void MeshImporter::LoadNodeMesh(FbxNode* node, ID3D11Device3* device, ID3D11DeviceContext3* context) { unsigned int numPolygons = 0; unsigned int numVertices = 0; unsigned int numIndices = 0; unsigned int numPolygonVert = 0; if (node->GetNodeAttribute() != NULL && node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eMesh) { //PrintNode(node); // Create meshes FbxMesh* fbxMesh = node->GetMesh(); numPolygons = fbxMesh->GetPolygonCount(); numIndices = fbxMesh->GetPolygonVertexCount(); numVertices = fbxMesh->GetControlPointsCount(); // Do not use indexed drawing method numVertices = numIndices; vector<Vertex> vertices(numVertices); vector<unsigned int> indices(numIndices); numPolygonVert = 3; //assert(numPolygonVert == 3); FbxVector4* controlPoints = fbxMesh->GetControlPoints(); int* indices_array = fbxMesh->GetPolygonVertices(); // Need to be changed for optimization for (unsigned int i = 0; i < numIndices; i++) { indices[i] = indices_array[i]; vertices[i].pos.x = (float)fbxMesh->GetControlPointAt(indices[i]).mData[0];// / 1000.0f; vertices[i].pos.y = (float)fbxMesh->GetControlPointAt(indices[i]).mData[1];// / 1000.0f; vertices[i].pos.z = (float)fbxMesh->GetControlPointAt(indices[i]).mData[2];// / 1000.0f; } // For indexed drawing /*for (unsigned int i = 0; i < numVertices; i++) { vertices[i].pos.x = (float)controlPoints[i].mData[0]; vertices[i].pos.y = (float)controlPoints[i].mData[1]; vertices[i].pos.z = (float)controlPoints[i].mData[2]; }*/ LoadUV(fbxMesh, &vertices[0], &indices[0]); //OutputDebugStringA(("\n number of polygons: " + to_string(numPolygons) + " \n").c_str()); //OutputDebugStringA(("\n number of indices: " + to_string(numIndices) + " \n").c_str()); //OutputDebugStringA(("\n number of vertices: " + to_string(vertices.size()) + " \n").c_str()); // Read mesh base transform matrix FbxAMatrix fbxGlobalMeshBaseMatrix = node->EvaluateGlobalTransform().Inverse().Transpose(); XMFLOAT4X4 globalMeshBaseMatrix; for (int r = 0; r < 4; r++) { //PrintTab("Global mesh base mat: " + to_string(fbxGlobalMeshBaseMatrix.mData[r][0])); for (int c = 0; c < 4; c++) { globalMeshBaseMatrix.m[r][c] = (float)fbxGlobalMeshBaseMatrix.mData[r][c]; } } // To be considered when importing Maya fbx model //FbxAMatrix geoMatrix = GetTransformMatrix(node); //ConvertFbxAMatrixToDXMatrix(&globalMeshBaseMatrix, fbxGlobalMeshBaseMatrix); MeshEntry mesh; mesh.vertices = vertices; mesh.indices = indices; mesh.numVertices = numVertices; mesh.numIndices = numIndices; mesh.fbxNode = node; mesh.globalMeshBaseMatrix = globalMeshBaseMatrix; // Load materials and textures LoadMaterials(node, &mesh, device, context); // Load weights LoadWeight(fbxMesh, &mesh); // Set to be clockwise, must be done after reading uvs, normals, weights and etc for (auto it = mesh.vertices.begin(); it != mesh.vertices.end(); it += 3) { swap(*it, *(it + 2)); } model->entries.push_back(mesh); } int numChild = node->GetChildCount(); for (int i = 0; i < numChild; i++) { LoadNodeMesh(node->GetChild(i), device, context); } }
void MeshImporter::LoadNodeMesh(FbxNode* node, ID3D11Device3* device, ID3D11DeviceContext3* context) { unsigned int numPolygons = 0; unsigned int numVertices = 0; unsigned int numIndices = 0; unsigned int numPolygonVert = 0; if (node->GetNodeAttribute() != NULL && node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eMesh) { //PrintNode(node); // Create meshes FbxMesh* fbxMesh = node->GetMesh(); numPolygons = fbxMesh->GetPolygonCount(); numIndices = fbxMesh->GetPolygonVertexCount(); numVertices = fbxMesh->GetControlPointsCount(); // Do not use indexed drawing method numVertices = numIndices; vector<Vertex> vertices(numVertices); vector<unsigned int> indices(numIndices); numPolygonVert = 3; //assert(numPolygonVert == 3); FbxVector4* controlPoints = fbxMesh->GetControlPoints(); int* indices_array = fbxMesh->GetPolygonVertices(); // Need to be changed for optimization for (unsigned int i = 0; i < numIndices; i++) { indices[i] = indices_array[i]; vertices[i].pos.x = (float)fbxMesh->GetControlPointAt(indices[i]).mData[0] / 10000.0f; vertices[i].pos.y = (float)fbxMesh->GetControlPointAt(indices[i]).mData[1] / 10000.0f; vertices[i].pos.z = (float)fbxMesh->GetControlPointAt(indices[i]).mData[2] / 10000.0f; } // For indexed drawing /*for (unsigned int i = 0; i < numVertices; i++) { vertices[i].pos.x = (float)controlPoints[i].mData[0];// / 25.0f; vertices[i].pos.y = (float)controlPoints[i].mData[1];// / 25.0f; vertices[i].pos.z = (float)controlPoints[i].mData[2];// / 25.0f; }*/ LoadUV(fbxMesh, &vertices[0], &indices[0]); // Set to be clockwise, must be done after reading uvs and normals for (auto it = vertices.begin(); it != vertices.end(); it += 3) { std::swap(*it, *(it + 2)); } //OutputDebugStringA(("\n number of polygons: " + to_string(numPolygons) + " \n").c_str()); //OutputDebugStringA(("\n number of indices: " + to_string(numIndices) + " \n").c_str()); //OutputDebugStringA(("\n number of vertices: " + to_string(vertices.size()) + " \n").c_str()); ModelObj::MeshEntry mesh; mesh.vertices = vertices; mesh.indices = indices; mesh.numVertices = numVertices; mesh.numIndices = numIndices; LoadMaterials(node, &mesh, device, context); model->entries.push_back(mesh); } for (int i = 0; i < node->GetChildCount(); i++) { LoadNodeMesh(node->GetChild(i), device, context); } }
void importFBXNode( FbxNode *node, vector<Vector3> &vertices, vector<Color> &colors, vector<Vector2> &uvs, vector<Vector3> &normals, vector<uint32> &elements) { FbxNode *childNode = 0; int numKids = node->GetChildCount(); for ( int i=0 ; i<numKids ; i++) { childNode = node->GetChild(i); FbxMesh *mesh = childNode->GetMesh(); if ( mesh != NULL ) { auto offset = node->GetGeometricTranslation(FbxNode::eSourcePivot); //================= Get Vertices ==================================== int baseline = vertices.size(); int numVerts = mesh->GetControlPointsCount(); for ( int j=0; j<numVerts; j++) { FbxVector4 vert = mesh->GetControlPointAt(j); vertices.push_back( Vector3(vert.mData[0], vert.mData[1], vert.mData[2]) /*+ Vector3(offset.mData[0], offset.mData[1], offset.mData[2])*/); colors.push_back(Vector3(1, 1, 1)); uvs.push_back(Vector2(0, 0)); } //================= Get Indices ==================================== int numIndices=mesh->GetPolygonVertexCount(); int *indicesRaw = mesh->GetPolygonVertices(); for (int j = 0; j < numIndices; j++) { elements.push_back(indicesRaw[j] + baseline); } int cnt = 0; int polygonCount = mesh->GetPolygonCount(); for (int j = 0; j < polygonCount; ++j) { FbxLayerElementArrayTemplate<FbxVector2>* uvVertices= 0; mesh->GetTextureUV(&uvVertices, FbxLayerElement::eTextureDiffuse); for (int k = 0; k < mesh->GetPolygonSize(j); ++k) { FbxVector2 uv = (*uvVertices)[mesh->GetTextureUVIndex(j, k)]; uvs[indicesRaw[cnt] + baseline].x = uv[0]; uvs[indicesRaw[cnt] + baseline].y = uv[1]; cnt++; } } } importFBXNode(childNode, vertices, colors, uvs, normals, elements); } }
void fbxLoader2::processMesh(FbxNode* node) { FbxMesh* mesh = node->GetMesh(); this->readAnimationWeigths(mesh); if(mesh!=NULL && mesh->IsTriangleMesh()) { for (int i = 0; i<mesh->GetControlPointsCount(); i++) { readVertex(mesh, i, &vertex[i]); vertexArray[i].position = D3DXVECTOR3(vertex[i]); } int a = mesh->GetPolygonVertexCount(); for (int i = 0; i<mesh->GetPolygonVertexCount(); i++) { readUV(mesh, i, 0, &uv[i]); readNormal(mesh, i, &normal[i]); indices[i].indice = mesh->GetPolygonVertices()[i]; indices[i].normal1 = normal[i]; indices[i].uv1 = uv[i]; indicesMeshCount++; } } //vertexLists.push_back(vertexArray); indiceLists.push_back(indices); FbxAnimStack* pAnimStack = FbxCast<FbxAnimStack>(scene->GetSrcObject(FBX_TYPE(FbxAnimStack))); int numAnimLayers = pAnimStack->GetMemberCount(FBX_TYPE(FbxAnimLayer)); this->setBindPoseCluster(node); for (int i = 0; i < numAnimLayers; i++) { FbxAnimLayer* pAnimLayer = pAnimStack->GetMember(FBX_TYPE(FbxAnimLayer), i); FbxAnimCurve* animCv = this->findSkeletonRootBone(scene->GetRootNode())->GetChild(0)->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X); if (animCv) { FbxTimeSpan animationLength; int p = animCv->KeyGetCount(); animCv->GetTimeInterval(animationLength); for(int j = 0; j<animationStructure->GetFramesNumber();j++) { FbxTime timeKey = animCv->KeyGet(j).mTime; //FbxTime interval = (duration/p)*j + animationLength.GetStart(); //int intervalVal = (duration.GetSecondCount()/p)*j + animationLength.GetStart().GetSecondCount(); const FbxTime pTime = animCv->KeyGet(j).mTime; FbxAMatrix pGlobalPos = GetGlobalPosition(node, pTime, scene->GetPose(j)); ComputeSkinDeformation(pGlobalPos, mesh, timeKey, scene->GetPose(j), j); } } } for(int i = 0; i<node->GetChildCount(); i++) { processMesh(node->GetChild(i)); } }
void FbxLoader::LoadAttribute(FbxNodeAttribute* pAttribute) { if (pAttribute->GetAttributeType() == FbxNodeAttribute::eMesh) { FbxMesh* pMesh = (FbxMesh*)pAttribute; FbxVector4* IControlPoints = pMesh->GetControlPoints(); m_vertexCount = pMesh->GetControlPointsCount(); m_vertexBuffer = new float[m_vertexCount * 4]; for (int i = 0; i < m_vertexCount * 4; i+=4) { m_vertexBuffer[i] = (float)IControlPoints[i / 4].mData[0]; m_vertexBuffer[i + 1] = (float)IControlPoints[i / 4].mData[1]; m_vertexBuffer[i + 2] = (float)IControlPoints[i / 4].mData[2]; m_vertexBuffer[i + 3] = 1.0f;// IControlPoints[i / 4].mData[3]; } int* pIndices = pMesh->GetPolygonVertices(); m_indexCount = pMesh->GetPolygonVertexCount(); m_indexBuffer = new uint32[m_indexCount]; for (int i = 0; i < m_indexCount; ++i) { m_indexBuffer[i] = pIndices[i]; } FbxLayer* pLayer = pMesh->GetLayer(0); if (pLayer != NULL) { FbxLayerElementNormal* pNormal = pLayer->GetNormals(); m_normalCount = pNormal->mDirectArray->GetCount(); m_normalBuffer = new float[m_normalCount * 3]; for (int i = 0; i < m_normalCount * 3; i+=3) { m_normalBuffer[i] = (float)(*pNormal->mDirectArray)[i / 3][0]; m_normalBuffer[i + 1] = (float)(*pNormal->mDirectArray)[i / 3][1]; m_normalBuffer[i + 2] = (float)(*pNormal->mDirectArray)[i / 3][2]; //m_normalBuffer[i + 3] = (*pNormal->mDirectArray)[i / 4][3]; } FbxLayerElementUV* pUV = pLayer->GetUVs(); if (pUV->GetMappingMode() == FbxLayerElement::eByPolygonVertex) { if (pUV->GetReferenceMode() == FbxLayerElement::eIndexToDirect) { m_uvCount = pUV->mIndexArray->GetCount(); m_uvBuffer = new float[m_uvCount * 2]; for (int i = 0; i < m_uvCount * 2; i+=2) { m_uvBuffer[i] = (float)(*pUV->mDirectArray)[(*pUV->mIndexArray)[i / 2]][0]; m_uvBuffer[i + 1] = (float)(*pUV->mDirectArray)[(*pUV->mIndexArray)[i / 2]][1]; } } else { m_uvCount = pUV->mDirectArray->GetCount(); m_uvBuffer = new float[m_uvCount * 2]; for (int i = 0; i < m_uvCount * 2; i += 2) { m_uvBuffer[i] = (float)(*pUV->mDirectArray)[i / 2][0]; m_uvBuffer[i + 1] = (float)(*pUV->mDirectArray)[i / 2][1]; } } } else { if (pUV->GetReferenceMode() == FbxLayerElement::eIndexToDirect) { m_uvCount = pUV->mIndexArray->GetCount(); m_uvBuffer = new float[m_uvCount * 2]; for (int i = 0; i < m_uvCount * 2; i+=2) { m_uvBuffer[i] = (float)(*pUV->mDirectArray)[(*pUV->mIndexArray)[i / 2]][0]; m_uvBuffer[i + 1] = (float)(*pUV->mDirectArray)[(*pUV->mIndexArray)[i / 2]][1]; } } else { m_uvCount = pUV->mDirectArray->GetCount(); m_uvBuffer = new float[m_uvCount * 2]; for (int i = 0; i < m_uvCount * 2; i+=2) { m_uvBuffer[i] = (float)(*pUV->mDirectArray)[i / 2][0]; m_uvBuffer[i + 1] = (float)(*pUV->mDirectArray)[i / 2][1]; } } } } } }