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- #include "CmFBXImporter.h"
- #include "CmResource.h"
- #include "CmDebug.h"
- #include "CmDataStream.h"
- #include "CmPath.h"
- #include "CmMeshData.h"
- #include "CmMesh.h"
- #include "CmVector2.h"
- #include "CmVector3.h"
- #include "CmVector4.h"
- namespace CamelotEngine
- {
- FBXImporter::FBXImporter()
- :SpecificImporter()
- {
- mExtensions.push_back("fbx");
- }
- FBXImporter::~FBXImporter()
- {
- }
- bool FBXImporter::isExtensionSupported(const String& ext) const
- {
- String lowerCaseExt = ext;
- StringUtil::toLowerCase(lowerCaseExt);
- return find(mExtensions.begin(), mExtensions.end(), lowerCaseExt) != mExtensions.end();
- }
- bool FBXImporter::isMagicNumberSupported(const UINT8* magicNumPtr, UINT32 numBytes) const
- {
- return true; // FBX files can be plain-text so I don't even check for magic number
- }
- BaseResourceRef FBXImporter::import(const String& filePath)
- {
- FbxManager* fbxManager = nullptr;
- FbxScene* fbxScene = nullptr;
- startUpSdk(fbxManager, fbxScene);
- loadScene(fbxManager, fbxScene, filePath);
- MeshDataPtr meshData = parseScene(fbxManager, fbxScene);
- shutDownSdk(fbxManager);
- MeshRef mesh(new Mesh());
- mesh->setMeshData(meshData);
- return mesh;
- }
- void FBXImporter::startUpSdk(FbxManager*& manager, FbxScene*& scene)
- {
- // 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.
- // Custom allocator would help a lot.
- manager = FbxManager::Create();
- if(manager == nullptr)
- CM_EXCEPT(InternalErrorException, "FBX SDK failed to initialize. FbxManager::Create() failed.");
- FbxIOSettings* ios = FbxIOSettings::Create(manager, IOSROOT);
- manager->SetIOSettings(ios);
- scene = FbxScene::Create(manager, "Import Scene");
- if(scene == nullptr)
- CM_EXCEPT(InternalErrorException, "Failed to create FBX scene.");
- }
- void FBXImporter::shutDownSdk(FbxManager* manager)
- {
- manager->Destroy();
- }
- void FBXImporter::loadScene(FbxManager* manager, FbxScene* scene, const String& filePath)
- {
- int lFileMajor, lFileMinor, lFileRevision;
- int lSDKMajor, lSDKMinor, lSDKRevision;
- FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision);
- FbxImporter* importer = FbxImporter::Create(manager, "");
- bool importStatus = importer->Initialize(filePath.c_str(), -1, manager->GetIOSettings());
-
- importer->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);
- if(!importStatus)
- {
- CM_EXCEPT(InternalErrorException, "Call to FbxImporter::Initialize() failed.\n" +
- String("Error returned: %s\n\n") + String(importer->GetLastErrorString()));
- }
- manager->GetIOSettings()->SetBoolProp(IMP_FBX_ANIMATION, false);
- manager->GetIOSettings()->SetBoolProp(IMP_FBX_TEXTURE, false);
- manager->GetIOSettings()->SetBoolProp(IMP_FBX_LINK, false);
- manager->GetIOSettings()->SetBoolProp(IMP_FBX_GOBO, false);
- manager->GetIOSettings()->SetBoolProp(IMP_FBX_SHAPE, false);
- // TODO - Parse animations
- // TODO - Parse blend shapes
- importStatus = importer->Import(scene);
- if(!importStatus)
- {
- importer->Destroy();
- CM_EXCEPT(InternalErrorException, "Call to FbxImporter::Initialize() failed.\n" +
- String("Error returned: %s\n\n") + String(importer->GetLastErrorString()));
- }
- importer->Destroy();
- }
- MeshDataPtr FBXImporter::parseScene(FbxManager* manager, FbxScene* scene)
- {
- stack<FbxNode*>::type todo;
- todo.push(scene->GetRootNode());
- vector<MeshDataPtr>::type allMeshes;
- while(!todo.empty())
- {
- FbxNode* curNode = todo.top();
- todo.pop();
- const char* name = curNode->GetName();
- FbxNodeAttribute* attrib = curNode->GetNodeAttribute();
- if(attrib != nullptr)
- {
- FbxNodeAttribute::EType attribType = attrib->GetAttributeType();
- switch(attribType)
- {
- case FbxNodeAttribute::eMesh:
- {
- FbxMesh* mesh = static_cast<FbxMesh*>(attrib);
- if(!mesh->IsTriangleMesh())
- {
- FbxGeometryConverter geomConverter(manager);
- geomConverter.TriangulateInPlace(curNode);
- attrib = curNode->GetNodeAttribute();
- mesh = static_cast<FbxMesh*>(attrib);
- }
- MeshDataPtr meshData = parseMesh(mesh);
- allMeshes.push_back(meshData);
- // TODO - Transform meshes based on node transform
- }
- break;
- case FbxNodeAttribute::eSkeleton:
- break; // TODO - I should probably implement skeleton parsing
- }
- }
- for(int i = 0; i < curNode->GetChildCount(); i++)
- todo.push(curNode->GetChild(i));
- }
- if(allMeshes.size() == 0)
- return nullptr;
- else if(allMeshes.size() == 1)
- return allMeshes[0];
- else
- return mergeMeshData(allMeshes);
- }
- MeshDataPtr FBXImporter::parseMesh(FbxMesh* mesh, bool createTangentsIfMissing)
- {
- MeshDataPtr meshData = MeshDataPtr(new MeshData());
- if (!mesh->GetNode())
- return meshData;
-
- if(createTangentsIfMissing && mesh->GetElementUVCount() > 0)
- mesh->GenerateTangentsData(0, false);
- const int lPolygonCount = mesh->GetPolygonCount();
- // Count the polygon count of each material
- FbxLayerElementArrayTemplate<int>* lMaterialIndice = NULL;
- FbxGeometryElement::EMappingMode lMaterialMappingMode = FbxGeometryElement::eNone;
- if (mesh->GetElementMaterial())
- {
- lMaterialIndice = &mesh->GetElementMaterial()->GetIndexArray();
- lMaterialMappingMode = mesh->GetElementMaterial()->GetMappingMode();
- if (lMaterialIndice && lMaterialMappingMode == FbxGeometryElement::eByPolygon)
- {
- FBX_ASSERT(lMaterialIndice->GetCount() == lPolygonCount);
- if (lMaterialIndice->GetCount() == lPolygonCount)
- {
- // Count the faces of each material
- for (int lPolygonIndex = 0; lPolygonIndex < lPolygonCount; ++lPolygonIndex)
- {
- const UINT32 lMaterialIndex = (UINT32)lMaterialIndice->GetAt(lPolygonIndex);
- if (meshData->subMeshes.size() < lMaterialIndex + 1)
- {
- meshData->subMeshes.resize(lMaterialIndex + 1);
- }
- meshData->subMeshes[lMaterialIndex].indexCount += 3;
- }
- // Record the offset (how many vertex)
- const int lMaterialCount = meshData->subMeshes.size();
- int lOffset = 0;
- for (int lIndex = 0; lIndex < lMaterialCount; ++lIndex)
- {
- meshData->subMeshes[lIndex].indexOffset = lOffset;
- lOffset += meshData->subMeshes[lIndex].indexCount;
- // This will be used as counter in the following procedures, reset to zero
- meshData->subMeshes[lIndex].indexCount = 0;
- }
- FBX_ASSERT(lOffset == lPolygonCount * 3);
- }
- }
- }
- // All faces will use the same material.
- if (meshData->subMeshes.size() == 0)
- meshData->subMeshes.resize(1);
- // Find out which vertex attributes exist
- bool allByControlPoint = true;
- bool hasColor = mesh->GetElementVertexColorCount() > 0;
- FbxGeometryElement::EMappingMode lColorMappingMode = FbxGeometryElement::eNone;
- if(hasColor)
- {
- lColorMappingMode = mesh->GetElementVertexColor(0)->GetMappingMode();
- if (lColorMappingMode == FbxGeometryElement::eNone)
- {
- hasColor = false;
- }
- if (hasColor && lColorMappingMode != FbxGeometryElement::eByControlPoint)
- {
- allByControlPoint = false;
- }
- }
- bool hasNormal = mesh->GetElementNormalCount() > 0;
- FbxGeometryElement::EMappingMode lNormalMappingMode = FbxGeometryElement::eNone;
-
- if (hasNormal)
- {
- lNormalMappingMode = mesh->GetElementNormal(0)->GetMappingMode();
- if (lNormalMappingMode == FbxGeometryElement::eNone)
- {
- hasNormal = false;
- }
- if (hasNormal && lNormalMappingMode != FbxGeometryElement::eByControlPoint)
- {
- allByControlPoint = false;
- }
- }
- bool hasTangent = mesh->GetElementTangentCount() > 0;
- FbxGeometryElement::EMappingMode lTangentMappingMode = FbxGeometryElement::eNone;
- if (hasTangent)
- {
- lTangentMappingMode = mesh->GetElementTangent(0)->GetMappingMode();
- if (lTangentMappingMode == FbxGeometryElement::eNone)
- {
- hasTangent = false;
- }
- if (hasTangent && lTangentMappingMode != FbxGeometryElement::eByControlPoint)
- {
- allByControlPoint = false;
- }
- }
- bool hasBitangent = mesh->GetElementBinormalCount() > 0;
- FbxGeometryElement::EMappingMode lBitangentMappingMode = FbxGeometryElement::eNone;
- if (hasBitangent)
- {
- lBitangentMappingMode = mesh->GetElementBinormal(0)->GetMappingMode();
- if (lBitangentMappingMode == FbxGeometryElement::eNone)
- {
- hasBitangent = false;
- }
- if (hasBitangent && lBitangentMappingMode != FbxGeometryElement::eByControlPoint)
- {
- allByControlPoint = false;
- }
- }
- bool hasUV0 = mesh->GetElementUVCount() > 0;
- FbxGeometryElement::EMappingMode lUVMappingMode0 = FbxGeometryElement::eNone;
- if (hasUV0)
- {
- lUVMappingMode0 = mesh->GetElementUV(0)->GetMappingMode();
- if (lUVMappingMode0 == FbxGeometryElement::eNone)
- hasUV0 = false;
- if (hasUV0 && lUVMappingMode0 != FbxGeometryElement::eByControlPoint)
- allByControlPoint = false;
- }
- bool hasUV1 = mesh->GetElementUVCount() > 1;
- FbxGeometryElement::EMappingMode lUVMappingMode1 = FbxGeometryElement::eNone;
- if (hasUV1)
- {
- lUVMappingMode1 = mesh->GetElementUV(1)->GetMappingMode();
- if (lUVMappingMode1 == FbxGeometryElement::eNone)
- hasUV1 = false;
- if (hasUV1 && lUVMappingMode1 != FbxGeometryElement::eByControlPoint)
- allByControlPoint = false;
- }
- // Allocate the array memory, by control point or by polygon vertex.
- int lPolygonVertexCount = mesh->GetControlPointsCount();
- if (!allByControlPoint)
- lPolygonVertexCount = lPolygonCount * 3;
- meshData->indexCount = lPolygonCount * 3;
- meshData->vertexCount = lPolygonVertexCount;
-
- meshData->index = new int[lPolygonCount * 3];
- std::shared_ptr<MeshData::VertexData> vertexData = std::shared_ptr<MeshData::VertexData>(new MeshData::VertexData(lPolygonVertexCount));
- meshData->vertexBuffers.insert(std::make_pair(0, vertexData));
- vertexData->vertex = new Vector3[lPolygonVertexCount];
- if(hasColor)
- vertexData->color = new Color[lPolygonVertexCount];
- if (hasNormal)
- vertexData->normal = new Vector3[lPolygonVertexCount];
- if (hasTangent)
- vertexData->tangent = new Vector3[lPolygonVertexCount];
- if (hasBitangent)
- vertexData->bitangent = new Vector3[lPolygonVertexCount];
- FbxStringList lUVNames;
- mesh->GetUVSetNames(lUVNames);
- const char * lUVName0 = NULL;
- if (hasUV0 && lUVNames.GetCount() > 0)
- {
- vertexData->uv0 = new Vector2[lPolygonVertexCount];
- lUVName0 = lUVNames[0];
- }
- const char * lUVName1 = NULL;
- if (hasUV1 && lUVNames.GetCount() > 1)
- {
- vertexData->uv1 = new Vector2[lPolygonVertexCount];
- lUVName1 = lUVNames[1];
- }
- // Populate the array with vertex attribute, if by control point.
- const FbxVector4 * lControlPoints = mesh->GetControlPoints();
- FbxVector4 lCurrentVertex;
- FbxVector4 lCurrentNormal;
- FbxVector2 lCurrentUV;
- const FbxGeometryElementVertexColor * lColorElement = NULL;
- if (hasColor)
- lColorElement = mesh->GetElementVertexColor(0);
- const FbxGeometryElementTangent * lTangentElement = NULL;
- if (hasTangent)
- lTangentElement = mesh->GetElementTangent(0);
- const FbxGeometryElementBinormal * lBitangentElement = NULL;
- if (hasBitangent)
- lBitangentElement = mesh->GetElementBinormal(0);
- if (allByControlPoint)
- {
- const FbxGeometryElementNormal * lNormalElement = NULL;
- if (hasNormal)
- lNormalElement = mesh->GetElementNormal(0);
- const FbxGeometryElementUV * lUVElement0 = NULL;
- if (hasUV0)
- lUVElement0 = mesh->GetElementUV(0);
- const FbxGeometryElementUV * lUVElement1 = NULL;
- if (hasUV1)
- lUVElement1 = mesh->GetElementUV(1);
- for (int lIndex = 0; lIndex < lPolygonVertexCount; ++lIndex)
- {
- // Save the vertex position.
- lCurrentVertex = lControlPoints[lIndex];
- vertexData->vertex[lIndex][0] = static_cast<float>(lCurrentVertex[0]);
- vertexData->vertex[lIndex][1] = static_cast<float>(lCurrentVertex[1]);
- vertexData->vertex[lIndex][2] = static_cast<float>(lCurrentVertex[2]);
- // Save vertex color
- if(hasColor)
- {
- int lColorIndex = lIndex;
- if (lColorElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
- lColorIndex = lColorElement->GetIndexArray().GetAt(lIndex);
- FbxColor lCurrentColor = lColorElement->GetDirectArray().GetAt(lColorIndex);
- vertexData->color[lIndex][0] = static_cast<float>(lCurrentColor[0]);
- vertexData->color[lIndex][1] = static_cast<float>(lCurrentColor[1]);
- vertexData->color[lIndex][2] = static_cast<float>(lCurrentColor[2]);
- vertexData->color[lIndex][3] = static_cast<float>(lCurrentColor[3]);
- }
- // Save the normal.
- if (hasNormal)
- {
- int lNormalIndex = lIndex;
- if (lNormalElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
- lNormalIndex = lNormalElement->GetIndexArray().GetAt(lIndex);
- lCurrentNormal = lNormalElement->GetDirectArray().GetAt(lNormalIndex);
- vertexData->normal[lIndex][0] = static_cast<float>(lCurrentNormal[0]);
- vertexData->normal[lIndex][1] = static_cast<float>(lCurrentNormal[1]);
- vertexData->normal[lIndex][2] = static_cast<float>(lCurrentNormal[2]);
- }
- // Save the tangent.
- if (hasTangent)
- {
- int lTangentIndex = lIndex;
- if (lTangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
- lTangentIndex = lTangentElement->GetIndexArray().GetAt(lIndex);
- FbxVector4 lCurrentTangent = lTangentElement->GetDirectArray().GetAt(lTangentIndex);
- vertexData->tangent[lIndex][0] = static_cast<float>(lCurrentTangent[0]);
- vertexData->tangent[lIndex][1] = static_cast<float>(lCurrentTangent[1]);
- vertexData->tangent[lIndex][2] = static_cast<float>(lCurrentTangent[2]);
- }
- // Save the tangent.
- if (hasBitangent)
- {
- int lBitangentIndex = lIndex;
- if (lBitangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
- lBitangentIndex = lBitangentElement->GetIndexArray().GetAt(lIndex);
- FbxVector4 lCurrentBitangent = lBitangentElement->GetDirectArray().GetAt(lBitangentIndex);
- vertexData->bitangent[lIndex][0] = static_cast<float>(lCurrentBitangent[0]);
- vertexData->bitangent[lIndex][1] = static_cast<float>(lCurrentBitangent[1]);
- vertexData->bitangent[lIndex][2] = static_cast<float>(lCurrentBitangent[2]);
- }
- // Save the UV.
- if (hasUV0)
- {
- int lUVIndex = lIndex;
- if (lUVElement0->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
- lUVIndex = lUVElement0->GetIndexArray().GetAt(lIndex);
- lCurrentUV = lUVElement0->GetDirectArray().GetAt(lUVIndex);
- vertexData->uv0[lIndex][0] = static_cast<float>(lCurrentUV[0]);
- vertexData->uv0[lIndex][1] = static_cast<float>(lCurrentUV[1]);
- }
- if (hasUV1)
- {
- int lUVIndex = lIndex;
- if (lUVElement1->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
- lUVIndex = lUVElement1->GetIndexArray().GetAt(lIndex);
- lCurrentUV = lUVElement1->GetDirectArray().GetAt(lUVIndex);
- vertexData->uv1[lIndex][0] = static_cast<float>(lCurrentUV[0]);
- vertexData->uv1[lIndex][1] = static_cast<float>(lCurrentUV[1]);
- }
- }
- }
- int lVertexCount = 0;
- for (int lPolygonIndex = 0; lPolygonIndex < lPolygonCount; ++lPolygonIndex)
- {
- // The material for current face.
- int lMaterialIndex = 0;
- if (lMaterialIndice && lMaterialMappingMode == FbxGeometryElement::eByPolygon)
- {
- lMaterialIndex = lMaterialIndice->GetAt(lPolygonIndex);
- }
- // Where should I save the vertex attribute index, according to the material
- const int lIndexOffset = meshData->subMeshes[lMaterialIndex].indexOffset + meshData->subMeshes[lMaterialIndex].indexCount;
- for (int lVerticeIndex = 0; lVerticeIndex < 3; ++lVerticeIndex)
- {
- const int lControlPointIndex = mesh->GetPolygonVertex(lPolygonIndex, lVerticeIndex);
- if (allByControlPoint)
- {
- meshData->index[lIndexOffset + lVerticeIndex] = static_cast<unsigned int>(lControlPointIndex);
- }
- // Populate the array with vertex attribute, if by polygon vertex.
- else
- {
- meshData->index[lIndexOffset + lVerticeIndex] = static_cast<unsigned int>(lVertexCount);
- lCurrentVertex = lControlPoints[lControlPointIndex];
- vertexData->vertex[lVertexCount][0] = static_cast<float>(lCurrentVertex[0]);
- vertexData->vertex[lVertexCount][1] = static_cast<float>(lCurrentVertex[1]);
- vertexData->vertex[lVertexCount][2] = static_cast<float>(lCurrentVertex[2]);
- if(hasColor)
- {
- int lColorIndex = lIndexOffset + lVerticeIndex; // TODO - Is this right?
- if (lColorElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
- lColorIndex = lColorElement->GetIndexArray().GetAt(lColorIndex);
- FbxColor lCurrentColor = lColorElement->GetDirectArray().GetAt(lColorIndex);
- vertexData->color[lVertexCount][0] = static_cast<float>(lCurrentColor[0]);
- vertexData->color[lVertexCount][1] = static_cast<float>(lCurrentColor[1]);
- vertexData->color[lVertexCount][2] = static_cast<float>(lCurrentColor[2]);
- vertexData->color[lVertexCount][3] = static_cast<float>(lCurrentColor[3]);
- }
- if (hasNormal)
- {
- mesh->GetPolygonVertexNormal(lPolygonIndex, lVerticeIndex, lCurrentNormal);
- vertexData->normal[lVertexCount][0] = static_cast<float>(lCurrentNormal[0]);
- vertexData->normal[lVertexCount][1] = static_cast<float>(lCurrentNormal[1]);
- vertexData->normal[lVertexCount][2] = static_cast<float>(lCurrentNormal[2]);
- }
- if (hasTangent)
- {
- int lTangentIndex = lIndexOffset + lVerticeIndex; // TODO - Is this right?
- if (lTangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
- lTangentIndex = lTangentElement->GetIndexArray().GetAt(lTangentIndex);
- FbxVector4 lCurrentTangent = lTangentElement->GetDirectArray().GetAt(lTangentIndex);
- vertexData->tangent[lVertexCount][0] = static_cast<float>(lCurrentTangent[0]);
- vertexData->tangent[lVertexCount][1] = static_cast<float>(lCurrentTangent[1]);
- vertexData->tangent[lVertexCount][2] = static_cast<float>(lCurrentTangent[2]);
- }
- if (hasBitangent)
- {
- int lBitangentIndex = lIndexOffset + lVerticeIndex; // TODO - Is this right?
- if (lBitangentElement->GetReferenceMode() == FbxLayerElement::eIndexToDirect)
- lBitangentIndex = lBitangentElement->GetIndexArray().GetAt(lBitangentIndex);
- FbxVector4 lCurrentBitangent = lBitangentElement->GetDirectArray().GetAt(lBitangentIndex);
- vertexData->bitangent[lVertexCount][0] = static_cast<float>(lCurrentBitangent[0]);
- vertexData->bitangent[lVertexCount][1] = static_cast<float>(lCurrentBitangent[1]);
- vertexData->bitangent[lVertexCount][2] = static_cast<float>(lCurrentBitangent[2]);
- }
- if (hasUV0)
- {
- mesh->GetPolygonVertexUV(lPolygonIndex, lVerticeIndex, lUVName0, lCurrentUV);
- vertexData->uv0[lVertexCount][0] = static_cast<float>(lCurrentUV[0]);
- vertexData->uv0[lVertexCount][1] = static_cast<float>(lCurrentUV[1]);
- }
- if (hasUV1)
- {
- mesh->GetPolygonVertexUV(lPolygonIndex, lVerticeIndex, lUVName1, lCurrentUV);
- vertexData->uv1[lVertexCount][0] = static_cast<float>(lCurrentUV[0]);
- vertexData->uv1[lVertexCount][1] = static_cast<float>(lCurrentUV[1]);
- }
- }
- ++lVertexCount;
- }
- meshData->subMeshes[lMaterialIndex].indexCount += 3;
- }
- initDeclarationForMeshData(meshData);
- return meshData;
- }
- void FBXImporter::initDeclarationForMeshData(MeshDataPtr meshData)
- {
- std::shared_ptr<MeshData::VertexData> vertexData = meshData->vertexBuffers[0];
- UINT32 offset = 0;
- if(vertexData->vertex)
- {
- meshData->declaration->addElement(0, offset, VET_FLOAT3, VES_POSITION, 0);
- offset += VertexElement::getTypeSize(VET_FLOAT3);
- }
- if(vertexData->color)
- {
- meshData->declaration->addElement(0, offset, VET_COLOUR, VES_DIFFUSE, 0);
- offset += VertexElement::getTypeSize(VET_COLOUR);
- }
- if(vertexData->normal)
- {
- meshData->declaration->addElement(0, offset, VET_FLOAT3, VES_NORMAL, 0);
- offset += VertexElement::getTypeSize(VET_FLOAT3);
- }
- if(vertexData->tangent)
- {
- meshData->declaration->addElement(0, offset, VET_FLOAT3, VES_TANGENT, 0);
- offset += VertexElement::getTypeSize(VET_FLOAT3);
- }
- // TODO - Storing bitangents with the mesh is probably not a good idea. It's likely cheaper to recreate them in the shader
- if(vertexData->bitangent)
- {
- meshData->declaration->addElement(0, offset, VET_FLOAT3, VES_BITANGENT, 0);
- offset += VertexElement::getTypeSize(VET_FLOAT3);
- }
- if(vertexData->uv0)
- {
- meshData->declaration->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
- offset += VertexElement::getTypeSize(VET_FLOAT2);
- }
- if(vertexData->uv1)
- {
- meshData->declaration->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 1);
- offset += VertexElement::getTypeSize(VET_FLOAT2);
- }
- }
- MeshDataPtr FBXImporter::mergeMeshData(vector<MeshDataPtr>::type meshes)
- {
- // 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.
- MeshDataPtr meshData = MeshDataPtr(new MeshData());
- bool hasPosition = false;
- bool hasColors = false;
- bool hasNormals = false;
- bool hasTangents = false;
- bool hasBitangents = false;
- bool hasUV0 = false;
- bool hasUV1 = false;
- // Count all vertices and indexes. And determine all data types.
- for(auto iter = meshes.begin(); iter != meshes.end(); ++iter)
- {
- meshData->indexCount += (*iter)->indexCount;
- meshData->vertexCount += (*iter)->vertexCount;
- std::shared_ptr<MeshData::VertexData> vertData = (*iter)->vertexBuffers[0];
- if(vertData)
- {
- if(vertData->vertex)
- hasPosition = true;
- if(vertData->color)
- hasColors = true;
- if(vertData->normal)
- hasNormals = true;
- if(vertData->tangent)
- hasTangents = true;
- if(vertData->bitangent)
- hasBitangents = true;
- if(vertData->uv0)
- hasUV0 = true;
- if(vertData->uv1)
- hasUV1 = true;
- }
- }
- // Copy indices
- meshData->index = new int[meshData->indexCount];
- int currentIndexIdx = 0;
- int currentVertIdx = 0;
- for(auto iter = meshes.begin(); iter != meshes.end(); ++iter)
- {
- int indexCount = (*iter)->indexCount;
- for(int i = 0; i < indexCount; i++)
- meshData->index[currentIndexIdx + i] = (*iter)->index[i] + currentVertIdx;
- currentIndexIdx += indexCount;
- currentVertIdx += (*iter)->vertexCount;
- }
- // Copy vertex data
- std::shared_ptr<MeshData::VertexData> combinedVertData(new MeshData::VertexData(meshData->vertexCount, 0));
- meshData->vertexBuffers[0] = combinedVertData;
- if(hasPosition)
- combinedVertData->vertex = new Vector3[meshData->vertexCount];
- if(hasColors)
- combinedVertData->color = new Color[meshData->vertexCount];
- if(hasNormals)
- combinedVertData->normal = new Vector3[meshData->vertexCount];
- if(hasTangents)
- combinedVertData->tangent = new Vector3[meshData->vertexCount];
- if(hasBitangents)
- combinedVertData->bitangent = new Vector3[meshData->vertexCount];
- if(hasUV0)
- combinedVertData->uv0 = new Vector2[meshData->vertexCount];
- if(hasUV1)
- combinedVertData->uv1 = new Vector2[meshData->vertexCount];
- currentVertIdx = 0;
- for(auto iter = meshes.begin(); iter != meshes.end(); ++iter)
- {
- int indexCount = (*iter)->indexCount;
- std::shared_ptr<MeshData::VertexData> vertData = (*iter)->vertexBuffers[0];
- if(hasPosition)
- {
- if(vertData && vertData->vertex)
- memcpy(&combinedVertData->vertex[currentVertIdx], vertData->vertex, (*iter)->vertexCount * sizeof(Vector3));
- else
- memset(&combinedVertData->vertex[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector3));
- }
- if(hasColors)
- {
- if(vertData && vertData->color)
- memcpy(&combinedVertData->color[currentVertIdx], vertData->color, (*iter)->vertexCount * sizeof(Color));
- else
- memset(&combinedVertData->color[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Color));
- }
- if(hasNormals)
- {
- if(vertData && vertData->normal)
- memcpy(&combinedVertData->normal[currentVertIdx], vertData->normal, (*iter)->vertexCount * sizeof(Vector3));
- else
- memset(&combinedVertData->normal[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector3));
- }
- if(hasTangents)
- {
- if(vertData && vertData->tangent)
- memcpy(&combinedVertData->tangent[currentVertIdx], vertData->tangent, (*iter)->vertexCount * sizeof(Vector3));
- else
- memset(&combinedVertData->tangent[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector3));
- }
- if(hasBitangents)
- {
- if(vertData && vertData->bitangent)
- memcpy(&combinedVertData->bitangent[currentVertIdx], vertData->bitangent, (*iter)->vertexCount * sizeof(Vector3));
- else
- memset(&combinedVertData->bitangent[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector3));
- }
- if(hasUV0)
- {
- if(vertData && vertData->uv0)
- memcpy(&combinedVertData->uv0[currentVertIdx], vertData->uv0, (*iter)->vertexCount * sizeof(Vector2));
- else
- memset(&combinedVertData->uv0[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector2));
- }
- if(hasUV1)
- {
- if(vertData && vertData->uv1)
- memcpy(&combinedVertData->uv1[currentVertIdx], vertData->uv1, (*iter)->vertexCount * sizeof(Vector2));
- else
- memset(&combinedVertData->uv1[currentVertIdx], 0, (*iter)->vertexCount * sizeof(Vector2));
- }
- currentVertIdx += (*iter)->vertexCount;
- }
- // Copy submesh data
- currentIndexIdx = 0;
- for(auto iter = meshes.begin(); iter != meshes.end(); ++iter)
- {
- UINT32 subMeshCount = (*iter)->subMeshes.size();
- for(UINT32 i = 0; i < subMeshCount; i++)
- {
- MeshData::SubMeshData newSubMesh;
- newSubMesh.indexCount = (*iter)->subMeshes[i].indexCount;
- newSubMesh.indexOffset = (*iter)->subMeshes[i].indexOffset + currentIndexIdx;
- meshData->subMeshes.push_back(newSubMesh);
- }
- currentIndexIdx += (*iter)->indexCount;
- }
- initDeclarationForMeshData(meshData);
- return meshData;
- }
- }
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