コード例 #1
0
        private static void GenerateLodAndMotionBlurFacesets(FLVER2.Mesh mesh)
        {
            var newFacesetsToAdd = new List <SoulsFormats.FLVER2.FaceSet>();

            foreach (var faceset in mesh.FaceSets)
            {
                var lod1 = new SoulsFormats.FLVER2.FaceSet()
                {
                    CullBackfaces = faceset.CullBackfaces,
                    Flags         = FLVER2.FaceSet.FSFlags.LodLevel1,
                    TriangleStrip = faceset.TriangleStrip,
                    Indices       = faceset.Indices
                };

                var lod2 = new FLVER2.FaceSet()
                {
                    CullBackfaces = faceset.CullBackfaces,
                    Flags         = FLVER2.FaceSet.FSFlags.LodLevel2,
                    TriangleStrip = faceset.TriangleStrip,
                    Indices       = faceset.Indices
                };

                var mblur = new FLVER2.FaceSet()
                {
                    CullBackfaces = faceset.CullBackfaces,
                    Flags         = FLVER2.FaceSet.FSFlags.MotionBlur,
                    TriangleStrip = faceset.TriangleStrip,
                    Indices       = faceset.Indices
                };

                var mblurlod1 = new FLVER2.FaceSet()
                {
                    CullBackfaces = faceset.CullBackfaces,
                    Flags         = FLVER2.FaceSet.FSFlags.LodLevel1 | FLVER2.FaceSet.FSFlags.MotionBlur,
                    TriangleStrip = faceset.TriangleStrip,
                    Indices       = faceset.Indices
                };

                var mblurlod2 = new FLVER2.FaceSet()
                {
                    CullBackfaces = faceset.CullBackfaces,
                    Flags         = FLVER2.FaceSet.FSFlags.LodLevel2 | FLVER2.FaceSet.FSFlags.MotionBlur,
                    TriangleStrip = faceset.TriangleStrip,
                    Indices       = faceset.Indices
                };

                newFacesetsToAdd.Add(lod1);
                newFacesetsToAdd.Add(lod2);
                newFacesetsToAdd.Add(mblur);
                newFacesetsToAdd.Add(mblurlod1);
                newFacesetsToAdd.Add(mblurlod2);
            }

            foreach (var lod in newFacesetsToAdd)
            {
                mesh.FaceSets.Add(lod);
            }
        }
コード例 #2
0
        public ImportedFLVER2Model ImportFromAssimpScene(Scene scene, FLVER2ImportSettings settings)
        {
            LoadMaterialInfoBankForGame(settings.Game);

            var result = new ImportedFLVER2Model();
            var flver  = result.Flver = new FLVER2();

            flver.Header.BigEndian      = settings.FlverHeader.BigEndian;
            flver.Header.BoundingBoxMax = new NVector3(float.MinValue);
            flver.Header.BoundingBoxMin = new NVector3(float.MaxValue);
            flver.Header.Unicode        = settings.FlverHeader.Unicode;
            flver.Header.Unk4A          = settings.FlverHeader.Unk4A;
            flver.Header.Unk4C          = settings.FlverHeader.Unk4C;
            flver.Header.Unk5C          = settings.FlverHeader.Unk5C;
            flver.Header.Unk5D          = settings.FlverHeader.Unk5D;
            flver.Header.Unk68          = settings.FlverHeader.Unk68;
            flver.Header.Version        = settings.FlverHeader.Version;

            var flverSceneMatrix = NMatrix.CreateScale(NVector3.One * settings.SceneScale);



            if (settings.ConvertFromZUp)
            {
                flverSceneMatrix *= SapMath.ZUpToYUpNMatrix;
            }

            //flverSceneMatrix *= NMatrix.CreateRotationY(SapMath.Pi);

            flverSceneMatrix *= settings.SceneCorrectMatrix;



            flverSceneMatrix *= NMatrix.CreateScale(1, 1, -1);


            var coordMat = AssimpUtilities.GetSceneCoordSystemMatrix(scene);

            scene.RootNode.Transform *= coordMat;

            var skeletonRootNode = AssimpUtilities.FindRootNode(scene, settings.RootNodeName, out Matrix4x4 skeletonRootNodeMatrix);


            var metaskeleton = FLVERImportHelpers.GenerateFlverMetaskeletonFromRootNode(
                skeletonRootNode, skeletonRootNodeMatrix, settings.SceneScale);

            flver.Bones   = metaskeleton.Bones;
            flver.Dummies = metaskeleton.DummyPoly;

            foreach (var b in flver.Bones)
            {
                // Mark as dummied-out bone until iterating over them later and seeing which are weighted to meshes.
                if (b.ParentIndex == -1)
                {
                    b.Unk3C = 1;
                }
            }

            var usesIndirectBones = flver.Header.Version <= 0x20010;

            if (settings.SkeletonTransformsOverride != null)
            {
                flver.Bones = settings.SkeletonTransformsOverride;
            }



            //var flverMaterialList = new List<FLVER2.Material>();

            foreach (var material in scene.Materials)
            {
                string[] materialNameSplit = material.Name.Split('|');
                string   mtd = materialNameSplit.Length > 1 ? materialNameSplit[1].Trim() + ".mtd" : null;

                // If MTD doesn't exist, use original
                mtd = MaterialInfoBankPerGame[settings.Game].FallbackToDefaultMtdIfNecessary(mtd, Logger);

                //ErrorTODO: materialNameSplit should be 2 items long.
                var flverMaterial = new FLVER2.Material(materialNameSplit[0].Trim(), mtd, 0);


                void AddTextureSlot(TextureSlot slot, string ingameSlot)
                {
                    flverMaterial.Textures.Add(new FLVER2.Texture(type: ingameSlot,
                                                                  path: slot.FilePath != null ? Path.GetFullPath(slot.FilePath) : "",
                                                                  scale: System.Numerics.Vector2.One,
                                                                  1, true, 0, 0, 0));

                    string texName = Path.GetFileNameWithoutExtension(slot.FilePath);

                    byte[] texData = scene.GetEmbeddedTexture(slot.FilePath)?.CompressedData;

                    if (texData != null)
                    {
                        var ddsFormat = TPFTextureFormatFinder.GetTpfFormatFromDdsBytes(texData);

                        result.Textures.Add(new TPF.Texture(texName, format: ddsFormat, flags1: 0, bytes: texData));
                    }
                }

                var materialDefinition = MaterialInfoBankPerGame[settings.Game].MaterialDefs[mtd.ToLower()];
                var texChanDefs        = materialDefinition.TextureChannels;
                foreach (var kvp in texChanDefs)
                {
                    if (kvp.Key.Index == 0)
                    {
                        if (kvp.Key.Semantic == TextureChannelSemantic.Diffuse)
                        {
                            AddTextureSlot(material.TextureDiffuse, kvp.Value);
                        }
                        else if (kvp.Key.Semantic == TextureChannelSemantic.Specular)
                        {
                            AddTextureSlot(material.TextureSpecular, kvp.Value);
                        }
                        else if (kvp.Key.Semantic == TextureChannelSemantic.Normals)
                        {
                            AddTextureSlot(material.TextureNormal, kvp.Value);
                        }
                        else if (kvp.Key.Semantic == TextureChannelSemantic.Emissive)
                        {
                            AddTextureSlot(material.TextureEmissive, kvp.Value);
                        }
                        else
                        {
                            flverMaterial.Textures.Add(new FLVER2.Texture(type: kvp.Value,
                                                                          path: string.Empty,
                                                                          scale: System.Numerics.Vector2.One,
                                                                          0, false, 0, 0, 0));
                        }
                    }
                }

                if (materialDefinition.GXItems.Count > 0)
                {
                    flverMaterial.GXIndex = flver.GXLists.Count;
                    var gxList = new FLVER2.GXList();

                    for (int i = 0; i < materialDefinition.GXItems.Count; i++)
                    {
                        var    gxid  = materialDefinition.GXItems[i].GXID;
                        var    unk04 = materialDefinition.GXItems[i].Unk04;
                        byte[] data  = MaterialInfoBankPerGame[settings.Game].DefaultGXItemDataExamples[mtd][i];
                        gxList.Add(new FLVER2.GXItem(gxid, unk04, data));
                    }
                    flver.GXLists.Add(gxList);
                }

                flver.Materials.Add(flverMaterial);
                //flverMaterialList.Add(flverMaterial);
            }

            //var properBoneParentRegistry = new Dictionary<Bone, string>();

            //foreach (var mesh in scene.Meshes)
            //{
            //    foreach (var b in mesh.Bones)
            //    {
            //        bool alreadyRegistered = false;
            //        foreach (var bone in properBoneParentRegistry.Keys)
            //        {
            //            if (bone.Name == b.Name)
            //            {
            //                alreadyRegistered = true;
            //                break;
            //            }
            //        }
            //        if (alreadyRegistered)
            //            continue;
            //        mesh.
            //        properBoneParentRegistry.Add(b, b.)
            //    }
            //}

            if (settings.BoneNameRemapper != null)
            {
                foreach (var bn in settings.BoneNameRemapper)
                {
                    var bone = flver.Bones.FindIndex(b => b.Name == bn.Key);
                    if (bone >= 0)
                    {
                        flver.Bones[bone].Name = bn.Value;
                    }
                }
            }

            foreach (var mesh in scene.Meshes)
            {
                var flverMesh = new FLVER2.Mesh();

                flverMesh.BoundingBox = new FLVER2.Mesh.BoundingBoxes();

                //TODO: ACTUALLY READ FROM THINGS
                flverMesh.Dynamic = 1;



                // Register mesh transform bone:
                //flverMesh.DefaultBoneIndex = flver.Bones.Count;
                //int flverLastRootBoneIndex = flver.Bones.FindLastIndex(b => b.ParentIndex == -1);
                //// Register this new bone as a sibling.
                //if (flverLastRootBoneIndex >= 0)
                //    flver.Bones[flverLastRootBoneIndex].NextSiblingIndex = (short)flverMesh.DefaultBoneIndex;
                //flver.Bones.Add(new FLVER.Bone()
                //{
                //    Name = mesh.Name,
                //    Translation = NVector3.Zero,
                //    Rotation = NVector3.Zero,
                //    Scale = NVector3.One,
                //    BoundingBoxMin = NVector3.One * -0.05f,
                //    BoundingBoxMax = NVector3.One * 0.05f,
                //    // Cross-register sibling from above.
                //    PreviousSiblingIndex = (short)flverLastRootBoneIndex,
                //    NextSiblingIndex = -1,
                //    ParentIndex = -1,
                //    ChildIndex = -1,
                //    Unk3C = 1,
                //});



                int meshUVCount = 0;
                for (int i = 0; i < mesh.UVComponentCount.Length; i++)
                {
                    if (mesh.UVComponentCount[i] > 0)
                    {
                        meshUVCount++;
                    }
                }
                if (mesh.PrimitiveType != PrimitiveType.Triangle)
                {
                    Console.WriteLine();
                }

                var flverFaceSet = new FLVER2.FaceSet();

                //flverFaceSet.TriangleStrip = true;

                // Handle vertex buffers / layouts:
                flverMesh.MaterialIndex = mesh.MaterialIndex;
                //var newMat = flverMaterialList[mesh.MaterialIndex];
                //var indexOfNewMat = flver.Materials.IndexOf(newMat);
                //if (indexOfNewMat >= 0)
                //{
                //    flverMesh.MaterialIndex = indexOfNewMat;
                //}
                //else
                //{
                //    flverMesh.MaterialIndex = flver.Materials.Count;
                //    flver.Materials.Add(newMat);
                //}


                var flverMaterial            = flver.Materials[flverMesh.MaterialIndex];
                var matDefinition            = MaterialInfoBankPerGame[settings.Game].MaterialDefs[flverMaterial.MTD.ToLower()];
                var defaultBufferDeclaration = matDefinition.AcceptableVertexBufferDeclarations[0];

                Dictionary <FLVER.LayoutSemantic, int> requiredVertexBufferMembers =
                    new Dictionary <FLVER.LayoutSemantic, int>();

                foreach (var buff in defaultBufferDeclaration.Buffers)
                {
                    foreach (var m in buff)
                    {
                        if (!requiredVertexBufferMembers.ContainsKey(m.Semantic))
                        {
                            requiredVertexBufferMembers.Add(m.Semantic, 0);
                        }
                        requiredVertexBufferMembers[m.Semantic]++;
                    }

                    int nextLayoutIndex = flver.BufferLayouts.Count;
                    flver.BufferLayouts.Add(buff);
                    var vertBuffer = new FLVER2.VertexBuffer(nextLayoutIndex);
                    flverMesh.VertexBuffers.Add(vertBuffer);
                }



                flverMesh.Vertices = new List <FLVER.Vertex>(mesh.VertexCount);

                for (int i = 0; i < mesh.VertexCount; i++)
                {
                    var newVert = new FLVER.Vertex(uvCapacity: meshUVCount,
                                                   //TODO: Figure out what multiple tangents are used for etc and implement all
                                                   //      of that into the XML vert layout system stuff etc etc.
                                                   tangentCapacity: mesh.HasTangentBasis ? 1 : 0,
                                                   colorCapacity: mesh.VertexColorChannelCount);

                    newVert.Position = NVector3.Transform(mesh.Vertices[i].ToNumerics(), flverSceneMatrix);

                    flver.Header.UpdateBoundingBox(newVert.Position);
                    if (flverMesh.BoundingBox != null)
                    {
                        flverMesh.UpdateBoundingBox(newVert.Position);
                    }

                    newVert.Normal = NVector3.Normalize(NVector3.TransformNormal(mesh.Normals[i].ToNumerics(), flverSceneMatrix));

                    //TODO: TEST THIS AGAINST OTHER GAMES ETC
                    //newVert.NormalW = 127;

                    if (mesh.HasTangentBasis)
                    {
                        //ErrorTODO: Throw error if mesh somehow has tangents but not normals.
                        var tan      = mesh.Tangents[i];
                        var bitanXYZ = mesh.BiTangents[i];
                        //TODO: Check Bitangent W calculation
                        var bitanW = Vector3D.Dot(Vector3D.Cross(tan, mesh.Normals[i]), bitanXYZ) >= 0 ? 1 : -1;
                        var bitanXYZTransformed = NVector3.Normalize(NVector3.TransformNormal(bitanXYZ.ToNumerics(), flverSceneMatrix));
                        newVert.Tangents.Add(new System.Numerics.Vector4(bitanXYZTransformed, bitanW));
                        //TODO: CHECK THIS AND SEE WTF IT EVEN IS SUPPOSED TO BE
                        newVert.Bitangent = new System.Numerics.Vector4(
                            NVector3.TransformNormal(tan.ToNumerics(), flverSceneMatrix), 0);
                    }

                    for (int j = 0; j < meshUVCount; j++)
                    {
                        var uv = mesh.TextureCoordinateChannels[j][i];
                        newVert.UVs.Add(new NVector3(uv.X, 1 - uv.Y, uv.Z));
                    }

                    for (int j = 0; j < mesh.VertexColorChannelCount; j++)
                    {
                        newVert.Colors.Add(mesh.VertexColorChannels[j][i].ToFlverVertexColor());
                    }

                    for (int j = 0; j < 4; j++)
                    {
                        newVert.BoneIndices[j] = -1;
                    }

                    newVert.EnsureLayoutMembers(requiredVertexBufferMembers);

                    flverMesh.Vertices.Add(newVert);
                }

                if (usesIndirectBones)
                {
                    var bonesInMesh = mesh.Bones.OrderByDescending(mb => mb.VertexWeightCount).ToList();
                    foreach (var bone in bonesInMesh)
                    {
                        var boneIndex = flver.Bones.FindIndex(b => b.Name == bone.Name);

                        if (!flverMesh.BoneIndices.Contains(boneIndex))
                        {
                            flverMesh.BoneIndices.Add(boneIndex);
                        }
                    }

                    flverMesh.BoneIndices = flverMesh.BoneIndices.OrderBy(idx => idx).ToList();
                }



                foreach (var bone in mesh.Bones)
                {
                    var boneIndex = flver.Bones.FindIndex(b => b.Name == bone.Name);

                    if (boneIndex == -1)
                    {
                        Logger.LogWarning($"No bone with exact name '{bone.Name}' found. Looking for a bone that starts with that name");
                        boneIndex = flver.Bones.FindIndex(b => b.Name.StartsWith(bone.Name));
                    }

                    var boneDoesNotExist = false;

                    // Mark bone as not-dummied-out since there is geometry skinned to it.
                    if (boneIndex >= 0 && boneIndex < flver.Bones.Count)
                    {
                        flver.Bones[boneIndex].Unk3C = 0;
                    }
                    else
                    {
                        Logger.LogWarning($"Vertex skinned to bone '{bone.Name}' which does NOT exist in the skeleton.");
                        boneDoesNotExist = true;
                    }

                    int GetNextAvailableBoneSlotOfVert(int vertIndex)
                    {
                        if (flverMesh.Vertices[vertIndex].BoneIndices[0] < 0)
                        {
                            return(0);
                        }
                        else if (flverMesh.Vertices[vertIndex].BoneIndices[1] < 0)
                        {
                            return(1);
                        }
                        else if (flverMesh.Vertices[vertIndex].BoneIndices[2] < 0)
                        {
                            return(2);
                        }
                        else if (flverMesh.Vertices[vertIndex].BoneIndices[3] < 0)
                        {
                            return(3);
                        }
                        else
                        {
                            return(-1);
                        }
                    }

                    foreach (var weight in bone.VertexWeights)
                    {
                        int boneSlot = GetNextAvailableBoneSlotOfVert(weight.VertexID);
                        if (boneSlot >= 0)
                        {
                            var indexToAssign = usesIndirectBones ? flverMesh.BoneIndices.IndexOf(boneIndex) : boneIndex;
                            if (indexToAssign == -1)
                            {
                                Console.WriteLine("fatcat");
                            }
                            flverMesh.Vertices[weight.VertexID].BoneIndices[boneSlot] = boneDoesNotExist ? 0 : indexToAssign;
                            flverMesh.Vertices[weight.VertexID].BoneWeights[boneSlot] = boneDoesNotExist ? 0 : weight.Weight;
                            if (!boneDoesNotExist)
                            {
                                flver.Bones[boneIndex].UpdateBoundingBox(flver.Bones, flverMesh.Vertices[weight.VertexID].Position);
                            }
                        }
                    }
                }

                for (int i = 0; i < flverMesh.Vertices.Count; i++)
                {
                    float weightMult = 1 / (
                        flverMesh.Vertices[i].BoneWeights[0] +
                        flverMesh.Vertices[i].BoneWeights[1] +
                        flverMesh.Vertices[i].BoneWeights[2] +
                        flverMesh.Vertices[i].BoneWeights[3]);

                    for (int j = 0; j < 4; j++)
                    {
                        //flverMesh.Vertices[i].BoneWeights[j] = flverMesh.Vertices[i].BoneWeights[j] * weightMult;
                        if (flverMesh.Vertices[i].BoneIndices[j] < 0)
                        {
                            flverMesh.Vertices[i].BoneIndices[j] = 0;
                        }
                    }

                    //TODO: TEST THIS AGAINST OTHER GAMES ETC
                    if (!requiredVertexBufferMembers.ContainsKey(FLVER.LayoutSemantic.BoneIndices))
                    {
                        flverMesh.Vertices[i].NormalW = flverMesh.Vertices[i].BoneIndices[0];
                    }
                }

                //foreach (var face in mesh.Faces)
                //{
                //    //TODO: See if resets need to be added inbetween or anything.
                //    flverFaceSet.Indices.AddRange(face.Indices);
                //}

                flverFaceSet.Indices.AddRange(mesh.GetIndices());

                flverMesh.FaceSets.Add(flverFaceSet);
                GenerateLodAndMotionBlurFacesets(flverMesh);

                flver.Meshes.Add(flverMesh);
            }

            // DEBUGGING

            //flver.Bones.RemoveAt(0);
            //foreach (var mm in flver.Meshes)
            //    for (int mbi = 0; mbi < mm.BoneIndices.Count; mbi++)
            //        mm.BoneIndices[mbi] = mm.BoneIndices[mbi] - 1;
            //foreach (var b in flver.Bones)
            //{
            //    if (b.ParentIndex >= 0)
            //        b.ParentIndex--;
            //    if (b.ChildIndex >= 0)
            //        b.ChildIndex--;
            //    if (b.NextSiblingIndex >= 0)
            //        b.NextSiblingIndex--;
            //    if (b.PreviousSiblingIndex >= 0)
            //        b.PreviousSiblingIndex--;
            //}

            ///////////////////

            foreach (var b in flver.Bones)
            {
                if (settings.SkeletonTransformsOverride != null)
                {
                    var match = settings.SkeletonTransformsOverride.FindIndex(bn => bn.Name == b.Name);
                    if (match >= 0)
                    {
                        b.Translation = settings.SkeletonTransformsOverride[match].Translation;
                        b.Rotation    = settings.SkeletonTransformsOverride[match].Rotation;
                        b.Scale       = settings.SkeletonTransformsOverride[match].Scale;
                    }
                }

                if (float.IsInfinity(b.BoundingBoxMin.X) || float.IsInfinity(b.BoundingBoxMin.Y) || float.IsInfinity(b.BoundingBoxMin.Z) ||
                    float.IsInfinity(b.BoundingBoxMax.X) || float.IsInfinity(b.BoundingBoxMax.Y) || float.IsInfinity(b.BoundingBoxMax.Z))
                {
                    b.BoundingBoxMin = NVector3.One * -0.1f;
                    b.BoundingBoxMax = NVector3.One * 0.1f;
                }
            }

            return(result);
        }
コード例 #3
0
ファイル: MeshExporter.cs プロジェクト: koriandrei/ds2fbx
        protected override FbxMesh GenerateFbx()
        {
            string meshName = (Souls.meshRoot != null ? Souls.meshRoot.Name : "") + "_Mesh";

            FbxMesh mesh = FbxMesh.Create(Scene, meshName);

            mesh.InitControlPoints(Souls.mesh.Vertices.Count);

            int layerIndex = mesh.CreateLayer();

            FbxLayer layer = mesh.GetLayer(layerIndex);

            FbxLayerContainer layerContainer = FbxLayerContainer.Create(Scene, meshName + "_LayerContainer");

            FbxLayerElementUV uv = FbxLayerElementUV.Create(layerContainer, "Diffuse");

            layer.SetUVs(uv);

            FbxLayerElementNormal normal = FbxLayerElementNormal.Create(layerContainer, "Normal");

            layer.SetNormals(normal);
            normal.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
            normal.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);

            FbxLayerElementBinormal binormal = FbxLayerElementBinormal.Create(layerContainer, "Binormal");

            layer.SetBinormals(binormal);

            FbxLayerElementTangent tangent = FbxLayerElementTangent.Create(layerContainer, "Tangent");

            layer.SetTangents(tangent);
            tangent.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
            tangent.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);

            for (int vertexIndex = 0; vertexIndex < Souls.mesh.Vertices.Count; ++vertexIndex)
            {
                FLVER.Vertex vertex = Souls.mesh.Vertices[vertexIndex];

                Vector3 position = vertex.Position;

                // this fixes vertex positions since otherwise the model is turned inside out
                // and it appears like it holds weapons in the left hand
                position.Z = -position.Z;

                normal.GetDirectArray().Add(vertex.Normal.ToFbxVector4());

                tangent.GetDirectArray().Add(new FbxVector4(vertex.Tangents[0].X, vertex.Tangents[0].Y, vertex.Tangents[0].Z));

                Vector2 uvValue = new Vector2(0);

                if (vertex.UVs.Count > 0)
                {
                    uvValue.X = vertex.UVs[0].X;
                    uvValue.Y = vertex.UVs[0].Y;
                }

                uv.GetDirectArray().Add(uvValue.ToFbxVector2());

                mesh.SetControlPointAt(position.ToFbxVector4(), vertexIndex);
            }

            for (int faceSetIndex = 0; faceSetIndex < Souls.mesh.FaceSets.Count; ++faceSetIndex)
            {
                FLVER2.FaceSet faceSet = Souls.mesh.FaceSets[faceSetIndex];

                if (faceSet.Flags != FLVER2.FaceSet.FSFlags.None)
                {
                    continue;
                }

                for (int faceStartIndex = 0; faceStartIndex < faceSet.Indices.Count; faceStartIndex += 3)
                {
                    mesh.AddCompletePolygon(
                        faceSet.Indices[faceStartIndex],
                        faceSet.Indices[faceStartIndex + 1],
                        faceSet.Indices[faceStartIndex + 2]
                        );
                    //mesh.AddCompletePolygon(
                    //    faceSet.Indices[faceStartIndex + 2],
                    //    faceSet.Indices[faceStartIndex + 1],
                    //    faceSet.Indices[faceStartIndex]
                    //);
                }
            }

            mesh.BuildMeshEdgeArray();

            FbxGeometryConverter converter = new FbxGeometryConverter(Scene.GetFbxManager());

            converter.ComputeEdgeSmoothingFromNormals(mesh);
            converter.ComputePolygonSmoothingFromEdgeSmoothing(mesh);

            return(mesh);
        }