예제 #1
0
        public static MeshData[] ProcMesh(FbxManager manager, FbxNode node, FbxMesh mesh, ImportOptions importOptions, Matrix4 additionalTransform)
        {
            var transform = additionalTransform * FbxMath.EvaluateGlobalTransform(node).ToMatrix4();

            transform = transform * FbxMath.GetGeometryOffset(node).ToMatrix4();
            var  converter = new FbxGeometryConverter(manager);
            bool success   = false;

            try
            {
                mesh    = FbxMesh.Cast(converter.Triangulate(mesh, false));                  //ToDo :? Может true? Чтобы не создавать второй mesh в Attribute
                success = true;
            }
            catch (Exception ex)
            {
                FbxImportLog.LogError(node, "Inside Triangulate error: " + ex);
            }
            if (!success || mesh == null)
            {
                return(null);
            }
            MeshData data = ReadTriangles(mesh, node);
            var      ret  = ReadMaterialsAndSplitByMaterials(data);

            foreach (var m in ret)
            {
                ReadMeshElements(m, importOptions, ref transform);
            }

            return(ret);
        }
예제 #2
0
 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(FbxGeometryConverter obj)
 {
     return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr);
 }
예제 #3
0
        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);
        }