示例#1
0
        public void ExportSkeletalMeshToFbx(MESkeletalMesh mesh, string meshName, string targetdir)
        {
            FBXManager lSdkManager = new FBXManager();
            FBXScene   lScene      = new FBXScene();

            FBXHelper.InitializeSdkObjects(lSdkManager, lScene);
            FBXNode SceneRoot     = lScene.GetRootNode();
            FBXNode lSkeletonRoot = CreateFbxSkeleton(mesh.Bones, lScene);

            SceneRoot.AddChild(lSkeletonRoot);
            try
            {
                FBXNode fbxMesh = CreateFbxMesh(mesh, meshName, lScene);
                CreateMeshSkinning(mesh, 0, fbxMesh, lSkeletonRoot, lScene);
                SceneRoot.AddChild(fbxMesh);
                //StoreRestPose(lScene, lSkeletonRoot, skeleton);
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }
            bool lResult = FBXHelper.SaveScene(lSdkManager, lScene, targetdir);

            FBXHelper.DestroySdkObjects(lSdkManager, lResult);
        }
示例#2
0
        public bool ExportSkinnedMeshToFBX(SkeletonAsset skeleton, MeshAsset mesh, int lodIndex, String targetdir, bool asOne)
        {
            FBXManager lSdkManager = new FBXManager();
            FBXScene   lScene      = new FBXScene();

            FBXHelper.InitializeSdkObjects(lSdkManager, lScene);
            FBXNode SceneRoot     = lScene.GetRootNode();
            FBXNode lSkeletonRoot = CreateFbxSkeleton(skeleton, lScene);

            SceneRoot.AddChild(lSkeletonRoot);
            if (asOne)
            {
                FBXNode fbxMesh = CreateFbxMesh(mesh.lods[lodIndex], lScene);
                CreateMeshSkinning(skeleton, mesh.lods[lodIndex], fbxMesh, lSkeletonRoot, lScene);
                SceneRoot.AddChild(fbxMesh);
                StoreRestPose(lScene, lSkeletonRoot, skeleton);
            }
            else
            {
                for (int i = 0; i < mesh.lods[lodIndex].sections.Count; i++)
                {
                    FBXNode CurrentSectionMesh = CreateFbxMesh(mesh.lods[lodIndex].sections[i], lScene);
                    CreateMeshSkinning(skeleton, mesh.lods[lodIndex].sections[i], CurrentSectionMesh, lSkeletonRoot, lScene);
                    SceneRoot.AddChild(CurrentSectionMesh);
                    StoreBindPose(lScene, CurrentSectionMesh);
                }
            }
            return(SaveScene(targetdir, lSdkManager, lScene));
        }
示例#3
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="sceneInstance">The fbx scene</param>
        private static void DisplayHierarachy(FBXScene sceneInstance)
        {
            if (sceneInstance == null)
            {
                throw new ArgumentNullException("The scene is invalid. Check and try again.");
            }

            FBXNode rootNode = sceneInstance.GetRootNode();

            DisplayHierarchyRecursive(rootNode, 0);
        }
示例#4
0
        public bool ExportMeshWithMorph(SkeletonAsset Skeleton, MeshAsset mesh, int lodIndex, List <Vector> morphVertex, List <Vector> morphBones, String targetdir)
        {
            FBXManager lSdkManager = new FBXManager();
            FBXScene   lScene      = new FBXScene();

            FBXHelper.InitializeSdkObjects(lSdkManager, lScene);
            FBXNode SceneRoot = lScene.GetRootNode();
            FBXNode fbxMesh   = CreateFbxMesh(mesh.lods[lodIndex], lScene);

            AddMorphToMesh(lScene, fbxMesh, morphVertex);
            SceneRoot.AddChild(fbxMesh);
            if (Skeleton != null)
            {
                FBXNode lSkeletonRoot = CreateFbxSkeleton(Skeleton, lScene);
                CreateMeshSkinning(Skeleton, mesh.lods[lodIndex], fbxMesh, lSkeletonRoot, lScene);
                UpdateSkeletonWithMorph(Skeleton, lSkeletonRoot, morphBones);
                SceneRoot.AddChild(lSkeletonRoot);
                StoreBindPose(lScene, fbxMesh);
            }
            return(SaveScene(targetdir, lSdkManager, lScene));
        }
示例#5
0
        public void ExportMeshWithMorph(Unreal.BioMorphFace morph, int lodIndex, String targetdir)
        {
            FBXManager lSdkManager = new FBXManager();
            FBXScene   lScene      = new FBXScene();

            FBXHelper.InitializeSdkObjects(lSdkManager, lScene);
            FBXNode        SceneRoot = lScene.GetRootNode();
            MESkeletalMesh mesh      = morph.Apply();
            FBXNode        fbxMesh   = CreateFbxMesh(mesh, morph.Name, lScene);

            SceneRoot.AddChild(fbxMesh);
            if (mesh.Bones != null)
            {
                FBXNode lSkeletonRoot = CreateFbxSkeleton(mesh.Bones, lScene);
                CreateMeshSkinning(mesh, lodIndex, fbxMesh, lSkeletonRoot, lScene);
                UpdateSkeletonWithMorph(morph, lSkeletonRoot);
                SceneRoot.AddChild(lSkeletonRoot);
                //StoreBindPose(lScene, fbxMesh);
            }
            bool lResult = FBXHelper.SaveScene(lSdkManager, lScene, targetdir);

            FBXHelper.DestroySdkObjects(lSdkManager, lResult);
        }
示例#6
0
        public bool ExportStaticMeshToFBX(MeshAsset mesh, int lodIndex, String targetdir, bool asOne)
        {
            FBXManager lSdkManager = new FBXManager();
            FBXScene   lScene      = new FBXScene();

            FBXHelper.InitializeSdkObjects(lSdkManager, lScene);
            FBXNode SceneRoot = lScene.GetRootNode();

            if (asOne)
            {
                FBXNode fbxMesh = CreateFbxMesh(mesh.lods[lodIndex], lScene);
                SceneRoot.AddChild(fbxMesh);
            }
            else
            {
                for (int i = 0; i < mesh.lods[lodIndex].sections.Count; i++)
                {
                    FBXNode CurrentSectionMesh = CreateFbxMesh(mesh.lods[lodIndex].sections[i], lScene);
                    SceneRoot.AddChild(CurrentSectionMesh);
                }
            }
            return(SaveScene(targetdir, lSdkManager, lScene));
        }
示例#7
0
        /// <summary>
        ///     The display content method
        /// </summary>
        /// <param name="sceneInstance">The scene that we are running on.</param>
        private static void DisplayContent(FBXScene sceneInstance)
        {
            FBXNode rootNode = sceneInstance.GetRootNode();

            if (rootNode != null)
            {
                // Iterate over the children in this node.
                for (int index = 0; index < rootNode.GetChildCount(); index++)
                {
                    var attributeType = rootNode.GetChild(index).GetNodeAttribute().GetAttributeType();

                    FBXNode          nodeInstance      = rootNode.GetChild(index);
                    FBXNodeAttribute attributeInstance = nodeInstance.GetNodeAttribute();

                    // Cast out the node object based on the type of the attribute.
                    switch (attributeType)
                    {
                    case EAttributeType.eMesh:
                        DisplayMesh((FBXMesh)attributeInstance);
                        break;

                    case EAttributeType.eCamera:
                        DisplayCamera((FBXCamera)attributeInstance);
                        break;

                    case EAttributeType.eLight:
                        DisplayLight((FBXLight)attributeInstance);
                        break;

                    case EAttributeType.eSkeleton:
                        DisplaySkeleton((FBXSkeleton)attributeInstance);
                        break;
                    }
                }
            }
        }
示例#8
0
        private void ImportFBX(string path)
        {
            FBXManager    man = FBXManager.Create();
            FBXIOSettings io  = FBXIOSettings.Create(man, "IOSRoot");

            man.SetIOSettings(io);

            FBXImporter fbx = FBXImporter.Create(man, "");

            fbx.Initialize(path, -1, man.GetIOSettings());

            FBXScene scene = FBXScene.Create(man, "importScene");

            fbx.Import(scene);
            fbx.Destroy();

            var root = scene.GetRootNode();

            for (int i = 0; i < root.GetChildCount(); i++)
            {
                var child = root.GetChild(i);

                if (child.GetName() == "Root")
                {
                    ParseNode(child, true);
                    break;
                }
            }

            List <VMeshDataFile> lst_vmesh_data    = new List <VMeshDataFile>();
            VMeshDataFile        cur_meshdata_file = null;

            for (int i = 0; i < cmpndData.Count; i++)
            {
                var cmpnd = cmpndData[i];

                for (uint lod = 0; lod < cmpnd.object_data.lods; lod++)
                {
                    if (cur_meshdata_file == null || cmpnd.object_data.data[lod].vmeshref.NumIndex + cur_meshdata_file.ref_vertices > 0xFFFF)
                    {
                        cur_meshdata_file              = new VMeshDataFile();
                        cur_meshdata_file.filename     = UniqueName + lst_vmesh_data.Count + ".vms";
                        cur_meshdata_file.ref_vertices = 0;
                        cur_meshdata_file.vertices     = 0;
                        cur_meshdata_file.meshes       = 0;
                        lst_vmesh_data.Add(cur_meshdata_file);
                    }

                    cur_meshdata_file.ref_vertices += cmpnd.object_data.data[lod].vmeshref.NumIndex;
                    cur_meshdata_file.vertices     += cmpnd.object_data.data[lod].vmeshref.NumVert;
                    cur_meshdata_file.meshes       += cmpnd.object_data.data[lod].vmeshref.NumMeshes;

                    cmpnd.object_data.data[lod].vmeshref.VMeshLibId = Utilities.FLModelCRC(cur_meshdata_file.filename);
                    cmpnd.object_data.data[lod].vmeshdata           = cur_meshdata_file;
                }

                cmpnd.object_data.file_name = UniqueName + "." + cmpnd.object_name + ".3db";

                cmpndData.RemoveAt(i);
                cmpndData.Insert(i, cmpnd);
            }

            foreach (var vmesh in lst_vmesh_data)
            {
                /*VMeshData vmeshdata = new VMeshData();
                 *
                 * switch (VertexType)
                 * {
                 *  case ModelImportVertexType.Normals:
                 *      vmeshdata.FlexibleVertexFormat = (ushort)(VMeshData.D3DFVF_XYZ | VMeshData.D3DFVF_NORMAL | VMeshData.D3DFVF_TEX1);
                 *      break;
                 *  case ModelImportVertexType.VertexColors:
                 *      vmeshdata.FlexibleVertexFormat = (ushort)(VMeshData.D3DFVF_XYZ | VMeshData.D3DFVF_DIFFUSE | VMeshData.D3DFVF_TEX1);
                 *      break;
                 *  case ModelImportVertexType.VertexColorsNormals:
                 *      vmeshdata.FlexibleVertexFormat = (ushort)(VMeshData.D3DFVF_XYZ | VMeshData.D3DFVF_DIFFUSE | VMeshData.D3DFVF_NORMAL | VMeshData.D3DFVF_DIFFUSE);
                 *      break;
                 *  case ModelImportVertexType.ExtraUVs:
                 *      vmeshdata.FlexibleVertexFormat = (ushort)(VMeshData.D3DFVF_XYZ | VMeshData.D3DFVF_NORMAL | VMeshData.D3DFVF_TEX2);
                 *      break;
                 *  case ModelImportVertexType.TangentsBinormals:
                 *      vmeshdata.FlexibleVertexFormat = (ushort)(VMeshData.D3DFVF_XYZ | VMeshData.D3DFVF_NORMAL | VMeshData.D3DFVF_TEX4);
                 *      break;
                 *  case ModelImportVertexType.ExtraUVsTangentsBinormals:
                 *      vmeshdata.FlexibleVertexFormat = (ushort)(VMeshData.D3DFVF_XYZ | VMeshData.D3DFVF_NORMAL | VMeshData.D3DFVF_TEX5);
                 *      break;
                 * }*/

                const uint HEADER_SIZE      = 2 * 4 + 4 * 2;
                const uint MESH_HEADER_SIZE = 4 + 3 * 2 + 2;
                const uint INDEX_SIZE       = 2;
                uint       VERTEX_SIZE      = 0;
                switch (VertexType)
                {
                case ModelImportVertexType.Normals:
                    VERTEX_SIZE = 3 * 4 + 3 * 4 + 2 * 4;
                    break;

                case ModelImportVertexType.VertexColors:
                    VERTEX_SIZE = 3 * 4 + 1 * 4 + 2 * 4;
                    break;

                case ModelImportVertexType.VertexColorsNormals:
                    VERTEX_SIZE = 3 * 4 + 3 * 4 + 1 * 4 + 2 * 4;
                    break;

                case ModelImportVertexType.ExtraUVs:
                    VERTEX_SIZE = 3 * 4 + 3 * 4 + 2 * 4 + 2 * 4;
                    break;

                case ModelImportVertexType.TangentsBinormals:
                    VERTEX_SIZE = 3 * 4 + 3 * 4 + 2 * 4 + 3 * 4 + 3 * 4;
                    break;

                case ModelImportVertexType.ExtraUVsTangentsBinormals:
                    VERTEX_SIZE = 3 * 4 + 3 * 4 + 2 * 4 + 2 * 4 + 3 * 4 + 3 * 4;
                    break;
                }

                int meshCount     = 0;
                int indicesCount  = 0;
                int verticesCount = 0;
                foreach (var cmpnd in cmpndData)
                {
                    for (int lod = 0; lod < cmpnd.object_data.lods; lod++)
                    {
                        if (cmpnd.object_data.data[lod].vmeshdata == vmesh)
                        {
                            meshCount += cmpnd.object_data.data[lod].meshes.Count;
                            foreach (var m in cmpnd.object_data.data[lod].meshes)
                            {
                                indicesCount  += m.t.Length * 3;
                                verticesCount += m.v.Length;
                            }
                        }
                    }
                }

                byte[] data = new byte[HEADER_SIZE + MESH_HEADER_SIZE * meshCount + INDEX_SIZE * indicesCount + VERTEX_SIZE * verticesCount];
                int    pos  = 0;

                // write header
                Utilities.WriteInt(data, 1, ref pos);
                Utilities.WriteInt(data, 4, ref pos);
                Utilities.WriteWord(data, (ushort)vmesh.meshes, ref pos);
                Utilities.WriteWord(data, (ushort)vmesh.ref_vertices, ref pos);

                ushort fvf = 0;
                switch (VertexType)
                {
                case ModelImportVertexType.Normals:
                    fvf = 0x112;
                    break;

                case ModelImportVertexType.VertexColors:
                    fvf = 0x142;
                    break;

                case ModelImportVertexType.VertexColorsNormals:
                    fvf = 0x152;
                    break;

                case ModelImportVertexType.ExtraUVs:
                    fvf = 0x212;
                    break;

                case ModelImportVertexType.TangentsBinormals:
                    fvf = 0x412;
                    break;

                case ModelImportVertexType.ExtraUVsTangentsBinormals:
                    fvf = 0x512;
                    break;
                }
                Utilities.WriteWord(data, fvf, ref pos);
                Utilities.WriteWord(data, (ushort)vmesh.vertices, ref pos);

                uint iMesh = 0;
                uint iGlobalStartVertex = 0;
                uint iGlobalStartIndex  = 0;

                // save mesh header data
                foreach (var cmpnd in cmpndData)
                {
                    for (int lod = 0; lod < cmpnd.object_data.lods; lod++)
                    {
                        if (cmpnd.object_data.data[lod].vmeshdata == vmesh)
                        {
                            cmpnd.object_data.data[lod].vmeshref.StartMesh  = (ushort)iMesh;
                            cmpnd.object_data.data[lod].vmeshref.StartVert  = (ushort)iGlobalStartVertex;
                            cmpnd.object_data.data[lod].vmeshref.StartIndex = (ushort)iGlobalStartIndex;

                            uint iStartVert = 0;

                            foreach (var m in cmpnd.object_data.data[lod].meshes)
                            {
                                Utilities.WriteDWord(data, Utilities.FLModelCRC(m.material_name), ref pos);
                                Utilities.WriteWord(data, (ushort)iStartVert, ref pos);
                                Utilities.WriteWord(data, (ushort)(iStartVert + m.nVerts - 1), ref pos);
                                Utilities.WriteWord(data, (ushort)(m.nTris * 3), ref pos);
                                Utilities.WriteWord(data, 0xCC, ref pos);

                                iStartVert         += (uint)m.nVerts;
                                iGlobalStartIndex  += (uint)m.nTris * 3;
                                iGlobalStartVertex += (uint)m.nVerts;
                                iMesh++;
                            }
                        }
                    }
                }

                // save indices
                foreach (var cmpnd in cmpndData)
                {
                    for (int lod = 0; lod < cmpnd.object_data.lods; lod++)
                    {
                        if (cmpnd.object_data.data[lod].vmeshdata == vmesh)
                        {
                            foreach (var m in cmpnd.object_data.data[lod].meshes)
                            {
                                foreach (var t in m.t)
                                {
                                    Utilities.WriteWord(data, t.vertices[0], ref pos);
                                    Utilities.WriteWord(data, t.vertices[1], ref pos);
                                    Utilities.WriteWord(data, t.vertices[2], ref pos);
                                }
                            }
                        }
                    }
                }

                // save vertices
                foreach (var cmpnd in cmpndData)
                {
                    for (int lod = 0; lod < cmpnd.object_data.lods; lod++)
                    {
                        if (cmpnd.object_data.data[lod].vmeshdata == vmesh)
                        {
                            foreach (var m in cmpnd.object_data.data[lod].meshes)
                            {
                                foreach (var v in m.v)
                                {
                                    Utilities.WriteFloat(data, v.vert.X, ref pos);
                                    Utilities.WriteFloat(data, v.vert.Y, ref pos);
                                    Utilities.WriteFloat(data, v.vert.Z, ref pos);

                                    if (VertexType != ModelImportVertexType.VertexColors)
                                    {
                                        Utilities.WriteFloat(data, v.normal.X, ref pos);
                                        Utilities.WriteFloat(data, v.normal.Y, ref pos);
                                        Utilities.WriteFloat(data, v.normal.Z, ref pos);
                                    }

                                    if (VertexType == ModelImportVertexType.VertexColors || VertexType == ModelImportVertexType.VertexColorsNormals)
                                    {
                                        Utilities.WriteDWord(data, v.diffuse, ref pos);
                                    }

                                    Utilities.WriteFloat(data, v.uv.X, ref pos);
                                    Utilities.WriteFloat(data, v.uv.Y, ref pos);

                                    if (VertexType == ModelImportVertexType.ExtraUVs || VertexType == ModelImportVertexType.ExtraUVsTangentsBinormals)
                                    {
                                        Utilities.WriteFloat(data, v.uv2.X, ref pos);
                                        Utilities.WriteFloat(data, v.uv2.Y, ref pos);
                                    }

                                    if (VertexType == ModelImportVertexType.ExtraUVsTangentsBinormals || VertexType == ModelImportVertexType.TangentsBinormals)
                                    {
                                        Utilities.WriteFloat(data, v.tangent.X, ref pos);
                                        Utilities.WriteFloat(data, v.tangent.Y, ref pos);
                                        Utilities.WriteFloat(data, v.tangent.Z, ref pos);

                                        Utilities.WriteFloat(data, v.binormal.X, ref pos);
                                        Utilities.WriteFloat(data, v.binormal.Y, ref pos);
                                        Utilities.WriteFloat(data, v.binormal.Z, ref pos);
                                    }
                                }
                            }
                        }
                    }
                }

                TreeNode vmeshnode = CreateNode(vmesh.filename);
                vmeshlib.Nodes.Add(vmeshnode);

                TreeNode vmeshdatanode = CreateNode("VMeshData", data);
                vmeshnode.Nodes.Add(vmeshdatanode);
            }

            uint iTotalVWireIndices = 0;

            if (Wireframe)
            {
            }

            TreeNode consnode = CreateNode("Cons");

            cmpnd.Nodes.Add(consnode);

            if (rev.Parts.Count > 0)
            {
                TreeNode revnode = CreateNode("Rev", rev.GetBytes());
                consnode.Nodes.Add(revnode);
            }

            if (pris.Parts.Count > 0)
            {
                TreeNode prisnode = CreateNode("Pris", pris.GetBytes());
                consnode.Nodes.Add(prisnode);
            }

            if (fix.Parts.Count > 0)
            {
                TreeNode fixnode = CreateNode("Fix", fix.GetBytes());
                consnode.Nodes.Add(fixnode);
            }

            foreach (var cmpnd in cmpndData)
            {
                // Cmpnd child node
                {
                    TreeNode cmpndnode = CreateNode(cmpnd.name);
                    this.cmpnd.Nodes.Add(cmpndnode);

                    TreeNode file_name   = CreateNode("File name", Encoding.ASCII.GetBytes(cmpnd.object_data.file_name + "\u0000"));
                    TreeNode index       = CreateNode("Index", BitConverter.GetBytes(cmpnd.index));
                    TreeNode object_name = CreateNode("Object name", Encoding.ASCII.GetBytes(cmpnd.object_name + "\u0000"));

                    cmpndnode.Nodes.Add(file_name);
                    cmpndnode.Nodes.Add(index);
                    cmpndnode.Nodes.Add(object_name);
                }

                // Root child node
                {
                    TreeNode threedbnode = CreateNode(cmpnd.object_data.file_name);
                    rootCMP.Nodes.Add(threedbnode);

                    if (Wireframe)
                    {
                    }

                    TreeNode multilevel = CreateNode("MultiLevel");
                    threedbnode.Nodes.Add(multilevel);

                    if (cmpnd.object_data.lods > 1)
                    {
                        byte[] data = new byte[4 * cmpnd.object_data.lods];
                        int    pos  = 0;
                        Utilities.WriteFloat(data, 0.0f, ref pos);

                        for (int lod = 1; lod < cmpnd.object_data.lods; lod++)
                        {
                            Utilities.WriteFloat(data, (float)Math.Pow(10.0f, (float)(lod + 1)), ref pos);
                        }
                        Utilities.WriteFloat(data, 1000000.0f, ref pos);

                        TreeNode switch2 = CreateNode("Switch2", data);
                        multilevel.Nodes.Add(switch2);
                    }

                    for (int lod = 0; lod < cmpnd.object_data.lods; lod++)
                    {
                        TreeNode levelnode = CreateNode("Level" + lod);
                        multilevel.Nodes.Add(levelnode);

                        TreeNode vmeshpart = CreateNode("VMeshPart");
                        levelnode.Nodes.Add(vmeshpart);

                        TreeNode vmeshref = CreateNode("VMeshRef", cmpnd.object_data.data[lod].vmeshref.GetBytes());
                        vmeshpart.Nodes.Add(vmeshref);
                    }
                }
            }
        }
        void FbxsdkLoadAnimations(FBXScene scene, AnimationClipCreateInfo[] clips)
        {
            const double FRAMES_PER_SECOND = 30;
            if (clips == null) return;
            List<FBXNode> fbxNodeList = new List<FBXNode>();
            FbxsdkFindAllAnimatedNodes(scene, scene.GetRootNode(), fbxNodeList);

            if (fbxNodeList.Count == 0)
            {
                Debug.Log("Don't have animation data");
                return;
            }
            foreach (var clipCreateInfo in clips)
            {
                var start = clipCreateInfo.Start;
                var frameCount = clipCreateInfo.End - start + 1;
                var clip = new AnimationClip();
                clip.Name = clipCreateInfo.Name;
                clip.SecondsPerFrame = 1 / FRAMES_PER_SECOND;
                clip.Duration = frameCount / FRAMES_PER_SECOND;
                foreach (var fbxNode in fbxNodeList)
                {
                    var channel = new AnimationNodeChannel(frameCount);
                    channel.Clip = clip;
                    for (int i = 0; i < frameCount; ++i)
                    {
                        channel.Frames[i] = FbxsdkConvertMatrix(fbxNode.EvaluateLocalTransform(start + i));
                    }
                    clip.Channels[fbxNode.GetName()] = channel;
                }
                AnimationClips[clip.Name] = clip;
            }
        }