Mesh GetOrCreateInstance(FbxMesh fbxMesh)
    {
        Mesh mesh;

        if (m_meshInstances.TryGetValue(fbxMesh, out mesh))
        {
            return(mesh);
        }

        // create the unity mesh vertices
        var nVertices     = fbxMesh.GetControlPointsCount();
        var unityVertices = new Vector3[nVertices];

        for (int i = 0; i < nVertices; ++i)
        {
            unityVertices[i] = V3(fbxMesh.GetControlPointAt(i));
        }

        // create the unity mesh triangles. TODO: maybe handle non-triangular faces more intelligently
        var nPoly          = fbxMesh.GetPolygonCount();
        var unityTriangles = new List <int>();

        for (int polyIndex = 0; polyIndex < nPoly; ++polyIndex)
        {
            var polySize = fbxMesh.GetPolygonSize(polyIndex);
            if (polySize < 3)
            {
                // ignore lines and points
                continue;
            }

            // Add the first triangle
            unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, 0));
            unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, 1));
            unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, 2));

            // If there's more triangles, assume they're a fan around the first vertex.
            // Not necessarily true, but them's the breaks.
            for (int i = 3; i < polySize; ++i)
            {
                unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, 0));
                unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, i - 1));
                unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, i));
            }
        }

        mesh = new Mesh
        {
            name      = fbxMesh.GetName(),
            vertices  = unityVertices,
            triangles = unityTriangles.ToArray()
        };
        mesh.RecalculateNormals();
        m_meshInstances[fbxMesh] = mesh;
        return(mesh);
    }
Example #2
0
            /// <summary>
            /// Process mesh data and setup MeshFilter component
            /// </summary>
            private void ProcessMesh(FbxNode fbxNode, GameObject unityGo)
            {
                FbxMesh fbxMesh = fbxNode.GetMesh();

                if (fbxMesh == null)
                {
                    return;
                }

                var unityMesh = new Mesh();

                // create mesh
                var unityVertices        = new List <Vector3> ();
                var unityTriangleIndices = new List <int> ();

                // transfer vertices
                for (int i = 0; i < fbxMesh.GetControlPointsCount(); ++i)
                {
                    FbxVector4 fbxVector4 = fbxMesh.GetControlPointAt(i);
                    Debug.Assert(fbxVector4.X <= float.MaxValue && fbxVector4.X >= float.MinValue);
                    Debug.Assert(fbxVector4.Y <= float.MaxValue && fbxVector4.Y >= float.MinValue);
                    Debug.Assert(fbxVector4.Z <= float.MaxValue && fbxVector4.Z >= float.MinValue);

                    unityVertices.Add(new Vector3((float)fbxVector4.X, (float)fbxVector4.Y, (float)fbxVector4.Z));
                }

                // transfer triangles
                for (int polyIndex = 0; polyIndex < fbxMesh.GetPolygonCount(); ++polyIndex)
                {
                    int polySize = fbxMesh.GetPolygonSize(polyIndex);

                    // only support triangles
                    Debug.Assert(polySize == 3);

                    for (int polyVertexIndex = 0; polyVertexIndex < polySize; ++polyVertexIndex)
                    {
                        int vertexIndex = fbxMesh.GetPolygonVertex(polyIndex, polyVertexIndex);

                        unityTriangleIndices.Add(vertexIndex);
                    }
                }

                unityMesh.vertices = unityVertices.ToArray();

                // TODO:
                // - support Mesh.SetTriangles - multiple materials per mesh
                // - support Mesh.SetIndices - other topologies e.g. quads
                unityMesh.triangles = unityTriangleIndices.ToArray();

                unityMesh.RecalculateNormals();

                var unityMeshFilter = unityGo.AddComponent <MeshFilter> ();

                unityMeshFilter.sharedMesh = unityMesh;

                var unityRenderer = unityGo.AddComponent <MeshRenderer> ();
                {
                    // Assign the default material (hack!)
                    var unityPrimitive = GameObject.CreatePrimitive(PrimitiveType.Quad);
                    var unityMat       = unityPrimitive.GetComponent <MeshRenderer> ().sharedMaterial;
                    unityRenderer.sharedMaterial = unityMat;
                    UnityEngine.Object.DestroyImmediate(unityPrimitive);
                }
            }
            /// <summary>
            /// Process UV data and configure the Mesh's UV attributes
            /// </summary>
            private void ProcessUVs(FbxMesh fbxMesh, Mesh unityMesh, int maxUVs = 4)
            {
                // Import UV sets (maximum defined by maxUVs)
                int uvsetIndex = 0;

                // First just try importing diffuse UVs from separate layers
                // (Maya exports that way)
                FbxLayerElementUV fbxFirstUVSet   = null;
                FbxLayer          fbxFirstUVLayer = null;

                // NOTE: assuming triangles
                int polygonIndexCount = fbxMesh.GetPolygonVertexCount();
                int vertexCount       = fbxMesh.GetControlPointsCount();

                int [] polygonVertexIndices = new int [polygonIndexCount];

                int j = 0;

                for (int polyIndex = 0; polyIndex < fbxMesh.GetPolygonCount(); ++polyIndex)
                {
                    for (int positionInPolygon = 0; positionInPolygon < fbxMesh.GetPolygonSize(polyIndex); ++positionInPolygon)
                    {
                        polygonVertexIndices [j++] = fbxMesh.GetPolygonVertex(polyIndex, positionInPolygon);
                    }
                }

                for (int i = 0; i < fbxMesh.GetLayerCount(); i++)
                {
                    FbxLayer fbxLayer = fbxMesh.GetLayer(i);
                    if (fbxLayer == null)
                    {
                        continue;
                    }

                    FbxLayerElementUV fbxUVSet = fbxLayer.GetUVs();

                    if (fbxUVSet == null)
                    {
                        continue;
                    }

                    if (fbxFirstUVSet != null)
                    {
                        fbxFirstUVSet   = fbxUVSet;
                        fbxFirstUVLayer = fbxLayer;
                    }

                    switch (uvsetIndex)
                    {
                    case 0:
                        unityMesh.uv = ProcessUVSet(fbxUVSet, polygonVertexIndices, vertexCount);
                        break;

                    case 1:
                        unityMesh.uv2 = ProcessUVSet(fbxUVSet, polygonVertexIndices, vertexCount);
                        break;

                    case 2:
                        unityMesh.uv3 = ProcessUVSet(fbxUVSet, polygonVertexIndices, vertexCount);
                        break;

                    case 3:
                        unityMesh.uv4 = ProcessUVSet(fbxUVSet, polygonVertexIndices, vertexCount);
                        break;
                    }
                    uvsetIndex++;

                    if (uvsetIndex == maxUVs)
                    {
                        break;
                    }
                }
                // If we have received one UV set, check whether the same layer contains an emissive UV set
                // that is different from diffuse UV set.
                // 3dsmax FBX exporters doesn't export UV sets as different layers, instead for lightmapping usually
                // a material is set up to have lightmap (2nd UV set) as self-illumination slot, and main texture
                // (1st UV set) as diffuse slot.
                if (uvsetIndex == 1 && fbxFirstUVSet != null)
                {
                    FbxLayerElementUV fbxSecondaryUVSet = null;

                    // TODO: check if we've already passed eTextureEmissive layer
                    for (int i = (int)FbxLayerElement.EType.eTextureEmissive; i < (int)FbxLayerElement.EType.eTypeCount; i++)
                    {
                        fbxSecondaryUVSet = fbxFirstUVLayer.GetUVs((FbxLayerElement.EType)i);

                        if (fbxSecondaryUVSet != null)
                        {
                            break;
                        }

                        if (fbxSecondaryUVSet != null)
                        {
                            unityMesh.uv2 = ProcessUVSet(fbxSecondaryUVSet,
                                                         polygonVertexIndices,
                                                         vertexCount);
                            uvsetIndex++;
                        }
                    }
                }
            }
Example #4
0
        void PrintAttribute(FbxManager manager, FbxNodeAttribute attri)
        {
            FbxLayerElementVertexColor pp;


            Log.Info("attri " + attri.GetName());
            Log.Info("attri type " + Enum.GetName(typeof(FbxNodeAttribute.EType), attri.GetAttributeType()));
            //attri.is

            if (attri.GetAttributeType() == FbxNodeAttribute.EType.eMesh)
            {
                Type t = attri.GetType();
                Log.Info("type name " + t.Name);

                FbxMesh mesh = attri.GetNode().GetMesh();


                //FbxMesh mesh = attri as FbxMesh;
                if (mesh == null)
                {
                    Log.Error("convert mesh failed!");
                    return;
                }


                Console.WriteLine($"mesh.GetMeshEdgeCount() = {mesh.GetMeshEdgeCount()}; mesh.GetPolygonCount() = {mesh.GetPolygonCount()}; mesh.GetPolygonVertexCount()={mesh.GetPolygonVertexCount()}; " +
                                  $"mesh.GetTextureUVCount() {mesh.GetTextureUVCount()}; mesh.GetControlPointsCount()={mesh.GetControlPointsCount()}; mesh.GetElementTangentCount()={mesh.GetElementTangentCount()};" +
                                  $" mesh.GetElementNormalCount()={mesh.GetElementNormalCount()}; mesh.GetElementVertexColorCount()={mesh.GetElementVertexColorCount()};" +
                                  $"mesh.GetUVLayerCount() = {mesh.GetUVLayerCount()}; mesh.GetLayerCount() = {mesh.GetLayerCount()}");
                var pts = mesh.GetControlPoints();
                var ar  = FbxVector4Array.frompointer(pts);

                for (int i = 0; i < mesh.GetLayerCount(); i++)
                {
                    var layer = mesh.GetLayer(i);
                }

                try
                {
                    var v2 = new FbxVector2();

                    IntPtr mem = Marshal.AllocHGlobal(4);

                    FbxStringList lst = new FbxStringList();
                    //int nameCount = lst.GetCount();
                    mesh.GetUVSetNames(lst); //ToDo : что за List, расширяется ли он сам?
                    var name = lst.GetItemAt(0).mString.Buffer();

                    //var myBool = new _MyBool(mem);
                    //var res = mesh.GetPolygonVertexUV(0, 0, name, v2, myBool);
                    //            var c0 = v2.at(0);
                    //            var c2 = v2.at(1);

                    var    fbxArV2 = new FbxArrayFbxVector2();
                    var    fbxArI  = new FbxArrayInt();
                    var    res     = mesh.GetPolygonVertexUVs(name, fbxArV2, fbxArI);
                    var    ptr     = fbxArV2.GetAt(2).mData;
                    double coord1  = FbxWrapperNative.DoubleArrayFunc_getitem(ptr, 0);
                    double coord2  = FbxWrapperNative.DoubleArrayFunc_getitem(ptr, 1);
                    var    param   = FbxWrapperNative.new_FbxLayerElementArrayTemplateIntPtrFunc();
                    res = mesh.GetMaterialIndices(param);
                    var param2 = FbxWrapperNative.FbxLayerElementArrayTemplateIntPtrFunc_value(param);
                    int count  = param2.GetCount();

                    List <int> mind = new List <int>();
                    for (int i = 0; i < count; i++)
                    {
                        mind.Add(param2.GetAt(i));
                    }



                    //var vec = new FbxVector4Array(5);
                    //var res2 = mesh.GetPolygonVertexUVs("", , null);

                    bool res1 = mesh.GenerateTangentsData(0);
                    //bool res2 = mesh.GenerateTangentsDataForAllUVSets( );
                    var tCount = mesh.GetElementTangentCount();
                    var tang   = mesh.GetElementTangent(  );
                    var tangAr = tang.GetDirectArray();
                    int tC     = tangAr.GetCount();

                    //int binCount = mesh.GetElementBinormalCount();
                    //var bin = mesh.GetElementBinormal().GetDirectArray().GetCount();
                }
                catch (Exception ex)
                {
                }


                //var vertices =  mesh.GetPolygonVertices();

                //FbxMesh mesh;
                //FbxLayerElementUV uv = mesh.GetElementUV();

                //uv.GetDirectArray()


                FbxLayerElementNormal normal = mesh.GetElementNormal();

                //ToDo

                //DirectArrayFbxVector4 array = normal.GetDirectArray();
                var array = normal.GetDirectArray();

                Log.Info("normal count " + array.GetCount());
                //for (int i = 0; i < array.GetCount(); i++)
                //{
                //    FbxVector4 v = array.GetAt(i);
                //    SWIGTYPE_p_double data = v.mData;
                //    DoubleArray d = DoubleArray.frompointer(data);
                //    PrintDoubleArray(d, 4);
                //}
            }
        }