コード例 #1
0
        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);
        }
コード例 #2
0
        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);
        }
コード例 #3
0
ファイル: FBXExporter.cs プロジェクト: gabbyh/MEAExplorerWV
        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);
        }
コード例 #4
0
        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);
        }