コード例 #1
0
        // key - control point index
        public static Dictionary <int, BoneAssignment> GetBoneAssignments(FbxMesh mesh, Skeleton skeleton)
        {
            var boneAssignments = new Dictionary <int, BoneAssignment>();
            var weightLists     = new Dictionary <int, List <(int, double)> >();

            int skinCount = mesh.GetDeformerCount(FbxDeformer.EDeformerType.eSkin);

            if (skinCount == 0)
            {
                return(null);
            }
            if (1 < skinCount)
            {
                FbxImportLog.LogMessage(mesh.GetNode(), "Warning! Multiple skins for the mesh");                   //??? Может ли быть в одном Mesh несколько Skins? Скорее всего нет, хоть API позволяет.
            }
            FbxSkin pSkin = FbxSkin.Cast(mesh.GetDeformer(0, FbxDeformer.EDeformerType.eSkin));

            int clusterCount = pSkin.GetClusterCount();

            for (int iCluster = 0; iCluster < clusterCount; iCluster++)
            {
                FbxCluster pCluster = pSkin.GetCluster(iCluster);

                FbxNode pLink = pCluster.GetLink();
                if (pLink == null)
                {
                    continue;
                }

                int weightCount = pCluster.GetControlPointIndicesCount();
                if (weightCount == 0)
                {
                    continue;
                }

                int boneIndex = skeleton.GetBoneIndexByNode(pLink);

                var weightIndices = IntArray.frompointer(pCluster.GetControlPointIndices());
                var weightValues  = DoubleArray.frompointer(pCluster.GetControlPointWeights());
                for (int i = 0; i < weightCount; i++)
                {
                    int    vertexIndex = weightIndices.getitem(i);
                    double weight      = weightValues.getitem(i);

                    if (!weightLists.TryGetValue(vertexIndex, out var lst))
                    {
                        lst = new List <(int, double)>();
                        weightLists[vertexIndex] = lst;
                    }

                    lst.Add((boneIndex, weight));
                }
            }

            foreach (var pair in weightLists)
            {
                boneAssignments[pair.Key] = ConvertBoneWeightListToBoneAssignment(pair.Value);
            }
            return(boneAssignments);
        }
コード例 #2
0
ファイル: ProcessMesh.cs プロジェクト: zwiglm/NeoAxisEngine
        static void ReadMeshElements(MeshData data, ImportOptions importOptions, ref Matrix4 transform)
        {
            ReadUvSets(data);

            //flip with disabled FlipUVs, no flip when enabled
            if (!importOptions.ImportPostProcessFlags.HasFlag(ImportPostProcessFlags.FlipUVs))
            {
                CalcMiscProcess.FlipUVs(data.Vertices, data.VertexComponents);

                //ToDo : !!! Доделать FlipUV для Materials - там тоже Flip для Transform текстуры  .... tex->UVScaling(); tex->UVTranslation();
            }
            ReadColor(data);
            TransformVertices(data, transform);

            int uvSetIndexForNormalsAndTangents = 0;             //ToDo : пока 0, может не всегда?

            if (3 <= data.PolygonSize)
            {
                ReadNormals(data, importOptions, uvSetIndexForNormalsAndTangents, data.CalcCache, ref transform);
                if (importOptions.ImportPostProcessFlags.HasFlag(ImportPostProcessFlags.FixInfacingNormals) && data.NormalsSource != TangentsAndNormalsSource.None)
                {
                    if (CalcNormalsProcess.FixInfacingNormals(data.Vertices))
                    {
                        FbxImportLog.LogMessage(data.Node, "Infacing Normals Fixed");
                    }
                }

                ReadTangents(data, importOptions, uvSetIndexForNormalsAndTangents, data.CalcCache, ref transform);
            }
        }
コード例 #3
0
        //Find the cluster that links to the skeleton bone node
        public static FbxCluster FindCluster(FbxNode boneNode, FbxSkin[] skins, out FbxSkin skin)
        {
            for (int i = 0; i < skins.Length; i++)
            {
                skin = skins[i];

                int nClusterCount = skin.GetClusterCount();
                for (int j = 0; j < nClusterCount; j++)
                {
                    FbxCluster fbxCluster = skin.GetCluster(j);
                    if (fbxCluster == null)
                    {
                        continue;
                    }

                    if (fbxCluster.GetLinkMode() == FbxCluster.ELinkMode.eAdditive && fbxCluster.GetAssociateModel() != null)
                    {
                        FbxImportLog.LogMessage(boneNode, "Warning! Associated model.");
                    }

                    if (fbxCluster.GetLink()?.GetUniqueID() == boneNode.GetUniqueID())
                    {
                        return(fbxCluster);
                    }
                }
            }

            skin = null;
            return(null);
        }