void FBXModel::loadMeshes(KFbxNode* node, const GraphicsDevice& device, KFbxGeometryConverter& converter) { const char* name = node->GetName(); if (node->GetNodeAttribute()) { KFbxNodeAttribute::EAttributeType attributeType = node->GetNodeAttribute()->GetAttributeType(); if (attributeType == KFbxNodeAttribute::eMESH) { KFbxMesh* kfbxMesh = converter.TriangulateMesh((KFbxMesh*)node->GetNodeAttribute()); VertexCollection vertices = getVertices(kfbxMesh); MaterialCollection materials = getMaterials(device, node); unsigned long numFaces = kfbxMesh->GetPolygonCount(); unsigned long numVertices = kfbxMesh->GetControlPointsCount(); Mesh mesh = Mesh::create(device, numFaces, numVertices, FBXVertex::vertexElements, D3DXMESH_MANAGED | D3DXMESH_32BIT); mesh.getVertexBuffer().setData(vertices); mesh.getIndexBuffer().setData(kfbxMesh->GetPolygonVertices(), kfbxMesh->GetPolygonVertexCount()); KFbxLayerElementArrayTemplate<int>* materialIndices; kfbxMesh->GetMaterialIndices(&materialIndices); unsigned long* buffer = mesh.lockAttributeBuffer(); for(int i = 0; i < kfbxMesh->GetPolygonCount(); ++i) buffer[i] = materialIndices->GetAt(i); mesh.unlockAttributeBuffer(); Mesh::Adjacency adjacency = mesh.generateAdjacency(); mesh.clean(D3DXCLEAN_SIMPLIFICATION, adjacency); mesh.optimizeInplace(D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE, adjacency); mesh.computeNormals(adjacency); meshes[name] = FBXMesh(mesh, materials, name); } } for (int i = 0; i < node->GetChildCount(); i++) loadMeshes(node->GetChild(i), device, converter); }
void Model::UpdateVertexBuffer( bool pstatic ) { int total_verts = 0; for( u32 mesh_index = 0; mesh_index < MeshNodes.size(); mesh_index++ ) { KFbxMesh *mesh = MeshNodes[mesh_index]->GetMesh(); total_verts += mesh->GetPolygonVertexCount(); } nvertices=total_verts; Video::generic_vertex *vertices = new Video::generic_vertex[ total_verts ]; int vert_write = 0; for( u32 mesh_index = 0; mesh_index < MeshNodes.size(); mesh_index++ ) { KFbxMesh *mesh = MeshNodes[mesh_index]->GetMesh(); int cp_count = mesh->GetControlPointsCount(); KFbxVector4 *control_points = new KFbxVector4[cp_count]; memcpy(control_points, mesh->GetControlPoints(), cp_count * sizeof(KFbxVector4)); const int skin_count = mesh->GetDeformerCount(KFbxDeformer::eSKIN); // deform mesh with animation if( skin_count ) { int cluster_count = 0; for( int i = 0; i < skin_count; i++ ) { cluster_count += ((KFbxSkin*)(mesh->GetDeformer(i, KFbxDeformer::eSKIN)))->GetClusterCount(); } if( cluster_count){ ComputeSkinDeformation( mesh, AnimationCurrentTime, control_points, NULL ); } } // copy vertex data int vcount = mesh->GetPolygonVertexCount(); int *vertex_index = mesh->GetPolygonVertices(); KStringList lUVNames; mesh->GetUVSetNames(lUVNames); for( int i = 0; i < vcount; i++ ) { vertices[vert_write].x = control_points[ vertex_index[i] ][0]; vertices[vert_write].y = control_points[ vertex_index[i] ][2]; vertices[vert_write].z = control_points[ vertex_index[i] ][1]; KFbxVector2 uv; mesh->GetPolygonVertexUV( i/3, i%3, lUVNames[0], uv ); vertices[vert_write].u = uv[0]; vertices[vert_write].v = -uv[1]; vertices[vert_write].r = vertices[vert_write].g = vertices[vert_write].b = 255; vertices[vert_write].a = 255; vert_write++; } } // reverse vertex order for( int i = 0; i < total_verts; i+= 3 ) { Video::generic_vertex a; a = vertices[i]; vertices[i] = vertices[i+2]; vertices[i+2] = a; } // update VBO buffer.BufferData( vertices, total_verts * sizeof( Video::generic_vertex ), pstatic ? GL_STATIC_DRAW_ARB : GL_STREAM_DRAW_ARB ); delete[] vertices; }
SceneObject* parseNode(KFbxNode *node, int level = 0) { KString s = node->GetName(); KFbxNodeAttribute::EAttributeType attributeType; stringstream ss; for (int i=0;i<level;i++){ ss<<" "; } SceneObject* sceneObject = NULL; MeshComponent* ga = NULL; if (node->GetNodeAttribute() == NULL){ ss<<"No node attribute"<<endl; } else { attributeType = node->GetNodeAttribute()->GetAttributeType(); switch (attributeType) { case KFbxNodeAttribute::eMARKER: ss<<"eMarker"<<endl; break; case KFbxNodeAttribute::eSKELETON: ss<<"eSkeleton"<<endl; break; case KFbxNodeAttribute::eMESH: { KFbxMesh *fbxMesh = node->GetMesh(); KFbxVector4 *controlPoints = fbxMesh->GetControlPoints(); int polygonCount = fbxMesh->GetPolygonCount(); vector<glm::vec3> vertices; vector<glm::vec3> normals; vector<glm::vec2> texCords; vector<int> polycount; assert(fbxMesh->GetLayerCount(KFbxLayerElement::eNORMAL)==1); // assume only one normal layer KFbxLayer *normalLayer = fbxMesh->GetLayer(0, KFbxLayerElement::eNORMAL); KFbxLayerElementNormal *normalElement = normalLayer->GetNormals(); KFbxLayerElementArrayTemplate<KFbxVector4> *normalArray = &(normalElement->GetDirectArray()); int normalCount = normalArray->GetCount(); vector<int> indices; assert(fbxMesh->GetControlPointsCount() <= USHRT_MAX); for (int i=0;i<fbxMesh->GetControlPointsCount();i++){ glm::vec3 v = toVector(controlPoints[i]); vertices.push_back(v); v = toVector(normalArray->GetAt(i)); normals.push_back(v); } for (int i=0;i<polygonCount;i++){ int polygonSize = fbxMesh->GetPolygonSize(i); polycount.push_back(polygonSize); for (int j=0;j<polygonSize;j++){ if (j>2){ // if polygon size > 2 then add first and last index // this triangulates the mesh int first = fbxMesh->GetPolygonVertex(i,0); int last = fbxMesh->GetPolygonVertex(i,j-1); indices.push_back(first); indices.push_back(last); } int polygonIndex = fbxMesh->GetPolygonVertex(i,j); indices.push_back(polygonIndex); /*KFbxVector4 vectorSrc = controlPoints[polygonIndex]; Vector3 vectorDst = toVector(vectorSrc); vertices.push_back(vectorDst); texCords.push_back(Vector2(0,0)); KFbxVector4 normalSrc = normalArray->GetAt(polygonIndex); Vector3 normalDst = toVector(normalSrc); normals.push_back(normalDst);*/ } } Mesh mesh; ss<<"Creating mesh: vertices "<<vertices.size()<<" normals "<<normals.size()<<" indices "<<indices.size()<<endl; mesh.SetVertices(vertices); mesh.SetNormals(normals); mesh.SetIndices(indices); sceneObject = new SceneObject(); ga = new MeshComponent(); ga->SetMesh(&mesh); sceneObject->AddCompnent(ga); // Set translate fbxDouble3 v3 = node->LclTranslation.Get(); glm::vec3 translate = toVector(v3); sceneObject->GetTransform()->SetPosition(translate); // Set rotation v3 = node->LclRotation.Get(); glm::vec3 rotation = toVector(v3)*Mathf::DEGREE_TO_RADIAN; sceneObject->GetTransform()->SetRotation(rotation); // Set scale v3 = node->LclScaling.Get(); glm::vec3 scale = toVector(v3); sceneObject->GetTransform()->SetScale(scale); } break; case KFbxNodeAttribute::eCAMERA: ss<<"eCAMERA"<<endl; break; case KFbxNodeAttribute::eLIGHT: ss<<"eLIGHT"<<endl; break; case KFbxNodeAttribute::eBOUNDARY: ss<<"eBOUNDARY"<<endl; break; default: ss<<s<<endl; } } if (node->GetChildCount()>0){ for (int i=0;i<node->GetChildCount();i++){ SceneObject *res = parseNode(node->GetChild(i),level+1); if (res!=NULL){ if (sceneObject == NULL){ sceneObject = new SceneObject(); } sceneObject->AddChild(res); } } } DEBUG(ss.str()); return sceneObject; }