reMesh* reFBXAsset::importMesh(FbxNode* fbxNode) { qDebug() << "import mesh for" << fbxNode->GetName(); reMesh* mesh = new reMesh; FbxMesh* fmesh = (FbxMesh*) fbxNode->GetNodeAttribute(); FbxVector4* controlPoints = fmesh->GetControlPoints(); for (int i=0; i<fmesh->GetPolygonCount(); i++) { reFace* face = new reFace; for (int j=0; j<fmesh->GetPolygonSize(i); j++) { int vi = fmesh->GetPolygonVertex(i, j); reVertex vertex; vertex.pos = reVec3(controlPoints[vi][0], controlPoints[vi][1], controlPoints[vi][2]); FbxVector4 fNormal; fmesh->GetPolygonVertexNormal(i, j, fNormal); vertex.uv = getUV(fmesh, vi, i, j); vertex.normal = reVec3(fNormal[0], fNormal[1], fNormal[2]); face->vertices.push_back(vertex); } reMaterial* mat = getMaterial(fmesh, i, mesh->materialSet); mesh->addFace(face,mat ? mat->id: -1); } reMeshAsset* meshAsset = new reMeshAsset(meshes); meshAsset->mesh = mesh; meshes->children.push_back(meshAsset); meshAsset->setPath((dataDir().toStdString() + "/" + fbxNode->GetName() + ".mesh").c_str()); mesh->save(dataDir().toStdString() + "/" + fbxNode->GetName() + ".mesh"); return mesh; }
HRESULT FBXLoader::loadFBXFile(char* filePath, VertexBuffer** vBuf, IndexBuffer** iBuf, Renderer* renderer, bool centerShift) { if (g_pFbxSdkManager == nullptr) { g_pFbxSdkManager = FbxManager::Create(); FbxIOSettings* pIOsettings = FbxIOSettings::Create(g_pFbxSdkManager, IOSROOT); g_pFbxSdkManager->SetIOSettings(pIOsettings); } this->shiftCenter = centerShift; FbxImporter* pImporter = FbxImporter::Create(g_pFbxSdkManager, ""); FbxScene* pFbxScene = FbxScene::Create(g_pFbxSdkManager, ""); bool bSuccess = pImporter->Initialize(filePath, -1, g_pFbxSdkManager->GetIOSettings()); if (!bSuccess) return E_FAIL; bSuccess = pImporter->Import(pFbxScene); if (!bSuccess) return E_FAIL; FbxAxisSystem sceneAxisSystem = pFbxScene->GetGlobalSettings().GetAxisSystem(); FbxAxisSystem DirectXAxisSystem(FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eLeftHanded); if (sceneAxisSystem != DirectXAxisSystem) { DirectXAxisSystem.ConvertScene(pFbxScene); } pImporter->Destroy(); FbxNode* pFbxRootNode = pFbxScene->GetRootNode(); if (pFbxRootNode) { // Check if the getChildCount is > 1 TODO int test = pFbxRootNode->GetChildCount(); for (int i = 0; i < pFbxRootNode->GetChildCount(); i++) { FbxNode* pFbxChildNode = pFbxRootNode->GetChild(i); if (pFbxChildNode->GetNodeAttribute() == NULL) continue; FbxNodeAttribute::EType AttributeType = pFbxChildNode->GetNodeAttribute()->GetAttributeType(); if (AttributeType != FbxNodeAttribute::eMesh) continue; FbxMesh* pMesh = (FbxMesh*)pFbxChildNode->GetNodeAttribute(); int numControlPoints = pMesh->GetControlPointsCount(); bool initial = true; float xMin, yMin, zMin; float xMax, yMax, zMax; float xIn, yIn, zIn; float xCenter, yCenter, zCenter; if (this->shiftCenter){ for (int c = 0; c < numControlPoints; c++) { xIn = (float)pMesh->GetControlPointAt(c).mData[0]; yIn = (float)pMesh->GetControlPointAt(c).mData[1]; zIn = (float)pMesh->GetControlPointAt(c).mData[2]; if (initial) { xMin = xIn; yMin = yIn; zMin = zIn; xMax = xIn; yMax = yIn; zMax = zIn; initial = false; } else { if (xIn < xMin) { xMin = xIn; } if (yIn < yMin) { yMin = yIn; } if (zIn < zMin) { zMin = zIn; } if (xIn > xMax) { xMax = xIn; } if (yIn > yMax) { yMax = yIn; } if (zIn > zMax) { zMax = zIn; } } } xCenter = (xMin + xMax) / 2.0f; yCenter = (yMin + yMax) / 2.0f; zCenter = (zMin + zMax) / 2.0f; } else { xCenter = 0; yCenter = 0; zCenter = 0; } FbxVector4* pVertices = pMesh->GetControlPoints(); int vertexCount = pMesh->GetPolygonVertexCount(); //Vertex vertex; Vertex* vertexArray = new Vertex[vertexCount]; //Vertex vertexArray[2592]; int numIndices = vertexCount; unsigned int* indexArray = new unsigned int[numIndices]; FbxVector4 fbxNorm(0, 0, 0, 0); FbxVector2 fbxUV(0, 0); bool isMapped; int vertexIndex = 0; // Loop iterates through the polygons and fills the vertex and index arrays for the buffers for (int j = 0; j < pMesh->GetPolygonCount(); j++) { int iNumVertices = pMesh->GetPolygonSize(j); assert(iNumVertices == 3); //1st vertex int controlIndex = pMesh->GetPolygonVertex(j, 2); pMesh->GetPolygonVertexUV(j, 2, "map1", fbxUV, isMapped); pMesh->GetPolygonVertexNormal(j, 2, fbxNorm); vertexArray[vertexIndex].point[0] = (float)pVertices[controlIndex].mData[0] - xCenter; vertexArray[vertexIndex].point[1] = (float)pVertices[controlIndex].mData[1] - yCenter; vertexArray[vertexIndex].point[2] = -(float)pVertices[controlIndex].mData[2] - zCenter; vertexArray[vertexIndex].texCoord[0] = (float)fbxUV[0]; vertexArray[vertexIndex].texCoord[1] = 1.0f - (float)fbxUV[1]; vertexArray[vertexIndex].normal[0] = (float)fbxNorm[0]; vertexArray[vertexIndex].normal[1] = (float)fbxNorm[1]; vertexArray[vertexIndex].normal[2] = -(float)fbxNorm[2]; indexArray[vertexIndex] = vertexIndex; vertexIndex++; //2nd vertex controlIndex = pMesh->GetPolygonVertex(j, 1); pMesh->GetPolygonVertexUV(j, 1, "map1", fbxUV, isMapped); pMesh->GetPolygonVertexNormal(j, 1, fbxNorm); vertexArray[vertexIndex].point[0] = (float)pVertices[controlIndex].mData[0] - xCenter; vertexArray[vertexIndex].point[1] = (float)pVertices[controlIndex].mData[1] - yCenter; vertexArray[vertexIndex].point[2] = -(float)pVertices[controlIndex].mData[2] - zCenter; vertexArray[vertexIndex].texCoord[0] = (float)fbxUV[0]; vertexArray[vertexIndex].texCoord[1] = 1.0f - (float)fbxUV[1]; vertexArray[vertexIndex].normal[0] = (float)fbxNorm[0]; vertexArray[vertexIndex].normal[1] = (float)fbxNorm[1]; vertexArray[vertexIndex].normal[2] = -(float)fbxNorm[2]; indexArray[vertexIndex] = vertexIndex; vertexIndex++; //3rd vertex controlIndex = pMesh->GetPolygonVertex(j, 0); pMesh->GetPolygonVertexUV(j, 0, "map1", fbxUV, isMapped); pMesh->GetPolygonVertexNormal(j, 0, fbxNorm); vertexArray[vertexIndex].point[0] = (float)pVertices[controlIndex].mData[0] - xCenter; vertexArray[vertexIndex].point[1] = (float)pVertices[controlIndex].mData[1] - yCenter; vertexArray[vertexIndex].point[2] = -(float)pVertices[controlIndex].mData[2] - zCenter; vertexArray[vertexIndex].texCoord[0] = (float)fbxUV[0]; vertexArray[vertexIndex].texCoord[1] = 1.0f - (float)fbxUV[1]; vertexArray[vertexIndex].normal[0] = (float)fbxNorm[0]; vertexArray[vertexIndex].normal[1] = (float)fbxNorm[1]; vertexArray[vertexIndex].normal[2] = -(float)fbxNorm[2]; indexArray[vertexIndex] = vertexIndex; vertexIndex++; } // Generate vertex and index buffers from the vertex and index arrays *vBuf = renderer->createVertexBuffer(vertexArray, vertexCount); *iBuf = renderer->createIndexBuffer(indexArray, numIndices); delete[] vertexArray; delete[] indexArray; } } return S_OK; }
void FbxLoader::ProcessMesh(FbxNode* node, Node& meshNode) { FbxMesh* currMesh = node->GetMesh(); if(!currMesh) return; FbxLayerElementTangent* tangents = nullptr; if(useNormalMap) { if(currMesh->GetElementTangentCount() < 1) { currMesh->GenerateTangentsDataForAllUVSets(); tangents = currMesh->GetElementTangent(); } } std::map<int, std::vector<Vertex>> subMeshes; int vertCounter = 0; const int polygonCount = currMesh->GetPolygonCount(); for(int i = 0; i < polygonCount; i++) { const int polySize = currMesh->GetPolygonSize(i); int nMaterials = node->GetMaterialCount(); auto elementMaterial = currMesh->GetElementMaterial(); int mi = 0; if(elementMaterial) mi = currMesh->GetElementMaterial()->GetIndexArray()[i]; for(int j = 2; j >= 0; --j) { int ctrlIndex = currMesh->GetPolygonVertex(i, j); auto& currCtrlPoint = meshNode.controlPoints[ctrlIndex]; FbxVector4 v4; auto& pos = currCtrlPoint.position * factor; currMesh->GetPolygonVertexNormal(i, j, v4); Vector3 normal = { (float)v4[0], (float)v4[1], (float)v4[2] }; Vector3 tangent = { 0, 0, 0 }; if(useNormalMap) { ReadTangent(tangents, ctrlIndex, vertCounter, v4); tangent = { (float)v4[0], (float)v4[1], (float)v4[2] }; } Vector2 uv; FbxStringList uvSetNames; currMesh->GetUVSetNames(uvSetNames); bool unmapped = false; // supports one uv set only if(uvSetNames.GetCount() > 0) { FbxVector2 UV; currMesh->GetPolygonVertexUV(i, j, uvSetNames[0], UV, unmapped); uv = { (float)UV[0], (float)UV[1] }; } if(axismode == eLeftHanded) { pos.x *= -1; uv.y = 1 - uv.y; normal.x *= -1; tangent.x *= -1; } Vector4 weights = { 0, 0, 0, 0 }; Byte4 indices = { 0, 0, 0, 0 }; int blendCount = (int)min(currCtrlPoint.blendWeigths.size(), 4); if(blendCount > 0) { meshNode.useSkinnedMesh = true; if(currCtrlPoint.blendWeigths.size() > 4) sort(currCtrlPoint.blendWeigths.begin(), currCtrlPoint.blendWeigths.end()); for(int i = 0; i < blendCount; i++) { weights[i] = currCtrlPoint.blendWeigths[i].weight; indices.m[i] = currCtrlPoint.blendWeigths[i].boneIndex; } } Vertex temp = { pos, uv, normal, tangent, indices, weights }; subMeshes[mi].push_back(temp); } ++vertCounter; } if(subMeshes.size() > 0) { int index = 0; meshNode.meshes.reserve(vertCounter); meshNode.vertIndices.reserve(vertCounter); meshNode.vertexCountOfSubMesh.reserve(subMeshes.size()); for(auto& pair : subMeshes) { auto& m = pair.second; for(int i = 0; i < m.size(); ++i) meshNode.vertIndices.emplace_back(index++); meshNode.vertexCountOfSubMesh.push_back((int)m.size()); meshNode.meshes.insert(meshNode.meshes.end(), m.begin(), m.end()); } } subMeshes.clear(); }
FBXLoader::FBXLoader(const char *filename) { m_error = true; if (m_fbx_sdk_manager == nullptr) { m_fbx_sdk_manager = FbxManager::Create(); m_fbx_sdk_manager->SetIOSettings(FbxIOSettings::Create(m_fbx_sdk_manager, IOSROOT)); } FbxImporter *importer = FbxImporter::Create(m_fbx_sdk_manager, ""); FbxScene *scene = FbxScene::Create(m_fbx_sdk_manager, ""); if (!importer->Initialize(filename, -1, m_fbx_sdk_manager->GetIOSettings())) return; if (!importer->Import(scene)) return; importer->Destroy(); FbxNode *root_node = scene->GetRootNode(); if (root_node) { for (int i = 0; i < root_node->GetChildCount(); i++) { FbxNode *child_node = root_node->GetChild(i); if (child_node->GetNodeAttribute() == NULL) continue; FbxNodeAttribute::EType type = child_node->GetNodeAttribute()->GetAttributeType(); if (type != FbxNodeAttribute::eMesh) continue; FbxMesh *mesh = (FbxMesh *) child_node->GetNodeAttribute(); FbxVector4 *vertices = mesh->GetControlPoints(); for (int j = 0; j < mesh->GetPolygonCount(); j++) { int num_verts = mesh->GetPolygonSize(j); assert(num_verts == 3); DirectX::XMFLOAT3 vertex[3]; FbxVector4 polygon_normal(0, 0, 0); for (int k = 0; k < num_verts; k++) { int control_point_idx = mesh->GetPolygonVertex(j, k); FbxVector4 vertex_normal; mesh->GetPolygonVertexNormal(j, k, vertex_normal); polygon_normal += vertex_normal; vertex[k].x = (float) vertices[control_point_idx].mData[0]; vertex[k].y = (float) vertices[control_point_idx].mData[1]; vertex[k].z = (float) vertices[control_point_idx].mData[2]; } if (IsClockwise(vertex, num_verts, polygon_normal)) { for (int i = 0; i < num_verts; i++) m_vertices.push_back(ToD3DCoordinateSystem(vertex[i])); } else { for (int i = 0; i < num_verts; i++) m_vertices.push_back(ToD3DCoordinateSystem(vertex[num_verts - 1 - i])); } } } } for (size_t i = 0; i < m_vertices.size(); i++) m_indices.push_back(i); m_error = false; }
bool FillData(ModelData* someData,FbxNode* aNode, AnimationData* aAnimation) { FbxMesh* mesh = aNode->GetMesh(); if (mesh == nullptr || !aNode) return false; const int lPolygonCount = mesh->GetPolygonCount(); // Count the polygon count of each material FbxLayerElementArrayTemplate<int>* lMaterialIndice = NULL; FbxGeometryElement::EMappingMode lMaterialMappingMode = FbxGeometryElement::eNone; if (mesh->GetElementMaterial()) { lMaterialIndice = &mesh->GetElementMaterial()->GetIndexArray(); lMaterialMappingMode = mesh->GetElementMaterial()->GetMappingMode(); if (lMaterialIndice && lMaterialMappingMode == FbxGeometryElement::eByPolygon) { FBX_ASSERT(lMaterialIndice->GetCount() == lPolygonCount); if (lMaterialIndice->GetCount() == lPolygonCount) { // Count the faces of each material for (int lPolygonIndex = 0; lPolygonIndex < lPolygonCount; ++lPolygonIndex) { const int lMaterialIndex = lMaterialIndice->GetAt(lPolygonIndex); lMaterialIndex; /*if (someData->mSubMeshes[lMaterialIndex] == NULL) { someData->mSubMeshes[lMaterialIndex] = new ModelData::SubMesh; } someData->mSubMeshes[lMaterialIndex]->TriangleCount += 1;*/ } // Make sure we have no "holes" (NULL) in the mSubMeshes table. This can happen // if, in the loop above, we resized the mSubMeshes by more than one slot. /*for (int i = 0; i < someData->mSubMeshes.Count(); i++) { if (someData->mSubMeshes[i] == NULL) someData->mSubMeshes[i] = new ModelData::SubMesh; }*/ // Record the offset (how many vertex) const int lMaterialCount = someData->mSubMeshes.Size(); lMaterialCount; int lOffset = 0; /*for (int lIndex = 0; lIndex < lMaterialCount; ++lIndex) { someData->mSubMeshes[lIndex]->IndexOffset = lOffset; lOffset += someData->mSubMeshes[lIndex]->TriangleCount * 3; // This will be used as counter in the following procedures, reset to zero someData->mSubMeshes[lIndex]->TriangleCount = 0; }*/ FBX_ASSERT(lOffset == lPolygonCount * 3); } } } // All faces will use the same material. if (someData->mSubMeshes.Size() == 0) { if (someData->mSubMeshes.GetCapacity() == 0) { someData->mSubMeshes.Init(1); } someData->mSubMeshes.RemoveAll(); someData->mSubMeshes.AddEmptyObject(); someData->mSubMeshes[0] = new ModelData::SubMesh(); } bool hasNormalMap = false; const int lMaterialCount = aNode->GetMaterialCount(); for (int lMaterialIndex = 0; lMaterialIndex < lMaterialCount; ++lMaterialIndex) { FbxSurfaceMaterial * lMaterial = aNode->GetMaterial(lMaterialIndex); if (lMaterial && !lMaterial->GetUserDataPtr()) { TextureInfo diffuseInfo; GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sDiffuse,FbxSurfaceMaterial::sDiffuseFactor,diffuseInfo.myFileName); diffuseInfo.myType = DIFFUSE; if(diffuseInfo.myFileName.empty() == false) { someData->myTextures.push_back(diffuseInfo); } TextureInfo normalInfo; GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sNormalMap,FbxSurfaceMaterial::sBumpFactor,normalInfo.myFileName); hasNormalMap = normalInfo.myFileName.empty() == false; normalInfo.myType = NORMALMAP; if(normalInfo.myFileName.empty() == false) { someData->myTextures.push_back(normalInfo); hasNormalMap = true; } TextureInfo roughnessInfo; GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sSpecular,FbxSurfaceMaterial::sSpecularFactor,roughnessInfo.myFileName); roughnessInfo.myType = ROUGHNESS; if(roughnessInfo.myFileName.empty() == false) { someData->myTextures.push_back(roughnessInfo); } TextureInfo substanceInfo; GetMaterialProperty(lMaterial,FbxSurfaceMaterial::sReflection,FbxSurfaceMaterial::sReflectionFactor,substanceInfo.myFileName); substanceInfo.myType = SUBSTANCE; if(substanceInfo.myFileName.empty() == false) { someData->myTextures.push_back(substanceInfo); } TextureInfo ambientInfo; GetMaterialProperty(lMaterial, FbxSurfaceMaterial::sAmbient, FbxSurfaceMaterial::sAmbientFactor, ambientInfo.myFileName); ambientInfo.myType = AO; if (substanceInfo.myFileName.empty() == false) { someData->myTextures.push_back(ambientInfo); } } } // Congregate all the data of a mesh to be cached in VBOs. // If normal or UV is by polygon vertex, record all vertex attributes by polygon vertex.' someData->mHasNormal = mesh->GetElementNormalCount() > 0; someData->mHasUV = mesh->GetElementUVCount() > 0; someData->myHasBiNormal = mesh->GetElementBinormalCount() > 0; FbxSkin * lSkinDeformer = (FbxSkin *)mesh->GetDeformer(0, FbxDeformer::eSkin); someData->myHasSkinweights = lSkinDeformer != nullptr; if(hasNormalMap && someData->myHasBiNormal == false) { mesh->GenerateTangentsDataForAllUVSets(); someData->myHasBiNormal = mesh->GetElementBinormalCount() > 0; } someData->myHasTangents = mesh->GetElementTangentCount() > 0; FbxGeometryElement::EMappingMode lNormalMappingMode = FbxGeometryElement::eNone; FbxGeometryElement::EMappingMode lUVMappingMode = FbxGeometryElement::eNone; if (someData->mHasNormal) { lNormalMappingMode = mesh->GetElementNormal(0)->GetMappingMode(); if (lNormalMappingMode == FbxGeometryElement::eNone) { someData->mHasNormal = false; } if (someData->mHasNormal && lNormalMappingMode != FbxGeometryElement::eByControlPoint) { someData->mAllByControlPoint = false; } } if (someData->mHasUV) { lUVMappingMode = mesh->GetElementUV(0)->GetMappingMode(); if (lUVMappingMode == FbxGeometryElement::eNone) { someData->mHasUV = false; } if (someData->mHasUV && lUVMappingMode != FbxGeometryElement::eByControlPoint) { someData->mAllByControlPoint = false; } } // Allocate the array memory, by control point or by polygon vertex. int lPolygonVertexCount = mesh->GetControlPointsCount(); //if (!someData->my) { ModelData::Layout newLayout; newLayout.myType = ModelData::VERTEX_POS; newLayout.mySize = VERTEX_STRIDE; newLayout.myOffset = 0; someData->myLayout.Add(newLayout); lPolygonVertexCount = lPolygonCount * TRIANGLE_VERTEX_COUNT; } int stride = VERTEX_STRIDE; size_t size = lPolygonVertexCount * VERTEX_STRIDE; //float * lVertices = new float[lPolygonVertexCount * VERTEX_STRIDE]; unsigned int * lIndices = new unsigned int[lPolygonCount * TRIANGLE_VERTEX_COUNT]; someData->myIndexCount = lPolygonCount * TRIANGLE_VERTEX_COUNT; //float * lNormals = NULL; if (someData->mHasNormal) { ModelData::Layout newLayout; newLayout.myType = ModelData::VERTEX_NORMAL; newLayout.mySize = NORMAL_STRIDE; newLayout.myOffset = stride*4; someData->myLayout.Add(newLayout); stride += NORMAL_STRIDE; size += lPolygonVertexCount * NORMAL_STRIDE; //lNormals = new float[lPolygonVertexCount * NORMAL_STRIDE]; } //float * lUVs = NULL; FbxStringList lUVNames; mesh->GetUVSetNames(lUVNames); const char * lUVName = NULL; if (someData->mHasUV && lUVNames.GetCount()) { ModelData::Layout newLayout; newLayout.myType = ModelData::VERTEX_UV; newLayout.mySize = UV_STRIDE; newLayout.myOffset = stride*4; someData->myLayout.Add(newLayout); stride += UV_STRIDE; size += lPolygonVertexCount * UV_STRIDE; //lUVs = new float[lPolygonVertexCount * UV_STRIDE]; lUVName = lUVNames[0]; } if (someData->myHasBiNormal) { ModelData::Layout newLayout; newLayout.myType = ModelData::VERTEX_BINORMAL; newLayout.mySize = BINORMAL_STRIDE; newLayout.myOffset = stride*4; someData->myLayout.Add(newLayout); stride += BINORMAL_STRIDE; size += lPolygonVertexCount * BINORMAL_STRIDE; //lUVs = new float[lPolygonVertexCount * UV_STRIDE]; } if (someData->myHasTangents) { ModelData::Layout newLayout; newLayout.myType = ModelData::VERTEX_TANGENT; newLayout.mySize = TANGENT_STRIDE; newLayout.myOffset = stride*4; someData->myLayout.Add(newLayout); stride += TANGENT_STRIDE; size += lPolygonVertexCount * TANGENT_STRIDE; //lUVs = new float[lPolygonVertexCount * UV_STRIDE]; } if (someData->myHasSkinweights) { ModelData::Layout newLayout; newLayout.myType = ModelData::VERTEX_SKINWEIGHTS; newLayout.mySize = SKINWEIGHT_STRIDE; newLayout.myOffset = stride*4; someData->myLayout.Add(newLayout); stride += SKINWEIGHT_STRIDE; size += lPolygonVertexCount * SKINWEIGHT_STRIDE; newLayout.myType = ModelData::VERTEX_BONEID; newLayout.mySize = BONEID_STRIDE; newLayout.myOffset = stride*4; someData->myLayout.Add(newLayout); stride += BONEID_STRIDE; size += lPolygonVertexCount * BONEID_STRIDE; //lUVs = new float[lPolygonVertexCount * UV_STRIDE]; } float * lVertices = new float[size]; FbxAMatrix globalPos; FbxVector4* weights = nullptr; FbxVectorTemplate4<int>* bones = nullptr; FbxTime time = static_cast<FbxTime>(0.0f); if(someData->myHasSkinweights) { weights = new FbxVector4[mesh->GetControlPointsCount()]; bones = new FbxVectorTemplate4<int>[mesh->GetControlPointsCount()]; ComputeLinearDeformation(globalPos,mesh,weights,bones,aAnimation); } const FbxGeometryElementBinormal * lBiNormalElement = NULL; const FbxGeometryElementTangent * lTangentElement = NULL; if (someData->myHasBiNormal) { lBiNormalElement = mesh->GetElementBinormal(0); } if (someData->myHasTangents) { lTangentElement = mesh->GetElementTangent(0); } // Populate the array with vertex attribute, if by control point. const FbxVector4 * lControlPoints = mesh->GetControlPoints(); FbxVector4 lCurrentVertex; FbxVector4 lCurrentNormal; FbxVector4 lCurrentBiNormal; FbxVector4 lCurrentTangent; FbxVector2 lCurrentUV; if (someData->mAllByControlPoint) { const FbxGeometryElementNormal * lNormalElement = NULL; const FbxGeometryElementUV * lUVElement = NULL; if (someData->mHasNormal) { lNormalElement = mesh->GetElementNormal(0); } if (someData->mHasUV) { lUVElement = mesh->GetElementUV(0); } for (int lIndex = 0; lIndex < lPolygonVertexCount; ++lIndex) { int currentIndex = lIndex * stride; int addedSize = VERTEX_STRIDE; // Save the vertex position. lCurrentVertex = lControlPoints[lIndex]; CU::Vector4f position(static_cast<float>(lCurrentVertex[0]), static_cast<float>(lCurrentVertex[1]), static_cast<float>(lCurrentVertex[2]), 1); CU::Matrix44f fixMatrix; fixMatrix = CU::Matrix44<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1,0,0)); position = position*fixMatrix; lVertices[currentIndex] = position.x; lVertices[currentIndex + 1] = position.y; lVertices[currentIndex + 2] = position.z; lVertices[currentIndex + 3] = 1; // Save the normal. if (someData->mHasNormal) { int lNormalIndex = lIndex; if (lNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect) { lNormalIndex = lNormalElement->GetIndexArray().GetAt(lIndex); } lCurrentNormal = lNormalElement->GetDirectArray().GetAt(lNormalIndex); CU::Vector3f normal( static_cast<float>(lCurrentNormal[0]), static_cast<float>(lCurrentNormal[1]), static_cast<float>(lCurrentNormal[2])); normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0)); lVertices[currentIndex + addedSize] = normal.x; lVertices[currentIndex + addedSize + 1] = normal.y; lVertices[currentIndex + addedSize + 2] = normal.z; lVertices[currentIndex + addedSize + 3] = 0; addedSize += NORMAL_STRIDE; } // Save the UV. if (someData->mHasUV) { int lUVIndex = lIndex; if (lUVElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect) { lUVIndex = lUVElement->GetIndexArray().GetAt(lIndex); } lCurrentUV = lUVElement->GetDirectArray().GetAt(lUVIndex); lVertices[currentIndex + addedSize] = static_cast<float>(lCurrentUV[0]); lVertices[currentIndex + addedSize + 1] = static_cast<float>(lCurrentUV[1])*-1.0f; addedSize += 2; } if (someData->myHasBiNormal) { int lBinormIndexIndex = lIndex; if (lBiNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect) { lBinormIndexIndex = lBiNormalElement->GetIndexArray().GetAt(lIndex); } lCurrentBiNormal = lBiNormalElement->GetDirectArray().GetAt(lBinormIndexIndex); //mesh->GetElementBinormal(lPolygonIndex, lVerticeIndex, lCurrentNormal); //lCurrentNormal = lCurrentNormal CU::Vector3f normal( static_cast<float>(lCurrentBiNormal[0]), static_cast<float>(lCurrentBiNormal[1]), static_cast<float>(lCurrentBiNormal[2])); normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0)); if (CU::Length(normal) != 0.f) CU::Normalize(normal); lVertices[currentIndex + addedSize] = normal.x; lVertices[currentIndex + addedSize + 1] = normal.y; lVertices[currentIndex + addedSize + 2] = normal.z; lVertices[currentIndex + addedSize + 3] = 0; addedSize += BINORMAL_STRIDE; } if (someData->myHasTangents) { int lBinormIndexIndex = lIndex; if (lTangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect) { lBinormIndexIndex = lTangentElement->GetIndexArray().GetAt(lIndex); } lCurrentTangent = lTangentElement->GetDirectArray().GetAt(lBinormIndexIndex); //lCurrentNormal = lCurrentNormal CU::Vector3f normal( static_cast<float>(lCurrentTangent[0]), static_cast<float>(lCurrentTangent[1]), static_cast<float>(lCurrentTangent[2])); normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0)); if (CU::Length(normal) != 0.f) CU::Normalize(normal); lVertices[currentIndex + addedSize] = normal.x; lVertices[currentIndex + addedSize + 1] = normal.y; lVertices[currentIndex + addedSize + 2] = normal.z; lVertices[currentIndex + addedSize + 3] = 0; addedSize += TANGENT_STRIDE; } if(someData->myHasSkinweights) { FbxVector4 currentWeights = weights[lIndex]; //currentWeights.Normalize(); lVertices[currentIndex + addedSize] = static_cast<float>(currentWeights[0]); lVertices[currentIndex + addedSize + 1] = static_cast<float>(currentWeights[1]); lVertices[currentIndex + addedSize + 2] = static_cast<float>(currentWeights[2]); lVertices[currentIndex + addedSize + 3] = static_cast<float>(currentWeights[3]); addedSize += SKINWEIGHT_STRIDE; FbxVectorTemplate4<int> currentBones = bones[lIndex]; lVertices[currentIndex + addedSize] = static_cast<float>(currentBones[0]); lVertices[currentIndex + addedSize + 1] = static_cast<float>(currentBones[1]); lVertices[currentIndex + addedSize + 2] = static_cast<float>(currentBones[2]); lVertices[currentIndex + addedSize + 3] = static_cast<float>(currentBones[3]); addedSize += BONEID_STRIDE; } } } int lVertexCount = 0; for (int lPolygonIndex = 0; lPolygonIndex < lPolygonCount; ++lPolygonIndex) { // The material for current face. int lMaterialIndex = 0; if (lMaterialIndice && lMaterialMappingMode == FbxGeometryElement::eByPolygon) { lMaterialIndex = lMaterialIndice->GetAt(lPolygonIndex); } // Where should I save the vertex attribute index, according to the material const int lIndexOffset = someData->mSubMeshes[lMaterialIndex]->IndexOffset + someData->mSubMeshes[lMaterialIndex]->TriangleCount * 3; for (int lVerticeIndex = TRIANGLE_VERTEX_COUNT-1; lVerticeIndex > -1; --lVerticeIndex) { const int lControlPointIndex = mesh->GetPolygonVertex(lPolygonIndex, lVerticeIndex); int vertexIndex = lIndexOffset + (TRIANGLE_VERTEX_COUNT-1) - lVerticeIndex; if (someData->mAllByControlPoint) { lIndices[vertexIndex] = static_cast<unsigned int>(lControlPointIndex); } // Populate the array with vertex attribute, if by polygon vertex. else { lIndices[vertexIndex] = static_cast<unsigned int>(lVertexCount); lCurrentVertex = lControlPoints[lControlPointIndex]; int addedSize = VERTEX_STRIDE; int currentIndex = lVertexCount * stride; CU::Vector4f position(static_cast<float>(lCurrentVertex[0]), static_cast<float>(lCurrentVertex[1]), static_cast<float>(lCurrentVertex[2]), 1); //fixMatrix CU::Matrix44f fixMatrix; fixMatrix = CU::Matrix44<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0)); position = position*fixMatrix; lVertices[currentIndex] = position.x; lVertices[currentIndex + 1] = position.y; lVertices[currentIndex + 2] = position.z; lVertices[currentIndex + 3] = 0; if (someData->mHasNormal) { mesh->GetPolygonVertexNormal(lPolygonIndex, lVerticeIndex, lCurrentNormal); CU::Vector3f normal( static_cast<float>(lCurrentNormal[0]), static_cast<float>(lCurrentNormal[1]), static_cast<float>(lCurrentNormal[2])); normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0)); if (CU::Length(normal) != 0.f) CU::Normalize(normal); lVertices[currentIndex + addedSize] = normal.x; lVertices[currentIndex + addedSize + 1] = normal.y; lVertices[currentIndex + addedSize + 2] = normal.z; lVertices[currentIndex + addedSize + 3] = 0; addedSize += NORMAL_STRIDE; } if (someData->mHasUV) { bool lUnmappedUV; mesh->GetPolygonVertexUV(lPolygonIndex, lVerticeIndex, lUVName, lCurrentUV, lUnmappedUV); lVertices[currentIndex + addedSize] = static_cast<float>(lCurrentUV[0]); lVertices[currentIndex + addedSize + 1] = static_cast<float>(lCurrentUV[1])*-1.0f; addedSize += UV_STRIDE; } if (someData->myHasBiNormal) { int lBinormIndexIndex = lVerticeIndex; if (lBiNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect) { lBinormIndexIndex = lBiNormalElement->GetIndexArray().GetAt(lVerticeIndex); } lCurrentBiNormal = lBiNormalElement->GetDirectArray().GetAt(lBinormIndexIndex); CU::Vector3f normal( static_cast<float>(lCurrentBiNormal[0]), static_cast<float>(lCurrentBiNormal[1]), static_cast<float>(lCurrentBiNormal[2])); normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0)); if (CU::Length(normal) != 0.f) CU::Normalize(normal); lVertices[currentIndex + addedSize] = normal.x; lVertices[currentIndex + addedSize + 1] = normal.y; lVertices[currentIndex + addedSize + 2] = normal.z; lVertices[currentIndex + addedSize + 3] = 0; addedSize += BINORMAL_STRIDE; } if (someData->myHasTangents) { int lBinormIndexIndex = lVerticeIndex; if (lTangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect) { lBinormIndexIndex = lTangentElement->GetIndexArray().GetAt(lVerticeIndex); } lCurrentTangent = lTangentElement->GetDirectArray().GetAt(lBinormIndexIndex); mesh->GetPolygonVertexNormal(lPolygonIndex, lVerticeIndex, lCurrentNormal); CU::Vector3f normal( static_cast<float>(lCurrentTangent[0]), static_cast<float>(lCurrentTangent[1]), static_cast<float>(lCurrentTangent[2])); normal = normal*CU::Matrix33<float>::CreateReflectionMatrixAboutAxis(CU::Vector3f(1, 0, 0)); if (CU::Length(normal) != 0.f) CU::Normalize(normal); lVertices[currentIndex + addedSize] = normal.x; lVertices[currentIndex + addedSize + 1] = normal.y; lVertices[currentIndex + addedSize + 2] = normal.z; lVertices[currentIndex + addedSize + 3] = 0; addedSize += TANGENT_STRIDE; } if(someData->myHasSkinweights) { FbxVector4 currentWeights = weights[lControlPointIndex]; FbxVectorTemplate4<int> currentBones = bones[lControlPointIndex]; for(int l = 0;l < 4;++l) { if(currentBones[l] == -1) { currentWeights[l] = 0.0f; } } currentWeights.Normalize(); lVertices[currentIndex + addedSize] = static_cast<float>(currentWeights[0]); lVertices[currentIndex + addedSize + 1] = static_cast<float>(currentWeights[1]); lVertices[currentIndex + addedSize + 2] = static_cast<float>(currentWeights[2]); lVertices[currentIndex + addedSize + 3] = static_cast<float>(currentWeights[3]); addedSize += SKINWEIGHT_STRIDE; lVertices[currentIndex + addedSize] = *(float*)¤tBones[0]; lVertices[currentIndex + addedSize + 1] = *(float*)¤tBones[1]; lVertices[currentIndex + addedSize + 2] = *(float*)¤tBones[2]; lVertices[currentIndex + addedSize + 3] = *(float*)¤tBones[3]; addedSize += BONEID_STRIDE; } } ++lVertexCount; } someData->mSubMeshes[lMaterialIndex]->TriangleCount += 1; } someData->myVertexCount = lVertexCount; someData->myVertexStride = stride; someData->myVertexBuffer = lVertices; someData->myIndicies = lIndices; if(weights) { delete [] weights; delete [] bones; } return true; }