Exemplo n.º 1
0
    Mesh GetOrCreateInstance(FbxMesh fbxMesh)
    {
        Mesh mesh;

        if (m_meshInstances.TryGetValue(fbxMesh, out mesh))
        {
            return(mesh);
        }

        // create the unity mesh vertices
        var nVertices     = fbxMesh.GetControlPointsCount();
        var unityVertices = new Vector3[nVertices];

        for (int i = 0; i < nVertices; ++i)
        {
            unityVertices[i] = V3(fbxMesh.GetControlPointAt(i));
        }

        // create the unity mesh triangles. TODO: maybe handle non-triangular faces more intelligently
        var nPoly          = fbxMesh.GetPolygonCount();
        var unityTriangles = new List <int>();

        for (int polyIndex = 0; polyIndex < nPoly; ++polyIndex)
        {
            var polySize = fbxMesh.GetPolygonSize(polyIndex);
            if (polySize < 3)
            {
                // ignore lines and points
                continue;
            }

            // Add the first triangle
            unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, 0));
            unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, 1));
            unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, 2));

            // If there's more triangles, assume they're a fan around the first vertex.
            // Not necessarily true, but them's the breaks.
            for (int i = 3; i < polySize; ++i)
            {
                unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, 0));
                unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, i - 1));
                unityTriangles.Add(fbxMesh.GetPolygonVertex(polyIndex, i));
            }
        }

        mesh = new Mesh
        {
            name      = fbxMesh.GetName(),
            vertices  = unityVertices,
            triangles = unityTriangles.ToArray()
        };
        mesh.RecalculateNormals();
        m_meshInstances[fbxMesh] = mesh;
        return(mesh);
    }
Exemplo n.º 2
0
            /// <summary>
            /// Process mesh data and setup MeshFilter component
            /// </summary>
            private void ProcessMesh(FbxNode fbxNode, GameObject unityGo)
            {
                FbxMesh fbxMesh = fbxNode.GetMesh();

                if (fbxMesh == null)
                {
                    return;
                }

                var unityMesh = new Mesh();

                // create mesh
                var unityVertices        = new List <Vector3> ();
                var unityTriangleIndices = new List <int> ();

                // transfer vertices
                for (int i = 0; i < fbxMesh.GetControlPointsCount(); ++i)
                {
                    FbxVector4 fbxVector4 = fbxMesh.GetControlPointAt(i);
                    Debug.Assert(fbxVector4.X <= float.MaxValue && fbxVector4.X >= float.MinValue);
                    Debug.Assert(fbxVector4.Y <= float.MaxValue && fbxVector4.Y >= float.MinValue);
                    Debug.Assert(fbxVector4.Z <= float.MaxValue && fbxVector4.Z >= float.MinValue);

                    unityVertices.Add(new Vector3((float)fbxVector4.X, (float)fbxVector4.Y, (float)fbxVector4.Z));
                }

                // transfer triangles
                for (int polyIndex = 0; polyIndex < fbxMesh.GetPolygonCount(); ++polyIndex)
                {
                    int polySize = fbxMesh.GetPolygonSize(polyIndex);

                    // only support triangles
                    Debug.Assert(polySize == 3);

                    for (int polyVertexIndex = 0; polyVertexIndex < polySize; ++polyVertexIndex)
                    {
                        int vertexIndex = fbxMesh.GetPolygonVertex(polyIndex, polyVertexIndex);

                        unityTriangleIndices.Add(vertexIndex);
                    }
                }

                unityMesh.vertices = unityVertices.ToArray();

                // TODO:
                // - support Mesh.SetTriangles - multiple materials per mesh
                // - support Mesh.SetIndices - other topologies e.g. quads
                unityMesh.triangles = unityTriangleIndices.ToArray();

                unityMesh.RecalculateNormals();

                var unityMeshFilter = unityGo.AddComponent <MeshFilter> ();

                unityMeshFilter.sharedMesh = unityMesh;

                var unityRenderer = unityGo.AddComponent <MeshRenderer> ();
                {
                    // Assign the default material (hack!)
                    var unityPrimitive = GameObject.CreatePrimitive(PrimitiveType.Quad);
                    var unityMat       = unityPrimitive.GetComponent <MeshRenderer> ().sharedMaterial;
                    unityRenderer.sharedMaterial = unityMat;
                    UnityEngine.Object.DestroyImmediate(unityPrimitive);
                }
            }
Exemplo n.º 3
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++;
                        }
                    }
                }
            }