public static bool ExportToFBX(Component_Mesh sourceMesh, string realFileName, out string error) { //!!!!как для Vegetation. оверрайдить в Component_Mesh? //get mesh data var operations = new List <Component_RenderingPipeline.RenderSceneData.MeshDataRenderOperation>(); foreach (var geometry in sourceMesh.GetComponents <Component_MeshGeometry>()) { if (geometry.Enabled) { geometry.CompileDataOfThisObject(out var operation); if (operation != null) { operations.Add(operation); } } } //foreach( var geometry in mesh.Result.MeshData.RenderOperations ) //{ //} FbxManager manager = null; FbxIOSettings setting = null; FbxExporter exporter = null; FbxScene scene = null; try { //init FBX manager manager = FbxManager.Create(); setting = FbxIOSettings.Create(manager, "IOSRoot"); manager.SetIOSettings(setting); scene = FbxScene.Create(manager, "scene"); scene.GetGlobalSettings().SetAxisSystem(new FbxAxisSystem(FbxAxisSystem.EPreDefinedAxisSystem.eMax)); scene.GetGlobalSettings().SetSystemUnit(new FbxSystemUnit(100)); //init FBX scene for (int nOper = 0; nOper < operations.Count; nOper++) { var oper = operations[nOper]; //get data Vector3F[] positions = null; Vector3F[] normals = null; var texCoords = new List <Vector2F[]>(); ColorValue[] colors = null; Vector3F[] tangents = null; Vector3F[] binormals = null; //Position { if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Position, out VertexElement element) && element.Type == VertexElementType.Float3) { var buffer = oper.VertexBuffers[element.Source]; positions = buffer.ExtractChannel <Vector3F>(element.Offset); } } //Normal { if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Normal, out VertexElement element) && element.Type == VertexElementType.Float3) { var buffer = oper.VertexBuffers[element.Source]; normals = buffer.ExtractChannel <Vector3F>(element.Offset); } } //TexCoord for (var channel = VertexElementSemantic.TextureCoordinate0; channel <= VertexElementSemantic.TextureCoordinate3; channel++) { if (oper.VertexStructure.GetElementBySemantic(channel, out VertexElement element) && element.Type == VertexElementType.Float2) { var buffer = oper.VertexBuffers[element.Source]; texCoords.Add(buffer.ExtractChannel <Vector2F>(element.Offset)); } } //Color { if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Color0, out VertexElement element)) { if (element.Type == VertexElementType.Float4) { var buffer = oper.VertexBuffers[element.Source]; var values = buffer.ExtractChannel <Vector4F>(element.Offset); colors = new ColorValue[positions.Length]; int destIndex = 0; foreach (var p in values) { colors[destIndex++] = p.ToColorValue(); } } else if (element.Type == VertexElementType.ColorABGR) { //!!!!check var buffer = oper.VertexBuffers[element.Source]; var values = buffer.ExtractChannel <uint>(element.Offset); colors = new ColorValue[positions.Length]; int destIndex = 0; foreach (var p in values) { colors[destIndex++] = new ColorValue(ColorByte.FromABGR(p)); } } else if (element.Type == VertexElementType.ColorARGB) { //!!!!check var buffer = oper.VertexBuffers[element.Source]; var values = buffer.ExtractChannel <uint>(element.Offset); colors = new ColorValue[positions.Length]; int destIndex = 0; foreach (var p in values) { colors[destIndex++] = new ColorValue(ColorByte.FromARGB(p)); } } } } //Tangent, Binormal if (normals != null) { if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Tangent, out VertexElement element) && element.Type == VertexElementType.Float4) { var buffer = oper.VertexBuffers[element.Source]; var tangents4 = buffer.ExtractChannel <Vector4F>(element.Offset); tangents = new Vector3F[tangents4.Length]; binormals = new Vector3F[tangents4.Length]; int destIndex = 0; foreach (var p in tangents4) { tangents[destIndex] = p.ToVector3F(); binormals[destIndex] = Vector3F.Cross(p.ToVector3F(), normals[destIndex]) * p.W; destIndex++; } } } //indices int[] indices = null; if (oper.IndexBuffer != null) { indices = oper.IndexBuffer.Indices; } //create geometry var geometryName = "Geometry " + nOper.ToString(); var mesh = FbxMesh.Create(scene, geometryName); mesh.InitControlPoints(positions.Length); FbxLayerElementNormal elementNormals = null; if (normals != null) { elementNormals = mesh.CreateElementNormal(); elementNormals.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); elementNormals.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); } FbxLayerElementVertexColor elementColors = null; if (colors != null) { elementColors = mesh.CreateElementVertexColor(); elementColors.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); elementColors.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); } FbxLayerElementTangent elementTangents = null; if (tangents != null) { elementTangents = mesh.CreateElementTangent(); elementTangents.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); elementTangents.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); } FbxLayerElementBinormal elementBinormals = null; if (binormals != null) { elementBinormals = mesh.CreateElementBinormal(); elementBinormals.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); elementBinormals.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); } var uvElements = new List <FbxLayerElementUV>(); for (int uvIndex = 0; uvIndex < texCoords.Count; uvIndex++) { var pUVElement = mesh.CreateElementUV("texcoord" + uvIndex.ToString()); pUVElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint); pUVElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect); uvElements.Add(pUVElement); } for (int n = 0; n < positions.Length; n++) { mesh.SetControlPointAt(ToFbxVector4(positions[n]), n); if (normals != null) { elementNormals.GetDirectArray().Add(ToFbxVector4(normals[n])); } for (int uvIndex = 0; uvIndex < texCoords.Count; uvIndex++) { var texCoord = texCoords[uvIndex][n]; texCoord.Y = 1.0f - texCoord.Y; uvElements[uvIndex].GetDirectArray().Add(ToFbxVector2(texCoord)); } if (colors != null) { elementColors.GetDirectArray().Add(ToFbxColor(colors[n])); } if (tangents != null) { elementTangents.GetDirectArray().Add(ToFbxVector4(tangents[n])); } if (binormals != null) { elementBinormals.GetDirectArray().Add(ToFbxVector4(binormals[n])); } } if (normals != null) { mesh.GetLayer(0).SetNormals(elementNormals); } if (colors != null) { mesh.GetLayer(0).SetVertexColors(elementColors); } if (tangents != null) { mesh.GetLayer(0).SetTangents(elementTangents); } if (binormals != null) { mesh.GetLayer(0).SetBinormals(elementBinormals); } int polygonCount = indices.Length / 3; for (int i = 0; i < polygonCount; i++) { mesh.BeginPolygon(-1, -1, -1, false); for (int j = 0; j < 3; j++) { int currentIndex = i * 3 + j; int vertexIndex = indices[currentIndex]; mesh.AddPolygon(vertexIndex); } mesh.EndPolygon(); } var node = FbxNode.Create(scene, geometryName); node.SetNodeAttribute(mesh); scene.GetRootNode().AddChild(mesh.GetNode()); } //save exporter = FbxExporter.Create(manager, ""); if (!exporter.Initialize(realFileName, -1, manager.GetIOSettings())) { error = "Can't initialize FBX exporter."; return(false); } if (!exporter.Export(scene)) { error = "Export to FBX failed."; return(false); } } finally { try { scene?.Destroy(); } catch { } try { exporter?.Destroy(); } catch { } try { setting?.Destroy(); } catch { } try { manager?.Destroy(); } catch { } } foreach (var op in operations) { op.DisposeBuffers(); } error = ""; return(true); }
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); }