private string GetMatName(MESkeletalMesh mesh, MESkeletalMesh.LODModelStruct lod, int s) { if (lod.Sections[s].MaterialIndex < mesh.Materials.Count) { if (mesh.Owner.isExport(mesh.Materials[lod.Sections[s].MaterialIndex] - 1)) { return(mesh.Owner.Exports[mesh.Materials[lod.Sections[s].MaterialIndex] - 1].ObjectName); } else if (mesh.Owner.isImport(-mesh.Materials[lod.Sections[s].MaterialIndex] - 1)) { return(mesh.Owner.Imports[-mesh.Materials[lod.Sections[s].MaterialIndex] - 1].ObjectName); } else { return("mat_" + s); } } else { return("mat_" + s); } }
private FBXNode CreateFbxMesh(MESkeletalMesh mesh, string mname, FBXScene pScene, float exportScale = 1.0f) { MESkeletalMesh.LODModelStruct lod = mesh.LODModels[0]; FBXMesh fbxMesh = FBXMesh.Create(pScene, mname); FBXNode lMeshNode = FBXNode.Create(pScene, mname); lMeshNode.SetNodeAttribute(fbxMesh); FBXGeometryElementTangent lGeometryElementTangent = fbxMesh.CreateElementTangent(); lGeometryElementTangent.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); FBXGeometryElementMaterial lMaterialElement = fbxMesh.CreateElementMaterial(); lMaterialElement.SetMappingMode(FBXWrapper.MappingMode.eByPolygon); lMaterialElement.SetReferenceMode(FBXWrapper.ReferenceMode.eIndexToDirect); fbxMesh.InitControlPoints(lod.NumVertices); // init UV maps FBXGeometryElementUV[] UVs = new FBXGeometryElementUV[lod.Sections.Count]; for (int s = 0; s < lod.Sections.Count; s++) { string matName = GetMatName(mesh, lod, s); UVs[s] = fbxMesh.CreateElementUV(matName); UVs[s].SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); } // vertices for (int j = 0; j < lod.VertexBufferGPUSkin.Vertices.Count; j++) { var vertex = lod.VertexBufferGPUSkin.Vertices[j]; FBXVector4 position = new FBXVector4(vertex.Position.X * exportScale, -vertex.Position.Y * exportScale, vertex.Position.Z * exportScale, 0); FBXVector4 normal = new FBXVector4(vertex.TangentX, 0, vertex.TangentZ, 0); fbxMesh.SetControlPoint(j, position); lGeometryElementTangent.Add(normal); // uvs for (int s = 0; s < lod.Sections.Count; s++) { var sectionVerts = GetSectionVertices(mesh, 0, s); if (sectionVerts.Contains(j)) { FBXVector4 texCoords = new FBXVector4(vertex.U, 1 - vertex.V, 0, 0); UVs[s].Add(texCoords); } else { UVs[s].Add(new FBXVector4(0, 0, 0, 0)); } } } // faces & mats for (int s = 0; s < lod.Sections.Count; s++) { int chunkId = lod.Sections[s].ChunkIndex; var chunk = lod.Chunks[chunkId]; // mat string matName = GetMatName(mesh, lod, s); lMeshNode.AddMaterial(pScene, matName); // faces for (int j = 0; j < lod.Sections[s].NumTriangles; j++) { int baseI = lod.Sections[s].BaseIndex; fbxMesh.BeginPolygon(s); fbxMesh.AddPolygon(lod.IndexBuffer.Indexes[baseI + j * 3]); fbxMesh.AddPolygon(lod.IndexBuffer.Indexes[baseI + j * 3 + 1]); fbxMesh.AddPolygon(lod.IndexBuffer.Indexes[baseI + j * 3 + 2]); fbxMesh.EndPolygon(); } } return(lMeshNode); }