示例#1
0
        private List <RName> CreateFromFBX(RName name)
        {
            var rc = EngineNS.CEngine.Instance.RenderContext;
            var sa = new AssetImport.FbxImporter();

            var          assetName  = name;
            var          meshesList = new List <RName>();
            ImportOption importOption;

            importOption.SkeletonAssetName = null;
            sa.Import(assetName, RName.GetRName("Mesh"), importOption, (uint)(AssetImport.aiPostProcessSteps.aiProcess_DontSplitMeshByMaterial | AssetImport.aiPostProcessSteps.aiProcess_GenNormals));
            foreach (var meshPri in sa.MeshPrimitives)
            {
                var meshName          = RName.GetRName("Mesh/" + meshPri.Key + CEngineDesc.MeshExtension);
                var meshPrimitiveName = meshPri.Value.Name;
                // 用createMesh 不行
                //var mesh = CEngine.Instance.MeshManager.CreateMesh(rc, meshName, CEngine.Instance.ShadingEnvManager.DefaultShadingEnv);
                var mesh = CEngine.Instance.MeshManager.NewMesh(rc, meshName, meshPrimitiveName);

                mesh.Init(rc, meshName, meshPri.Value);
                var mtl = EngineNS.CEngine.Instance.MaterialInstanceManager.GetMaterialInstance(rc, RName.GetRName("Material/defaultmaterial.instmtl"));
                for (int i = 0; i < mesh.MtlMeshArray.Length; ++i)
                {
                    mesh.SetMaterial(rc, (uint)i, mtl);
                }

                mesh.SaveMesh();
                meshesList.Add(meshName);
            }
            return(meshesList);
        }
示例#2
0
        private EngineNS.GamePlay.Actor.GActor CreateActorFBX(RName assetName)
        {
            var rc = EngineNS.CEngine.Instance.RenderContext;
            var sa = new AssetImport.FbxImporter();

            //var assetName = RName.GetRName("Mesh/AxisWithAni.FBX");
            ImportOption importOption;

            importOption.SkeletonAssetName = null;
            sa.Import(assetName, RName.GetRName("Mesh"), importOption, (uint)(AssetImport.aiPostProcessSteps.aiProcess_DontSplitMeshByMaterial));
            var meshName          = RName.GetRName("Mesh/" + sa.MeshPrimitives.First().Key + ".gms");
            var meshPrimitiveName = sa.MeshPrimitives.First().Value.Name;
            var mesh = CEngine.Instance.MeshManager.NewMesh(rc, meshName, meshPrimitiveName);

            mesh.Init(rc, meshName, sa.MeshPrimitives.First().Value);
            var mtl = EngineNS.CEngine.Instance.MaterialInstanceManager.GetMaterialInstance(rc, RName.GetRName("Material/defaultmaterial.instmtl"));

            for (int i = 0; i < mesh.MtlMeshArray.Length; ++i)
            {
                mesh.SetMaterial(rc, (uint)i, mtl);
            }

            var actor                 = EngineNS.GamePlay.Actor.GActor.NewMeshActor(mesh);
            var skinModifier          = mesh.MdfQueue.FindModifier <EngineNS.Graphics.Mesh.CGfxSkinModifier>();
            var skeletonAnimationNode = sa.Actions.First().Value;

            //var skeletonAnimationNode = new EngineNS.Graphics.Mesh.Animation.CGfxAnimationSequence();
            //skeletonAnimationNode.Init(sklAction);
            skeletonAnimationNode.AnimationPose = skinModifier.Skeleton.BoneTab;
            var animationCom = new EngineNS.GamePlay.Component.GAnimationInstance();

            animationCom.AnimationNode = skeletonAnimationNode;
            actor.AddComponent(animationCom);

            actor.Placement.Location = new Vector3(-1.0f, 0.0f, 0.0f);
            actor.Placement.Scale   /= 10;
            return(actor);
        }