetSrcObjectCount<FbxSurfaceMaterial>(); new_mesh->create_from_buffers(vertices, indices); scene_to_fill->add_mesh(new_mesh); if (materialCount > 0) { FbxSurfaceMaterial* material = (FbxSurfaceMaterial*)pNode->GetSrcObject<FbxSurfaceMaterial>(0); new_mesh->set_material(read_material(pNode, material)); } get_transformation_matrix(pNode, new_mesh); cout << "Read mesh : " << new_mesh->get_name() << "\n"; }
std::shared_ptr<Mesh> FbxUtil::CreateMesh(FbxMesh *fbxMesh) { Mesh::Ptr mesh = Mesh::Create(fbxMesh->GetName()); // read physical data. int polygonCount = fbxMesh->GetPolygonCount(); int indicesCount = polygonCount * 3; mesh->Positions.Data.reserve(indicesCount * 3); mesh->Indices.Data.reserve(indicesCount); if ((m_Options & Options::UV) && fbxMesh->GetElementUVCount() > 0) mesh->UVs.Data.reserve(indicesCount * 2); if ((m_Options & Options::NORMAL) && fbxMesh->GetElementNormalCount() > 0) mesh->Normals.Data.reserve(indicesCount * 3); if ((m_Options & Options::TANGENT) && fbxMesh->GetElementTangent() > 0) mesh->Tangents.Data.reserve(indicesCount * 3); int normalCounter = 0, uvCounter = 0, tangentCounter = 0; for (int i = 0; i < polygonCount; i++) { for (int j = 0; j < 3; j++) { int ctrPtrIndex = fbxMesh->GetPolygonVertex(i, j); auto position = fbxMesh->GetControlPointAt(ctrPtrIndex); mesh->Positions.Data.push_back((float)position.mData[0]); mesh->Positions.Data.push_back((float)position.mData[1]); mesh->Positions.Data.push_back((float)position.mData[2]); // uv if ((m_Options & Options::UV) && fbxMesh->GetElementUVCount() > 0) { int uvIndex = 0; FbxGeometryElementUV* vertexUV = fbxMesh->GetElementUV(); if (vertexUV->GetMappingMode() == FbxGeometryElement::eByControlPoint) { if (vertexUV->GetReferenceMode() == FbxGeometryElement::eDirect) uvIndex = ctrPtrIndex; else if (vertexUV->GetReferenceMode() == FbxGeometryElement::eIndexToDirect) uvIndex = vertexUV->GetIndexArray().GetAt(ctrPtrIndex); else ASSERT_MSG(false, "Error: Invalid Reference Mode!"); } else if (vertexUV->GetMappingMode() == FbxGeometryElement::eByPolygonVertex) { if (vertexUV->GetReferenceMode() == FbxGeometryElement::eDirect) uvIndex = uvCounter; else if (vertexUV->GetReferenceMode() == FbxGeometryElement::eIndexToDirect) uvIndex = vertexUV->GetIndexArray().GetAt(uvCounter); else ASSERT_MSG(false, "Error: Invalid Reference Mode!"); uvCounter++; } auto uv = vertexUV->GetDirectArray().GetAt(uvIndex); mesh->UVs.Data.push_back((float)uv.mData[0]); mesh->UVs.Data.push_back(1.0f - (float)uv.mData[1]); } // normal if ((m_Options & Options::NORMAL) && fbxMesh->GetElementNormalCount() > 0) { int normalIndex = 0; FbxGeometryElementNormal* vertexNormal = fbxMesh->GetElementNormal(); if (vertexNormal->GetMappingMode() == FbxGeometryElement::eByControlPoint) { if (vertexNormal->GetReferenceMode() == FbxGeometryElement::eDirect) normalIndex = ctrPtrIndex; else if (vertexNormal->GetReferenceMode() == FbxGeometryElement::eIndexToDirect) normalIndex = vertexNormal->GetIndexArray().GetAt(ctrPtrIndex); else ASSERT_MSG(false, "Error: Invalid Reference Mode!"); } else if (vertexNormal->GetMappingMode() == FbxGeometryElement::eByPolygonVertex) { if (vertexNormal->GetReferenceMode() == FbxGeometryElement::eDirect) normalIndex = normalCounter; else if (vertexNormal->GetReferenceMode() == FbxGeometryElement::eIndexToDirect) normalIndex = vertexNormal->GetIndexArray().GetAt(normalCounter); else ASSERT_MSG(false, "Error: Invalid Reference Mode!"); normalCounter++; } auto normal = vertexNormal->GetDirectArray().GetAt(normalIndex); mesh->Normals.Data.push_back((float)normal.mData[0]); mesh->Normals.Data.push_back((float)normal.mData[1]); mesh->Normals.Data.push_back((float)normal.mData[2]); } // tangent if ((m_Options & Options::TANGENT) && fbxMesh->GetElementNormalCount() > 0) { int tangentIndex = 0; FbxGeometryElementTangent* vertexTangent = fbxMesh->GetElementTangent(); if (vertexTangent->GetMappingMode() == FbxGeometryElement::eByControlPoint) { if (vertexTangent->GetReferenceMode() == FbxGeometryElement::eDirect) tangentIndex = ctrPtrIndex; else if (vertexTangent->GetReferenceMode() == FbxGeometryElement::eIndexToDirect) tangentIndex = vertexTangent->GetIndexArray().GetAt(ctrPtrIndex); else ASSERT_MSG(false, "Error: Invalid Reference Mode!"); } else if (vertexTangent->GetMappingMode() == FbxGeometryElement::eByPolygonVertex) { if (vertexTangent->GetReferenceMode() == FbxGeometryElement::eDirect) tangentIndex = tangentCounter; else if (vertexTangent->GetReferenceMode() == FbxGeometryElement::eIndexToDirect) tangentIndex = vertexTangent->GetIndexArray().GetAt(tangentCounter); else ASSERT_MSG(false, "Error: Invalid Reference Mode!"); tangentCounter++; } auto tangent = vertexTangent->GetDirectArray().GetAt(tangentIndex); mesh->Tangents.Data.push_back((float)tangent.mData[0]); mesh->Tangents.Data.push_back((float)tangent.mData[1]); mesh->Tangents.Data.push_back((float)tangent.mData[2]); } mesh->Indices.Data.push_back(i * 3 + j); } } LOGD << mesh->GetName() << " [vtx: " << mesh->Positions.Data.size() / 3 << " tris: " << mesh->Indices.Data.size() / 3 << "]"; if(m_Options & Options::OPTIMIZE_MESH) MeshUtil::Instance()->OptimizeMesh(mesh); mesh->CalculateAABB(); return mesh; }
void FbxParser::ReadNormal(FbxMesh* pMesh, int ctrlPointIndex , int vertexCounter , GS::double3& normal) { if(pMesh->GetElementNormalCount() < 1) { return; } FbxGeometryElementNormal* leNormal = pMesh->GetElementNormal( 0); switch(leNormal->GetMappingMode()) { case FbxGeometryElement::eByControlPoint: { switch(leNormal->GetReferenceMode()) { case FbxGeometryElement::eDirect: { normal.x = leNormal->GetDirectArray().GetAt(ctrlPointIndex)[0]; normal.y = leNormal->GetDirectArray().GetAt(ctrlPointIndex)[1]; normal.z = leNormal->GetDirectArray().GetAt(ctrlPointIndex)[2]; } break; case FbxGeometryElement::eIndexToDirect: { int id = leNormal->GetIndexArray().GetAt(ctrlPointIndex); normal.x = leNormal->GetDirectArray().GetAt(id)[0]; normal.y = leNormal->GetDirectArray().GetAt(id)[1]; normal.z = leNormal->GetDirectArray().GetAt(id)[2]; } break; default: break; } } break; case FbxGeometryElement::eByPolygonVertex: { switch(leNormal->GetReferenceMode()) { case FbxGeometryElement::eDirect: { normal.x = leNormal->GetDirectArray().GetAt(vertexCounter)[0]; normal.y = leNormal->GetDirectArray().GetAt(vertexCounter)[1]; normal.z = leNormal->GetDirectArray().GetAt(vertexCounter)[2]; } break; case FbxGeometryElement::eIndexToDirect: { int id = leNormal->GetIndexArray().GetAt(vertexCounter); normal.x = leNormal->GetDirectArray().GetAt(id)[0]; normal.y = leNormal->GetDirectArray().GetAt(id)[1]; normal.z = leNormal->GetDirectArray().GetAt(id)[2]; } break; default: break; } } break; } }
void FBXImporter::ReadNormals(FBXMeshData* fbxMeshData, int contorlPointIndex, int normalIndex) { FbxMesh* mesh = fbxMeshData->mMesh; vector<XMFLOAT3>& normals = fbxMeshData->mNormals; if (mesh->GetElementNormalCount() < 1) { return; } FbxGeometryElementNormal* normalElement = mesh->GetElementNormal(0); switch (normalElement->GetMappingMode()) { case FbxGeometryElement::eByControlPoint: switch (normalElement->GetReferenceMode()) { case FbxGeometryElement::eDirect: { FbxVector4 fbxNormal = normalElement->GetDirectArray().GetAt(contorlPointIndex); XMFLOAT3 normal; normal.x = static_cast<float>(fbxNormal[0]); normal.y = static_cast<float>(fbxNormal[1]); normal.z = static_cast<float>(fbxNormal[2]); normals.push_back(normal); } break; case FbxGeometryElement::eIndexToDirect: { int id = normalElement->GetIndexArray().GetAt(contorlPointIndex); FbxVector4 fbxNormal = normalElement->GetDirectArray().GetAt(id); XMFLOAT3 normal; normal.x = static_cast<float>(fbxNormal[0]); normal.y = static_cast<float>(fbxNormal[1]); normal.z = static_cast<float>(fbxNormal[2]); normals.push_back(normal); } default: break; } break; case FbxGeometryElement::eByPolygonVertex: switch (normalElement->GetReferenceMode()) { case FbxGeometryElement::eDirect: { FbxVector4 fbxNormal = normalElement->GetDirectArray().GetAt(normalIndex); XMFLOAT3 normal; normal.x = static_cast<float>(fbxNormal[0]); normal.y = static_cast<float>(fbxNormal[1]); normal.z = static_cast<float>(fbxNormal[2]); normals.push_back(normal); } break; case FbxGeometryElement::eIndexToDirect: { int id = normalElement->GetIndexArray().GetAt(normalIndex); FbxVector4 fbxNormal = normalElement->GetDirectArray().GetAt(id); XMFLOAT3 normal; normal.x = static_cast<float>(fbxNormal[0]); normal.y = static_cast<float>(fbxNormal[1]); normal.z = static_cast<float>(fbxNormal[2]); normals.push_back(normal); } default: break; } break; default: break; } }
//converts a FBX mesh to a CC mesh static ccMesh* FromFbxMesh(FbxMesh* fbxMesh, bool alwaysDisplayLoadDialog/*=true*/, bool* coordinatesShiftEnabled/*=0*/, CCVector3d* coordinatesShift/*=0*/) { if (!fbxMesh) return 0; int polyCount = fbxMesh->GetPolygonCount(); //fbxMesh->GetLayer( unsigned triCount = 0; unsigned polyVertCount = 0; //different from vertCount (vertices can be counted multiple times here!) //as we can't load all polygons (yet ;) we already look if we can load any! { unsigned skipped = 0; for (int i=0; i<polyCount; ++i) { int pSize = fbxMesh->GetPolygonSize(i); if (pSize == 3) { ++triCount; polyVertCount += 3; } else if (pSize == 4) { triCount += 2; polyVertCount += 4; } else { ++skipped; } } if (triCount == 0) { ccLog::Warning(QString("[FBX] No triangle or quad found in mesh '%1'! (polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName())); return 0; } else if (skipped != 0) { ccLog::Warning(QString("[FBX] Some polygons in mesh '%1' were ignored (%2): polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName()).arg(skipped)); return 0; } } int vertCount = fbxMesh->GetControlPointsCount(); if (vertCount <= 0) { ccLog::Warning(QString("[FBX] Mesh '%1' has no vetex or no polygon?!").arg(fbxMesh->GetName())); return 0; } ccPointCloud* vertices = new ccPointCloud("vertices"); ccMesh* mesh = new ccMesh(vertices); mesh->setName(fbxMesh->GetName()); mesh->addChild(vertices); vertices->setEnabled(false); if (!mesh->reserve(static_cast<unsigned>(triCount)) || !vertices->reserve(vertCount)) { ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1'!").arg(fbxMesh->GetName())); delete mesh; return 0; } //colors { for (int l=0; l<fbxMesh->GetElementVertexColorCount(); l++) { FbxGeometryElementVertexColor* vertColor = fbxMesh->GetElementVertexColor(l); //CC can only handle per-vertex colors if (vertColor->GetMappingMode() == FbxGeometryElement::eByControlPoint) { if (vertColor->GetReferenceMode() == FbxGeometryElement::eDirect || vertColor->GetReferenceMode() == FbxGeometryElement::eIndexToDirect) { if (vertices->reserveTheRGBTable()) { switch (vertColor->GetReferenceMode()) { case FbxGeometryElement::eDirect: { for (int i=0; i<vertCount; ++i) { FbxColor c = vertColor->GetDirectArray().GetAt(i); vertices->addRGBColor( static_cast<colorType>(c.mRed * MAX_COLOR_COMP), static_cast<colorType>(c.mGreen * MAX_COLOR_COMP), static_cast<colorType>(c.mBlue * MAX_COLOR_COMP) ); } } break; case FbxGeometryElement::eIndexToDirect: { for (int i=0; i<vertCount; ++i) { int id = vertColor->GetIndexArray().GetAt(i); FbxColor c = vertColor->GetDirectArray().GetAt(id); vertices->addRGBColor( static_cast<colorType>(c.mRed * MAX_COLOR_COMP), static_cast<colorType>(c.mGreen * MAX_COLOR_COMP), static_cast<colorType>(c.mBlue * MAX_COLOR_COMP) ); } } break; default: assert(false); break; } vertices->showColors(true); mesh->showColors(true); break; //no need to look for other color fields (we won't be able to handle them! } else { ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' colors!").arg(fbxMesh->GetName())); } } else { ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName())); } } else { ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName())); } } } //normals can be per vertices or per-triangle int perPointNormals = -1; int perVertexNormals = -1; int perPolygonNormals = -1; { for (int j=0; j<fbxMesh->GetElementNormalCount(); j++) { FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(j); switch(leNormals->GetMappingMode()) { case FbxGeometryElement::eByControlPoint: perPointNormals = j; break; case FbxGeometryElement::eByPolygonVertex: perVertexNormals = j; break; case FbxGeometryElement::eByPolygon: perPolygonNormals = j; break; default: //not handled break; } } } //per-point normals if (perPointNormals >= 0) { FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(perPointNormals); FbxLayerElement::EReferenceMode refMode = leNormals->GetReferenceMode(); const FbxLayerElementArrayTemplate<FbxVector4>& normals = leNormals->GetDirectArray(); assert(normals.GetCount() == vertCount); if (normals.GetCount() != vertCount) { ccLog::Warning(QString("[FBX] Wrong number of normals on mesh '%1'!").arg(fbxMesh->GetName())); perPointNormals = -1; } else if (!vertices->reserveTheNormsTable()) { ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName())); perPointNormals = -1; } else { //import normals for (int i=0; i<vertCount; ++i) { int id = refMode != FbxGeometryElement::eDirect ? leNormals->GetIndexArray().GetAt(i) : i; FbxVector4 N = normals.GetAt(id); //convert to CC-structure CCVector3 Npc( static_cast<PointCoordinateType>(N.Buffer()[0]), static_cast<PointCoordinateType>(N.Buffer()[1]), static_cast<PointCoordinateType>(N.Buffer()[2]) ); vertices->addNorm(Npc.u); } vertices->showNormals(true); mesh->showNormals(true); //no need to import the other normals (if any) perVertexNormals = -1; perPolygonNormals = -1; } } //per-triangle normals NormsIndexesTableType* normsTable = 0; if (perVertexNormals >= 0 || perPolygonNormals >= 0) { normsTable = new NormsIndexesTableType(); if (!normsTable->reserve(polyVertCount) || !mesh->reservePerTriangleNormalIndexes()) { ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName())); normsTable->release(); normsTable = 0; } else { mesh->setTriNormsTable(normsTable); mesh->addChild(normsTable); vertices->showNormals(true); mesh->showNormals(true); } } //import textures UV int perVertexUV = -1; bool hasTexUV = false; { for (int l=0; l<fbxMesh->GetElementUVCount(); ++l) { FbxGeometryElementUV* leUV = fbxMesh->GetElementUV(l); //per-point UV coordinates if (leUV->GetMappingMode() == FbxGeometryElement::eByControlPoint) { TextureCoordsContainer* vertTexUVTable = new TextureCoordsContainer(); if (!vertTexUVTable->reserve(vertCount) || !mesh->reservePerTriangleTexCoordIndexes()) { vertTexUVTable->release(); ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' UV coordinates!").arg(fbxMesh->GetName())); } else { FbxLayerElement::EReferenceMode refMode = leUV->GetReferenceMode(); for (int i=0; i<vertCount; ++i) { int id = refMode != FbxGeometryElement::eDirect ? leUV->GetIndexArray().GetAt(i) : i; FbxVector2 uv = leUV->GetDirectArray().GetAt(id); //convert to CC-structure float uvf[2] = {static_cast<float>(uv.Buffer()[0]), static_cast<float>(uv.Buffer()[1])}; vertTexUVTable->addElement(uvf); } mesh->addChild(vertTexUVTable); hasTexUV = true; } perVertexUV = -1; break; //no need to look to the other UV fields (can't handle them!) } else if (leUV->GetMappingMode() == FbxGeometryElement::eByPolygonVertex) { //per-vertex UV coordinates perVertexUV = l; } } } //per-vertex UV coordinates TextureCoordsContainer* texUVTable = 0; if (perVertexUV >= 0) { texUVTable = new TextureCoordsContainer(); if (!texUVTable->reserve(polyVertCount) || !mesh->reservePerTriangleTexCoordIndexes()) { texUVTable->release(); ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' UV coordinates!").arg(fbxMesh->GetName())); } else { mesh->addChild(texUVTable); hasTexUV = true; } } //import polygons { for (int i=0; i<polyCount; ++i) { int pSize = fbxMesh->GetPolygonSize(i); if (pSize > 4) { //not handled for the moment continue; } //we split quads into two triangles //vertex indices int i1 = fbxMesh->GetPolygonVertex(i, 0); int i2 = fbxMesh->GetPolygonVertex(i, 1); int i3 = fbxMesh->GetPolygonVertex(i, 2); mesh->addTriangle(i1,i2,i3); int i4 = -1; if (pSize == 4) { i4 = fbxMesh->GetPolygonVertex(i, 3); mesh->addTriangle(i1,i3,i4); } if (hasTexUV) { if (texUVTable) { assert(perVertexUV >= 0); int uvIndex = static_cast<int>(texUVTable->currentSize()); for (int j=0; j<pSize; ++j) { int lTextureUVIndex = fbxMesh->GetTextureUVIndex(i, j); FbxGeometryElementUV* leUV = fbxMesh->GetElementUV(perVertexUV); FbxVector2 uv = leUV->GetDirectArray().GetAt(lTextureUVIndex); //convert to CC-structure float uvf[2] = {static_cast<float>(uv.Buffer()[0]), static_cast<float>(uv.Buffer()[1])}; texUVTable->addElement(uvf); } mesh->addTriangleTexCoordIndexes(uvIndex,uvIndex+1,uvIndex+2); if (pSize == 4) mesh->addTriangleTexCoordIndexes(uvIndex,uvIndex+2,uvIndex+3); } else { mesh->addTriangleTexCoordIndexes(i1,i2,i3); if (pSize == 4) mesh->addTriangleTexCoordIndexes(i1,i3,i4); } } //per-triangle normals if (normsTable) { int nIndex = static_cast<int>(normsTable->currentSize()); for (int j=0; j<pSize; ++j) { FbxVector4 N; fbxMesh->GetPolygonVertexNormal(i, j, N); CCVector3 Npc( static_cast<PointCoordinateType>(N.Buffer()[0]), static_cast<PointCoordinateType>(N.Buffer()[1]), static_cast<PointCoordinateType>(N.Buffer()[2]) ); normsTable->addElement(ccNormalVectors::GetNormIndex(Npc.u)); } mesh->addTriangleNormalIndexes(nIndex,nIndex+1,nIndex+2); if (pSize == 4) mesh->addTriangleNormalIndexes(nIndex,nIndex+2,nIndex+3); } } if (mesh->size() == 0) { ccLog::Warning(QString("[FBX] No triangle found in mesh '%1'! (only triangles are supported for the moment)").arg(fbxMesh->GetName())); delete mesh; return 0; } } //import vertices { const FbxVector4* fbxVertices = fbxMesh->GetControlPoints(); assert(vertices && fbxVertices); CCVector3d Pshift(0,0,0); for (int i=0; i<vertCount; ++i, ++fbxVertices) { const double* P = fbxVertices->Buffer(); assert(P[3] == 0); //coordinate shift management if (i == 0) { bool shiftAlreadyEnabled = (coordinatesShiftEnabled && *coordinatesShiftEnabled && coordinatesShift); if (shiftAlreadyEnabled) Pshift = *coordinatesShift; bool applyAll = false; if ( sizeof(PointCoordinateType) < 8 && ccCoordinatesShiftManager::Handle(P,0,alwaysDisplayLoadDialog,shiftAlreadyEnabled,Pshift,0,applyAll)) { vertices->setGlobalShift(Pshift); ccLog::Warning("[FBX] Mesh has been recentered! Translation: (%.2f,%.2f,%.2f)",Pshift.x,Pshift.y,Pshift.z); //we save coordinates shift information if (applyAll && coordinatesShiftEnabled && coordinatesShift) { *coordinatesShiftEnabled = true; *coordinatesShift = Pshift; } } } CCVector3 PV( static_cast<PointCoordinateType>(P[0] + Pshift.x), static_cast<PointCoordinateType>(P[1] + Pshift.y), static_cast<PointCoordinateType>(P[2] + Pshift.z) ); vertices->addPoint(PV); } } //import textures { //TODO } return mesh; }
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; }
void loadNormal(FbxMesh* fbxMesh, int vertexIndex, int controlPointIndex, Vertex* vertex) { if (fbxMesh->GetElementNormalCount() > 0) { // Get only the first FbxGeometryElementNormal* normal = fbxMesh->GetElementNormal(0); FbxGeometryElement::EMappingMode mappingMode = normal->GetMappingMode(); if (mappingMode == FbxGeometryElement::eByControlPoint) { switch (normal->GetReferenceMode()) { case FbxGeometryElement::eDirect: { FbxVector4 vec4 = normal->GetDirectArray().GetAt(controlPointIndex); vertex->hasNormal = true; vertex->normal.x = (float)vec4[0]; vertex->normal.y = (float)vec4[1]; vertex->normal.z = (float)vec4[2]; } break; case FbxGeometryElement::eIndexToDirect: { int id = normal->GetIndexArray().GetAt(controlPointIndex); FbxVector4 vec4 = normal->GetDirectArray().GetAt(id); vertex->hasNormal = true; vertex->normal.x = (float)vec4[0]; vertex->normal.y = (float)vec4[1]; vertex->normal.z = (float)vec4[2]; } break; default: break; } } else if (mappingMode == FbxGeometryElement::eByPolygonVertex) { switch (normal->GetReferenceMode()) { case FbxGeometryElement::eDirect: { FbxVector4 vec4 = normal->GetDirectArray().GetAt(vertexIndex); vertex->hasNormal = true; vertex->normal.x = (float)vec4[0]; vertex->normal.y = (float)vec4[1]; vertex->normal.z = (float)vec4[2]; } break; case FbxGeometryElement::eIndexToDirect: { int id = normal->GetIndexArray().GetAt(vertexIndex); FbxVector4 vec4 = normal->GetDirectArray().GetAt(id); vertex->hasNormal = true; vertex->normal.x = (float)vec4[0]; vertex->normal.y = (float)vec4[1]; vertex->normal.z = (float)vec4[2]; } break; default: break; } } } }
void fbxLoader2::readNormal(FbxMesh* mesh, int controlPointIndex, D3DXVECTOR3* normal) { if (mesh->GetElementNormalCount()<1) { return; } FbxGeometryElementNormal* normalEl = mesh->GetElementNormal(0); switch(normalEl->GetMappingMode()) { case FbxGeometryElement::eDirect: { switch(normalEl->GetReferenceMode()) { case FbxGeometryElement::eDirect: { normal->x = (float)normalEl->GetDirectArray().GetAt(controlPointIndex).mData[0]; normal->y = (float)normalEl->GetDirectArray().GetAt(controlPointIndex).mData[1]; normal->z = (float)normalEl->GetDirectArray().GetAt(controlPointIndex).mData[2]; } break; case FbxGeometryElement::eIndexToDirect: { int id = normalEl->GetIndexArray().GetAt(controlPointIndex); normal->x = (float)normalEl->GetDirectArray().GetAt(id).mData[0]; normal->y = (float)normalEl->GetDirectArray().GetAt(id).mData[1]; normal->z = (float)normalEl->GetDirectArray().GetAt(id).mData[2]; } break; } } break; case FbxGeometryElement::eByPolygonVertex: { switch(normalEl->GetReferenceMode()) { case FbxGeometryElement::eDirect: { normal->x = (float)normalEl->GetDirectArray().GetAt(controlPointIndex).mData[0]; normal->y = (float)normalEl->GetDirectArray().GetAt(controlPointIndex).mData[1]; normal->z = (float)normalEl->GetDirectArray().GetAt(controlPointIndex).mData[2]; } break; case FbxGeometryElement::eIndexToDirect: { int id = normalEl->GetIndexArray().GetAt(controlPointIndex); normal->x = (float)normalEl->GetDirectArray().GetAt(id).mData[0]; normal->y = (float)normalEl->GetDirectArray().GetAt(id).mData[1]; normal->z = (float)normalEl->GetDirectArray().GetAt(id).mData[2]; } break; } } break; default: int id = normalEl->GetIndexArray().GetAt(controlPointIndex); normal->x = (float)normalEl->GetDirectArray().GetAt(id).mData[0]; normal->y = (float)normalEl->GetDirectArray().GetAt(id).mData[1]; normal->z = (float)normalEl->GetDirectArray().GetAt(id).mData[2]; } }
//converts a FBX mesh to a CC mesh static ccMesh* FromFbxMesh(FbxMesh* fbxMesh, FileIOFilter::LoadParameters& parameters) { if (!fbxMesh) return 0; int polyCount = fbxMesh->GetPolygonCount(); //fbxMesh->GetLayer( unsigned triCount = 0; unsigned polyVertCount = 0; //different from vertCount (vertices can be counted multiple times here!) //as we can't load all polygons (yet ;) we already look if we can load any! { unsigned skipped = 0; for (int i=0; i<polyCount; ++i) { int pSize = fbxMesh->GetPolygonSize(i); if (pSize == 3) { ++triCount; polyVertCount += 3; } else if (pSize == 4) { triCount += 2; polyVertCount += 4; } else { ++skipped; } } if (triCount == 0) { ccLog::Warning(QString("[FBX] No triangle or quad found in mesh '%1'! (polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName())); return 0; } else if (skipped != 0) { ccLog::Warning(QString("[FBX] Some polygons in mesh '%1' were ignored (%2): polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName()).arg(skipped)); return 0; } } int vertCount = fbxMesh->GetControlPointsCount(); if (vertCount <= 0) { ccLog::Warning(QString("[FBX] Mesh '%1' has no vetex or no polygon?!").arg(fbxMesh->GetName())); return 0; } ccPointCloud* vertices = new ccPointCloud("vertices"); ccMesh* mesh = new ccMesh(vertices); mesh->setName(fbxMesh->GetName()); mesh->addChild(vertices); vertices->setEnabled(false); if (!mesh->reserve(static_cast<unsigned>(triCount)) || !vertices->reserve(vertCount)) { ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1'!").arg(fbxMesh->GetName())); delete mesh; return 0; } //colors { for (int l=0; l<fbxMesh->GetElementVertexColorCount(); l++) { FbxGeometryElementVertexColor* vertColor = fbxMesh->GetElementVertexColor(l); //CC can only handle per-vertex colors if (vertColor->GetMappingMode() == FbxGeometryElement::eByControlPoint) { if (vertColor->GetReferenceMode() == FbxGeometryElement::eDirect || vertColor->GetReferenceMode() == FbxGeometryElement::eIndexToDirect) { if (vertices->reserveTheRGBTable()) { switch (vertColor->GetReferenceMode()) { case FbxGeometryElement::eDirect: { for (int i=0; i<vertCount; ++i) { FbxColor c = vertColor->GetDirectArray().GetAt(i); vertices->addRGBColor( static_cast<colorType>(c.mRed * ccColor::MAX), static_cast<colorType>(c.mGreen * ccColor::MAX), static_cast<colorType>(c.mBlue * ccColor::MAX) ); } } break; case FbxGeometryElement::eIndexToDirect: { for (int i=0; i<vertCount; ++i) { int id = vertColor->GetIndexArray().GetAt(i); FbxColor c = vertColor->GetDirectArray().GetAt(id); vertices->addRGBColor( static_cast<colorType>(c.mRed * ccColor::MAX), static_cast<colorType>(c.mGreen * ccColor::MAX), static_cast<colorType>(c.mBlue * ccColor::MAX) ); } } break; default: assert(false); break; } vertices->showColors(true); mesh->showColors(true); break; //no need to look for other color fields (we won't be able to handle them! } else { ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' colors!").arg(fbxMesh->GetName())); } } else { ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName())); } } else { ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName())); } } } //normals can be per vertices or per-triangle int perPointNormals = -1; int perVertexNormals = -1; int perPolygonNormals = -1; { for (int j=0; j<fbxMesh->GetElementNormalCount(); j++) { FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(j); switch(leNormals->GetMappingMode()) { case FbxGeometryElement::eByControlPoint: perPointNormals = j; break; case FbxGeometryElement::eByPolygonVertex: perVertexNormals = j; break; case FbxGeometryElement::eByPolygon: perPolygonNormals = j; break; default: //not handled break; } } } //per-point normals if (perPointNormals >= 0) { FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(perPointNormals); FbxLayerElement::EReferenceMode refMode = leNormals->GetReferenceMode(); const FbxLayerElementArrayTemplate<FbxVector4>& normals = leNormals->GetDirectArray(); assert(normals.GetCount() == vertCount); if (normals.GetCount() != vertCount) { ccLog::Warning(QString("[FBX] Wrong number of normals on mesh '%1'!").arg(fbxMesh->GetName())); perPointNormals = -1; } else if (!vertices->reserveTheNormsTable()) { ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName())); perPointNormals = -1; } else { //import normals for (int i=0; i<vertCount; ++i) { int id = refMode != FbxGeometryElement::eDirect ? leNormals->GetIndexArray().GetAt(i) : i; FbxVector4 N = normals.GetAt(id); //convert to CC-structure CCVector3 Npc( static_cast<PointCoordinateType>(N.Buffer()[0]), static_cast<PointCoordinateType>(N.Buffer()[1]), static_cast<PointCoordinateType>(N.Buffer()[2]) ); vertices->addNorm(Npc); } vertices->showNormals(true); mesh->showNormals(true); //no need to import the other normals (if any) perVertexNormals = -1; perPolygonNormals = -1; } } //per-triangle normals NormsIndexesTableType* normsTable = 0; if (perVertexNormals >= 0 || perPolygonNormals >= 0) { normsTable = new NormsIndexesTableType(); if (!normsTable->reserve(polyVertCount) || !mesh->reservePerTriangleNormalIndexes()) { ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName())); normsTable->release(); normsTable = 0; } else { mesh->setTriNormsTable(normsTable); vertices->showNormals(true); mesh->showNormals(true); } } //materials ccMaterialSet* materials = 0; { FbxNode* lNode = fbxMesh->GetNode(); int lMaterialCount = lNode ? lNode->GetMaterialCount() : 0; for (int i=0; i<lMaterialCount; i++) { FbxSurfaceMaterial *lBaseMaterial = lNode->GetMaterial(i); bool isLambert = lBaseMaterial->GetClassId().Is(FbxSurfaceLambert::ClassId); bool isPhong = lBaseMaterial->GetClassId().Is(FbxSurfacePhong::ClassId); if (isLambert || isPhong) { ccMaterial::Shared mat(new ccMaterial(lBaseMaterial->GetName())); FbxSurfaceLambert* lLambertMat = static_cast<FbxSurfaceLambert*>(lBaseMaterial); float ambient[4]; float diffuse[4]; float emission[4]; float specular[4]; FbxSurfacePhong* lPhongMat = isPhong ? static_cast<FbxSurfacePhong*>(lBaseMaterial) : 0; for (int k=0; k<3; ++k) { ambient[k] = static_cast<float>(lLambertMat->Ambient.Get()[k]); diffuse[k] = static_cast<float>(lLambertMat->Diffuse.Get()[k]); emission[k] = static_cast<float>(lLambertMat->Emissive.Get()[k]); if (lPhongMat) { specular[k] = static_cast<float>(lPhongMat->Specular.Get()[k]); } } mat->setAmbient(ambient); mat->setDiffuse(diffuse); mat->setEmission(emission); if (isPhong) { mat->setSpecular(specular); assert(lPhongMat); mat->setShininess(static_cast<float>(lPhongMat->Shininess)); } //import associated texture (if any) { int lTextureIndex; FBXSDK_FOR_EACH_TEXTURE(lTextureIndex) { FbxProperty lProperty = lBaseMaterial->FindProperty(FbxLayerElement::sTextureChannelNames[lTextureIndex]); if( lProperty.IsValid() ) { int lTextureCount = lProperty.GetSrcObjectCount<FbxTexture>(); FbxTexture* texture = 0; //we can handle only one texture per material! We'll take the non layered one by default (if any) for (int j = 0; j < lTextureCount; ++j) { //Here we have to check if it's layeredtextures, or just textures: FbxLayeredTexture *lLayeredTexture = lProperty.GetSrcObject<FbxLayeredTexture>(j); if (lLayeredTexture) { //we don't handle layered textures! /*int lNbTextures = lLayeredTexture->GetSrcObjectCount<FbxTexture>(); for (int k=0; k<lNbTextures; ++k) { FbxTexture* lTexture = lLayeredTexture->GetSrcObject<FbxTexture>(k); if(lTexture) { } } //*/ } else { //non-layered texture FbxTexture* lTexture = lProperty.GetSrcObject<FbxTexture>(j); if(lTexture) { //we take the first non layered texture by default texture = lTexture; break; } } } if (texture) { FbxFileTexture *lFileTexture = FbxCast<FbxFileTexture>(texture); if (lFileTexture) { const char* texAbsoluteFilename = lFileTexture->GetFileName(); ccLog::PrintDebug(QString("[FBX] Texture absolue filename: %1").arg(texAbsoluteFilename)); if (texAbsoluteFilename != 0 && texAbsoluteFilename[0] != 0) { if (!mat->loadAndSetTexture(texAbsoluteFilename)) { ccLog::Warning(QString("[FBX] Failed to load texture file: %1").arg(texAbsoluteFilename)); } } } } } } } if (!materials) { materials = new ccMaterialSet("materials"); mesh->addChild(materials); } materials->addMaterial(mat); } else { ccLog::Warning(QString("[FBX] Material '%1' has an unhandled type").arg(lBaseMaterial->GetName())); } }
//=============================================================================================================================== bool FBXLoader::LoadVertexNormal(FbxMesh* mesh, int inCtrlPointIndex, int inVertexCounter, int normalElement, XMFLOAT3& outNormal) { if (mesh->GetElementNormalCount() < 1) { throw std::exception("Invalid Normal Number"); } int directIndex = -1; FbxGeometryElementNormal* vertexNormal = mesh->GetElementNormal(normalElement); switch (vertexNormal->GetMappingMode()) { case FbxGeometryElement::eByControlPoint: { switch (vertexNormal->GetReferenceMode()) { case FbxGeometryElement::eDirect: { directIndex = inCtrlPointIndex; //outNormal.x = static_cast<float>(vertexNormal->GetDirectArray().GetAt(inCtrlPointIndex).mData[0]); //outNormal.y = static_cast<float>(vertexNormal->GetDirectArray().GetAt(inCtrlPointIndex).mData[1]); //outNormal.z = static_cast<float>(vertexNormal->GetDirectArray().GetAt(inCtrlPointIndex).mData[2]); } break; case FbxGeometryElement::eIndexToDirect: { directIndex = vertexNormal->GetIndexArray().GetAt(inCtrlPointIndex); //int index = vertexNormal->GetIndexArray().GetAt(inCtrlPointIndex); //outNormal.x = static_cast<float>(vertexNormal->GetDirectArray().GetAt(index).mData[0]); //outNormal.y = static_cast<float>(vertexNormal->GetDirectArray().GetAt(index).mData[1]); //outNormal.z = static_cast<float>(vertexNormal->GetDirectArray().GetAt(index).mData[2]); } break; default: throw std::exception("Invalid Reference"); } break; } break; case FbxGeometryElement::eByPolygonVertex: { switch (vertexNormal->GetReferenceMode()) { case FbxGeometryElement::eDirect: { directIndex = inVertexCounter; //outNormal.x = static_cast<float>(vertexNormal->GetDirectArray().GetAt(inVertexCounter).mData[0]); //outNormal.y = static_cast<float>(vertexNormal->GetDirectArray().GetAt(inVertexCounter).mData[1]); //outNormal.z = static_cast<float>(vertexNormal->GetDirectArray().GetAt(inVertexCounter).mData[2]); } break; case FbxGeometryElement::eIndexToDirect: { directIndex = vertexNormal->GetIndexArray().GetAt(inVertexCounter); //int index = vertexNormal->GetIndexArray().GetAt(inVertexCounter); //outNormal.x = static_cast<float>(vertexNormal->GetDirectArray().GetAt(index).mData[0]); //outNormal.y = static_cast<float>(vertexNormal->GetDirectArray().GetAt(index).mData[1]); //outNormal.z = static_cast<float>(vertexNormal->GetDirectArray().GetAt(index).mData[2]); } break; default: throw std::exception("Invalid Reference"); } } break; } if (directIndex != -1) { FbxVector4 norm = vertexNormal->GetDirectArray().GetAt(directIndex); outNormal = XMFLOAT3((float)norm.mData[0], (float)norm.mData[1], (float)norm.mData[2]); return true; } return false; }
//-------------------------------------------------------------------------- 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); }