Esempio n. 1
0
        private Submesh3D ImportSubmesh(FbxSubmesh meshAttribute, FbxNode node)
        {
            var sm = new Submesh3D {
                Mesh = new Mesh <Mesh3D.Vertex> {
                    Vertices           = meshAttribute.Vertices,
                    Indices            = meshAttribute.Indices.Select(index => checked ((ushort)index)).ToArray(),
                    AttributeLocations = new[] {
                        ShaderPrograms.Attributes.Pos1,
                        ShaderPrograms.Attributes.Color1,
                        ShaderPrograms.Attributes.UV1,
                        ShaderPrograms.Attributes.BlendIndices,
                        ShaderPrograms.Attributes.BlendWeights,
                        ShaderPrograms.Attributes.Normal,
                        ShaderPrograms.Attributes.Tangent
                    }
                },
                Material = meshAttribute.MaterialIndex != -1 && node.Materials != null
                                        ? GetOrCreateLimeMaterial(node.Materials[meshAttribute.MaterialIndex])
                                        : FbxMaterial.Default
            };

            MeshUtils.RemoveDuplicates(sm.Mesh);
            if (meshAttribute.Bones.Length > 0)
            {
                foreach (var bone in meshAttribute.Bones)
                {
                    sm.BoneNames.Add(bone.Name);
                    sm.BoneBindPoses.Add(bone.Offset);
                }
            }
            return(sm);
        }
Esempio n. 2
0
        private static List <FbxSubmesh> ImportSubmeshes(IntPtr ptr)
        {
            var list             = new List <FbxSubmesh>();
            var mesh             = FbxNodeGetMeshAttribute(ptr, WindingOrder.CW, true);
            var indices          = mesh.Vertices.ToStruct <SizedArray>().GetData <int>();
            var controlPoints    = mesh.Points.ToStruct <SizedArray>().GetData <Vec3>();
            var weights          = mesh.Weigths.ToStruct <SizedArray>().GetData <WeightData>();
            var boneData         = mesh.Bones.ToStruct <SizedArray>().GetData <BoneData>();
            var colorsContainer  = mesh.Colors.ToStruct <Element>();
            var normalsContainer = mesh.Normals.ToStruct <Element>();
            var uvContainer      = mesh.UV.ToStruct <Element>();
            var colors           = colorsContainer.GetData <Vec4>();
            var normals          = normalsContainer.GetData <Vec3>();
            var uv = uvContainer.GetData <Vec2>();

            var size  = ushort.MaxValue;
            var count = indices.Length / size;
            var bones = new FbxBone[boneData.Length];

            for (var i = 0; i < boneData.Length; i++)
            {
                bones[i] = new FbxBone {
                    Name   = boneData[i].Name,
                    Offset = boneData[i].OffsetMatrix.ToStruct <Mat4x4>().ToLime()
                };
            }

            for (var i = 0; i <= count; i++)
            {
                var newSize = i == count ? indices.Length - (size * count) : size;

                var submesh = new FbxSubmesh {
                    MaterialIndex = mesh.MaterialIndex,
                    Indices       = new int[newSize],
                    Vertices      = new Mesh3D.Vertex[newSize],
                    Normals       = new Vector3[newSize],
                    Bones         = bones.ToArray(),
                };

                for (var j = 0; j < submesh.Vertices.Length; j++)
                {
                    var index             = i * size + j;
                    var controlPointIndex = indices[index];
                    var controlPoint      = controlPoints[controlPointIndex];
                    submesh.Indices[j]      = j;
                    submesh.Vertices[j].Pos = controlPoint.ToLime();
                    if (colorsContainer.Size != 0 && colorsContainer.Mode != ReferenceMode.None)
                    {
                        submesh.Vertices[j].Color = colorsContainer.Mode == ReferenceMode.ControlPoint ?
                                                    colors[controlPointIndex].ToLimeColor() : colors[index].ToLimeColor();
                    }
                    else
                    {
                        submesh.Vertices[j].Color = Color4.White;
                    }

                    if (normalsContainer.Size != 0 && normalsContainer.Mode != ReferenceMode.None)
                    {
                        submesh.Vertices[j].Normal = normalsContainer.Mode == ReferenceMode.ControlPoint ?
                                                     normals[controlPointIndex].ToLime() : normals[index].ToLime();
                    }

                    if (uvContainer.Size != 0 && uvContainer.Mode != ReferenceMode.None)
                    {
                        submesh.Vertices[j].UV1 = normalsContainer.Mode == ReferenceMode.ControlPoint ?
                                                  uv[controlPointIndex].ToLime() : uv[index].ToLime();
                        submesh.Vertices[j].UV1.Y = 1 - submesh.Vertices[j].UV1.Y;
                    }

                    if (weights.Length == 0)
                    {
                        continue;
                    }
                    byte  idx;
                    float weight;
                    var   weightData = weights[controlPointIndex];
                    for (var k = 0; k < ImportConfig.BoneLimit; k++)
                    {
                        if (weightData.Weights[k] == NoWeight)
                        {
                            continue;
                        }
                        idx    = weightData.Indices[k];
                        weight = weightData.Weights[k];
                        switch (k)
                        {
                        case 0:
                            submesh.Vertices[j].BlendIndices.Index0  = idx;
                            submesh.Vertices[j].BlendWeights.Weight0 = weight;
                            break;

                        case 1:
                            submesh.Vertices[j].BlendIndices.Index1  = idx;
                            submesh.Vertices[j].BlendWeights.Weight1 = weight;
                            break;

                        case 2:
                            submesh.Vertices[j].BlendIndices.Index2  = idx;
                            submesh.Vertices[j].BlendWeights.Weight2 = weight;
                            break;

                        case 3:
                            submesh.Vertices[j].BlendIndices.Index3  = idx;
                            submesh.Vertices[j].BlendWeights.Weight3 = weight;
                            break;
                        }
                    }
                }
                list.Add(submesh);
            }
            return(list);
        }