Example #1
0
        private static void ConvertTextureCoordinate(CSGUV[] textureCoordinateList, CSGVectorLong point)
        {
            if (textureCoordinateList[point.Z].V > 1)
            {
                textureCoordinateList[point.Z].V *= -1;
                textureCoordinateList[point.Z].V += 1;
            }

            textureCoordinateList[point.Z].V *= -1;
            textureCoordinateList[point.Z].V += 1;
        }
Example #2
0
        private void ExportShape(FBXScene fbxScene, FBXNode parentNode, CSGShape shape)
        {
            if (shape.RepresentativeEntityType == CSGEntityType.CSGEShape && shape.ShapeType == CSGShapeType.CSGShapeStandard && shape.GetFaceCount() > 0)
            {
                Dictionary <long, int> fbxPointIdList = new Dictionary <long, int>();
                List <CSGVectorLong>   fbxPointList   = new List <CSGVectorLong>();

                CSGVector[]           pointList                  = null;
                int                   pointListCount             = 0;
                CSGVector[]           normalList                 = null;
                int                   normalListCount            = 0;
                CSGUV[]               textureCoordinateList      = null;
                int                   textureCoordinateListCount = 0;
                CSGMaterialFaceList[] materialFaceList           = null;
                int                   materialFaceListCount      = 0;
                shape.GetGeometryMaterialSorted(
                    true,
                    false,
                    true,
                    ref pointList,
                    ref pointListCount,
                    ref normalList,
                    ref normalListCount,
                    ref textureCoordinateList,
                    ref textureCoordinateListCount,
                    ref materialFaceList,
                    ref materialFaceListCount);

                foreach (var material in materialFaceList)
                {
                    this.ExportMaterial(fbxScene, parentNode, material.Material);
                    foreach (var face in material.FaceList)
                    {
                        foreach (var facePoint in face.PointList)
                        {
                            long          fbxPointKey = facePoint.PointID << 42 | facePoint.NormalID << 21 | facePoint.TextureCoordinateListID[0];
                            CSGVectorLong fbxPoint;
                            if (fbxPointIdList.TryGetValue(fbxPointKey, out int fbxPointId))
                            {
                                fbxPoint = fbxPointList[fbxPointId];
                            }
                            else
                            {
                                fbxPoint = new CSGVectorLong()
                                {
                                    X = facePoint.PointID, Y = facePoint.NormalID, Z = facePoint.TextureCoordinateListID[0]
                                };
                                fbxPointId = fbxPointList.Count;

                                fbxPointList.Add(fbxPoint);

                                fbxPointIdList.Add(fbxPointKey, fbxPointId);
                            }
                        }
                    }
                }

                string shapeName = this.GetUniqueName(shape.Name, "shape");

                FBXMesh fbxMesh = FBXMesh.Create(fbxScene, shapeName);
                parentNode.AddNodeAttribute(fbxMesh);

                fbxMesh.InitControlPoints(fbxPointIdList.Count);
                fbxMesh.InitMaterialIndices(ArcManagedFBX.Types.EMappingMode.eByPolygon);
                fbxMesh.InitNormals(fbxPointIdList.Count);
                fbxMesh.InitTextureUV(0);
                fbxMesh.InitTextureUVIndices(ArcManagedFBX.Types.EMappingMode.eByControlPoint);

                int id = 0;
                foreach (var point in fbxPointList)
                {
                    FBXVector controlPoint = new FBXVector(pointList[point.X].X, pointList[point.X].Y, -pointList[point.X].Z);
                    fbxMesh.SetControlPointAt(controlPoint, id);

                    FBXVector normal = new FBXVector(normalList[point.Y].X, normalList[point.Y].Y, -normalList[point.Y].Z);
                    fbxMesh.SetControlPointNormalAt(normal, id);

                    ConvertTextureCoordinate(textureCoordinateList, point);

                    fbxMesh.AddTextureUV(new FBXVector2(textureCoordinateList[point.Z].U, textureCoordinateList[point.Z].V));

                    id++;
                }

                int materialId = 0;
                foreach (var material in materialFaceList)
                {
                    foreach (var face in material.FaceList)
                    {
                        fbxMesh.BeginPolygon(materialId, -1, -1, true);
                        foreach (var facePoint in face.PointList.Reverse())
                        {
                            long fbxPointKey = facePoint.PointID << 42 | facePoint.NormalID << 21 | facePoint.TextureCoordinateListID[0];
                            if (fbxPointIdList.TryGetValue(fbxPointKey, out int fbxPointId))
                            {
                                fbxMesh.AddPolygon(fbxPointId, fbxPointId);
                            }
                            else
                            {
                                // should never happen
                                Debug.WriteLine("what to do for the impossible?");
                                fbxMesh.AddPolygon(0, 0);
                            }
                        }

                        fbxMesh.EndPolygon();
                    }

                    materialId++;
                }
            }
        }