mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-05-25 05:40:21 -04:00
1036 lines
32 KiB
C++
1036 lines
32 KiB
C++
#include <fbxsdk.h>
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#include <fbxsdk/fileio/fbxiosettings.h>
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#include "AssetStudioFBX.h"
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namespace AssetStudio
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{
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void Fbx::Exporter::Export(String^ path, IImported^ imported, bool eulerFilter, float filterPrecision, bool allFrames, bool allBones, bool skins, float boneSize, float scaleFactor, bool flatInbetween, int versionIndex, bool isAscii)
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{
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FileInfo^ file = gcnew FileInfo(path);
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DirectoryInfo^ dir = file->Directory;
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if (!dir->Exists)
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{
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dir->Create();
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}
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String^ currentDir = Directory::GetCurrentDirectory();
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Directory::SetCurrentDirectory(dir->FullName);
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path = Path::GetFileName(path);
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Exporter^ exporter = gcnew Exporter(path, imported, allFrames, allBones, skins, boneSize, scaleFactor, versionIndex, isAscii, true);
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exporter->ExportMorphs(imported, false, flatInbetween);
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exporter->ExportAnimations(eulerFilter, filterPrecision, flatInbetween);
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exporter->pExporter->Export(exporter->pScene);
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delete exporter;
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Directory::SetCurrentDirectory(currentDir);
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}
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void Fbx::Exporter::ExportMorph(String^ path, IImported^ imported, bool morphMask, bool flatInbetween, bool skins, float boneSize, float scaleFactor, int versionIndex, bool isAscii)
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{
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FileInfo^ file = gcnew FileInfo(path);
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DirectoryInfo^ dir = file->Directory;
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if (!dir->Exists)
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{
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dir->Create();
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}
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String^ currentDir = Directory::GetCurrentDirectory();
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Directory::SetCurrentDirectory(dir->FullName);
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path = Path::GetFileName(path);
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Exporter^ exporter = gcnew Exporter(path, imported, false, true, skins, boneSize, scaleFactor, versionIndex, isAscii, false);
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exporter->ExportMorphs(imported, morphMask, flatInbetween);
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exporter->pExporter->Export(exporter->pScene);
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delete exporter;
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Directory::SetCurrentDirectory(currentDir);
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}
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Fbx::Exporter::Exporter(String^ path, IImported^ imported, bool allFrames, bool allBones, bool skins, float boneSize, float scaleFactor, int versionIndex, bool isAscii, bool normals)
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{
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this->imported = imported;
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exportSkins = skins;
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this->boneSize = boneSize;
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cDest = NULL;
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pSdkManager = NULL;
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pScene = NULL;
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pExporter = NULL;
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pMaterials = NULL;
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pTextures = NULL;
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pMeshNodes = NULL;
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pin_ptr<FbxManager*> pSdkManagerPin = &pSdkManager;
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pin_ptr<FbxScene*> pScenePin = &pScene;
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Init(pSdkManagerPin, pScenePin);
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IOS_REF.SetBoolProp(EXP_FBX_MATERIAL, true);
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IOS_REF.SetBoolProp(EXP_FBX_TEXTURE, true);
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IOS_REF.SetBoolProp(EXP_FBX_EMBEDDED, false);
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IOS_REF.SetBoolProp(EXP_FBX_SHAPE, true);
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IOS_REF.SetBoolProp(EXP_FBX_GOBO, true);
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IOS_REF.SetBoolProp(EXP_FBX_ANIMATION, true);
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IOS_REF.SetBoolProp(EXP_FBX_GLOBAL_SETTINGS, true);
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FbxGlobalSettings& globalSettings = pScene->GetGlobalSettings();
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globalSettings.SetSystemUnit(FbxSystemUnit(scaleFactor));
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cDest = StringToCharArray(path);
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pExporter = FbxExporter::Create(pScene, "");
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int pFileFormat = 0;
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if (versionIndex == 0)
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{
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pFileFormat = 3;
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if (isAscii)
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{
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pFileFormat = 4;
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}
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}
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else
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{
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pExporter->SetFileExportVersion(FBXVersion[versionIndex]);
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if (isAscii)
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{
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pFileFormat = 1;
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}
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}
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if (!pExporter->Initialize(cDest, pFileFormat, pSdkManager->GetIOSettings()))
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{
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throw gcnew Exception(gcnew String("Failed to initialize FbxExporter: ") + gcnew String(pExporter->GetStatus().GetErrorString()));
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}
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frameNames = nullptr;
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if (!allFrames)
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{
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frameNames = SearchHierarchy();
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if (!frameNames)
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{
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return;
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}
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}
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pMeshNodes = imported->MeshList != nullptr ? new FbxArray<FbxNode*>(imported->MeshList->Count) : NULL;
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pBindPose = FbxPose::Create(pScene, "BindPose");
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pBindPose->SetIsBindPose(true);
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ExportFrame(pScene->GetRootNode(), imported->RootFrame);
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if (imported->MeshList != nullptr)
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{
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SetJointsFromImportedMeshes(allBones);
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pMaterials = new FbxArray<FbxSurfacePhong*>();
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pTextures = new FbxArray<FbxFileTexture*>();
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pMaterials->Reserve(imported->MaterialList->Count);
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pTextures->Reserve(imported->TextureList->Count);
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for (int i = 0; i < pMeshNodes->GetCount(); i++)
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{
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FbxNode* meshNode = pMeshNodes->GetAt(i);
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String^ meshPath = gcnew String(meshNode->GetName());
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FbxNode* rootNode = meshNode;
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while ((rootNode = rootNode->GetParent()) != pScene->GetRootNode())
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{
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meshPath = gcnew String(rootNode->GetName()) + "/" + meshPath;
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}
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ImportedMesh^ mesh = ImportedHelpers::FindMesh(meshPath, imported->MeshList);
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ExportMesh(meshNode, mesh, normals);
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}
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}
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else
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{
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SetJointsNode(pScene->GetRootNode()->GetChild(0), nullptr, true);
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}
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}
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Fbx::Exporter::~Exporter()
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{
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if (pMeshNodes != NULL)
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{
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delete pMeshNodes;
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}
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if (pMaterials != NULL)
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{
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delete pMaterials;
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}
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if (pTextures != NULL)
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{
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delete pTextures;
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}
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if (pExporter != NULL)
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{
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pExporter->Destroy();
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}
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if (pScene != NULL)
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{
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pScene->Destroy();
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}
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if (pSdkManager != NULL)
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{
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pSdkManager->Destroy();
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}
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if (cDest != NULL)
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{
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Marshal::FreeHGlobal((IntPtr)cDest);
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}
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}
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void Fbx::Exporter::SetJointsNode(FbxNode* pNode, HashSet<String^>^ boneNames, bool allBones)
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{
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String^ nodeName = gcnew String(pNode->GetName());
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if (allBones || boneNames->Contains(nodeName))
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{
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FbxSkeleton* pJoint = FbxSkeleton::Create(pSdkManager, "");
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pJoint->Size.Set((double)boneSize);
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pJoint->SetSkeletonType(FbxSkeleton::eLimbNode);
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pNode->SetNodeAttribute(pJoint);
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}
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else
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{
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FbxNull* pNull = FbxNull::Create(pSdkManager, "");
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if (pNode->GetChildCount() > 0)
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{
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pNull->Look.Set(FbxNull::eNone);
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}
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pNode->SetNodeAttribute(pNull);
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}
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for (int i = 0; i < pNode->GetChildCount(); i++)
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{
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SetJointsNode(pNode->GetChild(i), boneNames, allBones);
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}
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}
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HashSet<String^>^ Fbx::Exporter::SearchHierarchy()
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{
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if (imported->MeshList == nullptr || imported->MeshList->Count == 0)
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{
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return nullptr;
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}
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HashSet<String^>^ exportFrames = gcnew HashSet<String^>();
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SearchHierarchy(imported->RootFrame, exportFrames);
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return exportFrames;
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}
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void Fbx::Exporter::SearchHierarchy(ImportedFrame^ frame, HashSet<String^>^ exportFrames)
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{
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ImportedMesh^ meshListSome = ImportedHelpers::FindMesh(frame, imported->MeshList);
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if (meshListSome != nullptr)
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{
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ImportedFrame^ parent = frame;
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while (parent != nullptr)
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{
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exportFrames->Add(parent->Name);
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parent = parent->Parent;
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}
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List<ImportedBone^>^ boneList = meshListSome->BoneList;
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if (boneList != nullptr)
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{
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for (int i = 0; i < boneList->Count; i++)
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{
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String^ boneName = boneList[i]->Path->Substring(boneList[i]->Path->LastIndexOf('/') + 1);
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if (!exportFrames->Contains(boneName))
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{
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ImportedFrame^ boneParent = imported->RootFrame->FindFrameByPath(boneList[i]->Path);
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while (boneParent != nullptr)
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{
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exportFrames->Add(boneParent->Name);
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boneParent = boneParent->Parent;
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}
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}
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}
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}
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}
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for (int i = 0; i < frame->Count; i++)
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{
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SearchHierarchy(frame[i], exportFrames);
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}
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}
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void Fbx::Exporter::SetJointsFromImportedMeshes(bool allBones)
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{
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if (!exportSkins)
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{
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return;
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}
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HashSet<String^>^ boneNames = gcnew HashSet<String^>();
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for (int i = 0; i < imported->MeshList->Count; i++)
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{
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ImportedMesh^ meshList = imported->MeshList[i];
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List<ImportedBone^>^ boneList = meshList->BoneList;
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if (boneList != nullptr)
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{
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for (int j = 0; j < boneList->Count; j++)
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{
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ImportedBone^ bone = boneList[j];
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boneNames->Add(bone->Path);
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}
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}
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}
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SetJointsNode(pScene->GetRootNode()->GetChild(0), boneNames, allBones);
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}
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void Fbx::Exporter::ExportFrame(FbxNode* pParentNode, ImportedFrame^ frame)
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{
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String^ frameName = frame->Name;
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if ((frameNames == nullptr) || frameNames->Contains(frameName))
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{
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FbxNode* pFrameNode = NULL;
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WITH_MARSHALLED_STRING
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(
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pName,
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frameName,
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pFrameNode = FbxNode::Create(pScene, pName);
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);
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pFrameNode->LclScaling.Set(FbxDouble3(frame->LocalScale.X, frame->LocalScale.Y, frame->LocalScale.Z));
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pFrameNode->LclRotation.Set(FbxDouble3(frame->LocalRotation.X, frame->LocalRotation.Y, frame->LocalRotation.Z));
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pFrameNode->LclTranslation.Set(FbxDouble3(frame->LocalPosition.X, frame->LocalPosition.Y, frame->LocalPosition.Z));
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pFrameNode->SetPreferedAngle(pFrameNode->LclRotation.Get());
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pParentNode->AddChild(pFrameNode);
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pBindPose->Add(pFrameNode, pFrameNode->EvaluateGlobalTransform());
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if (imported->MeshList != nullptr && ImportedHelpers::FindMesh(frame, imported->MeshList) != nullptr)
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{
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pMeshNodes->Add(pFrameNode);
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}
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for (int i = 0; i < frame->Count; i++)
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{
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ExportFrame(pFrameNode, frame[i]);
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}
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}
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}
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void Fbx::Exporter::ExportMesh(FbxNode* pFrameNode, ImportedMesh^ meshList, bool normals)
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{
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int lastSlash = meshList->Path->LastIndexOf('/');
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String^ frameName = lastSlash < 0 ? meshList->Path : meshList->Path->Substring(lastSlash + 1);
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List<ImportedBone^>^ boneList = meshList->BoneList;
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bool hasBones;
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if (exportSkins && boneList != nullptr)
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{
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hasBones = boneList->Count > 0;
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}
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else
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{
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hasBones = false;
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}
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FbxArray<FbxNode*>* pBoneNodeList = NULL;
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try
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{
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if (hasBones)
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{
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pBoneNodeList = new FbxArray<FbxNode*>();
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pBoneNodeList->Reserve(boneList->Count);
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for (int i = 0; i < boneList->Count; i++)
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{
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ImportedBone^ bone = boneList[i];
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FbxNode* lFrame = FindNodeByPath(bone->Path);
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pBoneNodeList->Add(lFrame);
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}
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}
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for (int i = 0; i < meshList->SubmeshList->Count; i++)
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{
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char* pName = NULL;
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FbxArray<FbxCluster*>* pClusterArray = NULL;
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try
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{
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pName = StringToCharArray(frameName + "_" + i);
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FbxMesh* pMesh = FbxMesh::Create(pScene, "");
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if (hasBones)
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{
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pClusterArray = new FbxArray<FbxCluster*>();
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pClusterArray->Reserve(boneList->Count);
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for (int i = 0; i < boneList->Count; i++)
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{
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FbxNode* pNode = pBoneNodeList->GetAt(i);
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FbxString lClusterName = pNode->GetNameOnly() + FbxString("Cluster");
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FbxCluster* pCluster = FbxCluster::Create(pSdkManager, lClusterName.Buffer());
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pCluster->SetLink(pNode);
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pCluster->SetLinkMode(FbxCluster::eTotalOne);
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pClusterArray->Add(pCluster);
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}
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}
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ImportedSubmesh^ meshObj = meshList->SubmeshList[i];
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List<ImportedFace^>^ faceList = meshObj->FaceList;
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List<ImportedVertex^>^ vertexList = meshObj->VertexList;
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pMesh->InitControlPoints(vertexList->Count);
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FbxVector4* pControlPoints = pMesh->GetControlPoints();
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FbxGeometryElementNormal* lGeometryElementNormal = NULL;
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//if (normals)
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{
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lGeometryElementNormal = pMesh->GetElementNormal();
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if (!lGeometryElementNormal)
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{
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lGeometryElementNormal = pMesh->CreateElementNormal();
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}
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lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint);
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lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect);
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}
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FbxGeometryElementUV* lGeometryElementUV = pMesh->GetElementUV();
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if (!lGeometryElementUV)
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{
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lGeometryElementUV = pMesh->CreateElementUV("");
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}
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lGeometryElementUV->SetMappingMode(FbxGeometryElement::eByControlPoint);
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lGeometryElementUV->SetReferenceMode(FbxGeometryElement::eDirect);
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FbxGeometryElementTangent* lGeometryElementTangent = NULL;
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if (normals)
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{
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lGeometryElementTangent = pMesh->GetElementTangent();
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if (!lGeometryElementTangent)
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{
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lGeometryElementTangent = pMesh->CreateElementTangent();
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}
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lGeometryElementTangent->SetMappingMode(FbxGeometryElement::eByControlPoint);
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lGeometryElementTangent->SetReferenceMode(FbxGeometryElement::eDirect);
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}
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bool vertexColours = vertexList->Count > 0 && dynamic_cast<ImportedVertexWithColour^>(vertexList[0]) != nullptr;
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if (vertexColours)
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{
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FbxGeometryElementVertexColor* lGeometryElementVertexColor = pMesh->CreateElementVertexColor();
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lGeometryElementVertexColor->SetMappingMode(FbxGeometryElement::eByControlPoint);
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lGeometryElementVertexColor->SetReferenceMode(FbxGeometryElement::eDirect);
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for (int j = 0; j < vertexList->Count; j++)
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{
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ImportedVertexWithColour^ vert = (ImportedVertexWithColour^)vertexList[j];
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lGeometryElementVertexColor->GetDirectArray().Add(FbxColor(vert->Colour.R, vert->Colour.G, vert->Colour.B, vert->Colour.A));
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}
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}
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FbxNode* pMeshNode = FbxNode::Create(pScene, pName);
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if (hasBones)
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{
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pBindPose->Add(pMeshNode, pMeshNode->EvaluateGlobalTransform());
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}
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pMeshNode->SetNodeAttribute(pMesh);
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pFrameNode->AddChild(pMeshNode);
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ImportedMaterial^ mat = ImportedHelpers::FindMaterial(meshObj->Material, imported->MaterialList);
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if (mat != nullptr)
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{
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FbxGeometryElementMaterial* lGeometryElementMaterial = pMesh->GetElementMaterial();
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if (!lGeometryElementMaterial)
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{
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lGeometryElementMaterial = pMesh->CreateElementMaterial();
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}
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lGeometryElementMaterial->SetMappingMode(FbxGeometryElement::eByPolygon);
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lGeometryElementMaterial->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
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char* pMatName = NULL;
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try
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{
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pMatName = StringToCharArray(mat->Name);
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int foundMat = -1;
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for (int j = 0; j < pMaterials->GetCount(); j++)
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{
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FbxSurfacePhong* pMatTemp = pMaterials->GetAt(j);
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if (strcmp(pMatTemp->GetName(), pMatName) == 0)
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{
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foundMat = j;
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break;
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}
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}
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FbxSurfacePhong* pMat;
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if (foundMat >= 0)
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{
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pMat = pMaterials->GetAt(foundMat);
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}
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else
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{
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FbxString lShadingName = "Phong";
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Color diffuse = mat->Diffuse;
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Color ambient = mat->Ambient;
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Color emissive = mat->Emissive;
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Color specular = mat->Specular;
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Color reflection = mat->Reflection;
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pMat = FbxSurfacePhong::Create(pScene, pMatName);
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pMat->Diffuse.Set(FbxDouble3(diffuse.R, diffuse.G, diffuse.B));
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pMat->DiffuseFactor.Set(FbxDouble(diffuse.A));
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pMat->Ambient.Set(FbxDouble3(ambient.R, ambient.G, ambient.B));
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pMat->AmbientFactor.Set(FbxDouble(ambient.A));
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pMat->Emissive.Set(FbxDouble3(emissive.R, emissive.G, emissive.B));
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pMat->EmissiveFactor.Set(FbxDouble(emissive.A));
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pMat->Specular.Set(FbxDouble3(specular.R, specular.G, specular.B));
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pMat->SpecularFactor.Set(FbxDouble(specular.A));
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pMat->Reflection.Set(FbxDouble3(reflection.R, reflection.G, reflection.B));
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pMat->ReflectionFactor.Set(FbxDouble(reflection.A));
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pMat->Shininess.Set(FbxDouble(mat->Shininess));
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pMat->TransparencyFactor.Set(FbxDouble(mat->Transparency));
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pMat->ShadingModel.Set(lShadingName);
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foundMat = pMaterials->GetCount();
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pMaterials->Add(pMat);
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}
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pMeshNode->AddMaterial(pMat);
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bool hasTexture = false;
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for each (ImportedMaterialTexture^ texture in mat->Textures)
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{
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auto pTexture = ExportTexture(ImportedHelpers::FindTexture(texture->Name, imported->TextureList));
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if (pTexture != NULL)
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{
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if (texture->Dest == 0)
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{
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LinkTexture(texture, pTexture, pMat->Diffuse);
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|
hasTexture = true;
|
|
}
|
|
else if (texture->Dest == 1)
|
|
{
|
|
LinkTexture(texture, pTexture, pMat->NormalMap);
|
|
hasTexture = true;
|
|
}
|
|
else if (texture->Dest == 2)
|
|
{
|
|
LinkTexture(texture, pTexture, pMat->Specular);
|
|
hasTexture = true;
|
|
}
|
|
else if (texture->Dest == 3)
|
|
{
|
|
LinkTexture(texture, pTexture, pMat->Bump);
|
|
hasTexture = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hasTexture)
|
|
{
|
|
pMeshNode->SetShadingMode(FbxNode::eTextureShading);
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
Marshal::FreeHGlobal((IntPtr)pMatName);
|
|
}
|
|
}
|
|
|
|
for (int j = 0; j < vertexList->Count; j++)
|
|
{
|
|
ImportedVertex^ vertex = vertexList[j];
|
|
Vector3 coords = vertex->Position;
|
|
pControlPoints[j] = FbxVector4(coords.X, coords.Y, coords.Z, 0);
|
|
//if (normals)
|
|
{
|
|
Vector3 normal = vertex->Normal;
|
|
lGeometryElementNormal->GetDirectArray().Add(FbxVector4(normal.X, normal.Y, normal.Z, 0));
|
|
}
|
|
array<float>^ uv = vertex->UV;
|
|
if (uv != nullptr)
|
|
lGeometryElementUV->GetDirectArray().Add(FbxVector2(uv[0], uv[1]));
|
|
if (normals)
|
|
{
|
|
Vector4 tangent = vertex->Tangent;
|
|
lGeometryElementTangent->GetDirectArray().Add(FbxVector4(tangent.X, tangent.Y, tangent.Z, tangent.W));
|
|
}
|
|
|
|
if (hasBones && vertex->BoneIndices != nullptr)
|
|
{
|
|
auto boneIndices = vertex->BoneIndices;
|
|
auto weights4 = vertex->Weights;
|
|
for (int k = 0; k < weights4->Length; k++)
|
|
{
|
|
if (boneIndices[k] < boneList->Count && weights4[k] > 0)
|
|
{
|
|
FbxCluster* pCluster = pClusterArray->GetAt(boneIndices[k]);
|
|
pCluster->AddControlPointIndex(j, weights4[k]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int j = 0; j < faceList->Count; j++)
|
|
{
|
|
ImportedFace^ face = faceList[j];
|
|
pMesh->BeginPolygon(0);
|
|
pMesh->AddPolygon(face->VertexIndices[0]);
|
|
pMesh->AddPolygon(face->VertexIndices[1]);
|
|
pMesh->AddPolygon(face->VertexIndices[2]);
|
|
pMesh->EndPolygon();
|
|
}
|
|
|
|
if (hasBones)
|
|
{
|
|
FbxAMatrix lMeshMatrix = pFrameNode->EvaluateGlobalTransform();
|
|
|
|
FbxSkin* pSkin = FbxSkin::Create(pScene, "");
|
|
for (int j = 0; j < boneList->Count; j++)
|
|
{
|
|
FbxCluster* pCluster = pClusterArray->GetAt(j);
|
|
if (pCluster->GetControlPointIndicesCount() > 0)
|
|
{
|
|
auto boneMatrix = boneList[j]->Matrix;
|
|
FbxAMatrix lBoneMatrix;
|
|
for (int m = 0; m < 4; m++)
|
|
{
|
|
for (int n = 0; n < 4; n++)
|
|
{
|
|
lBoneMatrix.mData[m][n] = boneMatrix[m, n];
|
|
}
|
|
}
|
|
|
|
pCluster->SetTransformMatrix(lMeshMatrix);
|
|
pCluster->SetTransformLinkMatrix(lMeshMatrix * lBoneMatrix.Inverse());
|
|
|
|
pSkin->AddCluster(pCluster);
|
|
}
|
|
}
|
|
|
|
if (pSkin->GetClusterCount() > 0)
|
|
{
|
|
pMesh->AddDeformer(pSkin);
|
|
}
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
if (pClusterArray != NULL)
|
|
{
|
|
delete pClusterArray;
|
|
}
|
|
Marshal::FreeHGlobal((IntPtr)pName);
|
|
}
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
if (pBoneNodeList != NULL)
|
|
{
|
|
delete pBoneNodeList;
|
|
}
|
|
}
|
|
}
|
|
|
|
FbxNode* Fbx::Exporter::FindNodeByPath(String ^ path)
|
|
{
|
|
array<String^>^ splitPath = path->Split('/');
|
|
FbxNode* lNode = pScene->GetRootNode();
|
|
for (int i = 0; i < splitPath->Length; i++)
|
|
{
|
|
String^ frameName = splitPath[i];
|
|
char* pNodeName = NULL;
|
|
try
|
|
{
|
|
pNodeName = StringToCharArray(frameName);
|
|
FbxNode* foundNode = lNode->FindChild(pNodeName, false);
|
|
if (foundNode == NULL)
|
|
{
|
|
throw gcnew Exception(gcnew String("Couldn't find path ") + path);
|
|
}
|
|
lNode = foundNode;
|
|
}
|
|
finally
|
|
{
|
|
Marshal::FreeHGlobal((IntPtr)pNodeName);
|
|
}
|
|
}
|
|
return lNode;
|
|
}
|
|
|
|
FbxFileTexture* Fbx::Exporter::ExportTexture(ImportedTexture^ matTex)
|
|
{
|
|
FbxFileTexture* pTex = NULL;
|
|
|
|
if (matTex != nullptr)
|
|
{
|
|
String^ matTexName = matTex->Name;
|
|
char* pTexName = NULL;
|
|
try
|
|
{
|
|
pTexName = StringToCharArray(matTexName);
|
|
int foundTex = -1;
|
|
for (int i = 0; i < pTextures->GetCount(); i++)
|
|
{
|
|
FbxFileTexture* pTexTemp = pTextures->GetAt(i);
|
|
if (strcmp(pTexTemp->GetName(), pTexName) == 0)
|
|
{
|
|
foundTex = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (foundTex >= 0)
|
|
{
|
|
pTex = pTextures->GetAt(foundTex);
|
|
}
|
|
else
|
|
{
|
|
pTex = FbxFileTexture::Create(pScene, pTexName);
|
|
pTex->SetFileName(pTexName);
|
|
pTex->SetTextureUse(FbxTexture::eStandard);
|
|
pTex->SetMappingType(FbxTexture::eUV);
|
|
pTex->SetMaterialUse(FbxFileTexture::eModelMaterial);
|
|
pTex->SetSwapUV(false);
|
|
pTex->SetTranslation(0.0, 0.0);
|
|
pTex->SetScale(1.0, 1.0);
|
|
pTex->SetRotation(0.0, 0.0);
|
|
pTextures->Add(pTex);
|
|
|
|
String^ path = Path::GetDirectoryName(gcnew String(pExporter->GetFileName().Buffer()));
|
|
if (path == String::Empty)
|
|
{
|
|
path = ".";
|
|
}
|
|
FileInfo^ file = gcnew FileInfo(path + Path::DirectorySeparatorChar + Path::GetFileName(matTex->Name));
|
|
DirectoryInfo^ dir = file->Directory;
|
|
if (!dir->Exists)
|
|
{
|
|
dir->Create();
|
|
}
|
|
BinaryWriter^ writer = gcnew BinaryWriter(file->Create());
|
|
writer->Write(matTex->Data);
|
|
writer->Close();
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
Marshal::FreeHGlobal((IntPtr)pTexName);
|
|
}
|
|
}
|
|
|
|
return pTex;
|
|
}
|
|
|
|
void Fbx::Exporter::LinkTexture(ImportedMaterialTexture^ texture, FbxFileTexture* pTexture, FbxProperty& prop)
|
|
{
|
|
pTexture->SetTranslation(texture->Offset.X, texture->Offset.Y);
|
|
pTexture->SetScale(texture->Scale.X, texture->Scale.Y);
|
|
prop.ConnectSrcObject(pTexture);
|
|
}
|
|
|
|
void Fbx::Exporter::ExportAnimations(bool eulerFilter, float filterPrecision, bool flatInbetween)
|
|
{
|
|
auto importedAnimationList = imported->AnimationList;
|
|
if (importedAnimationList == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FbxAnimCurveFilterUnroll* lFilter = eulerFilter ? new FbxAnimCurveFilterUnroll() : NULL;
|
|
|
|
for (int i = 0; i < importedAnimationList->Count; i++)
|
|
{
|
|
auto importedAnimation = importedAnimationList[i];
|
|
FbxString kTakeName;
|
|
if (importedAnimation->Name)
|
|
{
|
|
WITH_MARSHALLED_STRING
|
|
(
|
|
pClipName,
|
|
importedAnimation->Name,
|
|
kTakeName = FbxString(pClipName);
|
|
);
|
|
}
|
|
else
|
|
{
|
|
kTakeName = FbxString("Take") + FbxString(i);
|
|
}
|
|
ExportKeyframedAnimation(importedAnimation, kTakeName, lFilter, filterPrecision, flatInbetween);
|
|
}
|
|
}
|
|
|
|
void Fbx::Exporter::ExportKeyframedAnimation(ImportedKeyframedAnimation^ parser, FbxString& kTakeName, FbxAnimCurveFilterUnroll* eulerFilter, float filterPrecision, bool flatInbetween)
|
|
{
|
|
List<ImportedAnimationKeyframedTrack^>^ pAnimationList = parser->TrackList;
|
|
|
|
char* lTakeName = kTakeName.Buffer();
|
|
|
|
FbxAnimStack* lAnimStack = FbxAnimStack::Create(pScene, lTakeName);
|
|
FbxAnimLayer* lAnimLayer = FbxAnimLayer::Create(pScene, "Base Layer");
|
|
lAnimStack->AddMember(lAnimLayer);
|
|
|
|
for (int j = 0; j < pAnimationList->Count; j++)
|
|
{
|
|
ImportedAnimationKeyframedTrack^ keyframeList = pAnimationList[j];
|
|
FbxNode* pNode = FindNodeByPath(keyframeList->Path);
|
|
if (pNode != nullptr)
|
|
{
|
|
FbxAnimCurve* lCurveSX = pNode->LclScaling.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
|
|
FbxAnimCurve* lCurveSY = pNode->LclScaling.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
|
|
FbxAnimCurve* lCurveSZ = pNode->LclScaling.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
|
|
FbxAnimCurve* lCurveRX = pNode->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
|
|
FbxAnimCurve* lCurveRY = pNode->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
|
|
FbxAnimCurve* lCurveRZ = pNode->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
|
|
FbxAnimCurve* lCurveTX = pNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
|
|
FbxAnimCurve* lCurveTY = pNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
|
|
FbxAnimCurve* lCurveTZ = pNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
|
|
|
|
lCurveSX->KeyModifyBegin();
|
|
lCurveSY->KeyModifyBegin();
|
|
lCurveSZ->KeyModifyBegin();
|
|
lCurveRX->KeyModifyBegin();
|
|
lCurveRY->KeyModifyBegin();
|
|
lCurveRZ->KeyModifyBegin();
|
|
lCurveTX->KeyModifyBegin();
|
|
lCurveTY->KeyModifyBegin();
|
|
lCurveTZ->KeyModifyBegin();
|
|
|
|
FbxTime lTime;
|
|
|
|
for each (auto Scaling in keyframeList->Scalings)
|
|
{
|
|
lTime.SetSecondDouble(Scaling->time);
|
|
|
|
lCurveSX->KeySet(lCurveSX->KeyAdd(lTime), lTime, Scaling->value.X);
|
|
lCurveSY->KeySet(lCurveSY->KeyAdd(lTime), lTime, Scaling->value.Y);
|
|
lCurveSZ->KeySet(lCurveSZ->KeyAdd(lTime), lTime, Scaling->value.Z);
|
|
}
|
|
for each (auto Rotation in keyframeList->Rotations)
|
|
{
|
|
lTime.SetSecondDouble(Rotation->time);
|
|
|
|
lCurveRX->KeySet(lCurveRX->KeyAdd(lTime), lTime, Rotation->value.X);
|
|
lCurveRY->KeySet(lCurveRY->KeyAdd(lTime), lTime, Rotation->value.Y);
|
|
lCurveRZ->KeySet(lCurveRZ->KeyAdd(lTime), lTime, Rotation->value.Z);
|
|
}
|
|
for each (auto Translation in keyframeList->Translations)
|
|
{
|
|
lTime.SetSecondDouble(Translation->time);
|
|
|
|
lCurveTX->KeySet(lCurveTX->KeyAdd(lTime), lTime, Translation->value.X);
|
|
lCurveTY->KeySet(lCurveTY->KeyAdd(lTime), lTime, Translation->value.Y);
|
|
lCurveTZ->KeySet(lCurveTZ->KeyAdd(lTime), lTime, Translation->value.Z);
|
|
}
|
|
|
|
lCurveSX->KeyModifyEnd();
|
|
lCurveSY->KeyModifyEnd();
|
|
lCurveSZ->KeyModifyEnd();
|
|
lCurveRX->KeyModifyEnd();
|
|
lCurveRY->KeyModifyEnd();
|
|
lCurveRZ->KeyModifyEnd();
|
|
lCurveTX->KeyModifyEnd();
|
|
lCurveTY->KeyModifyEnd();
|
|
lCurveTZ->KeyModifyEnd();
|
|
|
|
if (eulerFilter)
|
|
{
|
|
FbxAnimCurve* lCurve[3];
|
|
lCurve[0] = lCurveRX;
|
|
lCurve[1] = lCurveRY;
|
|
lCurve[2] = lCurveRZ;
|
|
eulerFilter->Reset();
|
|
eulerFilter->SetQualityTolerance(filterPrecision);
|
|
eulerFilter->Apply(lCurve, 3);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Fbx::Exporter::ExportMorphs(IImported^ imported, bool morphMask, bool flatInbetween)
|
|
{
|
|
if (imported->MeshList == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (int meshIdx = 0; meshIdx < imported->MeshList->Count; meshIdx++)
|
|
{
|
|
ImportedMesh^ meshList = imported->MeshList[meshIdx];
|
|
FbxNode* pBaseNode = NULL;
|
|
for (int nodeIdx = 0; nodeIdx < pMeshNodes->GetCount(); nodeIdx++)
|
|
{
|
|
FbxNode* pMeshNode = pMeshNodes->GetAt(nodeIdx);
|
|
String^ framePath = gcnew String(pMeshNode->GetName());
|
|
FbxNode* rootNode = pMeshNode;
|
|
while ((rootNode = rootNode->GetParent()) != pScene->GetRootNode())
|
|
{
|
|
framePath = gcnew String(rootNode->GetName()) + "/" + framePath;
|
|
}
|
|
if (framePath == meshList->Path)
|
|
{
|
|
pBaseNode = pMeshNode;
|
|
break;
|
|
}
|
|
}
|
|
if (pBaseNode == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for each (ImportedMorph^ morph in imported->MorphList)
|
|
{
|
|
if (morph->Path != meshList->Path)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int meshVertexIndex = 0;
|
|
for (int meshObjIdx = pBaseNode->GetChildCount() - meshList->SubmeshList->Count; meshObjIdx < meshList->SubmeshList->Count; meshObjIdx++)
|
|
{
|
|
List<ImportedVertex^>^ vertList = meshList->SubmeshList[meshObjIdx]->VertexList;
|
|
FbxNode* pBaseMeshNode = pBaseNode->GetChild(meshObjIdx);
|
|
FbxMesh* pBaseMesh = pBaseMeshNode->GetMesh();
|
|
int numColourSets = pBaseMesh->GetElementVertexColorCount();
|
|
|
|
FbxBlendShape* lBlendShape;
|
|
WITH_MARSHALLED_STRING
|
|
(
|
|
pShapeName,
|
|
morph->ClipName + (meshList->SubmeshList->Count > 1 ? "_" + meshObjIdx : String::Empty) /*+ "_BlendShape"*/,
|
|
lBlendShape = FbxBlendShape::Create(pScene, pShapeName);
|
|
);
|
|
FbxProperty rootGroupProp = FbxProperty::Create(lBlendShape, FbxStringDT, "RootGroup");
|
|
pBaseMesh->AddDeformer(lBlendShape);
|
|
List<ImportedMorphKeyframe^>^ keyframes = morph->KeyframeList;
|
|
for (int i = 0; i < morph->Channels->Count; i++)
|
|
{
|
|
FbxBlendShapeChannel* lBlendShapeChannel;
|
|
if (!flatInbetween)
|
|
{
|
|
WITH_MARSHALLED_STRING
|
|
(
|
|
pChannelName,
|
|
gcnew String(lBlendShape->GetName()) + "." + keyframes[morph->Channels[i]->Item2]->Name->Substring(0, keyframes[morph->Channels[i]->Item2]->Name->LastIndexOf("_")),
|
|
lBlendShapeChannel = FbxBlendShapeChannel::Create(pScene, pChannelName);
|
|
);
|
|
lBlendShapeChannel->DeformPercent = morph->Channels[i]->Item1;
|
|
lBlendShape->AddBlendShapeChannel(lBlendShapeChannel);
|
|
}
|
|
|
|
for (int frameIdx = 0; frameIdx < morph->Channels[i]->Item3; frameIdx++)
|
|
{
|
|
int shapeIdx = morph->Channels[i]->Item2 + frameIdx;
|
|
ImportedMorphKeyframe^ keyframe = keyframes[shapeIdx];
|
|
|
|
FbxShape* pShape;
|
|
if (!flatInbetween)
|
|
{
|
|
char* pMorphShapeName;
|
|
try
|
|
{
|
|
pMorphShapeName = StringToCharArray(keyframe->Name);
|
|
if (pScene->FindMember<FbxShape>(pMorphShapeName))
|
|
{
|
|
Marshal::FreeHGlobal((IntPtr)pMorphShapeName);
|
|
pMorphShapeName = StringToCharArray(morph->ClipName + (meshList->SubmeshList->Count > 1 ? "_" + meshObjIdx : String::Empty) + "__" + keyframe->Name);
|
|
}
|
|
pShape = FbxShape::Create(pScene, pMorphShapeName);
|
|
}
|
|
finally
|
|
{
|
|
Marshal::FreeHGlobal((IntPtr)pMorphShapeName);
|
|
}
|
|
if (frameIdx == morph->Channels[i]->Item3 - 1)
|
|
{
|
|
FbxProperty::Create(lBlendShape, FbxStringDT, rootGroupProp.GetName() + "|" + pShape->GetName());
|
|
}
|
|
lBlendShapeChannel->AddTargetShape(pShape, keyframe->Weight);
|
|
}
|
|
else
|
|
{
|
|
lBlendShapeChannel = FbxBlendShapeChannel::Create(pScene, "");
|
|
lBlendShapeChannel->DeformPercent = morph->Channels[i]->Item1;
|
|
lBlendShape->AddBlendShapeChannel(lBlendShapeChannel);
|
|
|
|
WITH_MARSHALLED_STRING
|
|
(
|
|
pMorphShapeName,
|
|
morph->ClipName + (meshList->SubmeshList->Count > 1 ? "_" + meshObjIdx : String::Empty) + "." + keyframe->Name,
|
|
pShape = FbxShape::Create(pScene, pMorphShapeName);
|
|
);
|
|
lBlendShapeChannel->AddTargetShape(pShape, 100);
|
|
|
|
FbxProperty weightProp;
|
|
WITH_MARSHALLED_STRING
|
|
(
|
|
pWeightName,
|
|
gcnew String(pShape->GetName()) + ".Weight",
|
|
weightProp = FbxProperty::Create(pBaseMesh, FbxDoubleDT, pWeightName);
|
|
);
|
|
weightProp.ModifyFlag(FbxPropertyFlags::eUserDefined, true);
|
|
weightProp.Set<double>(keyframe->Weight);
|
|
}
|
|
|
|
pShape->InitControlPoints(vertList->Count);
|
|
FbxVector4* pControlPoints = pShape->GetControlPoints();
|
|
|
|
for (int j = 0; j < vertList->Count; j++)
|
|
{
|
|
ImportedVertex^ vertex = vertList[j];
|
|
Vector3 coords = vertex->Position;
|
|
pControlPoints[j] = FbxVector4(coords.X, coords.Y, coords.Z, 0);
|
|
}
|
|
List<unsigned short>^ meshIndices = keyframe->MorphedVertexIndices;
|
|
for (int j = 0; j < meshIndices->Count; j++)
|
|
{
|
|
int controlPointIndex = meshIndices[j] - meshVertexIndex;
|
|
if (controlPointIndex >= 0 && controlPointIndex < vertList->Count)
|
|
{
|
|
Vector3 coords = keyframe->VertexList[j]->Position;
|
|
pControlPoints[controlPointIndex] = FbxVector4(coords.X, coords.Y, coords.Z, 0);
|
|
}
|
|
}
|
|
if (flatInbetween && meshIndices->Count == 0)
|
|
{
|
|
Vector3 coords = vertList[0]->Position;
|
|
pControlPoints[0] = FbxVector4(coords.X - 1.0e-6, coords.Y, coords.Z, 0);
|
|
}
|
|
|
|
if (flatInbetween && frameIdx > 0)
|
|
{
|
|
int shapeIdx = morph->Channels[i]->Item2 + frameIdx - 1;
|
|
ImportedMorphKeyframe^ keyframe = keyframes[shapeIdx];
|
|
|
|
List<unsigned short>^ meshIndices = keyframe->MorphedVertexIndices;
|
|
for (int j = 0; j < meshIndices->Count; j++)
|
|
{
|
|
int controlPointIndex = meshIndices[j] - meshVertexIndex;
|
|
if (controlPointIndex >= 0 && controlPointIndex < vertList->Count)
|
|
{
|
|
Vector3 coords = keyframe->VertexList[j]->Position - vertList[controlPointIndex]->Position;
|
|
pControlPoints[controlPointIndex] -= FbxVector4(coords.X, coords.Y, coords.Z, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (morphMask && frameIdx == 0)
|
|
{
|
|
int colourSetIdx = numColourSets + shapeIdx;
|
|
FbxGeometryElementVertexColor* lGeometryElementVertexColor = pBaseMesh->GetElementVertexColor(colourSetIdx);
|
|
if (lGeometryElementVertexColor == NULL)
|
|
{
|
|
lGeometryElementVertexColor = pBaseMesh->CreateElementVertexColor();
|
|
}
|
|
lGeometryElementVertexColor->SetMappingMode(FbxGeometryElement::eByControlPoint);
|
|
lGeometryElementVertexColor->SetReferenceMode(FbxGeometryElement::eDirect);
|
|
WITH_MARSHALLED_STRING
|
|
(
|
|
pColourLayerName, morph->ClipName + (meshList->SubmeshList->Count > 1 ? "_" + meshObjIdx : String::Empty) + "." + keyframe->Name,
|
|
lGeometryElementVertexColor->SetName(pColourLayerName);
|
|
);
|
|
for (int j = 0; j < vertList->Count; j++)
|
|
{
|
|
lGeometryElementVertexColor->GetDirectArray().Add(FbxColor(1, 1, 1));
|
|
}
|
|
for (int j = 0; j < meshIndices->Count; j++)
|
|
{
|
|
int controlPointIndex = meshIndices[j] - meshVertexIndex;
|
|
if (controlPointIndex >= 0 && controlPointIndex < vertList->Count)
|
|
{
|
|
lGeometryElementVertexColor->GetDirectArray().SetAt(controlPointIndex, FbxColor(0, 0, 1));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
meshVertexIndex += meshList->SubmeshList[meshObjIdx]->VertexList->Count;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |