public void EmptyExportImportTest()
        {
            int  N     = 10;
            long total = 0;

            for (int i = 0; i < N; i++)
            {
                m_stopwatch.Reset();
                m_stopwatch.Start();

                FbxIOSettings ioSettings = FbxIOSettings.Create(m_fbxManager, Globals.IOSROOT);
                m_fbxManager.SetIOSettings(ioSettings);

                FbxExporter exporter = FbxExporter.Create(m_fbxManager, "");

                string filename = "test.fbx";

                bool exportStatus = exporter.Initialize(filename, -1, m_fbxManager.GetIOSettings());

                // Check that export status is True
                Assert.IsTrue(exportStatus);

                // Create an empty scene to export
                FbxScene scene = FbxScene.Create(m_fbxManager, "myScene");

                // Export the scene to the file.
                exporter.Export(scene);

                exporter.Destroy();

                // Import to make sure file is valid

                FbxImporter importer = FbxImporter.Create(m_fbxManager, "");

                bool importStatus = importer.Initialize(filename, -1, m_fbxManager.GetIOSettings());

                Assert.IsTrue(importStatus);

                // Create a new scene so it can be populated
                FbxScene newScene = FbxScene.Create(m_fbxManager, "myScene2");

                importer.Import(newScene);

                importer.Destroy();

                m_stopwatch.Stop();

                total += m_stopwatch.ElapsedMilliseconds;

                // Delete the file once the test is complete
                File.Delete(filename);
            }

            CheckAgainstNative("EmptyExportImport", total / (float)N, N, 4);
        }
示例#2
0
 public void Dispose()
 {
     if (m_exporter != null)
     {
         m_exporter.Destroy(); m_exporter = null;
     }
     if (m_ioSettings != null)
     {
         m_ioSettings.Destroy(); m_ioSettings = null;
     }
     if (m_manager != null)
     {
         m_manager.Destroy(); m_manager = null;
     }
 }
示例#3
0
        public static bool ExportToFBX(Component_Mesh sourceMesh, string realFileName, out string error)
        {
            //!!!!как для Vegetation. оверрайдить в Component_Mesh?

            //get mesh data
            var operations = new List <Component_RenderingPipeline.RenderSceneData.MeshDataRenderOperation>();

            foreach (var geometry in sourceMesh.GetComponents <Component_MeshGeometry>())
            {
                if (geometry.Enabled)
                {
                    geometry.CompileDataOfThisObject(out var operation);
                    if (operation != null)
                    {
                        operations.Add(operation);
                    }
                }
            }
            //foreach( var geometry in mesh.Result.MeshData.RenderOperations )
            //{
            //}

            FbxManager    manager  = null;
            FbxIOSettings setting  = null;
            FbxExporter   exporter = null;
            FbxScene      scene    = null;

            try
            {
                //init FBX manager
                manager = FbxManager.Create();
                setting = FbxIOSettings.Create(manager, "IOSRoot");
                manager.SetIOSettings(setting);

                scene = FbxScene.Create(manager, "scene");
                scene.GetGlobalSettings().SetAxisSystem(new FbxAxisSystem(FbxAxisSystem.EPreDefinedAxisSystem.eMax));
                scene.GetGlobalSettings().SetSystemUnit(new FbxSystemUnit(100));

                //init FBX scene
                for (int nOper = 0; nOper < operations.Count; nOper++)
                {
                    var oper = operations[nOper];

                    //get data

                    Vector3F[]   positions = null;
                    Vector3F[]   normals   = null;
                    var          texCoords = new List <Vector2F[]>();
                    ColorValue[] colors    = null;
                    Vector3F[]   tangents  = null;
                    Vector3F[]   binormals = null;

                    //Position
                    {
                        if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Position, out VertexElement element) && element.Type == VertexElementType.Float3)
                        {
                            var buffer = oper.VertexBuffers[element.Source];
                            positions = buffer.ExtractChannel <Vector3F>(element.Offset);
                        }
                    }

                    //Normal
                    {
                        if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Normal, out VertexElement element) && element.Type == VertexElementType.Float3)
                        {
                            var buffer = oper.VertexBuffers[element.Source];
                            normals = buffer.ExtractChannel <Vector3F>(element.Offset);
                        }
                    }

                    //TexCoord
                    for (var channel = VertexElementSemantic.TextureCoordinate0; channel <= VertexElementSemantic.TextureCoordinate3; channel++)
                    {
                        if (oper.VertexStructure.GetElementBySemantic(channel, out VertexElement element) && element.Type == VertexElementType.Float2)
                        {
                            var buffer = oper.VertexBuffers[element.Source];
                            texCoords.Add(buffer.ExtractChannel <Vector2F>(element.Offset));
                        }
                    }

                    //Color
                    {
                        if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Color0, out VertexElement element))
                        {
                            if (element.Type == VertexElementType.Float4)
                            {
                                var buffer = oper.VertexBuffers[element.Source];
                                var values = buffer.ExtractChannel <Vector4F>(element.Offset);
                                colors = new ColorValue[positions.Length];
                                int destIndex = 0;
                                foreach (var p in values)
                                {
                                    colors[destIndex++] = p.ToColorValue();
                                }
                            }
                            else if (element.Type == VertexElementType.ColorABGR)
                            {
                                //!!!!check

                                var buffer = oper.VertexBuffers[element.Source];
                                var values = buffer.ExtractChannel <uint>(element.Offset);
                                colors = new ColorValue[positions.Length];
                                int destIndex = 0;
                                foreach (var p in values)
                                {
                                    colors[destIndex++] = new ColorValue(ColorByte.FromABGR(p));
                                }
                            }
                            else if (element.Type == VertexElementType.ColorARGB)
                            {
                                //!!!!check

                                var buffer = oper.VertexBuffers[element.Source];
                                var values = buffer.ExtractChannel <uint>(element.Offset);
                                colors = new ColorValue[positions.Length];
                                int destIndex = 0;
                                foreach (var p in values)
                                {
                                    colors[destIndex++] = new ColorValue(ColorByte.FromARGB(p));
                                }
                            }
                        }
                    }

                    //Tangent, Binormal
                    if (normals != null)
                    {
                        if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Tangent, out VertexElement element) && element.Type == VertexElementType.Float4)
                        {
                            var buffer    = oper.VertexBuffers[element.Source];
                            var tangents4 = buffer.ExtractChannel <Vector4F>(element.Offset);

                            tangents  = new Vector3F[tangents4.Length];
                            binormals = new Vector3F[tangents4.Length];

                            int destIndex = 0;
                            foreach (var p in tangents4)
                            {
                                tangents[destIndex]  = p.ToVector3F();
                                binormals[destIndex] = Vector3F.Cross(p.ToVector3F(), normals[destIndex]) * p.W;
                                destIndex++;
                            }
                        }
                    }

                    //indices
                    int[] indices = null;
                    if (oper.IndexBuffer != null)
                    {
                        indices = oper.IndexBuffer.Indices;
                    }


                    //create geometry

                    var geometryName = "Geometry " + nOper.ToString();
                    var mesh         = FbxMesh.Create(scene, geometryName);

                    mesh.InitControlPoints(positions.Length);

                    FbxLayerElementNormal elementNormals = null;
                    if (normals != null)
                    {
                        elementNormals = mesh.CreateElementNormal();
                        elementNormals.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                        elementNormals.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
                    }

                    FbxLayerElementVertexColor elementColors = null;
                    if (colors != null)
                    {
                        elementColors = mesh.CreateElementVertexColor();
                        elementColors.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                        elementColors.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
                    }

                    FbxLayerElementTangent elementTangents = null;
                    if (tangents != null)
                    {
                        elementTangents = mesh.CreateElementTangent();
                        elementTangents.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                        elementTangents.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
                    }

                    FbxLayerElementBinormal elementBinormals = null;
                    if (binormals != null)
                    {
                        elementBinormals = mesh.CreateElementBinormal();
                        elementBinormals.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                        elementBinormals.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
                    }

                    var uvElements = new List <FbxLayerElementUV>();
                    for (int uvIndex = 0; uvIndex < texCoords.Count; uvIndex++)
                    {
                        var pUVElement = mesh.CreateElementUV("texcoord" + uvIndex.ToString());
                        pUVElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                        pUVElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                        uvElements.Add(pUVElement);
                    }

                    for (int n = 0; n < positions.Length; n++)
                    {
                        mesh.SetControlPointAt(ToFbxVector4(positions[n]), n);

                        if (normals != null)
                        {
                            elementNormals.GetDirectArray().Add(ToFbxVector4(normals[n]));
                        }

                        for (int uvIndex = 0; uvIndex < texCoords.Count; uvIndex++)
                        {
                            var texCoord = texCoords[uvIndex][n];
                            texCoord.Y = 1.0f - texCoord.Y;
                            uvElements[uvIndex].GetDirectArray().Add(ToFbxVector2(texCoord));
                        }

                        if (colors != null)
                        {
                            elementColors.GetDirectArray().Add(ToFbxColor(colors[n]));
                        }

                        if (tangents != null)
                        {
                            elementTangents.GetDirectArray().Add(ToFbxVector4(tangents[n]));
                        }

                        if (binormals != null)
                        {
                            elementBinormals.GetDirectArray().Add(ToFbxVector4(binormals[n]));
                        }
                    }

                    if (normals != null)
                    {
                        mesh.GetLayer(0).SetNormals(elementNormals);
                    }
                    if (colors != null)
                    {
                        mesh.GetLayer(0).SetVertexColors(elementColors);
                    }
                    if (tangents != null)
                    {
                        mesh.GetLayer(0).SetTangents(elementTangents);
                    }
                    if (binormals != null)
                    {
                        mesh.GetLayer(0).SetBinormals(elementBinormals);
                    }


                    int polygonCount = indices.Length / 3;
                    for (int i = 0; i < polygonCount; i++)
                    {
                        mesh.BeginPolygon(-1, -1, -1, false);
                        for (int j = 0; j < 3; j++)
                        {
                            int currentIndex = i * 3 + j;
                            int vertexIndex  = indices[currentIndex];
                            mesh.AddPolygon(vertexIndex);
                        }
                        mesh.EndPolygon();
                    }

                    var node = FbxNode.Create(scene, geometryName);
                    node.SetNodeAttribute(mesh);

                    scene.GetRootNode().AddChild(mesh.GetNode());
                }

                //save

                exporter = FbxExporter.Create(manager, "");
                if (!exporter.Initialize(realFileName, -1, manager.GetIOSettings()))
                {
                    error = "Can't initialize FBX exporter.";
                    return(false);
                }

                if (!exporter.Export(scene))
                {
                    error = "Export to FBX failed.";
                    return(false);
                }
            }
            finally
            {
                try { scene?.Destroy(); } catch { }
                try { exporter?.Destroy(); } catch { }
                try { setting?.Destroy(); } catch { }
                try { manager?.Destroy(); } catch { }
            }

            foreach (var op in operations)
            {
                op.DisposeBuffers();
            }

            error = "";
            return(true);
        }