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); }
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); }