コード例 #1
1
            /// <summary>
            /// Export the mesh's vertex color using layer 0.
            /// </summary>
            ///
            public void ExportVertexColors(MeshInfo mesh, FbxMesh fbxMesh)
            {
                // Set the normals on Layer 0.
                FbxLayer fbxLayer = fbxMesh.GetLayer(0 /* default layer */);

                if (fbxLayer == null)
                {
                    fbxMesh.CreateLayer();
                    fbxLayer = fbxMesh.GetLayer(0 /* default layer */);
                }

                using (var fbxLayerElement = FbxLayerElementVertexColor.Create(fbxMesh, "VertexColors"))
                {
                    fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);

                    // TODO: normals for each triangle vertex instead of averaged per control point
                    //fbxNormalLayer.SetMappingMode (FbxLayerElement.eByPolygonVertex);

                    fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                    // Add one normal per each vertex face index (3 per triangle)
                    FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                    for (int n = 0; n < mesh.VertexColors.Length; n++)
                    {
                        // Converting to Color from Color32, as Color32 stores the colors
                        // as ints between 0-255, while FbxColor and Color
                        // use doubles between 0-1
                        Color color = mesh.VertexColors [n];
                        fbxElementArray.Add(new FbxColor(color.r,
                                                         color.g,
                                                         color.b,
                                                         color.a));
                    }
                    fbxLayer.SetVertexColors(fbxLayerElement);
                }
            }
コード例 #2
0
        public FbxLayer GetLayer(int pIndex)
        {
            global::System.IntPtr cPtr = FbxWrapperNativePINVOKE.FbxLayerContainer_GetLayer__SWIG_0(swigCPtr, pIndex);
            FbxLayer ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayer(cPtr, false);

            return(ret);
        }
コード例 #3
0
        public FbxLayer GetLayer(int pIndex, FbxLayerElement.EType pType, bool pIsUV)
        {
            global::System.IntPtr cPtr = FbxWrapperNativePINVOKE.FbxLayerContainer_GetLayer__SWIG_2(swigCPtr, pIndex, (int)pType, pIsUV);
            FbxLayer ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayer(cPtr, false);

            return(ret);
        }
コード例 #4
0
        public FbxLayer GetLayer(int pIndex, FbxLayerElement.EType pType)
        {
            global::System.IntPtr cPtr = fbx_wrapperPINVOKE.FbxLayerContainer_GetLayer__SWIG_3(swigCPtr, pIndex, (int)pType);
            FbxLayer ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayer(cPtr, false);

            return(ret);
        }
コード例 #5
0
 public void Clone(FbxLayer pSrcLayer)
 {
     FbxWrapperNativePINVOKE.FbxLayer_Clone(swigCPtr, FbxLayer.getCPtr(pSrcLayer));
     if (FbxWrapperNativePINVOKE.SWIGPendingException.Pending)
     {
         throw FbxWrapperNativePINVOKE.SWIGPendingException.Retrieve();
     }
 }
コード例 #6
0
ファイル: FbxLayer.cs プロジェクト: yeluo-vinager/FbxWrapper
 public void Clone(FbxLayer pSrcLayer)
 {
     fbx_wrapperPINVOKE.FbxLayer_Clone(swigCPtr, FbxLayer.getCPtr(pSrcLayer));
     if (fbx_wrapperPINVOKE.SWIGPendingException.Pending)
     {
         throw fbx_wrapperPINVOKE.SWIGPendingException.Retrieve();
     }
 }
コード例 #7
0
 public bool Equals(FbxLayer other)
 {
     if (object.ReferenceEquals(other, null))
     {
         return(false);
     }
     return(this.swigCPtr.Handle.Equals(other.swigCPtr.Handle));
 }
コード例 #8
0
            /// <summary>
            /// return base layer for mesh
            /// </summary>
            ///
            private FbxLayer GetBaseLayer(FbxMesh fbxMesh)
            {
                FbxLayer fbxLayer = fbxMesh.GetLayer(0 /* default layer */);

                if (fbxLayer == null)
                {
                    fbxMesh.CreateLayer();
                    fbxLayer = fbxMesh.GetLayer(0 /* default layer */);
                }
                return(fbxLayer);
            }
コード例 #9
0
        public FbxLayer GetLayer(int pIndex)
        {
            global::System.IntPtr cPtr = NativeMethods.FbxLayerContainer_GetLayer(swigCPtr, pIndex);
            FbxLayer ret = (cPtr == global::System.IntPtr.Zero) ? null : new FbxLayer(cPtr, false);

            if (NativeMethods.SWIGPendingException.Pending)
            {
                throw NativeMethods.SWIGPendingException.Retrieve();
            }
            return(ret);
        }
コード例 #10
0
            /// <summary>
            /// Export the mesh's UVs using layer 0.
            /// </summary>
            public void ExportUVs(MeshInfo mesh, FbxMesh fbxMesh)
            {
                // Set the normals on Layer 0.
                FbxLayer fbxLayer = fbxMesh.GetLayer(0 /* default layer */);

                if (fbxLayer == null)
                {
                    fbxMesh.CreateLayer();
                    fbxLayer = fbxMesh.GetLayer(0 /* default layer */);
                }

                using (var fbxLayerElement = FbxLayerElementUV.Create(fbxMesh, "UVSet"))
                {
                    fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByPolygonVertex);
                    fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eIndexToDirect);

                    // set texture coordinates per vertex
                    FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                    for (int n = 0; n < mesh.UV.Length; n++)
                    {
                        fbxElementArray.Add(new FbxVector2(mesh.UV [n] [0],
                                                           mesh.UV [n] [1]));
                    }

                    // For each face index, point to a texture uv
                    var unityTriangles = mesh.Triangles;
                    FbxLayerElementArray fbxIndexArray = fbxLayerElement.GetIndexArray();
                    fbxIndexArray.SetCount(unityTriangles.Length);

                    for (int i = 0, n = unityTriangles.Length; i < n; ++i)
                    {
                        fbxIndexArray.SetAt(i, unityTriangles[i]);
                    }
                    fbxLayer.SetUVs(fbxLayerElement, FbxLayerElement.EType.eTextureDiffuse);
                }
            }
コード例 #11
0
            /// <summary>
            /// Process UV data and configure the Mesh's UV attributes
            /// </summary>
            private void ProcessUVs(FbxMesh fbxMesh, Mesh unityMesh, int maxUVs = 4)
            {
                // Import UV sets (maximum defined by maxUVs)
                int uvsetIndex = 0;

                // First just try importing diffuse UVs from separate layers
                // (Maya exports that way)
                FbxLayerElementUV fbxFirstUVSet   = null;
                FbxLayer          fbxFirstUVLayer = null;

                // NOTE: assuming triangles
                int polygonIndexCount = fbxMesh.GetPolygonVertexCount();
                int vertexCount       = fbxMesh.GetControlPointsCount();

                int [] polygonVertexIndices = new int [polygonIndexCount];

                int j = 0;

                for (int polyIndex = 0; polyIndex < fbxMesh.GetPolygonCount(); ++polyIndex)
                {
                    for (int positionInPolygon = 0; positionInPolygon < fbxMesh.GetPolygonSize(polyIndex); ++positionInPolygon)
                    {
                        polygonVertexIndices [j++] = fbxMesh.GetPolygonVertex(polyIndex, positionInPolygon);
                    }
                }

                for (int i = 0; i < fbxMesh.GetLayerCount(); i++)
                {
                    FbxLayer fbxLayer = fbxMesh.GetLayer(i);
                    if (fbxLayer == null)
                    {
                        continue;
                    }

                    FbxLayerElementUV fbxUVSet = fbxLayer.GetUVs();

                    if (fbxUVSet == null)
                    {
                        continue;
                    }

                    if (fbxFirstUVSet != null)
                    {
                        fbxFirstUVSet   = fbxUVSet;
                        fbxFirstUVLayer = fbxLayer;
                    }

                    switch (uvsetIndex)
                    {
                    case 0:
                        unityMesh.uv = ProcessUVSet(fbxUVSet, polygonVertexIndices, vertexCount);
                        break;

                    case 1:
                        unityMesh.uv2 = ProcessUVSet(fbxUVSet, polygonVertexIndices, vertexCount);
                        break;

                    case 2:
                        unityMesh.uv3 = ProcessUVSet(fbxUVSet, polygonVertexIndices, vertexCount);
                        break;

                    case 3:
                        unityMesh.uv4 = ProcessUVSet(fbxUVSet, polygonVertexIndices, vertexCount);
                        break;
                    }
                    uvsetIndex++;

                    if (uvsetIndex == maxUVs)
                    {
                        break;
                    }
                }
                // If we have received one UV set, check whether the same layer contains an emissive UV set
                // that is different from diffuse UV set.
                // 3dsmax FBX exporters doesn't export UV sets as different layers, instead for lightmapping usually
                // a material is set up to have lightmap (2nd UV set) as self-illumination slot, and main texture
                // (1st UV set) as diffuse slot.
                if (uvsetIndex == 1 && fbxFirstUVSet != null)
                {
                    FbxLayerElementUV fbxSecondaryUVSet = null;

                    // TODO: check if we've already passed eTextureEmissive layer
                    for (int i = (int)FbxLayerElement.EType.eTextureEmissive; i < (int)FbxLayerElement.EType.eTypeCount; i++)
                    {
                        fbxSecondaryUVSet = fbxFirstUVLayer.GetUVs((FbxLayerElement.EType)i);

                        if (fbxSecondaryUVSet != null)
                        {
                            break;
                        }

                        if (fbxSecondaryUVSet != null)
                        {
                            unityMesh.uv2 = ProcessUVSet(fbxSecondaryUVSet,
                                                         polygonVertexIndices,
                                                         vertexCount);
                            uvsetIndex++;
                        }
                    }
                }
            }
コード例 #12
0
 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(FbxLayer obj)
 {
     return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr);
 }
コード例 #13
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);
        }
コード例 #14
0
        protected override void CheckScene(FbxScene scene)
        {
            base.CheckScene(scene);

            FbxScene origScene = CreateScene(FbxManager);

            Assert.IsNotNull(origScene);

            // Retrieve the mesh from each scene
            FbxMesh origMesh   = origScene.GetRootNode().GetChild(0).GetMesh();
            FbxMesh importMesh = scene.GetRootNode().GetChild(0).GetMesh();

            // get the layers
            FbxLayer origLayer   = origMesh.GetLayer(0 /* default layer */);
            FbxLayer importLayer = importMesh.GetLayer(0 /* default layer */);

            // Check UVs
            var origUVElement   = origLayer.GetUVs();
            var importUVElement = importLayer.GetUVs();

            Assert.AreEqual(origUVElement.GetMappingMode(), importUVElement.GetMappingMode());
            Assert.AreEqual(origUVElement.GetReferenceMode(), importUVElement.GetReferenceMode());

            var origUVElementArray   = origUVElement.GetDirectArray();
            var importUVElementArray = importUVElement.GetDirectArray();

            Assert.AreEqual(origUVElementArray.GetCount(), importUVElementArray.GetCount());

            for (int i = 0; i < origUVElementArray.GetCount(); i++)
            {
                Assert.AreEqual(origUVElementArray.GetAt(i), importUVElementArray.GetAt(i));
            }

            var origUVElementIndex   = origUVElement.GetIndexArray();
            var importUVElementIndex = origUVElement.GetIndexArray();

            Assert.AreEqual(origUVElementIndex.GetCount(), importUVElementIndex.GetCount());

            for (int i = 0; i < origUVElementIndex.GetCount(); i++)
            {
                Assert.AreEqual(origUVElementIndex.GetAt(i), importUVElementIndex.GetAt(i));
            }

            // Check material and texture
            var origNode     = origScene.GetRootNode().GetChild(0);
            int origMatIndex = origNode.GetMaterialIndex(m_materialName);

            Assert.GreaterOrEqual(origMatIndex, 0);
            var origMaterial = origNode.GetMaterial(origMatIndex);

            Assert.IsNotNull(origMaterial);

            var importNode     = scene.GetRootNode().GetChild(0);
            int importMatIndex = importNode.GetMaterialIndex(m_materialName);

            Assert.GreaterOrEqual(importMatIndex, 0);
            var importMaterial = importNode.GetMaterial(importMatIndex);

            Assert.IsNotNull(importMaterial);

            // TODO: Add ability to Downcast the material to an FbxSurfacePhong.
            Property[] materialProperties =
            {
                new Property(FbxSurfaceMaterial.sDiffuse,    PropertyType.Color),
                new Property(FbxSurfaceMaterial.sEmissive,   PropertyType.Color),
                new Property(FbxSurfaceMaterial.sAmbient,    PropertyType.Double3),
                new Property(FbxSurfaceMaterial.sSpecular,   PropertyType.Double3),
                new Property(FbxSurfaceMaterial.sBumpFactor, PropertyType.Double)
            };

            FbxProperty origMaterialDiffuseProperty   = null;
            FbxProperty importMaterialDiffuseProperty = null;

            foreach (var prop in materialProperties)
            {
                FbxProperty origProp = origMaterial.FindProperty(prop.name);
                Assert.IsNotNull(origProp);
                Assert.IsTrue(origProp.IsValid());

                FbxProperty importProp = importMaterial.FindProperty(prop.name);
                Assert.IsNotNull(importProp);
                Assert.IsTrue(importProp.IsValid());

                switch (prop.type)
                {
                case PropertyType.Color:
                    Assert.AreEqual(origProp.GetFbxColor(), importProp.GetFbxColor());
                    break;

                case PropertyType.Double3:
                    Assert.AreEqual(origProp.GetFbxDouble3(), importProp.GetFbxDouble3());
                    break;

                case PropertyType.Double:
                    Assert.AreEqual(origProp.GetDouble(), importProp.GetDouble());
                    break;

                default:
                    break;
                }

                if (prop.name.Equals(FbxSurfaceMaterial.sDiffuse))
                {
                    origMaterialDiffuseProperty   = origProp;
                    importMaterialDiffuseProperty = importProp;
                }
            }

            Assert.IsNotNull(origMaterialDiffuseProperty);
            Assert.IsNotNull(importMaterialDiffuseProperty);

            var origTexture = origMaterialDiffuseProperty.FindSrcObject(FbxSurfaceMaterial.sDiffuse + "_Texture");

            Assert.IsNotNull(origTexture);
            var importTexture = importMaterialDiffuseProperty.FindSrcObject(FbxSurfaceMaterial.sDiffuse + "_Texture");

            Assert.IsNotNull(importTexture);

            // TODO: Trying to Downcast the texture to an FbxFileTexture returns a null value,
            //       need to figure out how to fix this so we can access the texture properties.

            /*Assert.AreEqual (origTexture.GetFileName (), importTexture.GetFileName ());
             * Assert.AreEqual (origTexture.GetTextureUse (), importTexture.GetTextureUse ());
             * Assert.AreEqual (origTexture.GetMappingType (), importTexture.GetMappingType ());*/
        }
コード例 #15
0
        protected override FbxScene CreateScene(FbxManager manager)
        {
            FbxScene scene = base.CreateScene(manager);

            // Set the UVs
            FbxMesh cubeMesh = scene.GetRootNode().GetChild(0).GetMesh();

            FbxLayer fbxLayer = cubeMesh.GetLayer(0 /* default layer */);

            if (fbxLayer == null)
            {
                cubeMesh.CreateLayer();
                fbxLayer = cubeMesh.GetLayer(0 /* default layer */);
            }

            using (var fbxLayerElement = FbxLayerElementUV.Create(cubeMesh, "UVSet"))
            {
                fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByPolygonVertex);
                fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eIndexToDirect);

                // set texture coordinates per vertex
                FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                for (int n = 0; n < 8; n++)
                {
                    fbxElementArray.Add(new FbxVector2(n % 2, 1));  // TODO: switch to correct values
                }

                // For each face index, point to a texture uv
                FbxLayerElementArray fbxIndexArray = fbxLayerElement.GetIndexArray();
                fbxIndexArray.SetCount(24);

                for (int vertIndex = 0; vertIndex < 24; vertIndex++)
                {
                    fbxIndexArray.SetAt(vertIndex, vertIndex % 8);  // TODO: switch to correct values
                }
                fbxLayer.SetUVs(fbxLayerElement, FbxLayerElement.EType.eTextureDiffuse);
            }

            // Create the material
            var fbxMaterial = FbxSurfacePhong.Create(scene, m_materialName);

            fbxMaterial.Diffuse.Set(new FbxColor(1, 1, 1));
            fbxMaterial.Emissive.Set(new FbxColor(0.5, 0.1, 0.2));
            fbxMaterial.Ambient.Set(new FbxDouble3(0.3, 0.4, 0));
            fbxMaterial.BumpFactor.Set(0.6);
            fbxMaterial.Specular.Set(new FbxDouble3(0.8, 0.7, 0.9));

            // Create and add the texture
            var fbxMaterialProperty = fbxMaterial.FindProperty(FbxSurfaceMaterial.sDiffuse);

            Assert.IsNotNull(fbxMaterialProperty);
            Assert.IsTrue(fbxMaterialProperty.IsValid());

            var fbxTexture = FbxFileTexture.Create(fbxMaterial, FbxSurfaceMaterial.sDiffuse + "_Texture");

            fbxTexture.SetFileName("/path/to/some/texture.jpg");
            fbxTexture.SetTextureUse(FbxTexture.ETextureUse.eStandard);
            fbxTexture.SetMappingType(FbxTexture.EMappingType.eUV);

            fbxTexture.ConnectDstProperty(fbxMaterialProperty);

            scene.GetRootNode().GetChild(0).AddMaterial(fbxMaterial);
            return(scene);
        }
コード例 #16
0
        protected override void CheckScene(FbxScene scene)
        {
            base.CheckScene(scene);

            FbxScene origScene = CreateScene(FbxManager);

            Assert.IsNotNull(origScene);

            // Retrieve the mesh from each scene
            FbxMesh origMesh   = origScene.GetRootNode().GetChild(0).GetMesh();
            FbxMesh importMesh = scene.GetRootNode().GetChild(0).GetMesh();

            // get the layers
            FbxLayer origLayer   = origMesh.GetLayer(0 /* default layer */);
            FbxLayer importLayer = importMesh.GetLayer(0 /* default layer */);

            // Check normals
            CheckFbxElementVector4(origLayer.GetNormals(), importLayer.GetNormals());

            // Check binormals
            CheckFbxElementVector4(origLayer.GetBinormals(), importLayer.GetBinormals());

            // Check tangents
            CheckFbxElementVector4(origLayer.GetTangents(), importLayer.GetTangents());

            // Check vertex colors
            var origVertexColorElement   = origLayer.GetVertexColors();
            var importVertexColorElement = importLayer.GetVertexColors();

            Assert.AreEqual(origVertexColorElement.GetMappingMode(), importVertexColorElement.GetMappingMode());
            Assert.AreEqual(origVertexColorElement.GetReferenceMode(), importVertexColorElement.GetReferenceMode());

            var origVertexColorElementArray   = origVertexColorElement.GetDirectArray();
            var importVertexColorElementArray = importVertexColorElement.GetDirectArray();

            Assert.AreEqual(origVertexColorElementArray.GetCount(), importVertexColorElementArray.GetCount());

            for (int i = 0; i < origVertexColorElementArray.GetCount(); i++)
            {
                Assert.AreEqual(origVertexColorElementArray.GetAt(i), importVertexColorElementArray.GetAt(i));
            }

            // Check UVs
            var origUVElement   = origLayer.GetUVs();
            var importUVElement = importLayer.GetUVs();

            Assert.AreEqual(origUVElement.GetMappingMode(), importUVElement.GetMappingMode());
            Assert.AreEqual(origUVElement.GetReferenceMode(), importUVElement.GetReferenceMode());

            var origUVElementArray   = origUVElement.GetDirectArray();
            var importUVElementArray = importUVElement.GetDirectArray();

            Assert.AreEqual(origUVElementArray.GetCount(), importUVElementArray.GetCount());

            for (int i = 0; i < origUVElementArray.GetCount(); i++)
            {
                Assert.AreEqual(origUVElementArray.GetAt(i), importUVElementArray.GetAt(i));
            }

            var origUVElementIndex   = origUVElement.GetIndexArray();
            var importUVElementIndex = origUVElement.GetIndexArray();

            Assert.AreEqual(origUVElementIndex.GetCount(), importUVElementIndex.GetCount());

            for (int i = 0; i < origUVElementIndex.GetCount(); i++)
            {
                Assert.AreEqual(origUVElementIndex.GetAt(i), importUVElementIndex.GetAt(i));
            }
        }
コード例 #17
0
        protected override FbxScene CreateScene(FbxManager manager)
        {
            FbxScene scene = base.CreateScene(manager);

            // Add normals, binormals, UVs, tangents and vertex colors to the cube
            FbxMesh cubeMesh = scene.GetRootNode().GetChild(0).GetMesh();

            // Add normals
            /// Set the Normals on Layer 0.
            FbxLayer fbxLayer = cubeMesh.GetLayer(0 /* default layer */);

            if (fbxLayer == null)
            {
                cubeMesh.CreateLayer();
                fbxLayer = cubeMesh.GetLayer(0 /* default layer */);
            }

            using (var fbxLayerElement = FbxLayerElementNormal.Create(cubeMesh, "Normals"))
            {
                fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                // Add one normal per each vertex face index (3 per triangle)
                FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                // Assign the normal vectors in the same order the control points were defined
                FbxVector4[] normals = { normalZPos, normalXPos, normalZNeg, normalXNeg, normalYPos, normalYNeg };
                for (int n = 0; n < normals.Length; n++)
                {
                    for (int i = 0; i < 4; i++)
                    {
                        fbxElementArray.Add(normals [n]);
                    }
                }
                fbxLayer.SetNormals(fbxLayerElement);
            }

            /// Set the binormals on Layer 0.
            using (var fbxLayerElement = FbxLayerElementBinormal.Create(cubeMesh, "Binormals"))
            {
                fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                // Add one normal per each vertex face index (3 per triangle)
                FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                for (int n = 0; n < cubeMesh.GetControlPointsCount(); n++)
                {
                    fbxElementArray.Add(new FbxVector4(-1, 0, 1)); // TODO: set to correct values
                }
                fbxLayer.SetBinormals(fbxLayerElement);
            }

            /// Set the tangents on Layer 0.
            using (var fbxLayerElement = FbxLayerElementTangent.Create(cubeMesh, "Tangents"))
            {
                fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                // Add one normal per each vertex face index (3 per triangle)
                FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                for (int n = 0; n < cubeMesh.GetControlPointsCount(); n++)
                {
                    fbxElementArray.Add(new FbxVector4(0, -1, 1)); // TODO: set to correct values
                }
                fbxLayer.SetTangents(fbxLayerElement);
            }

            // set the vertex colors
            using (var fbxLayerElement = FbxLayerElementVertexColor.Create(cubeMesh, "VertexColors"))
            {
                fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                // Add one normal per each vertex face index (3 per triangle)
                FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                // make each vertex either black or white
                for (int n = 0; n < cubeMesh.GetControlPointsCount(); n++)
                {
                    fbxElementArray.Add(new FbxColor(n % 2, n % 2, n % 2));
                }

                fbxLayer.SetVertexColors(fbxLayerElement);
            }

            // set the UVs
            using (var fbxLayerElement = FbxLayerElementUV.Create(cubeMesh, "UVSet"))
            {
                fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByPolygonVertex);
                fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eIndexToDirect);

                // set texture coordinates per vertex
                FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                for (int n = 0; n < 8; n++)
                {
                    fbxElementArray.Add(new FbxVector2(n % 2, 1));  // TODO: switch to correct values
                }

                // For each face index, point to a texture uv
                FbxLayerElementArray fbxIndexArray = fbxLayerElement.GetIndexArray();
                fbxIndexArray.SetCount(24);

                for (int vertIndex = 0; vertIndex < 24; vertIndex++)
                {
                    fbxIndexArray.SetAt(vertIndex, vertIndex % 8);  // TODO: switch to correct values
                }
                fbxLayer.SetUVs(fbxLayerElement, FbxLayerElement.EType.eTextureDiffuse);
            }

            return(scene);
        }
コード例 #18
0
        public void TestGetPolygonVertexNormal()
        {
            using (FbxMesh mesh = CreateObject("mesh")) {
                mesh.InitControlPoints(4);
                mesh.SetControlPointAt(new FbxVector4(0, 0, 0), 0);
                mesh.SetControlPointAt(new FbxVector4(1, 0, 0), 1);
                mesh.SetControlPointAt(new FbxVector4(1, 0, 1), 2);
                mesh.SetControlPointAt(new FbxVector4(0, 0, 1), 3);

                mesh.BeginPolygon();
                mesh.AddPolygon(0);
                mesh.AddPolygon(1);
                mesh.AddPolygon(2);
                mesh.AddPolygon(3);
                mesh.EndPolygon();

                // Add normals to the mesh
                FbxVector4 normal0 = new FbxVector4(0, 0, 1);
                FbxVector4 normal1 = new FbxVector4(0, 1, 0);
                FbxVector4 normal2 = new FbxVector4(0, 1, 1);
                FbxVector4 normal3 = new FbxVector4(0.301511344577764d, 0.904534033733291d, 0.301511344577764d);

                using (var fbxLayerElement = FbxLayerElementNormal.Create(mesh, "Normals")) {
                    // Set the Normals on the default layer
                    FbxLayer fbxLayer = mesh.GetLayer(0);
                    if (fbxLayer == null)
                    {
                        mesh.CreateLayer();
                        fbxLayer = mesh.GetLayer(0);
                    }

                    fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                    fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
                    FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                    fbxElementArray.Add(normal0);
                    fbxElementArray.Add(normal1);
                    fbxElementArray.Add(normal2);
                    fbxElementArray.Add(normal3);

                    fbxLayer.SetNormals(fbxLayerElement);
                }

                FbxVector4 readNormal0;
                FbxVector4 readNormal1;
                FbxVector4 readNormal2;
                FbxVector4 readNormal3;

                // test if all normals can be read
                Assert.IsTrue(mesh.GetPolygonVertexNormal(0, 0, out readNormal0));
                Assert.IsTrue(mesh.GetPolygonVertexNormal(0, 1, out readNormal1));
                Assert.IsTrue(mesh.GetPolygonVertexNormal(0, 2, out readNormal2));
                Assert.IsTrue(mesh.GetPolygonVertexNormal(0, 3, out readNormal3));

                // test if the normals have the correct values
                Assert.That(normal0.X, Is.EqualTo(readNormal0.X).Using(FloatEqualityComparer.Instance));
                Assert.That(normal0.Y, Is.EqualTo(readNormal0.Y).Using(FloatEqualityComparer.Instance));
                Assert.That(normal0.Z, Is.EqualTo(readNormal0.Z).Using(FloatEqualityComparer.Instance));
                Assert.That(normal0.W, Is.EqualTo(readNormal0.W).Using(FloatEqualityComparer.Instance));

                Assert.That(normal1.X, Is.EqualTo(readNormal1.X).Using(FloatEqualityComparer.Instance));
                Assert.That(normal1.Y, Is.EqualTo(readNormal1.Y).Using(FloatEqualityComparer.Instance));
                Assert.That(normal1.Z, Is.EqualTo(readNormal1.Z).Using(FloatEqualityComparer.Instance));
                Assert.That(normal1.W, Is.EqualTo(readNormal1.W).Using(FloatEqualityComparer.Instance));

                Assert.That(normal2.X, Is.EqualTo(readNormal2.X).Using(FloatEqualityComparer.Instance));
                Assert.That(normal2.Y, Is.EqualTo(readNormal2.Y).Using(FloatEqualityComparer.Instance));
                Assert.That(normal2.Z, Is.EqualTo(readNormal2.Z).Using(FloatEqualityComparer.Instance));
                Assert.That(normal2.W, Is.EqualTo(readNormal2.W).Using(FloatEqualityComparer.Instance));

                Assert.That(normal3.X, Is.EqualTo(readNormal3.X).Using(FloatEqualityComparer.Instance));
                Assert.That(normal3.Y, Is.EqualTo(readNormal3.Y).Using(FloatEqualityComparer.Instance));
                Assert.That(normal3.Z, Is.EqualTo(readNormal3.Z).Using(FloatEqualityComparer.Instance));
                Assert.That(normal3.W, Is.EqualTo(readNormal3.W).Using(FloatEqualityComparer.Instance));
            }
        }
コード例 #19
0
        // For use only by FbxExportGlobals.
        internal static FbxMesh CreateFbxMesh(FbxExportGlobals G, GeometryPool pool, string poolName)
        {
            FbxMesh fbxMesh = FbxMesh.Create(G.m_manager, poolName);

            ExportMesh mesh   = new ExportMesh(pool);
            int        nVerts = mesh.m_pool.m_Vertices.Count;

            fbxMesh.InitControlPoints(nVerts);

            unsafe
            {
                fixed(Vector3 *f = mesh.m_pool.m_Vertices.GetBackingArray())
                {
                    Globals.SetControlPoints(fbxMesh, (IntPtr)f);
                }
            }

            List <int> triangles = mesh.m_pool.m_Tris;

            // Not available in Unity's wrappers
            // fbxMesh.ReservePolygonCount(triangles.Count / 3);
            // fbxMesh.ReservePolygonVertexCount(triangles.Count);
            for (int i = 0; i < triangles.Count; i += 3)
            {
                fbxMesh.BeginPolygon(-1 /* Material */, -1 /* Texture */, -1 /* Group */, false /* Legacy */);
                fbxMesh.AddPolygon(triangles[i]);
                fbxMesh.AddPolygon(triangles[i + 1]);
                fbxMesh.AddPolygon(triangles[i + 2]);
                fbxMesh.EndPolygon();
            }

            FbxLayer layer0 = fbxMesh.GetLayer(0);

            if (layer0 == null)
            {
                fbxMesh.CreateLayer();
                layer0 = fbxMesh.GetLayer(0);
            }

            var layerElementNormal = FbxLayerElementNormal.Create(fbxMesh, "normals");

            layerElementNormal.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
            layerElementNormal.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
            CopyToFbx(layerElementNormal.GetDirectArray(), mesh.m_pool.m_Normals);
            layer0.SetNormals(layerElementNormal);

            var layerElementColor = FbxLayerElementVertexColor.Create(fbxMesh, "color");

            layerElementColor.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
            layerElementColor.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
            CopyToFbx(layerElementColor.GetDirectArray(), mesh.m_linearColor);
            layer0.SetVertexColors(layerElementColor);

            var layerElementTangent = FbxLayerElementTangent.Create(fbxMesh, "tangents");

            layerElementTangent.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
            layerElementTangent.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
            CopyToFbx(layerElementTangent.GetDirectArray(), mesh.m_pool.m_Tangents);
            layer0.SetTangents(layerElementTangent);

            // Compute and export binormals since Unity's FBX importer won't import the tangents without
            // them, even though they're not used.
            var layerElementBinormal = FbxLayerElementBinormal.Create(fbxMesh, "binormals");

            layerElementBinormal.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
            layerElementBinormal.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
            var binormals = mesh.m_pool.m_Tangents
                            .Select((tan, idx) => {
                var b3 = Vector3.Cross(tan, mesh.m_pool.m_Normals[idx]) * tan.w;
                return(new Vector4(b3.x, b3.y, b3.z, 1));
            })
                            .ToList();

            CopyToFbx(layerElementBinormal.GetDirectArray(), binormals);
            layer0.SetBinormals(layerElementBinormal);

            var layerElementMaterial = FbxLayerElementMaterial.Create(fbxMesh, "materials");

            layerElementMaterial.SetMappingMode(FbxLayerElement.EMappingMode.eAllSame);
            layer0.SetMaterials(layerElementMaterial);

            // Export everything up to the last uvset containing data
            // even if some intermediate uvsets have no data.
            // Otherwise Unity will get the uvset numbering wrong on import

            List <List <Vector2> > uvSets = DemuxTexcoords(mesh.m_pool);

            for (int i = 0; i < uvSets.Count; i++)
            {
                FbxLayer layerN = fbxMesh.GetLayer(i);
                while (layerN == null)
                {
                    fbxMesh.CreateLayer();
                    layerN = fbxMesh.GetLayer(i);
                }
                var layerElementUV = FbxLayerElementUV.Create(fbxMesh, String.Format("uv{0}", i));
                layerElementUV.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                layerElementUV.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                List <Vector2> uvSet = uvSets[i];
                if (uvSet == null)
                {
                    // Do nothing
                    // Replicates what the old fbx export code did; seems to work fine
                }
                else
                {
                    Debug.Assert(uvSet.Count == nVerts);
                    CopyToFbx(layerElementUV.GetDirectArray(), uvSet);
                }

                layerN.SetUVs(layerElementUV, FbxLayerElement.EType.eTextureDiffuse);
            }
            return(fbxMesh);
        }
コード例 #20
0
            /// <summary>
            /// Export the mesh's normals, binormals and tangents using
            /// layer 0.
            /// </summary>
            ///
            public void ExportNormalsEtc(MeshInfo mesh, FbxMesh fbxMesh)
            {
                /// Set the Normals on Layer 0.
                FbxLayer fbxLayer = fbxMesh.GetLayer(0 /* default layer */);

                if (fbxLayer == null)
                {
                    fbxMesh.CreateLayer();
                    fbxLayer = fbxMesh.GetLayer(0 /* default layer */);
                }

                using (var fbxLayerElement = FbxLayerElementNormal.Create(fbxMesh, "Normals"))
                {
                    fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);

                    // TODO: normals for each triangle vertex instead of averaged per control point
                    //fbxNormalLayer.SetMappingMode (FbxLayerElement.eByPolygonVertex);

                    fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                    // Add one normal per each vertex face index (3 per triangle)
                    FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                    for (int n = 0; n < mesh.Normals.Length; n++)
                    {
                        fbxElementArray.Add(new FbxVector4(mesh.Normals [n] [0],
                                                           mesh.Normals [n] [1],
                                                           mesh.Normals [n] [2]));
                    }
                    fbxLayer.SetNormals(fbxLayerElement);
                }

                /// Set the binormals on Layer 0.
                using (var fbxLayerElement = FbxLayerElementBinormal.Create(fbxMesh, "Binormals"))
                {
                    fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);

                    // TODO: normals for each triangle vertex instead of averaged per control point
                    //fbxBinormalLayer.SetMappingMode (FbxLayerElement.eByPolygonVertex);

                    fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                    // Add one normal per each vertex face index (3 per triangle)
                    FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                    for (int n = 0; n < mesh.Binormals.Length; n++)
                    {
                        fbxElementArray.Add(new FbxVector4(mesh.Binormals [n] [0],
                                                           mesh.Binormals [n] [1],
                                                           mesh.Binormals [n] [2]));
                    }
                    fbxLayer.SetBinormals(fbxLayerElement);
                }

                /// Set the tangents on Layer 0.
                using (var fbxLayerElement = FbxLayerElementTangent.Create(fbxMesh, "Tangents"))
                {
                    fbxLayerElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);

                    // TODO: normals for each triangle vertex instead of averaged per control point
                    //fbxBinormalLayer.SetMappingMode (FbxLayerElement.eByPolygonVertex);

                    fbxLayerElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                    // Add one normal per each vertex face index (3 per triangle)
                    FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray();

                    for (int n = 0; n < mesh.Normals.Length; n++)
                    {
                        fbxElementArray.Add(new FbxVector4(mesh.Tangents [n] [0],
                                                           mesh.Tangents [n] [1],
                                                           mesh.Tangents [n] [2]));
                    }
                    fbxLayer.SetTangents(fbxLayerElement);
                }
            }