CmFBXImporter.cpp 26 KB

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  1. #include "CmFBXImporter.h"
  2. #include "CmResource.h"
  3. #include "CmDebug.h"
  4. #include "CmDataStream.h"
  5. #include "CmPath.h"
  6. #include "CmMeshData.h"
  7. #include "CmMesh.h"
  8. #include "CmVector2.h"
  9. #include "CmVector3.h"
  10. #include "CmVector4.h"
  11. namespace CamelotEngine
  12. {
  13. FBXImporter::FBXImporter()
  14. :SpecificImporter()
  15. {
  16. mExtensions.push_back("fbx");
  17. }
  18. FBXImporter::~FBXImporter()
  19. {
  20. }
  21. bool FBXImporter::isExtensionSupported(const String& ext) const
  22. {
  23. String lowerCaseExt = ext;
  24. StringUtil::toLowerCase(lowerCaseExt);
  25. return find(mExtensions.begin(), mExtensions.end(), lowerCaseExt) != mExtensions.end();
  26. }
  27. bool FBXImporter::isMagicNumberSupported(const UINT8* magicNumPtr, UINT32 numBytes) const
  28. {
  29. return true; // FBX files can be plain-text so I don't even check for magic number
  30. }
  31. BaseResourceRef FBXImporter::import(const String& filePath)
  32. {
  33. FbxManager* fbxManager = nullptr;
  34. FbxScene* fbxScene = nullptr;
  35. startUpSdk(fbxManager, fbxScene);
  36. loadScene(fbxManager, fbxScene, filePath);
  37. MeshDataPtr meshData = parseScene(fbxManager, fbxScene);
  38. shutDownSdk(fbxManager);
  39. MeshRef mesh(new Mesh());
  40. mesh->setMeshData(meshData);
  41. return mesh;
  42. }
  43. void FBXImporter::startUpSdk(FbxManager*& manager, FbxScene*& scene)
  44. {
  45. // TODO Low priority - Initialize allocator methods for FBX. It calls a lot of heap allocs (200 000 calls for a simple 2k poly mesh) which slows down the import.
  46. // Custom allocator would help a lot.
  47. manager = FbxManager::Create();
  48. if(manager == nullptr)
  49. CM_EXCEPT(InternalErrorException, "FBX SDK failed to initialize. FbxManager::Create() failed.");
  50. FbxIOSettings* ios = FbxIOSettings::Create(manager, IOSROOT);
  51. manager->SetIOSettings(ios);
  52. scene = FbxScene::Create(manager, "Import Scene");
  53. if(scene == nullptr)
  54. CM_EXCEPT(InternalErrorException, "Failed to create FBX scene.");
  55. }
  56. void FBXImporter::shutDownSdk(FbxManager* manager)
  57. {
  58. manager->Destroy();
  59. }
  60. void FBXImporter::loadScene(FbxManager* manager, FbxScene* scene, const String& filePath)
  61. {
  62. int lFileMajor, lFileMinor, lFileRevision;
  63. int lSDKMajor, lSDKMinor, lSDKRevision;
  64. FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision);
  65. FbxImporter* importer = FbxImporter::Create(manager, "");
  66. bool importStatus = importer->Initialize(filePath.c_str(), -1, manager->GetIOSettings());
  67. importer->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);
  68. if(!importStatus)
  69. {
  70. CM_EXCEPT(InternalErrorException, "Call to FbxImporter::Initialize() failed.\n" +
  71. String("Error returned: %s\n\n") + String(importer->GetLastErrorString()));
  72. }
  73. manager->GetIOSettings()->SetBoolProp(IMP_FBX_ANIMATION, false);
  74. manager->GetIOSettings()->SetBoolProp(IMP_FBX_TEXTURE, false);
  75. manager->GetIOSettings()->SetBoolProp(IMP_FBX_LINK, false);
  76. manager->GetIOSettings()->SetBoolProp(IMP_FBX_GOBO, false);
  77. manager->GetIOSettings()->SetBoolProp(IMP_FBX_SHAPE, false);
  78. // TODO - Parse animations
  79. // TODO - Parse blend shapes
  80. importStatus = importer->Import(scene);
  81. if(!importStatus)
  82. {
  83. importer->Destroy();
  84. CM_EXCEPT(InternalErrorException, "Call to FbxImporter::Initialize() failed.\n" +
  85. String("Error returned: %s\n\n") + String(importer->GetLastErrorString()));
  86. }
  87. importer->Destroy();
  88. }
  89. MeshDataPtr FBXImporter::parseScene(FbxManager* manager, FbxScene* scene)
  90. {
  91. stack<FbxNode*>::type todo;
  92. todo.push(scene->GetRootNode());
  93. vector<MeshDataPtr>::type allMeshes;
  94. while(!todo.empty())
  95. {
  96. FbxNode* curNode = todo.top();
  97. todo.pop();
  98. const char* name = curNode->GetName();
  99. FbxNodeAttribute* attrib = curNode->GetNodeAttribute();
  100. if(attrib != nullptr)
  101. {
  102. FbxNodeAttribute::EType attribType = attrib->GetAttributeType();
  103. switch(attribType)
  104. {
  105. case FbxNodeAttribute::eMesh:
  106. {
  107. FbxMesh* mesh = static_cast<FbxMesh*>(attrib);
  108. if(!mesh->IsTriangleMesh())
  109. {
  110. FbxGeometryConverter geomConverter(manager);
  111. geomConverter.TriangulateInPlace(curNode);
  112. attrib = curNode->GetNodeAttribute();
  113. mesh = static_cast<FbxMesh*>(attrib);
  114. }
  115. MeshDataPtr meshData = parseMesh(mesh);
  116. allMeshes.push_back(meshData);
  117. // TODO - Transform meshes based on node transform
  118. }
  119. break;
  120. case FbxNodeAttribute::eSkeleton:
  121. break; // TODO - I should probably implement skeleton parsing
  122. }
  123. }
  124. for(int i = 0; i < curNode->GetChildCount(); i++)
  125. todo.push(curNode->GetChild(i));
  126. }
  127. if(allMeshes.size() == 0)
  128. return nullptr;
  129. else if(allMeshes.size() == 1)
  130. return allMeshes[0];
  131. else
  132. return mergeMeshData(allMeshes);
  133. }
  134. MeshDataPtr FBXImporter::parseMesh(FbxMesh* mesh, bool createTangentsIfMissing)
  135. {
  136. MeshDataPtr meshData = MeshDataPtr(new MeshData());
  137. if (!mesh->GetNode())
  138. return meshData;
  139. if(createTangentsIfMissing && mesh->GetElementUVCount() > 0)
  140. mesh->GenerateTangentsData(0, false);
  141. const int lPolygonCount = mesh->GetPolygonCount();
  142. // Count the polygon count of each material
  143. FbxLayerElementArrayTemplate<int>* lMaterialIndice = NULL;
  144. FbxGeometryElement::EMappingMode lMaterialMappingMode = FbxGeometryElement::eNone;
  145. if (mesh->GetElementMaterial())
  146. {
  147. lMaterialIndice = &mesh->GetElementMaterial()->GetIndexArray();
  148. lMaterialMappingMode = mesh->GetElementMaterial()->GetMappingMode();
  149. if (lMaterialIndice && lMaterialMappingMode == FbxGeometryElement::eByPolygon)
  150. {
  151. FBX_ASSERT(lMaterialIndice->GetCount() == lPolygonCount);
  152. if (lMaterialIndice->GetCount() == lPolygonCount)
  153. {
  154. // Count the faces of each material
  155. for (int lPolygonIndex = 0; lPolygonIndex < lPolygonCount; ++lPolygonIndex)
  156. {
  157. const UINT32 lMaterialIndex = (UINT32)lMaterialIndice->GetAt(lPolygonIndex);
  158. if (meshData->subMeshes.size() < lMaterialIndex + 1)
  159. {
  160. meshData->subMeshes.resize(lMaterialIndex + 1);
  161. }
  162. meshData->subMeshes[lMaterialIndex].indexCount += 3;
  163. }
  164. // Record the offset (how many vertex)
  165. const int lMaterialCount = meshData->subMeshes.size();
  166. int lOffset = 0;
  167. for (int lIndex = 0; lIndex < lMaterialCount; ++lIndex)
  168. {
  169. meshData->subMeshes[lIndex].indexOffset = lOffset;
  170. lOffset += meshData->subMeshes[lIndex].indexCount;
  171. // This will be used as counter in the following procedures, reset to zero
  172. meshData->subMeshes[lIndex].indexCount = 0;
  173. }
  174. FBX_ASSERT(lOffset == lPolygonCount * 3);
  175. }
  176. }
  177. }
  178. // All faces will use the same material.
  179. if (meshData->subMeshes.size() == 0)
  180. meshData->subMeshes.resize(1);
  181. // Find out which vertex attributes exist
  182. bool allByControlPoint = true;
  183. bool hasColor = mesh->GetElementVertexColorCount() > 0;
  184. FbxGeometryElement::EMappingMode lColorMappingMode = FbxGeometryElement::eNone;
  185. if(hasColor)
  186. {
  187. lColorMappingMode = mesh->GetElementVertexColor(0)->GetMappingMode();
  188. if (lColorMappingMode == FbxGeometryElement::eNone)
  189. {
  190. hasColor = false;
  191. }
  192. if (hasColor && lColorMappingMode != FbxGeometryElement::eByControlPoint)
  193. {
  194. allByControlPoint = false;
  195. }
  196. }
  197. bool hasNormal = mesh->GetElementNormalCount() > 0;
  198. FbxGeometryElement::EMappingMode lNormalMappingMode = FbxGeometryElement::eNone;
  199. if (hasNormal)
  200. {
  201. lNormalMappingMode = mesh->GetElementNormal(0)->GetMappingMode();
  202. if (lNormalMappingMode == FbxGeometryElement::eNone)
  203. {
  204. hasNormal = false;
  205. }
  206. if (hasNormal && lNormalMappingMode != FbxGeometryElement::eByControlPoint)
  207. {
  208. allByControlPoint = false;
  209. }
  210. }
  211. bool hasTangent = mesh->GetElementTangentCount() > 0;
  212. FbxGeometryElement::EMappingMode lTangentMappingMode = FbxGeometryElement::eNone;
  213. if (hasTangent)
  214. {
  215. lTangentMappingMode = mesh->GetElementTangent(0)->GetMappingMode();
  216. if (lTangentMappingMode == FbxGeometryElement::eNone)
  217. {
  218. hasTangent = false;
  219. }
  220. if (hasTangent && lTangentMappingMode != FbxGeometryElement::eByControlPoint)
  221. {
  222. allByControlPoint = false;
  223. }
  224. }
  225. bool hasBitangent = mesh->GetElementBinormalCount() > 0;
  226. FbxGeometryElement::EMappingMode lBitangentMappingMode = FbxGeometryElement::eNone;
  227. if (hasBitangent)
  228. {
  229. lBitangentMappingMode = mesh->GetElementBinormal(0)->GetMappingMode();
  230. if (lBitangentMappingMode == FbxGeometryElement::eNone)
  231. {
  232. hasBitangent = false;
  233. }
  234. if (hasBitangent && lBitangentMappingMode != FbxGeometryElement::eByControlPoint)
  235. {
  236. allByControlPoint = false;
  237. }
  238. }
  239. bool hasUV0 = mesh->GetElementUVCount() > 0;
  240. FbxGeometryElement::EMappingMode lUVMappingMode0 = FbxGeometryElement::eNone;
  241. if (hasUV0)
  242. {
  243. lUVMappingMode0 = mesh->GetElementUV(0)->GetMappingMode();
  244. if (lUVMappingMode0 == FbxGeometryElement::eNone)
  245. hasUV0 = false;
  246. if (hasUV0 && lUVMappingMode0 != FbxGeometryElement::eByControlPoint)
  247. allByControlPoint = false;
  248. }
  249. bool hasUV1 = mesh->GetElementUVCount() > 1;
  250. FbxGeometryElement::EMappingMode lUVMappingMode1 = FbxGeometryElement::eNone;
  251. if (hasUV1)
  252. {
  253. lUVMappingMode1 = mesh->GetElementUV(1)->GetMappingMode();
  254. if (lUVMappingMode1 == FbxGeometryElement::eNone)
  255. hasUV1 = false;
  256. if (hasUV1 && lUVMappingMode1 != FbxGeometryElement::eByControlPoint)
  257. allByControlPoint = false;
  258. }
  259. // Allocate the array memory, by control point or by polygon vertex.
  260. int lPolygonVertexCount = mesh->GetControlPointsCount();
  261. if (!allByControlPoint)
  262. lPolygonVertexCount = lPolygonCount * 3;
  263. meshData->indexCount = lPolygonCount * 3;
  264. meshData->vertexCount = lPolygonVertexCount;
  265. meshData->index = new int[lPolygonCount * 3];
  266. std::shared_ptr<MeshData::VertexData> vertexData = std::shared_ptr<MeshData::VertexData>(new MeshData::VertexData(lPolygonVertexCount));
  267. meshData->vertexBuffers.insert(std::make_pair(0, vertexData));
  268. vertexData->vertex = new Vector3[lPolygonVertexCount];
  269. if(hasColor)
  270. vertexData->color = new Color[lPolygonVertexCount];
  271. if (hasNormal)
  272. vertexData->normal = new Vector3[lPolygonVertexCount];
  273. if (hasTangent)
  274. vertexData->tangent = new Vector3[lPolygonVertexCount];
  275. if (hasBitangent)
  276. vertexData->bitangent = new Vector3[lPolygonVertexCount];
  277. FbxStringList lUVNames;
  278. mesh->GetUVSetNames(lUVNames);
  279. const char * lUVName0 = NULL;
  280. if (hasUV0 && lUVNames.GetCount() > 0)
  281. {
  282. vertexData->uv0 = new Vector2[lPolygonVertexCount];
  283. lUVName0 = lUVNames[0];
  284. }
  285. const char * lUVName1 = NULL;
  286. if (hasUV1 && lUVNames.GetCount() > 1)
  287. {
  288. vertexData->uv1 = new Vector2[lPolygonVertexCount];
  289. lUVName1 = lUVNames[1];
  290. }
  291. // Populate the array with vertex attribute, if by control point.
  292. const FbxVector4 * lControlPoints = mesh->GetControlPoints();
  293. FbxVector4 lCurrentVertex;
  294. FbxVector4 lCurrentNormal;
  295. FbxVector2 lCurrentUV;
  296. const FbxGeometryElementVertexColor * lColorElement = NULL;
  297. if (hasColor)
  298. lColorElement = mesh->GetElementVertexColor(0);
  299. const FbxGeometryElementTangent * lTangentElement = NULL;
  300. if (hasTangent)
  301. lTangentElement = mesh->GetElementTangent(0);
  302. const FbxGeometryElementBinormal * lBitangentElement = NULL;
  303. if (hasBitangent)
  304. lBitangentElement = mesh->GetElementBinormal(0);
  305. if (allByControlPoint)
  306. {
  307. const FbxGeometryElementNormal * lNormalElement = NULL;
  308. if (hasNormal)
  309. lNormalElement = mesh->GetElementNormal(0);
  310. const FbxGeometryElementUV * lUVElement0 = NULL;
  311. if (hasUV0)
  312. lUVElement0 = mesh->GetElementUV(0);
  313. const FbxGeometryElementUV * lUVElement1 = NULL;
  314. if (hasUV1)
  315. lUVElement1 = mesh->GetElementUV(1);
  316. for (int lIndex = 0; lIndex < lPolygonVertexCount; ++lIndex)
  317. {
  318. // Save the vertex position.
  319. lCurrentVertex = lControlPoints[lIndex];
  320. vertexData->vertex[lIndex][0] = static_cast<float>(lCurrentVertex[0]);
  321. vertexData->vertex[lIndex][1] = static_cast<float>(lCurrentVertex[1]);
  322. vertexData->vertex[lIndex][2] = static_cast<float>(lCurrentVertex[2]);
  323. // Save vertex color
  324. if(hasColor)
  325. {
  326. int lColorIndex = lIndex;
  327. if (lColorElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
  328. lColorIndex = lColorElement->GetIndexArray().GetAt(lIndex);
  329. FbxColor lCurrentColor = lColorElement->GetDirectArray().GetAt(lColorIndex);
  330. vertexData->color[lIndex][0] = static_cast<float>(lCurrentColor[0]);
  331. vertexData->color[lIndex][1] = static_cast<float>(lCurrentColor[1]);
  332. vertexData->color[lIndex][2] = static_cast<float>(lCurrentColor[2]);
  333. vertexData->color[lIndex][3] = static_cast<float>(lCurrentColor[3]);
  334. }
  335. // Save the normal.
  336. if (hasNormal)
  337. {
  338. int lNormalIndex = lIndex;
  339. if (lNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
  340. lNormalIndex = lNormalElement->GetIndexArray().GetAt(lIndex);
  341. lCurrentNormal = lNormalElement->GetDirectArray().GetAt(lNormalIndex);
  342. vertexData->normal[lIndex][0] = static_cast<float>(lCurrentNormal[0]);
  343. vertexData->normal[lIndex][1] = static_cast<float>(lCurrentNormal[1]);
  344. vertexData->normal[lIndex][2] = static_cast<float>(lCurrentNormal[2]);
  345. }
  346. // Save the tangent.
  347. if (hasTangent)
  348. {
  349. int lTangentIndex = lIndex;
  350. if (lTangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
  351. lTangentIndex = lTangentElement->GetIndexArray().GetAt(lIndex);
  352. FbxVector4 lCurrentTangent = lTangentElement->GetDirectArray().GetAt(lTangentIndex);
  353. vertexData->tangent[lIndex][0] = static_cast<float>(lCurrentTangent[0]);
  354. vertexData->tangent[lIndex][1] = static_cast<float>(lCurrentTangent[1]);
  355. vertexData->tangent[lIndex][2] = static_cast<float>(lCurrentTangent[2]);
  356. }
  357. // Save the tangent.
  358. if (hasBitangent)
  359. {
  360. int lBitangentIndex = lIndex;
  361. if (lBitangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
  362. lBitangentIndex = lBitangentElement->GetIndexArray().GetAt(lIndex);
  363. FbxVector4 lCurrentBitangent = lBitangentElement->GetDirectArray().GetAt(lBitangentIndex);
  364. vertexData->bitangent[lIndex][0] = static_cast<float>(lCurrentBitangent[0]);
  365. vertexData->bitangent[lIndex][1] = static_cast<float>(lCurrentBitangent[1]);
  366. vertexData->bitangent[lIndex][2] = static_cast<float>(lCurrentBitangent[2]);
  367. }
  368. // Save the UV.
  369. if (hasUV0)
  370. {
  371. int lUVIndex = lIndex;
  372. if (lUVElement0->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
  373. lUVIndex = lUVElement0->GetIndexArray().GetAt(lIndex);
  374. lCurrentUV = lUVElement0->GetDirectArray().GetAt(lUVIndex);
  375. vertexData->uv0[lIndex][0] = static_cast<float>(lCurrentUV[0]);
  376. vertexData->uv0[lIndex][1] = static_cast<float>(lCurrentUV[1]);
  377. }
  378. if (hasUV1)
  379. {
  380. int lUVIndex = lIndex;
  381. if (lUVElement1->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
  382. lUVIndex = lUVElement1->GetIndexArray().GetAt(lIndex);
  383. lCurrentUV = lUVElement1->GetDirectArray().GetAt(lUVIndex);
  384. vertexData->uv1[lIndex][0] = static_cast<float>(lCurrentUV[0]);
  385. vertexData->uv1[lIndex][1] = static_cast<float>(lCurrentUV[1]);
  386. }
  387. }
  388. }
  389. int lVertexCount = 0;
  390. for (int lPolygonIndex = 0; lPolygonIndex < lPolygonCount; ++lPolygonIndex)
  391. {
  392. // The material for current face.
  393. int lMaterialIndex = 0;
  394. if (lMaterialIndice && lMaterialMappingMode == FbxGeometryElement::eByPolygon)
  395. {
  396. lMaterialIndex = lMaterialIndice->GetAt(lPolygonIndex);
  397. }
  398. // Where should I save the vertex attribute index, according to the material
  399. const int lIndexOffset = meshData->subMeshes[lMaterialIndex].indexOffset + meshData->subMeshes[lMaterialIndex].indexCount;
  400. for (int lVerticeIndex = 0; lVerticeIndex < 3; ++lVerticeIndex)
  401. {
  402. const int lControlPointIndex = mesh->GetPolygonVertex(lPolygonIndex, lVerticeIndex);
  403. if (allByControlPoint)
  404. {
  405. meshData->index[lIndexOffset + lVerticeIndex] = static_cast<unsigned int>(lControlPointIndex);
  406. }
  407. // Populate the array with vertex attribute, if by polygon vertex.
  408. else
  409. {
  410. meshData->index[lIndexOffset + lVerticeIndex] = static_cast<unsigned int>(lVertexCount);
  411. lCurrentVertex = lControlPoints[lControlPointIndex];
  412. vertexData->vertex[lVertexCount][0] = static_cast<float>(lCurrentVertex[0]);
  413. vertexData->vertex[lVertexCount][1] = static_cast<float>(lCurrentVertex[1]);
  414. vertexData->vertex[lVertexCount][2] = static_cast<float>(lCurrentVertex[2]);
  415. if(hasColor)
  416. {
  417. int lColorIndex = lIndexOffset + lVerticeIndex; // TODO - Is this right?
  418. if (lColorElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
  419. lColorIndex = lColorElement->GetIndexArray().GetAt(lColorIndex);
  420. FbxColor lCurrentColor = lColorElement->GetDirectArray().GetAt(lColorIndex);
  421. vertexData->color[lVertexCount][0] = static_cast<float>(lCurrentColor[0]);
  422. vertexData->color[lVertexCount][1] = static_cast<float>(lCurrentColor[1]);
  423. vertexData->color[lVertexCount][2] = static_cast<float>(lCurrentColor[2]);
  424. vertexData->color[lVertexCount][3] = static_cast<float>(lCurrentColor[3]);
  425. }
  426. if (hasNormal)
  427. {
  428. mesh->GetPolygonVertexNormal(lPolygonIndex, lVerticeIndex, lCurrentNormal);
  429. vertexData->normal[lVertexCount][0] = static_cast<float>(lCurrentNormal[0]);
  430. vertexData->normal[lVertexCount][1] = static_cast<float>(lCurrentNormal[1]);
  431. vertexData->normal[lVertexCount][2] = static_cast<float>(lCurrentNormal[2]);
  432. }
  433. if (hasTangent)
  434. {
  435. int lTangentIndex = lIndexOffset + lVerticeIndex; // TODO - Is this right?
  436. if (lTangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
  437. lTangentIndex = lTangentElement->GetIndexArray().GetAt(lTangentIndex);
  438. FbxVector4 lCurrentTangent = lTangentElement->GetDirectArray().GetAt(lTangentIndex);
  439. vertexData->tangent[lVertexCount][0] = static_cast<float>(lCurrentTangent[0]);
  440. vertexData->tangent[lVertexCount][1] = static_cast<float>(lCurrentTangent[1]);
  441. vertexData->tangent[lVertexCount][2] = static_cast<float>(lCurrentTangent[2]);
  442. }
  443. if (hasBitangent)
  444. {
  445. int lBitangentIndex = lIndexOffset + lVerticeIndex; // TODO - Is this right?
  446. if (lBitangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
  447. lBitangentIndex = lBitangentElement->GetIndexArray().GetAt(lBitangentIndex);
  448. FbxVector4 lCurrentBitangent = lBitangentElement->GetDirectArray().GetAt(lBitangentIndex);
  449. vertexData->bitangent[lVertexCount][0] = static_cast<float>(lCurrentBitangent[0]);
  450. vertexData->bitangent[lVertexCount][1] = static_cast<float>(lCurrentBitangent[1]);
  451. vertexData->bitangent[lVertexCount][2] = static_cast<float>(lCurrentBitangent[2]);
  452. }
  453. if (hasUV0)
  454. {
  455. mesh->GetPolygonVertexUV(lPolygonIndex, lVerticeIndex, lUVName0, lCurrentUV);
  456. vertexData->uv0[lVertexCount][0] = static_cast<float>(lCurrentUV[0]);
  457. vertexData->uv0[lVertexCount][1] = static_cast<float>(lCurrentUV[1]);
  458. }
  459. if (hasUV1)
  460. {
  461. mesh->GetPolygonVertexUV(lPolygonIndex, lVerticeIndex, lUVName1, lCurrentUV);
  462. vertexData->uv1[lVertexCount][0] = static_cast<float>(lCurrentUV[0]);
  463. vertexData->uv1[lVertexCount][1] = static_cast<float>(lCurrentUV[1]);
  464. }
  465. }
  466. ++lVertexCount;
  467. }
  468. meshData->subMeshes[lMaterialIndex].indexCount += 3;
  469. }
  470. initDeclarationForMeshData(meshData);
  471. return meshData;
  472. }
  473. void FBXImporter::initDeclarationForMeshData(MeshDataPtr meshData)
  474. {
  475. std::shared_ptr<MeshData::VertexData> vertexData = meshData->vertexBuffers[0];
  476. UINT32 offset = 0;
  477. if(vertexData->vertex)
  478. {
  479. meshData->declaration->addElement(0, offset, VET_FLOAT3, VES_POSITION, 0);
  480. offset += VertexElement::getTypeSize(VET_FLOAT3);
  481. }
  482. if(vertexData->color)
  483. {
  484. meshData->declaration->addElement(0, offset, VET_COLOUR, VES_DIFFUSE, 0);
  485. offset += VertexElement::getTypeSize(VET_COLOUR);
  486. }
  487. if(vertexData->normal)
  488. {
  489. meshData->declaration->addElement(0, offset, VET_FLOAT3, VES_NORMAL, 0);
  490. offset += VertexElement::getTypeSize(VET_FLOAT3);
  491. }
  492. if(vertexData->tangent)
  493. {
  494. meshData->declaration->addElement(0, offset, VET_FLOAT3, VES_TANGENT, 0);
  495. offset += VertexElement::getTypeSize(VET_FLOAT3);
  496. }
  497. // TODO - Storing bitangents with the mesh is probably not a good idea. It's likely cheaper to recreate them in the shader
  498. if(vertexData->bitangent)
  499. {
  500. meshData->declaration->addElement(0, offset, VET_FLOAT3, VES_BITANGENT, 0);
  501. offset += VertexElement::getTypeSize(VET_FLOAT3);
  502. }
  503. if(vertexData->uv0)
  504. {
  505. meshData->declaration->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
  506. offset += VertexElement::getTypeSize(VET_FLOAT2);
  507. }
  508. if(vertexData->uv1)
  509. {
  510. meshData->declaration->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 1);
  511. offset += VertexElement::getTypeSize(VET_FLOAT2);
  512. }
  513. }
  514. MeshDataPtr FBXImporter::mergeMeshData(vector<MeshDataPtr>::type meshes)
  515. {
  516. // TODO Low priority - Throughout this method we're assuming mesh data only has a single stream, which is a fair assumption now, but that might change later.
  517. MeshDataPtr meshData = MeshDataPtr(new MeshData());
  518. bool hasPosition = false;
  519. bool hasColors = false;
  520. bool hasNormals = false;
  521. bool hasTangents = false;
  522. bool hasBitangents = false;
  523. bool hasUV0 = false;
  524. bool hasUV1 = false;
  525. // Count all vertices and indexes. And determine all data types.
  526. for(auto iter = meshes.begin(); iter != meshes.end(); ++iter)
  527. {
  528. meshData->indexCount += (*iter)->indexCount;
  529. meshData->vertexCount += (*iter)->vertexCount;
  530. std::shared_ptr<MeshData::VertexData> vertData = (*iter)->vertexBuffers[0];
  531. if(vertData)
  532. {
  533. if(vertData->vertex)
  534. hasPosition = true;
  535. if(vertData->color)
  536. hasColors = true;
  537. if(vertData->normal)
  538. hasNormals = true;
  539. if(vertData->tangent)
  540. hasTangents = true;
  541. if(vertData->bitangent)
  542. hasBitangents = true;
  543. if(vertData->uv0)
  544. hasUV0 = true;
  545. if(vertData->uv1)
  546. hasUV1 = true;
  547. }
  548. }
  549. // Copy indices
  550. meshData->index = new int[meshData->indexCount];
  551. int currentIndexIdx = 0;
  552. int currentVertIdx = 0;
  553. for(auto iter = meshes.begin(); iter != meshes.end(); ++iter)
  554. {
  555. int indexCount = (*iter)->indexCount;
  556. for(int i = 0; i < indexCount; i++)
  557. meshData->index[currentIndexIdx + i] = (*iter)->index[i] + currentVertIdx;
  558. currentIndexIdx += indexCount;
  559. currentVertIdx += (*iter)->vertexCount;
  560. }
  561. // Copy vertex data
  562. std::shared_ptr<MeshData::VertexData> combinedVertData(new MeshData::VertexData(meshData->vertexCount, 0));
  563. meshData->vertexBuffers[0] = combinedVertData;
  564. if(hasPosition)
  565. combinedVertData->vertex = new Vector3[meshData->vertexCount];
  566. if(hasColors)
  567. combinedVertData->color = new Color[meshData->vertexCount];
  568. if(hasNormals)
  569. combinedVertData->normal = new Vector3[meshData->vertexCount];
  570. if(hasTangents)
  571. combinedVertData->tangent = new Vector3[meshData->vertexCount];
  572. if(hasBitangents)
  573. combinedVertData->bitangent = new Vector3[meshData->vertexCount];
  574. if(hasUV0)
  575. combinedVertData->uv0 = new Vector2[meshData->vertexCount];
  576. if(hasUV1)
  577. combinedVertData->uv1 = new Vector2[meshData->vertexCount];
  578. currentVertIdx = 0;
  579. for(auto iter = meshes.begin(); iter != meshes.end(); ++iter)
  580. {
  581. int indexCount = (*iter)->indexCount;
  582. std::shared_ptr<MeshData::VertexData> vertData = (*iter)->vertexBuffers[0];
  583. if(hasPosition)
  584. {
  585. if(vertData && vertData->vertex)
  586. memcpy(&combinedVertData->vertex[currentVertIdx], vertData->vertex, (*iter)->vertexCount * sizeof(Vector3));
  587. else
  588. memset(&combinedVertData->vertex[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector3));
  589. }
  590. if(hasColors)
  591. {
  592. if(vertData && vertData->color)
  593. memcpy(&combinedVertData->color[currentVertIdx], vertData->color, (*iter)->vertexCount * sizeof(Color));
  594. else
  595. memset(&combinedVertData->color[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Color));
  596. }
  597. if(hasNormals)
  598. {
  599. if(vertData && vertData->normal)
  600. memcpy(&combinedVertData->normal[currentVertIdx], vertData->normal, (*iter)->vertexCount * sizeof(Vector3));
  601. else
  602. memset(&combinedVertData->normal[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector3));
  603. }
  604. if(hasTangents)
  605. {
  606. if(vertData && vertData->tangent)
  607. memcpy(&combinedVertData->tangent[currentVertIdx], vertData->tangent, (*iter)->vertexCount * sizeof(Vector3));
  608. else
  609. memset(&combinedVertData->tangent[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector3));
  610. }
  611. if(hasBitangents)
  612. {
  613. if(vertData && vertData->bitangent)
  614. memcpy(&combinedVertData->bitangent[currentVertIdx], vertData->bitangent, (*iter)->vertexCount * sizeof(Vector3));
  615. else
  616. memset(&combinedVertData->bitangent[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector3));
  617. }
  618. if(hasUV0)
  619. {
  620. if(vertData && vertData->uv0)
  621. memcpy(&combinedVertData->uv0[currentVertIdx], vertData->uv0, (*iter)->vertexCount * sizeof(Vector2));
  622. else
  623. memset(&combinedVertData->uv0[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector2));
  624. }
  625. if(hasUV1)
  626. {
  627. if(vertData && vertData->uv1)
  628. memcpy(&combinedVertData->uv1[currentVertIdx], vertData->uv1, (*iter)->vertexCount * sizeof(Vector2));
  629. else
  630. memset(&combinedVertData->uv1[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector2));
  631. }
  632. currentVertIdx += (*iter)->vertexCount;
  633. }
  634. // Copy submesh data
  635. currentIndexIdx = 0;
  636. for(auto iter = meshes.begin(); iter != meshes.end(); ++iter)
  637. {
  638. UINT32 subMeshCount = (*iter)->subMeshes.size();
  639. for(UINT32 i = 0; i < subMeshCount; i++)
  640. {
  641. MeshData::SubMeshData newSubMesh;
  642. newSubMesh.indexCount = (*iter)->subMeshes[i].indexCount;
  643. newSubMesh.indexOffset = (*iter)->subMeshes[i].indexOffset + currentIndexIdx;
  644. meshData->subMeshes.push_back(newSubMesh);
  645. }
  646. currentIndexIdx += (*iter)->indexCount;
  647. }
  648. initDeclarationForMeshData(meshData);
  649. return meshData;
  650. }
  651. }