Ejemplo n.º 1
0
        public void Geometry_AddDeformer_AddsDeformer()
        {
            // given:
            var g    = new FbxMesh("");
            var skin = new FbxSkin("");

            // require:
            Assert.AreEqual(0, g.GetDeformerCount());
            Assert.AreEqual(0, g.GetSrcObjectCount());

            // when:
            g.AddDeformer(skin);

            // then:
            Assert.AreEqual(1, g.GetDeformerCount());
            Assert.AreSame(skin, g.GetDeformer(0));
            Assert.AreEqual(1, g.GetSrcObjectCount());
            Assert.AreSame(skin, g.GetSrcObject(0));
        }
Ejemplo n.º 2
0
        public void Geometry_DisconnectSrcObject_RemovesDeformer()
        {
            // given:
            var g    = new FbxMesh("");
            var skin = new FbxSkin("");

            g.AddDeformer(skin);

            // require:
            Assert.AreEqual(1, g.GetDeformerCount());
            Assert.AreEqual(1, g.GetSrcObjectCount());

            // when:
            g.DisconnectSrcObject(skin);

            // then:
            Assert.AreEqual(0, g.GetDeformerCount());
            Assert.AreEqual(0, g.GetSrcObjectCount());
        }
Ejemplo n.º 3
0
            /// <summary>
            /// Export binding of mesh to skeleton
            /// </summary>
            protected void ExportSkin(MeshInfo meshInfo, FbxScene fbxScene, FbxMesh fbxMesh,
                                      FbxNode fbxRootNode,
                                      Dictionary <Transform, FbxNode> boneNodes)
            {
                SkinnedMeshRenderer unitySkinnedMeshRenderer
                    = meshInfo.renderer as SkinnedMeshRenderer;

                FbxSkin fbxSkin = FbxSkin.Create(fbxScene, (meshInfo.unityObject.name + "_Skin"));

                FbxAMatrix fbxMeshMatrix = fbxRootNode.EvaluateGlobalTransform();

                // keep track of the bone index -> fbx cluster mapping, so that we can add the bone weights afterwards
                Dictionary <int, FbxCluster> boneCluster = new Dictionary <int, FbxCluster> ();

                for (int i = 0; i < unitySkinnedMeshRenderer.bones.Length; i++)
                {
                    FbxNode fbxBoneNode = boneNodes [unitySkinnedMeshRenderer.bones[i]];

                    // Create the deforming cluster
                    FbxCluster fbxCluster = FbxCluster.Create(fbxScene, "BoneWeightCluster");

                    fbxCluster.SetLink(fbxBoneNode);
                    fbxCluster.SetLinkMode(FbxCluster.ELinkMode.eTotalOne);

                    boneCluster.Add(i, fbxCluster);

                    // set the Transform and TransformLink matrix
                    fbxCluster.SetTransformMatrix(fbxMeshMatrix);

                    FbxAMatrix fbxLinkMatrix = fbxBoneNode.EvaluateGlobalTransform();
                    fbxCluster.SetTransformLinkMatrix(fbxLinkMatrix);

                    // add the cluster to the skin
                    fbxSkin.AddCluster(fbxCluster);
                }

                // set the vertex weights for each bone
                SetVertexWeights(meshInfo, boneCluster);

                // Add the skin to the mesh after the clusters have been added
                fbxMesh.AddDeformer(fbxSkin);
            }