public FBXVector4(FBXVector4 other) : this(FBXImporterUnmanagedPINVOKE.new_FBXVector4__SWIG_2(FBXVector4.getCPtr(other)), true) { if (FBXImporterUnmanagedPINVOKE.SWIGPendingException.Pending) { throw FBXImporterUnmanagedPINVOKE.SWIGPendingException.Retrieve(); } }
private void StoreRestPose(FBXScene pScene, FBXNode pSkeletonRoot, SkeletonAsset Skeleton) { Dictionary <String, FBBone> pose = Skeleton.ModelBones; FBXAMatrix lTransformMatrix = new FBXAMatrix(); FBXVector4 lT, lR, lS; lS = new FBXVector4(1.0, 1.0, 1.0, 0); FBXPose lPose = FBXPose.Create(pScene, "A Bind Pose"); lT = new FBXVector4(); lR = new FBXVector4(); lTransformMatrix.SetTRS(lT, lR, lS); FBXNode lKFbxNode = pSkeletonRoot; lPose.Add(lKFbxNode, lTransformMatrix); foreach (string key in pose.Keys) { FBBone bonePose = pose[key]; FBXNode fbxBone = pSkeletonRoot.FindChild(key); FBXVector4 Forward = new FBXVector4(bonePose.Forward.members[0], bonePose.Forward.members[1], bonePose.Forward.members[2], 0); FBXVector4 Right = new FBXVector4(bonePose.Right.members[0], bonePose.Right.members[1], bonePose.Right.members[2], 0); FBXVector4 Up = new FBXVector4(bonePose.Up.members[0], bonePose.Up.members[1], bonePose.Up.members[2], 0); FBXVector4 Trans = new FBXVector4(bonePose.Location.members[0] * exportScale, bonePose.Location.members[1] * exportScale, bonePose.Location.members[2] * exportScale, 1); FBXAMatrix boneTransform = new FBXAMatrix(); boneTransform.SetRow(0, Right); boneTransform.SetRow(1, Up); boneTransform.SetRow(2, Forward); boneTransform.SetRow(3, Trans); lPose.Add(fbxBone, boneTransform); } lPose.SetIsBindPose(true); pScene.AddPose(lPose); }
private void AddMorphToMesh(FBXScene pScene, FBXNode pFbxNode, List <Vector> morph) { FBXShape lShape = FBXShape.Create(pScene, "MorphShape"); FBXMesh mesh = (FBXMesh)pFbxNode.GetMesh(); int count = mesh.GetControlPointsCount(); lShape.InitControlPoints(count); List <FBXVector4> lControlPoints = lShape.GetControlPoints(); for (int i = 0; i < count; i++) { FBXVector4 cp = new FBXVector4(morph[i].members[0] * exportScale, morph[i].members[1] * exportScale, morph[i].members[2] * exportScale, 0); lControlPoints[i] = cp; } lShape.SetControlPoints(lControlPoints); FBXBlendShape lBlendShape = FBXBlendShape.Create(pScene, "morph"); FBXBlendShapeChannel lBlendShapeChannel = FBXBlendShapeChannel.Create(pScene, "morphchannel"); mesh.AddDeformer(lBlendShape); lBlendShape.AddBlendShapeChannel(lBlendShapeChannel); lBlendShapeChannel.AddTargetShape(lShape); }
public void SetBinormal(int index, FBXVector4 value) { FBXImporterUnmanagedPINVOKE.FBXModelPtr_SetBinormal(swigCPtr, index, FBXVector4.getCPtr(value)); if (FBXImporterUnmanagedPINVOKE.SWIGPendingException.Pending) { throw FBXImporterUnmanagedPINVOKE.SWIGPendingException.Retrieve(); } }
public void SetVector4(string key, FBXVector4 value) { FBXImporterUnmanagedPINVOKE.FBXMaterialPtr_SetVector4(swigCPtr, key, FBXVector4.getCPtr(value)); if (FBXImporterUnmanagedPINVOKE.SWIGPendingException.Pending) { throw FBXImporterUnmanagedPINVOKE.SWIGPendingException.Retrieve(); } }
public void AddTangent(FBXVector4 value) { FBXImporterUnmanagedPINVOKE.FBXModelPtr_AddTangent(swigCPtr, FBXVector4.getCPtr(value)); if (FBXImporterUnmanagedPINVOKE.SWIGPendingException.Pending) { throw FBXImporterUnmanagedPINVOKE.SWIGPendingException.Retrieve(); } }
public FBXVector4 GetVector4(string key, FBXVector4 defaultValue) { FBXVector4 ret = new FBXVector4(FBXImporterUnmanagedPINVOKE.FBXMaterialPtr_GetVector4__SWIG_0(swigCPtr, key, FBXVector4.getCPtr(defaultValue)), true); if (FBXImporterUnmanagedPINVOKE.SWIGPendingException.Pending) { throw FBXImporterUnmanagedPINVOKE.SWIGPendingException.Retrieve(); } return(ret); }
private FBXNode CreateFbxMesh(MeshLodSection section, FBXScene pScene) { FBXMesh fbxMesh = FBXMesh.Create(pScene, section.matName); FBXGeometryElementNormal lGeometryElementNormal = fbxMesh.CreateElementNormal(); lGeometryElementNormal.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); FBXGeometryElementBinormal lGeometryElementBiNormal = fbxMesh.CreateElementBinormal(); lGeometryElementBiNormal.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); FBXGeometryElementTangent lGeometryElementTangent = fbxMesh.CreateElementTangent(); lGeometryElementTangent.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); fbxMesh.InitControlPoints(section.vertices.Count); FBXGeometryElementMaterial lMaterialElement = fbxMesh.CreateElementMaterial(); lMaterialElement.SetMappingMode(FBXWrapper.MappingMode.eByPolygon); lMaterialElement.SetReferenceMode(FBXWrapper.ReferenceMode.eIndexToDirect); FBXGeometryElementUV lUVDiffuseElement = fbxMesh.CreateElementUV(section.matName); lUVDiffuseElement.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); lUVDiffuseElement.SetReferenceMode(FBXWrapper.ReferenceMode.eIndexToDirect); lUVDiffuseElement.SetIndexArrayCount(section.vertices.Count); for (int j = 0; j < section.vertices.Count; j++) { FBXVector4 position = new FBXVector4(section.vertices[j].position.members[0] * exportScale, section.vertices[j].position.members[1] * exportScale, section.vertices[j].position.members[2] * exportScale, 0); FBXVector4 normal = new FBXVector4(section.vertices[j].normals.members[0], section.vertices[j].normals.members[1], section.vertices[j].normals.members[2], section.vertices[j].normals.members[3]); FBXVector4 textCoords = new FBXVector4(section.vertices[j].texCoords.members[0], (-section.vertices[j].texCoords.members[1] + 1), 0, 0); FBXVector4 bitangent = new FBXVector4(section.vertices[j].biTangents.members[0], section.vertices[j].biTangents.members[1], section.vertices[j].biTangents.members[2], section.vertices[j].biTangents.members[3]); FBXVector4 tangent = new FBXVector4(section.vertices[j].tangents.members[0], section.vertices[j].tangents.members[1], section.vertices[j].tangents.members[2], section.vertices[j].tangents.members[3]); fbxMesh.SetControlPoint(j, position); lGeometryElementNormal.Add(normal); lGeometryElementBiNormal.Add(bitangent); lGeometryElementTangent.Add(tangent); lUVDiffuseElement.Add(textCoords); } for (int j = 0; j < section.indicies.Count; j++) { if (j % 3 == 0) { fbxMesh.EndPolygon(); fbxMesh.BeginPolygon(); } fbxMesh.AddPolygon(section.indicies[j]); } fbxMesh.EndPolygon(); FBXNode lMeshNode = FBXNode.Create(pScene, section.matName); lMeshNode.SetNodeAttribute(fbxMesh); lMeshNode.AddMaterial(pScene, section.matName); return(lMeshNode); }
private FBXVector4 CalculateBoneRotation(FBBone bone) { FBXAMatrix fbxrotMat = new FBXAMatrix(); FBXVector4 Forward = new FBXVector4(bone.Forward.members[0], bone.Forward.members[1], bone.Forward.members[2], 0); FBXVector4 Right = new FBXVector4(bone.Right.members[0], bone.Right.members[1], bone.Right.members[2], 0); FBXVector4 Up = new FBXVector4(bone.Up.members[0], bone.Up.members[1], bone.Up.members[2], 0); fbxrotMat.SetRow(0, Right); fbxrotMat.SetRow(1, Up); fbxrotMat.SetRow(2, Forward); fbxrotMat.SetRow(3, new FBXVector4(0, 0, 0, 1)); FBXVector4 boneRot = fbxrotMat.getR(); return(boneRot); }
private void SetBoneTransform(FBBone bone, FBXNode fbxBoneNode) { List <double> tmp = new List <double>(); tmp.Add(bone.Location.members[0] * exportScale); tmp.Add(bone.Location.members[1] * exportScale); tmp.Add(bone.Location.members[2] * exportScale); fbxBoneNode.LclTranslation = tmp; FBXVector4 rot = CalculateBoneRotation(bone); tmp = new List <double>(); tmp.Add(rot.X); tmp.Add(rot.Y); tmp.Add(rot.Z); fbxBoneNode.LclRotation = tmp; }
private void SetBoneTransform(SkeletonAsset Skeleton, FBXNode pSkeletonRoot) { Dictionary <String, FBBone> pose = Skeleton.ModelBones; foreach (string key in pose.Keys) { FBBone bonePose = pose[key]; FBXNode fbxBone = pSkeletonRoot.FindChild(key); FBXVector4 ForwardM = new FBXVector4(bonePose.Forward.members[0], bonePose.Forward.members[1], bonePose.Forward.members[2], 0); FBXVector4 RightM = new FBXVector4(bonePose.Right.members[0], bonePose.Right.members[1], bonePose.Right.members[2], 0); FBXVector4 UpM = new FBXVector4(bonePose.Up.members[0], bonePose.Up.members[1], bonePose.Up.members[2], 0); FBXVector4 TransM = new FBXVector4(bonePose.Location.members[0] * exportScale, bonePose.Location.members[1] * exportScale, bonePose.Location.members[2] * exportScale, 1); FBXAMatrix transfoMatrix = new FBXAMatrix(); transfoMatrix.SetRow(0, RightM); transfoMatrix.SetRow(1, UpM); transfoMatrix.SetRow(2, ForwardM); transfoMatrix.SetRow(3, TransM); FBXHelper.SetGlobalDefaultPosition(fbxBone, transfoMatrix); } }
public FBXVector4 GetVector4(string key) { FBXVector4 ret = new FBXVector4(FBXImporterUnmanagedPINVOKE.FBXMaterialPtr_GetVector4__SWIG_1(swigCPtr, key), true); return(ret); }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(FBXVector4 obj) { return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr); }
private FBXNode CreateFbxMesh(MeshLOD lod, FBXScene pScene) { FBXMesh fbxMesh = FBXMesh.Create(pScene, lod.shortName); FBXNode lMeshNode = FBXNode.Create(pScene, lod.shortName); lMeshNode.SetNodeAttribute(fbxMesh); FBXGeometryElementNormal lGeometryElementNormal = fbxMesh.CreateElementNormal(); lGeometryElementNormal.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); FBXGeometryElementBinormal lGeometryElementBiNormal = fbxMesh.CreateElementBinormal(); lGeometryElementBiNormal.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); FBXGeometryElementTangent lGeometryElementTangent = fbxMesh.CreateElementTangent(); lGeometryElementTangent.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); FBXGeometryElementMaterial lMaterialElement = fbxMesh.CreateElementMaterial(); lMaterialElement.SetMappingMode(FBXWrapper.MappingMode.eByPolygon); lMaterialElement.SetReferenceMode(FBXWrapper.ReferenceMode.eIndexToDirect); int verticesCount = lod.GetLODTotalVertCount(); fbxMesh.InitControlPoints(verticesCount); List <FBXGeometryElementUV[]> UVs = new List <FBXGeometryElementUV[]>(); for (int i = 0; i < lod.sections.Count; i++) { UVs.Add(new FBXGeometryElementUV[Vertex.UV_SLOTS]); } int VertexOffset = 0; for (int i = 0; i < lod.sections.Count; i++) { MeshLodSection section = lod.sections[i]; for (int j = 0; j < section.vertices.Count; j++) { FBXVector4 position = new FBXVector4(section.vertices[j].position.members[0] * exportScale, section.vertices[j].position.members[1] * exportScale, section.vertices[j].position.members[2] * exportScale, 0); FBXVector4 normal = new FBXVector4(section.vertices[j].normals.members[0], section.vertices[j].normals.members[1], section.vertices[j].normals.members[2], section.vertices[j].normals.members[3]); fbxMesh.SetControlPoint(VertexOffset + j, position); lGeometryElementNormal.Add(normal); // adding a check on bitangent and tangent as some meshes don't have them... if (section.vertices[j].biTangents.members.Length == 4) { FBXVector4 bitangent = new FBXVector4(section.vertices[j].biTangents.members[0], section.vertices[j].biTangents.members[1], section.vertices[j].biTangents.members[2], section.vertices[j].biTangents.members[3]); lGeometryElementBiNormal.Add(bitangent); } if (section.vertices[j].tangents.members.Length == 4) { FBXVector4 tangent = new FBXVector4(section.vertices[j].tangents.members[0], section.vertices[j].tangents.members[1], section.vertices[j].tangents.members[2], section.vertices[j].tangents.members[3]); lGeometryElementTangent.Add(tangent); } // multiple UVs management for (int uvInd = 0; uvInd < Vertex.UV_SLOTS; uvInd++) { if (section.vertices[j].texCoords[uvInd] != null) { FBXVector4 texCoords = new FBXVector4(section.vertices[j].texCoords[uvInd].members[0], (-section.vertices[j].texCoords[uvInd].members[1] + 1), 0, 0); if (UVs[i][uvInd] == null) { // if the UV layer does not already exist, we create it... UVs[i][uvInd] = fbxMesh.CreateElementUV(section.matName + "_" + uvInd); UVs[i][uvInd].SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); UVs[i][uvInd].SetReferenceMode(FBXWrapper.ReferenceMode.eDirect); // ... and fill it with empty vectors for all previous sections vertices. for (int p = 0; p < VertexOffset + j; p++) { UVs[i][uvInd].Add(new FBXVector4(0, 0, 0, 0)); } } // and now we can add the tex coord of the current vertex we're treating. UVs[i][uvInd].Add(texCoords); } } // since we use direct reference mode for UV, every vertices in the mesh must be present in every UV layer // so for every UV layer created for previous section, we had an empty vector for this vertex. UVs.Where((o, oi) => oi != i).ToList().ForEach(suv => { for (int subuv = 0; subuv < Vertex.UV_SLOTS; subuv++) { if (suv[subuv] != null) { suv[subuv].Add(new FBXVector4(0, 0, 0, 0)); } } } ); } for (int j = 0; j < section.indicies.Count; j++) { if (j % 3 == 0) { fbxMesh.EndPolygon(); fbxMesh.BeginPolygon(i); } fbxMesh.AddPolygon(VertexOffset + section.indicies[j]); } fbxMesh.EndPolygon(); VertexOffset = VertexOffset + section.vertices.Count; lMeshNode.AddMaterial(pScene, section.matName); } return(lMeshNode); }
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); }
public FBXVector4 GetTangent(int index) { FBXVector4 ret = new FBXVector4(FBXImporterUnmanagedPINVOKE.FBXModelPtr_GetTangent(swigCPtr, index), true); return(ret); }
private FBXNode CreateFbxMesh(MeshLOD lod, FBXScene pScene) { FBXMesh fbxMesh = FBXMesh.Create(pScene, lod.shortName); FBXNode lMeshNode = FBXNode.Create(pScene, lod.shortName); lMeshNode.SetNodeAttribute(fbxMesh); FBXGeometryElementNormal lGeometryElementNormal = fbxMesh.CreateElementNormal(); lGeometryElementNormal.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); FBXGeometryElementBinormal lGeometryElementBiNormal = fbxMesh.CreateElementBinormal(); lGeometryElementBiNormal.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); FBXGeometryElementTangent lGeometryElementTangent = fbxMesh.CreateElementTangent(); lGeometryElementTangent.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); FBXGeometryElementMaterial lMaterialElement = fbxMesh.CreateElementMaterial(); lMaterialElement.SetMappingMode(FBXWrapper.MappingMode.eByPolygon); lMaterialElement.SetReferenceMode(FBXWrapper.ReferenceMode.eIndexToDirect); int verticesCount = lod.GetLODTotalVertCount(); fbxMesh.InitControlPoints(verticesCount); List <FBXGeometryElementUV> UVs = new List <FBXGeometryElementUV>(); for (int i = 0; i < lod.sections.Count; i++) { MeshLodSection section = lod.sections[i]; FBXGeometryElementUV lUVDiffuseElement = fbxMesh.CreateElementUV(section.matName); lUVDiffuseElement.SetMappingMode(FBXWrapper.MappingMode.eByControlPoint); lUVDiffuseElement.SetReferenceMode(FBXWrapper.ReferenceMode.eDirect); UVs.Add(lUVDiffuseElement); } int VertexOffset = 0; for (int i = 0; i < lod.sections.Count; i++) { MeshLodSection section = lod.sections[i]; for (int j = 0; j < section.vertices.Count; j++) { FBXVector4 position = new FBXVector4(section.vertices[j].position.members[0] * exportScale, section.vertices[j].position.members[1] * exportScale, section.vertices[j].position.members[2] * exportScale, 0); FBXVector4 normal = new FBXVector4(section.vertices[j].normals.members[0], section.vertices[j].normals.members[1], section.vertices[j].normals.members[2], section.vertices[j].normals.members[3]); FBXVector4 textCoords = new FBXVector4(section.vertices[j].texCoords.members[0], (-section.vertices[j].texCoords.members[1] + 1), 0, 0); FBXVector4 bitangent = new FBXVector4(section.vertices[j].biTangents.members[0], section.vertices[j].biTangents.members[1], section.vertices[j].biTangents.members[2], section.vertices[j].biTangents.members[3]); FBXVector4 tangent = new FBXVector4(section.vertices[j].tangents.members[0], section.vertices[j].tangents.members[1], section.vertices[j].tangents.members[2], section.vertices[j].tangents.members[3]); fbxMesh.SetControlPoint(VertexOffset + j, position); lGeometryElementNormal.Add(normal); lGeometryElementBiNormal.Add(bitangent); lGeometryElementTangent.Add(tangent); int uvI = 0; foreach (FBXGeometryElementUV uv in UVs) { if (uvI == i) { uv.Add(textCoords); } else { uv.Add(new FBXVector4(0, 0, 0, 0)); } uvI++; } } for (int j = 0; j < section.indicies.Count; j++) { if (j % 3 == 0) { fbxMesh.EndPolygon(); fbxMesh.BeginPolygon(i); } fbxMesh.AddPolygon(VertexOffset + section.indicies[j]); } fbxMesh.EndPolygon(); VertexOffset = VertexOffset + section.vertices.Count; lMeshNode.AddMaterial(pScene, section.matName); } return(lMeshNode); }
public void AddBinormal(FBXVector4 value) { FBXImporterUnmanagedPINVOKE.FBXModel_AddBinormal(swigCPtr, FBXVector4.getCPtr(value)); if (FBXImporterUnmanagedPINVOKE.SWIGPendingException.Pending) throw FBXImporterUnmanagedPINVOKE.SWIGPendingException.Retrieve(); }
public FBXVector4 GetBinormal(int index) { FBXVector4 ret = new FBXVector4(FBXImporterUnmanagedPINVOKE.FBXModel_GetBinormal(swigCPtr, index), true); return ret; }
static Vector4 FBXVector4ToUnityVector4(FBXVector4 v) { return(new Vector4(v.x, v.y, v.z, v.w)); }