This commit is contained in:
Perfare
2019-08-06 09:48:21 +08:00
parent 495b48c783
commit d335aaef9e
4 changed files with 73 additions and 55 deletions

View File

@ -76,7 +76,7 @@ namespace AssetStudio {
void SearchHierarchy(ImportedFrame^ frame, HashSet<String^>^ exportFrames);
void SetJointsFromImportedMeshes(bool allBones);
void ExportFrame(FbxNode* pParentNode, ImportedFrame^ frame);
void ExportMesh(FbxNode* pFrameNode, ImportedMesh^ meshList);
void ExportMesh(FbxNode* pFrameNode, ImportedMesh^ iMesh);
FbxFileTexture* ExportTexture(ImportedTexture^ matTex);
void ExportAnimations(bool eulerFilter, float filterValue);
void ExportKeyframedAnimation(ImportedKeyframedAnimation^ parser, FbxString& kTakeName, FbxAnimCurveFilterUnroll* eulerFilter, float filterPrecision);

View File

@ -320,9 +320,9 @@ namespace AssetStudio
}
}
void Fbx::Exporter::ExportMesh(FbxNode* pFrameNode, ImportedMesh^ meshList)
void Fbx::Exporter::ExportMesh(FbxNode* pFrameNode, ImportedMesh^ iMesh)
{
List<ImportedBone^>^ boneList = meshList->BoneList;
List<ImportedBone^>^ boneList = iMesh->BoneList;
bool hasBones;
if (exportSkins && boneList != nullptr)
{
@ -365,29 +365,40 @@ namespace AssetStudio
pFrameNode->SetNodeAttribute(pMesh);
int vertexCount = 0;
for (int i = 0; i < meshList->SubmeshList->Count; i++)
for (int i = 0; i < iMesh->SubmeshList->Count; i++)
{
vertexCount += meshList->SubmeshList[i]->VertexList->Count;
vertexCount += iMesh->SubmeshList[i]->VertexList->Count;
}
pMesh->InitControlPoints(vertexCount);
FbxVector4* pControlPoints = pMesh->GetControlPoints();
FbxGeometryElementNormal* lGeometryElementNormal = pMesh->CreateElementNormal();
lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint);
lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect);
FbxGeometryElementNormal* lGeometryElementNormal = NULL;
if (iMesh->hasNormal)
{
lGeometryElementNormal = pMesh->CreateElementNormal();
lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint);
lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect);
}
FbxGeometryElementUV* lGeometryElementUV = pMesh->CreateElementUV("UV0");
lGeometryElementUV->SetMappingMode(FbxGeometryElement::eByControlPoint);
lGeometryElementUV->SetReferenceMode(FbxGeometryElement::eDirect);
FbxGeometryElementUV* lGeometryElementUV = NULL;
if (iMesh->hasUV)
{
lGeometryElementUV = pMesh->CreateElementUV("UV0");
lGeometryElementUV->SetMappingMode(FbxGeometryElement::eByControlPoint);
lGeometryElementUV->SetReferenceMode(FbxGeometryElement::eDirect);
}
FbxGeometryElementTangent* lGeometryElementTangent = pMesh->CreateElementTangent();
lGeometryElementTangent->SetMappingMode(FbxGeometryElement::eByControlPoint);
lGeometryElementTangent->SetReferenceMode(FbxGeometryElement::eDirect);
FbxGeometryElementTangent* lGeometryElementTangent = NULL;
if (iMesh->hasTangent)
{
lGeometryElementTangent = pMesh->CreateElementTangent();
lGeometryElementTangent->SetMappingMode(FbxGeometryElement::eByControlPoint);
lGeometryElementTangent->SetReferenceMode(FbxGeometryElement::eDirect);
}
FbxGeometryElementVertexColor* lGeometryElementVertexColor = nullptr;
bool vertexColours = vertexCount > 0 && dynamic_cast<ImportedVertexWithColour^>(meshList->SubmeshList[0]->VertexList[0]) != nullptr;
if (vertexColours)
FbxGeometryElementVertexColor* lGeometryElementVertexColor = NULL;
if (iMesh->hasColor)
{
lGeometryElementVertexColor = pMesh->CreateElementVertexColor();
lGeometryElementVertexColor->SetMappingMode(FbxGeometryElement::eByControlPoint);
@ -399,9 +410,9 @@ namespace AssetStudio
lGeometryElementMaterial->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
int firstVertex = 0;
for (int i = 0; i < meshList->SubmeshList->Count; i++)
for (int i = 0; i < iMesh->SubmeshList->Count; i++)
{
ImportedSubmesh^ meshObj = meshList->SubmeshList[i];
ImportedSubmesh^ meshObj = iMesh->SubmeshList[i];
List<ImportedVertex^>^ vertexList = meshObj->VertexList;
List<ImportedFace^>^ faceList = meshObj->FaceList;
@ -498,33 +509,39 @@ namespace AssetStudio
for (int j = 0; j < vertexList->Count; j++)
{
ImportedVertex^ vertex = vertexList[j];
ImportedVertex^ iVertex = vertexList[j];
Vector3 coords = vertex->Position;
pControlPoints[j + firstVertex] = FbxVector4(coords.X, coords.Y, coords.Z, 0);
Vector3 vertex = iVertex->Vertex;
pControlPoints[j + firstVertex] = FbxVector4(vertex.X, vertex.Y, vertex.Z, 0);
Vector3 normal = vertex->Normal;
lGeometryElementNormal->GetDirectArray().Add(FbxVector4(normal.X, normal.Y, normal.Z, 0));
array<float>^ uv = vertex->UV;
if (uv != nullptr)
if (iMesh->hasNormal)
{
Vector3 normal = iVertex->Normal;
lGeometryElementNormal->GetDirectArray().Add(FbxVector4(normal.X, normal.Y, normal.Z, 0));
}
if (iMesh->hasUV)
{
array<float>^ uv = iVertex->UV;
lGeometryElementUV->GetDirectArray().Add(FbxVector2(uv[0], uv[1]));
}
Vector4 tangent = vertex->Tangent;
lGeometryElementTangent->GetDirectArray().Add(FbxVector4(tangent.X, tangent.Y, tangent.Z, tangent.W));
if (vertexColours)
if (iMesh->hasTangent)
{
ImportedVertexWithColour^ vert = (ImportedVertexWithColour^)vertexList[j];
lGeometryElementVertexColor->GetDirectArray().Add(FbxColor(vert->Colour.R, vert->Colour.G, vert->Colour.B, vert->Colour.A));
Vector4 tangent = iVertex->Tangent;
lGeometryElementTangent->GetDirectArray().Add(FbxVector4(tangent.X, tangent.Y, tangent.Z, tangent.W));
}
if (hasBones && vertex->BoneIndices != nullptr)
if (iMesh->hasColor)
{
auto boneIndices = vertex->BoneIndices;
auto weights4 = vertex->Weights;
auto color = iVertex->Color;
lGeometryElementVertexColor->GetDirectArray().Add(FbxColor(color.R, color.G, color.B, color.A));
}
if (hasBones && iVertex->BoneIndices != nullptr)
{
auto boneIndices = iVertex->BoneIndices;
auto weights4 = iVertex->Weights;
for (int k = 0; k < 4; k++)
{
if (boneIndices[k] < boneList->Count && weights4[k] > 0)
@ -866,8 +883,8 @@ namespace AssetStudio
for (int j = 0; j < keyframe->VertexList->Count; j++)
{
auto index = keyframe->VertexList[j]->Index;
auto coords = keyframe->VertexList[j]->Vertex->Position;
lVector4[index] = FbxVector4(coords.X, coords.Y, coords.Z, 0);
auto vertex = keyframe->VertexList[j]->Vertex->Vertex;
lVector4[index] = FbxVector4(vertex.X, vertex.Y, vertex.Z, 0);
}
}
}