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authorBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
committerBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
commit7115f60b91b5717d90f643fd692010905c7004db (patch)
treeeffd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp
parentUpdating BlastTool zip (diff)
downloadblast-1.1.3_rc1.tar.xz
blast-1.1.3_rc1.zip
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp')
-rwxr-xr-x[-rw-r--r--]sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp2880
1 files changed, 1440 insertions, 1440 deletions
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp
index c3c4b37..a0de9d5 100644..100755
--- a/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp
@@ -1,1441 +1,1441 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and related documentation and
-// any modifications thereto. Any use, reproduction, disclosure, or
-// distribution of this software and related documentation without an express
-// license agreement from NVIDIA Corporation is strictly prohibited.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
-
-
-#include "fbxsdk.h"
-#include <iostream>
-#include <sstream>
-#include <iomanip>
-#include <map>
-#include <algorithm>
-#include <set>
-#include "NvBlastTypes.h"
-#include "NvBlastGlobals.h"
-#include "NvBlastTkFramework.h"
-#include "NvBlast.h"
-#include "PxVec3.h"
-#include "NvBlastAssert.h"
-#include <unordered_set>
-#include <functional>
-#include "NvBlastExtExporterFbxWriter.h"
-#include "NvBlastExtExporterFbxUtils.h"
-#include "NvBlastExtAuthoringCollisionBuilder.h"
-#include "NvBlastExtAuthoring.h"
-#include "NvBlastExtAuthoringMesh.h"
-
-using namespace Nv::Blast;
-
-FbxFileWriter::FbxFileWriter():
- bOutputFBXAscii(false)
-{
- // Wrap in a shared ptr so that when it deallocates we get an auto destroy and all of the other assets created don't leak.
- sdkManager = std::shared_ptr<FbxManager>(FbxManager::Create(), [=](FbxManager* manager)
- {
- manager->Destroy();
- });
-
- mScene = FbxScene::Create(sdkManager.get(), "Export Scene");
-
- mScene->GetGlobalSettings().SetAxisSystem(FbxUtils::getBlastFBXAxisSystem());
- mScene->GetGlobalSettings().SetSystemUnit(FbxUtils::getBlastFBXUnit());
- mScene->GetGlobalSettings().SetOriginalUpAxis(FbxUtils::getBlastFBXAxisSystem());
- mScene->GetGlobalSettings().SetOriginalSystemUnit(FbxUtils::getBlastFBXUnit());
-
- //We don't actually check for membership in this layer, but it's useful to show and hide the geo to look at the collision geo
- mRenderLayer = FbxDisplayLayer::Create(mScene, FbxUtils::getRenderGeometryLayerName().c_str());
- mRenderLayer->Show.Set(true);
- mRenderLayer->Color.Set(FbxDouble3(0.0f, 1.0f, 0.0f));
-
- mInteriorIndex = -1;
-}
-
-void FbxFileWriter::release()
-{
- //sdkManager->Destroy();
- delete this;
-}
-
-FbxScene* FbxFileWriter::getScene()
-{
- return mScene;
-}
-
-
-void FbxFileWriter::createMaterials(const ExporterMeshData& aResult)
-{
- mMaterials.clear();
-
- for (uint32_t i = 0; i < aResult.submeshCount; ++i)
- {
- FbxSurfacePhong* material = FbxSurfacePhong::Create(sdkManager.get(), aResult.submeshMats[i].name);
- material->Diffuse.Set(FbxDouble3(float(rand()) / RAND_MAX , float(rand()) / RAND_MAX, float(rand()) / RAND_MAX));
- material->DiffuseFactor.Set(1.0);
- mMaterials.push_back(material);
- }
-}
-
-void FbxFileWriter::setInteriorIndex(int32_t index)
-{
- mInteriorIndex = index;
-}
-
-
-void FbxFileWriter::createMaterials(const AuthoringResult& aResult)
-{
- mMaterials.clear();
- for (uint32_t i = 0; i < aResult.materialCount; ++i)
- {
- FbxSurfacePhong* material = FbxSurfacePhong::Create(sdkManager.get(), aResult.materialNames[i]);
- material->Diffuse.Set(FbxDouble3(float(rand()) / RAND_MAX, float(rand()) / RAND_MAX, float(rand()) / RAND_MAX));
- material->DiffuseFactor.Set(1.0);
- mMaterials.push_back(material);
- }
- if (mMaterials.size() == 0)
- {
- FbxSurfacePhong* material = FbxSurfacePhong::Create(sdkManager.get(), "Base_mat");
- material->Diffuse.Set(FbxDouble3(0.3, 1.0, 0));
- material->DiffuseFactor.Set(1.0);
- mMaterials.push_back(material);
- }
- if (mInteriorIndex == -1) // No material setted. Create new one.
- {
- FbxSurfacePhong* interiorMat = FbxSurfacePhong::Create(sdkManager.get(), "Interior_Material");
- interiorMat->Diffuse.Set(FbxDouble3(1.0, 0.0, 0.5));
- interiorMat->DiffuseFactor.Set(1.0);
- mMaterials.push_back(interiorMat);
- }
- else
- {
- if (mInteriorIndex < 0) mInteriorIndex = 0;
- if (static_cast<size_t>(mInteriorIndex) >= mMaterials.size()) mInteriorIndex = 0;
- }
-
-}
-
-
-bool FbxFileWriter::appendMesh(const AuthoringResult& aResult, const char* assetName, bool nonSkinned)
-{
- createMaterials(aResult);
-
- if (nonSkinned)
- {
- return appendNonSkinnedMesh(aResult, assetName);
- }
- std::string meshName(assetName); meshName.append("_rendermesh");
-
- FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), meshName.c_str());
-
- FbxGeometryElementNormal* geNormal = mesh->CreateElementNormal();
- geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
- geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
-
- FbxGeometryElementUV* geUV = mesh->CreateElementUV("diffuseElement");
- geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
- geUV->SetReferenceMode(FbxGeometryElement::eDirect);
-
- FbxGeometryElementSmoothing* smElement = nullptr;
- size_t triangleCount = aResult.geometryOffset[aResult.chunkCount];
-
- for (size_t triangle = 0; triangle < triangleCount; triangle++)
- {
- if (aResult.geometry[triangle].smoothingGroup >= 0)
- {
- //Found a valid smoothing group
- smElement = mesh->CreateElementSmoothing();
- smElement->SetMappingMode(FbxGeometryElement::eByPolygon);
- smElement->SetReferenceMode(FbxGeometryElement::eDirect);
- break;
- }
- }
-
- mesh->InitControlPoints((int)triangleCount * 3);
-
-
- FbxNode* meshNode = FbxNode::Create(mScene, assetName);
- meshNode->SetNodeAttribute(mesh);
- meshNode->SetShadingMode(FbxNode::eTextureShading);
-
- mRenderLayer->AddMember(meshNode);
-
- for (uint32_t i = 0; i < mMaterials.size(); ++i)
- {
- meshNode->AddMaterial(mMaterials[i]);
- }
-
- FbxNode* lRootNode = mScene->GetRootNode();
-
- //In order for Maya to correctly convert the axis of a skinned model there must be a common root node between the skeleton and the model
- FbxNode* sceneRootNode = FbxNode::Create(sdkManager.get(), "sceneRoot");
- lRootNode->AddChild(sceneRootNode);
- sceneRootNode->AddChild(meshNode);
-
- //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
- FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
- FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), "SkelRootAttrib");
- skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
- skelRootNode->SetNodeAttribute(skelAttrib);
-
- sceneRootNode->AddChild(skelRootNode);
-
- FbxSkin* skin = FbxSkin::Create(sdkManager.get(), "Skin of the thing");
- skin->SetGeometry(mesh);
- mesh->AddDeformer(skin);
-
- // Add a material otherwise UE4 freaks out on import
-
- FbxGeometryElementMaterial* matElement = mesh->CreateElementMaterial();
- matElement->SetMappingMode(FbxGeometryElement::eByPolygon);
- matElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
-
- // Now walk the tree and create a skeleton with geometry at the same time
- // Find a "root" chunk and walk the tree from there.
- uint32_t chunkCount = NvBlastAssetGetChunkCount(aResult.asset, Nv::Blast::logLL);
- auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
-
- uint32_t cpIdx = 0;
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- auto& chunk = chunks[i];
-
- if (chunk.parentChunkIndex == UINT32_MAX)
- {
- uint32_t addedCps = createChunkRecursive(cpIdx, i, meshNode, skelRootNode, skin, aResult);
- cpIdx += addedCps;
- }
- }
-
- if (!smElement)
- {
- //If no smoothing groups, generate them
- generateSmoothingGroups(mesh, skin);
- }
-
- removeDuplicateControlPoints(mesh, skin);
-
- if (aResult.collisionHull != nullptr)
- {
- return appendCollisionMesh(chunkCount, aResult.collisionHullOffset, aResult.collisionHull, assetName);
- }
-
- return true;
-};
-
-
-bool FbxFileWriter::appendNonSkinnedMesh(const AuthoringResult& aResult, const char* assetName)
-{
- FbxNode* lRootNode = mScene->GetRootNode();
-
- //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
- FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
- //UE4 needs this to be a skeleton node, null node, or mesh node to get used
- FbxNull* nullAttr = FbxNull::Create(sdkManager.get(), "SkelRootAttrib");
- skelRootNode->SetNodeAttribute(nullAttr);
- lRootNode->AddChild(skelRootNode);
-
- // Now walk the tree and create a skeleton with geometry at the same time
- // Find a "root" chunk and walk the tree from there.
- uint32_t chunkCount = NvBlastAssetGetChunkCount(aResult.asset, Nv::Blast::logLL);
- auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
-
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- auto& chunk = chunks[i];
-
- if (chunk.parentChunkIndex == UINT32_MAX)
- {
- createChunkRecursiveNonSkinned(assetName, i, skelRootNode, mMaterials, aResult);
- }
- }
-
- if (aResult.collisionHull != nullptr)
- {
- return appendCollisionMesh(chunkCount, aResult.collisionHullOffset, aResult.collisionHull, assetName);
- }
-
- return true;
-}
-
-
-bool FbxFileWriter::appendNonSkinnedMesh(const ExporterMeshData& meshData, const char* assetName)
-{
- FbxNode* lRootNode = mScene->GetRootNode();
-
- //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
- FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
- //UE4 needs this to be a skeleton node, null node, or mesh node to get used
- FbxNull* nullAttr = FbxNull::Create(sdkManager.get(), "SkelRootAttrib");
- skelRootNode->SetNodeAttribute(nullAttr);
- lRootNode->AddChild(skelRootNode);
-
- // Now walk the tree and create a skeleton with geometry at the same time
- // Find a "root" chunk and walk the tree from there.
- uint32_t chunkCount = NvBlastAssetGetChunkCount(meshData.asset, Nv::Blast::logLL);
-
- auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
-
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- const NvBlastChunk* chunk = &chunks[i];
-
- if (chunk->parentChunkIndex == UINT32_MAX)
- {
- createChunkRecursiveNonSkinned("chunk", i, skelRootNode, mMaterials, meshData);
- }
- }
- if (meshData.hulls != nullptr)
- {
- return appendCollisionMesh(chunkCount, meshData.hullsOffsets, meshData.hulls, assetName);
- }
- return true;
-}
-
-bool FbxFileWriter::appendCollisionMesh(uint32_t meshCount, uint32_t* offsets, CollisionHull** hulls, const char* assetName)
-{
- FbxDisplayLayer* displayLayer = FbxDisplayLayer::Create(mScene, FbxUtils::getCollisionGeometryLayerName().c_str());
- //Hide by default
- displayLayer->Show.Set(false);
- displayLayer->Color.Set(FbxDouble3(0.0f, 0.0f, 1.0f));
-
- // Now walk the tree and create a skeleton with geometry at the same time
- // Find a "root" chunk and walk the tree from there.
-
- for (uint32_t i = 0; i < meshCount; i++)
- {
- auto findIt = chunkNodes.find(i);
- if (findIt == chunkNodes.end())
- {
- std::cerr << "Warning: No chunk node for chunk " << i << ". Ignoring collision geo" << std::endl;
- continue;
- }
- addCollisionHulls(i, displayLayer, findIt->second, offsets[i+1] - offsets[i], hulls + offsets[i]);
- }
- return true;
-}
-
-/*
- Recursive method that creates this chunk and all it's children.
-
- This creates a FbxNode with an FbxCluster, and all of the geometry for this chunk.
-
- Returns the number of added control points
-*/
-uint32_t FbxFileWriter::createChunkRecursive(uint32_t currentCpIdx, uint32_t chunkIndex, FbxNode *meshNode, FbxNode* parentNode, FbxSkin* skin, const AuthoringResult& aResult)
-{
-
- auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
- const NvBlastChunk* chunk = &chunks[chunkIndex];
- physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
-
- //mesh->InitTextureUV(triangles.size() * 3);
-
- std::string boneName = FbxUtils::getChunkNodeName(chunkIndex);
-
- FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), boneName.c_str());
- if (chunk->parentChunkIndex == UINT32_MAX)
- {
- skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
-
- // Change the centroid to origin
- centroid = physx::PxVec3(0.0f);
- }
- else
- {
- skelAttrib->SetSkeletonType(FbxSkeleton::eLimbNode);
- worldChunkPivots[chunkIndex] = centroid;
- }
-
- skelAttrib->Size.Set(1.0); // What's this for?
-
-
- FbxNode* boneNode = FbxNode::Create(sdkManager.get(), boneName.c_str());
- boneNode->SetNodeAttribute(skelAttrib);
-
- chunkNodes[chunkIndex] = boneNode;
-
- auto mat = parentNode->EvaluateGlobalTransform().Inverse();
-
- FbxVector4 vec(0, 0, 0, 0);
- FbxVector4 c2 = mat.MultT(vec);
-
- boneNode->LclTranslation.Set(c2);
-
- parentNode->AddChild(boneNode);
-
- std::ostringstream namestream;
- namestream << "cluster_" << std::setw(5) << std::setfill('0') << chunkIndex;
- std::string clusterName = namestream.str();
-
- FbxCluster* cluster = FbxCluster::Create(sdkManager.get(), clusterName.c_str());
- cluster->SetTransformMatrix(FbxAMatrix());
- cluster->SetLink(boneNode);
- cluster->SetLinkMode(FbxCluster::eTotalOne);
-
- skin->AddCluster(cluster);
-
- FbxMesh* mesh = static_cast<FbxMesh*>(meshNode->GetNodeAttribute());
-
- FbxVector4* controlPoints = mesh->GetControlPoints();
- auto geNormal = mesh->GetElementNormal();
- auto geUV = mesh->GetElementUV("diffuseElement");
- FbxGeometryElementMaterial* matElement = mesh->GetElementMaterial();
- FbxGeometryElementSmoothing* smElement = mesh->GetElementSmoothing();
-
- auto addVert = [&](Nv::Blast::Vertex vert, int controlPointIdx)
- {
- FbxVector4 vertex;
- FbxVector4 normal;
- FbxVector2 uv;
-
- FbxUtils::VertexToFbx(vert, vertex, normal, uv);
-
- controlPoints[controlPointIdx] = vertex;
- geNormal->GetDirectArray().Add(normal);
- geUV->GetDirectArray().Add(uv);
- // Add this control point to the bone with weight 1.0
- cluster->AddControlPointIndex(controlPointIdx, 1.0);
- };
-
- uint32_t cpIdx = 0;
- uint32_t polyCount = mesh->GetPolygonCount();
- for (uint32_t i = aResult.geometryOffset[chunkIndex]; i < aResult.geometryOffset[chunkIndex + 1]; i++)
- {
- Triangle& tri = aResult.geometry[i];
- addVert(tri.a, currentCpIdx + cpIdx + 0);
- addVert(tri.b, currentCpIdx + cpIdx + 1);
- addVert(tri.c, currentCpIdx + cpIdx + 2);
-
- mesh->BeginPolygon();
- mesh->AddPolygon(currentCpIdx + cpIdx + 0);
- mesh->AddPolygon(currentCpIdx + cpIdx + 1);
- mesh->AddPolygon(currentCpIdx + cpIdx + 2);
- mesh->EndPolygon();
- int32_t material = (tri.materialId != MATERIAL_INTERIOR) ? ((tri.materialId < int32_t(mMaterials.size())) ? tri.materialId : 0) : ((mInteriorIndex == -1) ? int32_t(mMaterials.size() - 1): mInteriorIndex);
- matElement->GetIndexArray().SetAt(polyCount, material);
- if (smElement)
- {
- if (tri.userData == 0)
- {
- smElement->GetDirectArray().Add(tri.smoothingGroup);
- }
- else
- {
- smElement->GetDirectArray().Add(SMOOTHING_GROUP_INTERIOR);
- }
- }
-
- polyCount++;
- cpIdx += 3;
- }
-
- mat = meshNode->EvaluateGlobalTransform();
- cluster->SetTransformMatrix(mat);
-
- mat = boneNode->EvaluateGlobalTransform();
- cluster->SetTransformLinkMatrix(mat);
-
- uint32_t addedCps = static_cast<uint32_t>((aResult.geometryOffset[chunkIndex + 1] - aResult.geometryOffset[chunkIndex]) * 3);
-
- for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
- {
- addedCps += createChunkRecursive(currentCpIdx + addedCps, i, meshNode, boneNode, skin, aResult);
- }
-
- return addedCps;
-}
-
-
-void FbxFileWriter::createChunkRecursiveNonSkinned(const std::string& meshName, uint32_t chunkIndex, FbxNode* parentNode,
- const std::vector<FbxSurfaceMaterial*>& materials, const ExporterMeshData& meshData)
-{
- auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
- const NvBlastChunk* chunk = &chunks[chunkIndex];
- physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
-
- std::string chunkName = FbxUtils::getChunkNodeName(chunkIndex);
-
- FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), (chunkName + "_mesh").c_str());
-
- FbxNode* meshNode = FbxNode::Create(mScene, chunkName.c_str());
- meshNode->SetNodeAttribute(mesh);
- meshNode->SetShadingMode(FbxNode::eTextureShading);
- mRenderLayer->AddMember(meshNode);
-
- chunkNodes[chunkIndex] = meshNode;
-
- auto mat = parentNode->EvaluateGlobalTransform().Inverse();
-
- FbxVector4 c2 = mat.MultT(FbxVector4(centroid.x, centroid.y, centroid.z, 1.0f));
- if (chunk->parentChunkIndex != UINT32_MAX)
- {
- //Don't mess with the root chunk pivot
- meshNode->LclTranslation.Set(c2);
- worldChunkPivots[chunkIndex] = centroid;
- }
-
- parentNode->AddChild(meshNode);
- FbxAMatrix finalXForm = meshNode->EvaluateGlobalTransform();
-
- //Set the geo transform to inverse so we can use the world mesh coordinates
- FbxAMatrix invFinalXForm = finalXForm.Inverse();
- meshNode->SetGeometricTranslation(FbxNode::eSourcePivot, invFinalXForm.GetT());
- meshNode->SetGeometricRotation(FbxNode::eSourcePivot, invFinalXForm.GetR());
- meshNode->SetGeometricScaling(FbxNode::eSourcePivot, invFinalXForm.GetS());
-
- auto geNormal = mesh->CreateElementNormal();
- auto geUV = mesh->CreateElementUV("diffuseElement");
- auto matr = mesh->CreateElementMaterial();
-
- uint32_t* firstIdx = meshData.submeshOffsets + chunkIndex * meshData.submeshCount;
- uint32_t* lastIdx = meshData.submeshOffsets + (chunkIndex + 1) * meshData.submeshCount;
- uint32_t cpCount = *lastIdx - *firstIdx;
- mesh->InitControlPoints(cpCount);
-
- geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
- geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
-
- geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
- geUV->SetReferenceMode(FbxGeometryElement::eDirect);
-
- matr->SetMappingMode(FbxGeometryElement::eByPolygon);
- matr->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
-
- for (auto m : materials)
- {
- meshNode->AddMaterial(m);
- }
-
- uint32_t cPolygCount = 0;
- int32_t addedVertices = 0;
-
- for (uint32_t subMesh = 0; subMesh < meshData.submeshCount; ++subMesh)
- {
- for (uint32_t tr = *(firstIdx + subMesh); tr < *(firstIdx + subMesh + 1); tr += 3)
- {
- mesh->BeginPolygon(subMesh);
- for (uint32_t k = 0; k < 3; ++k)
- {
- mesh->AddPolygon(tr - *firstIdx + k);
-
- FbxVector4 temp;
- FbxUtils::PxVec3ToFbx(meshData.positions[meshData.posIndex[tr + k]], temp);
- mesh->SetControlPointAt(temp, tr - *firstIdx + k);
-
- FbxUtils::PxVec3ToFbx(meshData.normals[meshData.normIndex[tr + k]], temp);
- geNormal->GetDirectArray().Add(temp);
-
- FbxVector2 temp2;
- FbxUtils::PxVec2ToFbx(meshData.uvs[meshData.texIndex[tr + k]], temp2);
- geUV->GetDirectArray().Add(temp2);
- }
- mesh->EndPolygon();
- cPolygCount++;
- addedVertices += 3;
- }
- }
-
- if (!mesh->GetElementSmoothing())
- {
- //If no smoothing groups, generate them
- generateSmoothingGroups(mesh, nullptr);
- }
-
- removeDuplicateControlPoints(mesh, nullptr);
-
- for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
- {
- createChunkRecursiveNonSkinned(meshName, i, meshNode, materials, meshData);
- }
-}
-
-
-void FbxFileWriter::createChunkRecursiveNonSkinned(const std::string& meshName, uint32_t chunkIndex, FbxNode* parentNode, const std::vector<FbxSurfaceMaterial*>& materials, const AuthoringResult& aResult)
-{
- auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
- const NvBlastChunk* chunk = &chunks[chunkIndex];
- physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
-
- std::string chunkName = FbxUtils::getChunkNodeName(chunkIndex).c_str();
-
- FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), (chunkName + "_mesh").c_str());
-
- FbxNode* meshNode = FbxNode::Create(mScene, chunkName.c_str());
- meshNode->SetNodeAttribute(mesh);
- meshNode->SetShadingMode(FbxNode::eTextureShading);
- mRenderLayer->AddMember(meshNode);
-
- chunkNodes[chunkIndex] = meshNode;
-
- auto mat = parentNode->EvaluateGlobalTransform().Inverse();
-
- FbxVector4 c2 = mat.MultT(FbxVector4(centroid.x, centroid.y, centroid.z, 1.0f));
-
- if (chunk->parentChunkIndex != UINT32_MAX)
- {
- //Don't mess with the root chunk pivot
- meshNode->LclTranslation.Set(c2);
- worldChunkPivots[chunkIndex] = centroid;
- }
-
- parentNode->AddChild(meshNode);
- FbxAMatrix finalXForm = meshNode->EvaluateGlobalTransform();
-
- //Set the geo transform to inverse so we can use the world mesh coordinates
- FbxAMatrix invFinalXForm = finalXForm.Inverse();
- meshNode->SetGeometricTranslation(FbxNode::eSourcePivot, invFinalXForm.GetT());
- meshNode->SetGeometricRotation(FbxNode::eSourcePivot, invFinalXForm.GetR());
- meshNode->SetGeometricScaling(FbxNode::eSourcePivot, invFinalXForm.GetS());
-
-
- auto geNormal = mesh->CreateElementNormal();
- auto geUV = mesh->CreateElementUV("diffuseElement");
- auto matr = mesh->CreateElementMaterial();
-
- uint32_t firstIdx = aResult.geometryOffset[chunkIndex];
- uint32_t lastIdx = aResult.geometryOffset[chunkIndex + 1];
-
- FbxGeometryElementSmoothing* smElement = nullptr;
- for (uint32_t triangle = firstIdx; triangle < lastIdx; triangle++)
- {
- if (aResult.geometry[triangle].smoothingGroup >= 0)
- {
- //Found a valid smoothing group
- smElement = mesh->CreateElementSmoothing();
- smElement->SetMappingMode(FbxGeometryElement::eByPolygon);
- smElement->SetReferenceMode(FbxGeometryElement::eDirect);
- break;
- }
- }
-
- mesh->InitControlPoints((int)(lastIdx - firstIdx) * 3);
-
- geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
- geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
-
- geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
- geUV->SetReferenceMode(FbxGeometryElement::eDirect);
-
- matr->SetMappingMode(FbxGeometryElement::eByPolygon);
- matr->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
-
- for (auto m : materials)
- {
- meshNode->AddMaterial(m);
- }
-
- FbxGeometryElementMaterial* matElement = mesh->GetElementMaterial();
- int32_t polyCount = 0;
- for (uint32_t tr = firstIdx; tr < lastIdx; tr++)
- {
- auto& geo = aResult.geometry[tr];
- const Nv::Blast::Vertex triVerts[3] = { geo.a, geo.b, geo.c };
- mesh->BeginPolygon();
- for (uint32_t k = 0; k < 3; ++k)
- {
- mesh->AddPolygon(tr * 3 + k);
- FbxVector4 v, n;
- FbxVector2 uv;
- FbxUtils::VertexToFbx(triVerts[k], v, n, uv);
- mesh->SetControlPointAt(v, tr * 3 + k);
-
- geNormal->GetDirectArray().Add(n);
- geUV->GetDirectArray().Add(uv);
- }
- mesh->EndPolygon();
- int32_t material = (geo.materialId != MATERIAL_INTERIOR) ? ((geo.materialId < int32_t(mMaterials.size()))? geo.materialId : 0) : ((mInteriorIndex == -1)? int32_t(mMaterials.size() - 1) : mInteriorIndex);
- matElement->GetIndexArray().SetAt(polyCount, material);
-
- if (smElement)
- {
- if (geo.userData == 0)
- {
- smElement->GetDirectArray().Add(geo.smoothingGroup);
- }
- else
- {
- smElement->GetDirectArray().Add(SMOOTHING_GROUP_INTERIOR);
- }
- }
-
- polyCount++;
-
- }
-
- if (!smElement)
- {
- //If no smoothing groups, generate them
- generateSmoothingGroups(mesh, nullptr);
-
- }
-
- removeDuplicateControlPoints(mesh, nullptr);
-
- for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
- {
- createChunkRecursiveNonSkinned(meshName, i, meshNode, materials, aResult);
- }
-}
-
-uint32_t FbxFileWriter::addCollisionHulls(uint32_t chunkIndex, FbxDisplayLayer* displayLayer, FbxNode* parentNode, uint32_t hullsCount, CollisionHull** hulls)
-{
- for (uint32_t hullId = 0; hullId < hullsCount; ++hullId)
- {
- std::stringstream namestream;
- namestream.clear();
- namestream << "collisionHull_" << chunkIndex << "_" << hullId;
-
- FbxNode* collisionNode = FbxNode::Create(sdkManager.get(), namestream.str().c_str());
-
- displayLayer->AddMember(collisionNode);
-
- //TODO: Remove this when tools are converted over
- FbxProperty::Create(collisionNode, FbxIntDT, "ParentalChunkIndex");
- collisionNode->FindProperty("ParentalChunkIndex").Set(chunkIndex);
- //
-
- namestream.clear();
- namestream << "collisionHullGeom_" << chunkIndex << "_" << hullId;
- FbxMesh* meshAttr = FbxMesh::Create(sdkManager.get(), namestream.str().c_str());
- collisionNode->SetNodeAttribute(meshAttr);
- parentNode->AddChild(collisionNode);
-
- auto mat = parentNode->EvaluateGlobalTransform().Inverse();
- auto centroid = worldChunkPivots.find(chunkIndex);
-
- if (centroid != worldChunkPivots.end())
- {
- FbxVector4 c2 = mat.MultT(FbxVector4(centroid->second.x, centroid->second.y, centroid->second.z, 1.0f));
- //Don't mess with the root chunk pivot
- collisionNode->LclTranslation.Set(c2);
- }
- parentNode->AddChild(collisionNode);
- FbxAMatrix finalXForm = collisionNode->EvaluateGlobalTransform();
-
- //Set the geo transform to inverse so we can use the world mesh coordinates
- FbxAMatrix invFinalXForm = finalXForm.Inverse();
- collisionNode->SetGeometricTranslation(FbxNode::eSourcePivot, invFinalXForm.GetT());
- collisionNode->SetGeometricRotation(FbxNode::eSourcePivot, invFinalXForm.GetR());
- collisionNode->SetGeometricScaling(FbxNode::eSourcePivot, invFinalXForm.GetS());
-
-
- meshAttr->InitControlPoints(hulls[hullId]->pointsCount);
- meshAttr->CreateElementNormal();
- FbxVector4* controlPoints = meshAttr->GetControlPoints();
- auto geNormal = meshAttr->GetElementNormal();
- geNormal->SetMappingMode(FbxGeometryElement::eByPolygon);
- geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
- for (uint32_t i = 0; i < hulls[hullId]->pointsCount; ++i)
- {
- auto& pnts = hulls[hullId]->points[i];
- controlPoints->Set(pnts.x, pnts.y, pnts.z, 0.0);
- controlPoints++;
- }
-
- for (uint32_t i = 0; i < hulls[hullId]->polygonDataCount; ++i)
- {
- auto& poly = hulls[hullId]->polygonData[i];
- meshAttr->BeginPolygon();
- for (uint32_t j = 0; j < poly.mNbVerts; ++j)
- {
- meshAttr->AddPolygon(hulls[hullId]->indices[poly.mIndexBase + j]);
- }
- meshAttr->EndPolygon();
- FbxVector4 plane(poly.mPlane[0], poly.mPlane[1], poly.mPlane[2], 0);
- geNormal->GetDirectArray().Add(plane);
- }
- }
- return 1;
-}
-
-uint32_t FbxFileWriter::createChunkRecursive(uint32_t currentCpIdx, uint32_t chunkIndex, FbxNode *meshNode, FbxNode* parentNode, FbxSkin* skin, const ExporterMeshData& meshData)
-{
- auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
- const NvBlastChunk* chunk = &chunks[chunkIndex];
- physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
-
- std::string boneName = FbxUtils::getChunkNodeName(chunkIndex).c_str();
-
- FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), boneName.c_str());
- if (chunk->parentChunkIndex == UINT32_MAX)
- {
- skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
-
- // Change the centroid to origin
- centroid = physx::PxVec3(0.0f);
- }
- else
- {
- skelAttrib->SetSkeletonType(FbxSkeleton::eLimbNode);
- worldChunkPivots[chunkIndex] = centroid;
- }
-
- FbxNode* boneNode = FbxNode::Create(sdkManager.get(), boneName.c_str());
- boneNode->SetNodeAttribute(skelAttrib);
-
- chunkNodes[chunkIndex] = boneNode;
-
- auto mat = parentNode->EvaluateGlobalTransform().Inverse();
-
- FbxVector4 vec(0, 0, 0, 0);
- FbxVector4 c2 = mat.MultT(vec);
-
- boneNode->LclTranslation.Set(c2);
-
- parentNode->AddChild(boneNode);
-
- std::ostringstream namestream;
- namestream << "cluster_" << std::setw(5) << std::setfill('0') << chunkIndex;
- std::string clusterName = namestream.str();
-
- FbxCluster* cluster = FbxCluster::Create(sdkManager.get(), clusterName.c_str());
- cluster->SetTransformMatrix(FbxAMatrix());
- cluster->SetLink(boneNode);
- cluster->SetLinkMode(FbxCluster::eTotalOne);
-
- skin->AddCluster(cluster);
-
- FbxMesh* mesh = static_cast<FbxMesh*>(meshNode->GetNodeAttribute());
-
- auto geNormal = mesh->GetElementNormal();
- auto geUV = mesh->GetElementUV("diffuseElement");
- auto matr = mesh->GetElementMaterial();
-
- std::vector<bool> addedVerticesFlag(mesh->GetControlPointsCount(), false);
-
- uint32_t* firstIdx = meshData.submeshOffsets + chunkIndex * meshData.submeshCount;
- uint32_t cPolygCount = mesh->GetPolygonCount();
- int32_t addedVertices = 0;
- for (uint32_t subMesh = 0; subMesh < meshData.submeshCount; ++subMesh)
- {
- for (uint32_t tr = *(firstIdx + subMesh); tr < *(firstIdx + subMesh + 1); tr += 3)
- {
- mesh->BeginPolygon(subMesh);
- mesh->AddPolygon(meshData.posIndex[tr + 0]);
- mesh->AddPolygon(meshData.posIndex[tr + 1]);
- mesh->AddPolygon(meshData.posIndex[tr + 2]);
- mesh->EndPolygon();
- for (uint32_t k = 0; k < 3; ++k)
- {
- geNormal->GetIndexArray().SetAt(currentCpIdx + addedVertices + k, meshData.normIndex[tr + k]);
- geUV->GetIndexArray().SetAt(currentCpIdx + addedVertices + k, meshData.texIndex[tr + k]);
- }
- if (subMesh == 0)
- {
- matr->GetIndexArray().SetAt(cPolygCount, 0);
- }
- else
- {
- matr->GetIndexArray().SetAt(cPolygCount, 1);
- }
- cPolygCount++;
- addedVertices += 3;
- for (uint32_t k = 0; k < 3; ++k)
- {
- if (!addedVerticesFlag[meshData.posIndex[tr + k]])
- {
- cluster->AddControlPointIndex(meshData.posIndex[tr + k], 1.0);
- addedVerticesFlag[meshData.posIndex[tr + k]] = true;
- }
- }
- }
- }
- mat = meshNode->EvaluateGlobalTransform();
- cluster->SetTransformMatrix(mat);
-
- mat = boneNode->EvaluateGlobalTransform();
- cluster->SetTransformLinkMatrix(mat);
-
-
- for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
- {
- addedVertices += createChunkRecursive(currentCpIdx + addedVertices, i, meshNode, boneNode, skin, meshData);
- }
-
- return addedVertices;
-
-}
-
-void FbxFileWriter::addControlPoints(FbxMesh* mesh, const ExporterMeshData& meshData)
-{
- std::vector<uint32_t> vertices;
- std::cout << "Adding control points" << std::endl;
- std::vector<int32_t> mapping(meshData.positionsCount, -1);
- for (uint32_t ch = 0; ch < meshData.meshCount; ++ch)
- {
- mapping.assign(meshData.positionsCount, -1);
- for (uint32_t sb = 0; sb < meshData.submeshCount; ++sb)
- {
- uint32_t* first = meshData.submeshOffsets + ch * meshData.submeshCount + sb;
- for (uint32_t pi = *first; pi < *(first+1); ++pi)
- {
- uint32_t p = meshData.posIndex[pi];
- if (mapping[p] == -1)
- {
- mapping[p] = (int)vertices.size();
- vertices.push_back(p);
- meshData.posIndex[pi] = mapping[p];
- }
- else
- {
- meshData.posIndex[pi] = mapping[p];
- }
- }
- }
- }
- mesh->InitControlPoints((int)vertices.size());
- FbxVector4* controlPoints = mesh->GetControlPoints();
- for (auto v : vertices)
- {
- auto& p = meshData.positions[v];
- *controlPoints = FbxVector4(p.x, p.y, p.z, 0);
- ++controlPoints;
- }
- std::cout << "Adding control points: done" << std::endl;
-}
-
-void FbxFileWriter::addBindPose()
-{
- // Store the bind pose
- //Just add all the nodes, it doesn't seem to do any harm and it stops Maya complaining about incomplete bind poses
- FbxPose* pose = FbxPose::Create(sdkManager.get(), "BindPose");
- pose->SetIsBindPose(true);
-
- int nodeCount = mScene->GetNodeCount();
- for (int i = 0; i < nodeCount; i++)
- {
- FbxNode* node = mScene->GetNode(i);
- FbxMatrix bindMat = node->EvaluateGlobalTransform();
-
- pose->Add(node, bindMat);
- }
-
- mScene->AddPose(pose);
-}
-
-bool FbxFileWriter::saveToFile(const char* assetName, const char* outputPath)
-{
-
- addBindPose();
-
- FbxIOSettings* ios = FbxIOSettings::Create(sdkManager.get(), IOSROOT);
- // Set some properties on the io settings
-
- sdkManager->SetIOSettings(ios);
-
- sdkManager->GetIOSettings()->SetBoolProp(EXP_ASCIIFBX, bOutputFBXAscii);
-
-
- FbxExporter* exporter = FbxExporter::Create(sdkManager.get(), "Scene Exporter");
- exporter->SetFileExportVersion(FBX_2012_00_COMPATIBLE);
-
- int lFormat;
-
- if (bOutputFBXAscii)
- {
- lFormat = sdkManager->GetIOPluginRegistry()->FindWriterIDByDescription("FBX ascii (*.fbx)");
- }
- else
- {
- lFormat = sdkManager->GetIOPluginRegistry()->FindWriterIDByDescription("FBX binary (*.fbx)");
- }
-
- auto path = std::string(outputPath) + "\\" + assetName + ".fbx";
- bool exportStatus = exporter->Initialize(path.c_str(), lFormat, sdkManager->GetIOSettings());
-
- if (!exportStatus)
- {
- std::cerr << "Call to FbxExporter::Initialize failed" << std::endl;
- std::cerr << "Error returned: " << exporter->GetStatus().GetErrorString() << std::endl;
- return false;
- }
-
- exportStatus = exporter->Export(mScene);
-
- if (!exportStatus)
- {
- auto fbxStatus = exporter->GetStatus();
-
- std::cerr << "Call to FbxExporter::Export failed" << std::endl;
- std::cerr << "Error returned: " << fbxStatus.GetErrorString() << std::endl;
- return false;
- }
- return true;
-}
-
-
-
-bool FbxFileWriter::appendMesh(const ExporterMeshData& meshData, const char* assetName, bool nonSkinned)
-{
- createMaterials(meshData);
-
- if (nonSkinned)
- {
- return appendNonSkinnedMesh(meshData, assetName);
- }
-
- /**
- Get polygon count
- */
- uint32_t polygCount = meshData.submeshOffsets[meshData.meshCount * meshData.submeshCount] / 3;
-
- FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), "meshgeo");
-
- FbxGeometryElementNormal* geNormal = mesh->CreateElementNormal();
- geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
- geNormal->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
-
- FbxGeometryElementUV* geUV = mesh->CreateElementUV("diffuseElement");
- geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
- geUV->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
-
-
- FbxNode* meshNode = FbxNode::Create(mScene, "meshnode");
- meshNode->SetNodeAttribute(mesh);
- meshNode->SetShadingMode(FbxNode::eTextureShading);
-
- FbxNode* lRootNode = mScene->GetRootNode();
-
- mRenderLayer->AddMember(meshNode);
-
- for (uint32_t i = 0; i < mMaterials.size(); ++i)
- {
- meshNode->AddMaterial(mMaterials[i]);
- }
-
- FbxSkin* skin = FbxSkin::Create(sdkManager.get(), "Skin of the thing");
- skin->SetGeometry(mesh);
-
- mesh->AddDeformer(skin);
-
- /**
- Create control points, copy data to buffers
- */
- addControlPoints(mesh, meshData);
-
- auto normalsElem = mesh->GetElementNormal();
- for (uint32_t i = 0; i < meshData.normalsCount; ++i)
- {
- auto& n = meshData.normals[i];
- normalsElem->GetDirectArray().Add(FbxVector4(n.x, n.y, n.z, 0));
- }
- auto uvsElem = mesh->GetElementUV("diffuseElement");
- for (uint32_t i = 0; i < meshData.uvsCount; ++i)
- {
- auto& uvs = meshData.uvs[i];
- uvsElem->GetDirectArray().Add(FbxVector2(uvs.x, uvs.y));
- }
-
- FbxGeometryElementMaterial* matElement = mesh->CreateElementMaterial();
- matElement->SetMappingMode(FbxGeometryElement::eByPolygon);
- matElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
-
-
- matElement->GetIndexArray().SetCount(polygCount);
- normalsElem->GetIndexArray().SetCount(polygCount * 3);
- uvsElem->GetIndexArray().SetCount(polygCount * 3);
-
-
- std::cout << "Create chunks recursive" << std::endl;
-
- //In order for Maya to correctly convert the axis of a skinned model there must be a common root node between the skeleton and the model
- FbxNode* sceneRootNode = FbxNode::Create(sdkManager.get(), "sceneRoot");
- lRootNode->AddChild(sceneRootNode);
- sceneRootNode->AddChild(meshNode);
-
- //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
- FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
- FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), "SkelRootAttrib");
- skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
- skelRootNode->SetNodeAttribute(skelAttrib);
-
- sceneRootNode->AddChild(skelRootNode);
-
- // Now walk the tree and create a skeleton with geometry at the same time
- // Find a "root" chunk and walk the tree from there.
- uint32_t chunkCount = NvBlastAssetGetChunkCount(meshData.asset, Nv::Blast::logLL);
- auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
- uint32_t cpIdx = 0;
- for (uint32_t i = 0; i < chunkCount; i++)
- {
- const NvBlastChunk* chunk = &chunks[i];
-
- if (chunk->parentChunkIndex == UINT32_MAX)
- {
- uint32_t addedCps = createChunkRecursive(cpIdx, i, meshNode, skelRootNode, skin, meshData);
- cpIdx += addedCps;
- }
- }
-
- if (!mesh->GetElementSmoothing())
- {
- //If no smoothing groups, generate them
- generateSmoothingGroups(mesh, skin);
- }
-
- removeDuplicateControlPoints(mesh, skin);
-
- if (meshData.hulls != nullptr)
- {
- return appendCollisionMesh(chunkCount, meshData.hullsOffsets, meshData.hulls, assetName);
- }
- return true;
-}
-
-void FbxFileWriter::generateSmoothingGroups(fbxsdk::FbxMesh* mesh, FbxSkin* skin)
-{
- if (mesh->GetElementSmoothing(0) || !mesh->IsTriangleMesh())
- {
- //they already exist or we can't make it
- return;
- }
-
- const FbxGeometryElementNormal* geNormal = mesh->GetElementNormal();
- if (!geNormal || geNormal->GetMappingMode() != FbxGeometryElement::eByPolygonVertex || geNormal->GetReferenceMode() != FbxGeometryElement::eDirect)
- {
- //We just set this up, but just incase
- return;
- }
-
- int clusterCount = 0;
- std::vector<std::vector<int>> cpsPerCluster;
- if (skin)
- {
- clusterCount = skin->GetClusterCount();
- cpsPerCluster.resize(clusterCount);
- for (int c = 0; c < clusterCount; c++)
- {
- FbxCluster* cluster = skin->GetCluster(c);
- int* clusterCPList = cluster->GetControlPointIndices();
- const int clusterCPListLength = cluster->GetControlPointIndicesCount();
-
- cpsPerCluster[c].resize(clusterCPListLength);
- memcpy(cpsPerCluster[c].data(), clusterCPList, sizeof(int) * clusterCPListLength);
- std::sort(cpsPerCluster[c].begin(), cpsPerCluster[c].end());
- }
- }
-
- auto smElement = mesh->CreateElementSmoothing();
- smElement->SetMappingMode(FbxGeometryElement::eByPolygon);
- smElement->SetReferenceMode(FbxGeometryElement::eDirect);
-
- FbxVector4* cpList = mesh->GetControlPoints();
- const int cpCount = mesh->GetControlPointsCount();
-
- const int triangleCount = mesh->GetPolygonCount();
- const int cornerCount = triangleCount * 3;
-
- int* polygonCPList = mesh->GetPolygonVertices();
- const auto& normalByCornerList = geNormal->GetDirectArray();
-
- std::multimap<int, int> overlappingCorners;
- //sort them by z for faster overlap checking
- std::vector<std::pair<double, int>> cornerIndexesByZ(cornerCount);
- for (int c = 0; c < cornerCount; c++)
- {
- cornerIndexesByZ[c] = std::pair<double, int>(cpList[polygonCPList[c]][2], c);
- }
- std::sort(cornerIndexesByZ.begin(), cornerIndexesByZ.end());
-
- for (int i = 0; i < cornerCount; i++)
- {
- const int cornerA = cornerIndexesByZ[i].second;
- const int cpiA = polygonCPList[cornerA];
- FbxVector4 cpA = cpList[cpiA];
- cpA[3] = 0;
-
- int clusterIndexA = -1;
- for (int c = 0; c < clusterCount; c++)
- {
- if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiA))
- {
- clusterIndexA = c;
- break;
- }
- }
-
- for (int j = i + 1; j < cornerCount; j++)
- {
- if (std::abs(cornerIndexesByZ[j].first - cornerIndexesByZ[i].first) > FBXSDK_TOLERANCE)
- {
- break; // if the z's don't match other values don't matter
- }
- const int cornerB = cornerIndexesByZ[j].second;
- const int cpiB = polygonCPList[cornerB];
- FbxVector4 cpB = cpList[cpiB];
-
- cpB[3] = 0;
-
- //uses FBXSDK_TOLERANCE
- if (cpA == cpB)
- {
- int clusterIndexB = -1;
- for (int c = 0; c < clusterCount; c++)
- {
- if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiB))
- {
- clusterIndexB = c;
- break;
- }
- }
-
- if (clusterIndexA == clusterIndexB)
- {
- overlappingCorners.emplace(cornerA, cornerB);
- overlappingCorners.emplace(cornerB, cornerA);
- }
- }
- }
- }
-
- auto& smoothingGroupByTri = smElement->GetDirectArray();
- for (int i = 0; i < triangleCount; i++)
- {
- smoothingGroupByTri.Add(0);
- }
- //first one
- smoothingGroupByTri.SetAt(0, 1);
-
- for (int i = 1; i < triangleCount; i++)
- {
- int sharedMask = 0, unsharedMask = 0;
- for (int c = 0; c < 3; c++)
- {
- int myCorner = i * 3 + c;
- FbxVector4 myNormal = normalByCornerList.GetAt(myCorner);
- myNormal.Normalize();
- myNormal[3] = 0;
-
- auto otherCornersRangeBegin = overlappingCorners.lower_bound(myCorner);
- auto otherCornersRangeEnd = overlappingCorners.upper_bound(myCorner);
- for (auto it = otherCornersRangeBegin; it != otherCornersRangeEnd; it++)
- {
- int otherCorner = it->second;
- FbxVector4 otherNormal = normalByCornerList.GetAt(otherCorner);
- otherNormal.Normalize();
- otherNormal[3] = 0;
- if (otherNormal == myNormal)
- {
- sharedMask |= smoothingGroupByTri[otherCorner / 3];
- }
- else
- {
- unsharedMask |= smoothingGroupByTri[otherCorner / 3];
- }
- }
- }
-
- //Easy case, no overlap
- if ((sharedMask & unsharedMask) == 0 && sharedMask != 0)
- {
- smoothingGroupByTri.SetAt(i, sharedMask);
- }
- else
- {
- for (int sm = 0; sm < 32; sm++)
- {
- int val = 1 << sm;
- if (((val & sharedMask) == sharedMask) && !(val & unsharedMask))
- {
- smoothingGroupByTri.SetAt(i, val);
- break;
- }
- }
- }
- }
-
-}
-
-namespace
-{
- //These methods have different names for some reason
- inline double* getControlPointBlendWeights(FbxSkin* skin)
- {
- return skin->GetControlPointBlendWeights();
- }
-
- inline double* getControlPointBlendWeights(FbxCluster* cluster)
- {
- return cluster->GetControlPointWeights();
- }
-
- template <typename T>
- void remapCPsAndRemoveDuplicates(const int newCPCount, const std::vector<int>& oldToNewCPMapping, T* skinOrCluster)
- {
- //Need to avoid duplicate entires since UE doesn't seem to normalize this correctly
- std::vector<bool> addedCP(newCPCount, false);
- std::vector<std::pair<int, double>> newCPsAndWeights;
- newCPsAndWeights.reserve(newCPCount);
-
- int* skinCPList = skinOrCluster->GetControlPointIndices();
- double* skinCPWeights = getControlPointBlendWeights(skinOrCluster);
- const int skinCPListLength = skinOrCluster->GetControlPointIndicesCount();
-
- for (int bw = 0; bw < skinCPListLength; bw++)
- {
- int newCPIdx = oldToNewCPMapping[skinCPList[bw]];
- if (!addedCP[newCPIdx])
- {
- addedCP[newCPIdx] = true;
- newCPsAndWeights.emplace_back(newCPIdx, skinCPWeights[bw]);
- }
- }
- skinOrCluster->SetControlPointIWCount(newCPsAndWeights.size());
- skinCPList = skinOrCluster->GetControlPointIndices();
- skinCPWeights = getControlPointBlendWeights(skinOrCluster);
- for (size_t bw = 0; bw < newCPsAndWeights.size(); bw++)
- {
- skinCPList[bw] = newCPsAndWeights[bw].first;
- skinCPWeights[bw] = newCPsAndWeights[bw].second;
- }
- }
-}
-
-//Do this otherwise Maya shows the mesh as faceted due to not being welded
-void FbxFileWriter::removeDuplicateControlPoints(fbxsdk::FbxMesh* mesh, FbxSkin* skin)
-{
- FbxVector4* cpList = mesh->GetControlPoints();
- const int cpCount = mesh->GetControlPointsCount();
-
- std::vector<int> oldToNewCPMapping(cpCount, -1);
- //sort them by z for faster overlap checking
- std::vector<std::pair<double, int>> cpIndexesByZ(cpCount);
- for (int cp = 0; cp < cpCount; cp++)
- {
- cpIndexesByZ[cp] = std::pair<double, int>(cpList[cp][2], cp);
- }
- std::sort(cpIndexesByZ.begin(), cpIndexesByZ.end());
-
- int clusterCount = 0;
- std::vector<std::vector<int>> cpsPerCluster;
- if (skin)
- {
- clusterCount = skin->GetClusterCount();
- cpsPerCluster.resize(clusterCount);
- for (int c = 0; c < clusterCount; c++)
- {
- FbxCluster* cluster = skin->GetCluster(c);
- int* clusterCPList = cluster->GetControlPointIndices();
- const int clusterCPListLength = cluster->GetControlPointIndicesCount();
-
- cpsPerCluster[c].resize(clusterCPListLength);
- memcpy(cpsPerCluster[c].data(), clusterCPList, sizeof(int) * clusterCPListLength);
- std::sort(cpsPerCluster[c].begin(), cpsPerCluster[c].end());
- }
- }
-
- std::vector<FbxVector4> uniqueCPs;
- uniqueCPs.reserve(cpCount);
-
- for (int i = 0; i < cpCount; i++)
- {
- const int cpiA = cpIndexesByZ[i].second;
- FbxVector4 cpA = cpList[cpiA];
- if (!(oldToNewCPMapping[cpiA] < 0))
- {
- //already culled this one
- continue;
- }
- const int newIdx = int(uniqueCPs.size());
- oldToNewCPMapping[cpiA] = newIdx;
- uniqueCPs.push_back(cpA);
-
- int clusterIndexA = -1;
- for (int c = 0; c < clusterCount; c++)
- {
- if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiA))
- {
- clusterIndexA = c;
- break;
- }
- }
-
- for (int j = i + 1; j < cpCount; j++)
- {
- if (std::abs(cpIndexesByZ[j].first - cpIndexesByZ[i].first) > FBXSDK_TOLERANCE)
- {
- break; // if the z's don't match other values don't matter
- }
-
- const int cpiB = cpIndexesByZ[j].second;
- FbxVector4 cpB = cpList[cpiB];
-
- //uses FBXSDK_TOLERANCE
- if (cpA == cpB)
- {
- int clusterIndexB = -1;
- for (int c = 0; c < clusterCount; c++)
- {
- if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiB))
- {
- clusterIndexB = c;
- break;
- }
- }
-
- //don't merge unless they share the same clusters
- if (clusterIndexA == clusterIndexB)
- {
- oldToNewCPMapping[cpiB] = newIdx;
- }
- }
- }
- }
-
- const int originalCPCount = cpCount;
- const int newCPCount = int(uniqueCPs.size());
-
- if (newCPCount == cpCount)
- {
- //don't bother, it will just scramble it for no reason
- return;
- }
-
- mesh->InitControlPoints(newCPCount);
- cpList = mesh->GetControlPoints();
-
- for (int cp = 0; cp < newCPCount; cp++)
- {
- cpList[cp] = uniqueCPs[cp];
- }
-
- int* polygonCPList = mesh->GetPolygonVertices();
- const int polygonCPListLength = mesh->GetPolygonVertexCount();
- for (int pv = 0; pv < polygonCPListLength; pv++)
- {
- polygonCPList[pv] = oldToNewCPMapping[polygonCPList[pv]];
- }
-
- if (skin)
- {
- remapCPsAndRemoveDuplicates(newCPCount, oldToNewCPMapping, skin);
- for (int c = 0; c < skin->GetClusterCount(); c++)
- {
- FbxCluster* cluster = skin->GetCluster(c);
- remapCPsAndRemoveDuplicates(newCPCount, oldToNewCPMapping, cluster);
- }
-
- }
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "fbxsdk.h"
+#include <iostream>
+#include <sstream>
+#include <iomanip>
+#include <map>
+#include <algorithm>
+#include <set>
+#include "NvBlastTypes.h"
+#include "NvBlastGlobals.h"
+#include "NvBlastTkFramework.h"
+#include "NvBlast.h"
+#include "PxVec3.h"
+#include "NvBlastAssert.h"
+#include <unordered_set>
+#include <functional>
+#include "NvBlastExtExporterFbxWriter.h"
+#include "NvBlastExtExporterFbxUtils.h"
+#include "NvBlastExtAuthoringCollisionBuilder.h"
+#include "NvBlastExtAuthoring.h"
+#include "NvBlastExtAuthoringMesh.h"
+
+using namespace Nv::Blast;
+
+FbxFileWriter::FbxFileWriter():
+ bOutputFBXAscii(false)
+{
+ // Wrap in a shared ptr so that when it deallocates we get an auto destroy and all of the other assets created don't leak.
+ sdkManager = std::shared_ptr<FbxManager>(FbxManager::Create(), [=](FbxManager* manager)
+ {
+ manager->Destroy();
+ });
+
+ mScene = FbxScene::Create(sdkManager.get(), "Export Scene");
+
+ mScene->GetGlobalSettings().SetAxisSystem(FbxUtils::getBlastFBXAxisSystem());
+ mScene->GetGlobalSettings().SetSystemUnit(FbxUtils::getBlastFBXUnit());
+ mScene->GetGlobalSettings().SetOriginalUpAxis(FbxUtils::getBlastFBXAxisSystem());
+ mScene->GetGlobalSettings().SetOriginalSystemUnit(FbxUtils::getBlastFBXUnit());
+
+ //We don't actually check for membership in this layer, but it's useful to show and hide the geo to look at the collision geo
+ mRenderLayer = FbxDisplayLayer::Create(mScene, FbxUtils::getRenderGeometryLayerName().c_str());
+ mRenderLayer->Show.Set(true);
+ mRenderLayer->Color.Set(FbxDouble3(0.0f, 1.0f, 0.0f));
+
+ mInteriorIndex = -1;
+}
+
+void FbxFileWriter::release()
+{
+ //sdkManager->Destroy();
+ delete this;
+}
+
+FbxScene* FbxFileWriter::getScene()
+{
+ return mScene;
+}
+
+
+void FbxFileWriter::createMaterials(const ExporterMeshData& aResult)
+{
+ mMaterials.clear();
+
+ for (uint32_t i = 0; i < aResult.submeshCount; ++i)
+ {
+ FbxSurfacePhong* material = FbxSurfacePhong::Create(sdkManager.get(), aResult.submeshMats[i].name);
+ material->Diffuse.Set(FbxDouble3(float(rand()) / RAND_MAX , float(rand()) / RAND_MAX, float(rand()) / RAND_MAX));
+ material->DiffuseFactor.Set(1.0);
+ mMaterials.push_back(material);
+ }
+}
+
+void FbxFileWriter::setInteriorIndex(int32_t index)
+{
+ mInteriorIndex = index;
+}
+
+
+void FbxFileWriter::createMaterials(const AuthoringResult& aResult)
+{
+ mMaterials.clear();
+ for (uint32_t i = 0; i < aResult.materialCount; ++i)
+ {
+ FbxSurfacePhong* material = FbxSurfacePhong::Create(sdkManager.get(), aResult.materialNames[i]);
+ material->Diffuse.Set(FbxDouble3(float(rand()) / RAND_MAX, float(rand()) / RAND_MAX, float(rand()) / RAND_MAX));
+ material->DiffuseFactor.Set(1.0);
+ mMaterials.push_back(material);
+ }
+ if (mMaterials.size() == 0)
+ {
+ FbxSurfacePhong* material = FbxSurfacePhong::Create(sdkManager.get(), "Base_mat");
+ material->Diffuse.Set(FbxDouble3(0.3, 1.0, 0));
+ material->DiffuseFactor.Set(1.0);
+ mMaterials.push_back(material);
+ }
+ if (mInteriorIndex == -1) // No material setted. Create new one.
+ {
+ FbxSurfacePhong* interiorMat = FbxSurfacePhong::Create(sdkManager.get(), "Interior_Material");
+ interiorMat->Diffuse.Set(FbxDouble3(1.0, 0.0, 0.5));
+ interiorMat->DiffuseFactor.Set(1.0);
+ mMaterials.push_back(interiorMat);
+ }
+ else
+ {
+ if (mInteriorIndex < 0) mInteriorIndex = 0;
+ if (static_cast<size_t>(mInteriorIndex) >= mMaterials.size()) mInteriorIndex = 0;
+ }
+
+}
+
+
+bool FbxFileWriter::appendMesh(const AuthoringResult& aResult, const char* assetName, bool nonSkinned)
+{
+ createMaterials(aResult);
+
+ if (nonSkinned)
+ {
+ return appendNonSkinnedMesh(aResult, assetName);
+ }
+ std::string meshName(assetName); meshName.append("_rendermesh");
+
+ FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), meshName.c_str());
+
+ FbxGeometryElementNormal* geNormal = mesh->CreateElementNormal();
+ geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ FbxGeometryElementUV* geUV = mesh->CreateElementUV("diffuseElement");
+ geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geUV->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ FbxGeometryElementSmoothing* smElement = nullptr;
+ size_t triangleCount = aResult.geometryOffset[aResult.chunkCount];
+
+ for (size_t triangle = 0; triangle < triangleCount; triangle++)
+ {
+ if (aResult.geometry[triangle].smoothingGroup >= 0)
+ {
+ //Found a valid smoothing group
+ smElement = mesh->CreateElementSmoothing();
+ smElement->SetMappingMode(FbxGeometryElement::eByPolygon);
+ smElement->SetReferenceMode(FbxGeometryElement::eDirect);
+ break;
+ }
+ }
+
+ mesh->InitControlPoints((int)triangleCount * 3);
+
+
+ FbxNode* meshNode = FbxNode::Create(mScene, assetName);
+ meshNode->SetNodeAttribute(mesh);
+ meshNode->SetShadingMode(FbxNode::eTextureShading);
+
+ mRenderLayer->AddMember(meshNode);
+
+ for (uint32_t i = 0; i < mMaterials.size(); ++i)
+ {
+ meshNode->AddMaterial(mMaterials[i]);
+ }
+
+ FbxNode* lRootNode = mScene->GetRootNode();
+
+ //In order for Maya to correctly convert the axis of a skinned model there must be a common root node between the skeleton and the model
+ FbxNode* sceneRootNode = FbxNode::Create(sdkManager.get(), "sceneRoot");
+ lRootNode->AddChild(sceneRootNode);
+ sceneRootNode->AddChild(meshNode);
+
+ //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
+ FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
+ FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), "SkelRootAttrib");
+ skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
+ skelRootNode->SetNodeAttribute(skelAttrib);
+
+ sceneRootNode->AddChild(skelRootNode);
+
+ FbxSkin* skin = FbxSkin::Create(sdkManager.get(), "Skin of the thing");
+ skin->SetGeometry(mesh);
+ mesh->AddDeformer(skin);
+
+ // Add a material otherwise UE4 freaks out on import
+
+ FbxGeometryElementMaterial* matElement = mesh->CreateElementMaterial();
+ matElement->SetMappingMode(FbxGeometryElement::eByPolygon);
+ matElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+ // Now walk the tree and create a skeleton with geometry at the same time
+ // Find a "root" chunk and walk the tree from there.
+ uint32_t chunkCount = NvBlastAssetGetChunkCount(aResult.asset, Nv::Blast::logLL);
+ auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
+
+ uint32_t cpIdx = 0;
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ auto& chunk = chunks[i];
+
+ if (chunk.parentChunkIndex == UINT32_MAX)
+ {
+ uint32_t addedCps = createChunkRecursive(cpIdx, i, meshNode, skelRootNode, skin, aResult);
+ cpIdx += addedCps;
+ }
+ }
+
+ if (!smElement)
+ {
+ //If no smoothing groups, generate them
+ generateSmoothingGroups(mesh, skin);
+ }
+
+ removeDuplicateControlPoints(mesh, skin);
+
+ if (aResult.collisionHull != nullptr)
+ {
+ return appendCollisionMesh(chunkCount, aResult.collisionHullOffset, aResult.collisionHull, assetName);
+ }
+
+ return true;
+};
+
+
+bool FbxFileWriter::appendNonSkinnedMesh(const AuthoringResult& aResult, const char* assetName)
+{
+ FbxNode* lRootNode = mScene->GetRootNode();
+
+ //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
+ FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
+ //UE4 needs this to be a skeleton node, null node, or mesh node to get used
+ FbxNull* nullAttr = FbxNull::Create(sdkManager.get(), "SkelRootAttrib");
+ skelRootNode->SetNodeAttribute(nullAttr);
+ lRootNode->AddChild(skelRootNode);
+
+ // Now walk the tree and create a skeleton with geometry at the same time
+ // Find a "root" chunk and walk the tree from there.
+ uint32_t chunkCount = NvBlastAssetGetChunkCount(aResult.asset, Nv::Blast::logLL);
+ auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
+
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ auto& chunk = chunks[i];
+
+ if (chunk.parentChunkIndex == UINT32_MAX)
+ {
+ createChunkRecursiveNonSkinned(assetName, i, skelRootNode, mMaterials, aResult);
+ }
+ }
+
+ if (aResult.collisionHull != nullptr)
+ {
+ return appendCollisionMesh(chunkCount, aResult.collisionHullOffset, aResult.collisionHull, assetName);
+ }
+
+ return true;
+}
+
+
+bool FbxFileWriter::appendNonSkinnedMesh(const ExporterMeshData& meshData, const char* assetName)
+{
+ FbxNode* lRootNode = mScene->GetRootNode();
+
+ //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
+ FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
+ //UE4 needs this to be a skeleton node, null node, or mesh node to get used
+ FbxNull* nullAttr = FbxNull::Create(sdkManager.get(), "SkelRootAttrib");
+ skelRootNode->SetNodeAttribute(nullAttr);
+ lRootNode->AddChild(skelRootNode);
+
+ // Now walk the tree and create a skeleton with geometry at the same time
+ // Find a "root" chunk and walk the tree from there.
+ uint32_t chunkCount = NvBlastAssetGetChunkCount(meshData.asset, Nv::Blast::logLL);
+
+ auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
+
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ const NvBlastChunk* chunk = &chunks[i];
+
+ if (chunk->parentChunkIndex == UINT32_MAX)
+ {
+ createChunkRecursiveNonSkinned("chunk", i, skelRootNode, mMaterials, meshData);
+ }
+ }
+ if (meshData.hulls != nullptr)
+ {
+ return appendCollisionMesh(chunkCount, meshData.hullsOffsets, meshData.hulls, assetName);
+ }
+ return true;
+}
+
+bool FbxFileWriter::appendCollisionMesh(uint32_t meshCount, uint32_t* offsets, CollisionHull** hulls, const char* assetName)
+{
+ FbxDisplayLayer* displayLayer = FbxDisplayLayer::Create(mScene, FbxUtils::getCollisionGeometryLayerName().c_str());
+ //Hide by default
+ displayLayer->Show.Set(false);
+ displayLayer->Color.Set(FbxDouble3(0.0f, 0.0f, 1.0f));
+
+ // Now walk the tree and create a skeleton with geometry at the same time
+ // Find a "root" chunk and walk the tree from there.
+
+ for (uint32_t i = 0; i < meshCount; i++)
+ {
+ auto findIt = chunkNodes.find(i);
+ if (findIt == chunkNodes.end())
+ {
+ std::cerr << "Warning: No chunk node for chunk " << i << ". Ignoring collision geo" << std::endl;
+ continue;
+ }
+ addCollisionHulls(i, displayLayer, findIt->second, offsets[i+1] - offsets[i], hulls + offsets[i]);
+ }
+ return true;
+}
+
+/*
+ Recursive method that creates this chunk and all it's children.
+
+ This creates a FbxNode with an FbxCluster, and all of the geometry for this chunk.
+
+ Returns the number of added control points
+*/
+uint32_t FbxFileWriter::createChunkRecursive(uint32_t currentCpIdx, uint32_t chunkIndex, FbxNode *meshNode, FbxNode* parentNode, FbxSkin* skin, const AuthoringResult& aResult)
+{
+
+ auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
+ const NvBlastChunk* chunk = &chunks[chunkIndex];
+ physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
+
+ //mesh->InitTextureUV(triangles.size() * 3);
+
+ std::string boneName = FbxUtils::getChunkNodeName(chunkIndex);
+
+ FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), boneName.c_str());
+ if (chunk->parentChunkIndex == UINT32_MAX)
+ {
+ skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
+
+ // Change the centroid to origin
+ centroid = physx::PxVec3(0.0f);
+ }
+ else
+ {
+ skelAttrib->SetSkeletonType(FbxSkeleton::eLimbNode);
+ worldChunkPivots[chunkIndex] = centroid;
+ }
+
+ skelAttrib->Size.Set(1.0); // What's this for?
+
+
+ FbxNode* boneNode = FbxNode::Create(sdkManager.get(), boneName.c_str());
+ boneNode->SetNodeAttribute(skelAttrib);
+
+ chunkNodes[chunkIndex] = boneNode;
+
+ auto mat = parentNode->EvaluateGlobalTransform().Inverse();
+
+ FbxVector4 vec(0, 0, 0, 0);
+ FbxVector4 c2 = mat.MultT(vec);
+
+ boneNode->LclTranslation.Set(c2);
+
+ parentNode->AddChild(boneNode);
+
+ std::ostringstream namestream;
+ namestream << "cluster_" << std::setw(5) << std::setfill('0') << chunkIndex;
+ std::string clusterName = namestream.str();
+
+ FbxCluster* cluster = FbxCluster::Create(sdkManager.get(), clusterName.c_str());
+ cluster->SetTransformMatrix(FbxAMatrix());
+ cluster->SetLink(boneNode);
+ cluster->SetLinkMode(FbxCluster::eTotalOne);
+
+ skin->AddCluster(cluster);
+
+ FbxMesh* mesh = static_cast<FbxMesh*>(meshNode->GetNodeAttribute());
+
+ FbxVector4* controlPoints = mesh->GetControlPoints();
+ auto geNormal = mesh->GetElementNormal();
+ auto geUV = mesh->GetElementUV("diffuseElement");
+ FbxGeometryElementMaterial* matElement = mesh->GetElementMaterial();
+ FbxGeometryElementSmoothing* smElement = mesh->GetElementSmoothing();
+
+ auto addVert = [&](Nv::Blast::Vertex vert, int controlPointIdx)
+ {
+ FbxVector4 vertex;
+ FbxVector4 normal;
+ FbxVector2 uv;
+
+ FbxUtils::VertexToFbx(vert, vertex, normal, uv);
+
+ controlPoints[controlPointIdx] = vertex;
+ geNormal->GetDirectArray().Add(normal);
+ geUV->GetDirectArray().Add(uv);
+ // Add this control point to the bone with weight 1.0
+ cluster->AddControlPointIndex(controlPointIdx, 1.0);
+ };
+
+ uint32_t cpIdx = 0;
+ uint32_t polyCount = mesh->GetPolygonCount();
+ for (uint32_t i = aResult.geometryOffset[chunkIndex]; i < aResult.geometryOffset[chunkIndex + 1]; i++)
+ {
+ Triangle& tri = aResult.geometry[i];
+ addVert(tri.a, currentCpIdx + cpIdx + 0);
+ addVert(tri.b, currentCpIdx + cpIdx + 1);
+ addVert(tri.c, currentCpIdx + cpIdx + 2);
+
+ mesh->BeginPolygon();
+ mesh->AddPolygon(currentCpIdx + cpIdx + 0);
+ mesh->AddPolygon(currentCpIdx + cpIdx + 1);
+ mesh->AddPolygon(currentCpIdx + cpIdx + 2);
+ mesh->EndPolygon();
+ int32_t material = (tri.materialId != MATERIAL_INTERIOR) ? ((tri.materialId < int32_t(mMaterials.size())) ? tri.materialId : 0) : ((mInteriorIndex == -1) ? int32_t(mMaterials.size() - 1): mInteriorIndex);
+ matElement->GetIndexArray().SetAt(polyCount, material);
+ if (smElement)
+ {
+ if (tri.userData == 0)
+ {
+ smElement->GetDirectArray().Add(tri.smoothingGroup);
+ }
+ else
+ {
+ smElement->GetDirectArray().Add(SMOOTHING_GROUP_INTERIOR);
+ }
+ }
+
+ polyCount++;
+ cpIdx += 3;
+ }
+
+ mat = meshNode->EvaluateGlobalTransform();
+ cluster->SetTransformMatrix(mat);
+
+ mat = boneNode->EvaluateGlobalTransform();
+ cluster->SetTransformLinkMatrix(mat);
+
+ uint32_t addedCps = static_cast<uint32_t>((aResult.geometryOffset[chunkIndex + 1] - aResult.geometryOffset[chunkIndex]) * 3);
+
+ for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
+ {
+ addedCps += createChunkRecursive(currentCpIdx + addedCps, i, meshNode, boneNode, skin, aResult);
+ }
+
+ return addedCps;
+}
+
+
+void FbxFileWriter::createChunkRecursiveNonSkinned(const std::string& meshName, uint32_t chunkIndex, FbxNode* parentNode,
+ const std::vector<FbxSurfaceMaterial*>& materials, const ExporterMeshData& meshData)
+{
+ auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
+ const NvBlastChunk* chunk = &chunks[chunkIndex];
+ physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
+
+ std::string chunkName = FbxUtils::getChunkNodeName(chunkIndex);
+
+ FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), (chunkName + "_mesh").c_str());
+
+ FbxNode* meshNode = FbxNode::Create(mScene, chunkName.c_str());
+ meshNode->SetNodeAttribute(mesh);
+ meshNode->SetShadingMode(FbxNode::eTextureShading);
+ mRenderLayer->AddMember(meshNode);
+
+ chunkNodes[chunkIndex] = meshNode;
+
+ auto mat = parentNode->EvaluateGlobalTransform().Inverse();
+
+ FbxVector4 c2 = mat.MultT(FbxVector4(centroid.x, centroid.y, centroid.z, 1.0f));
+ if (chunk->parentChunkIndex != UINT32_MAX)
+ {
+ //Don't mess with the root chunk pivot
+ meshNode->LclTranslation.Set(c2);
+ worldChunkPivots[chunkIndex] = centroid;
+ }
+
+ parentNode->AddChild(meshNode);
+ FbxAMatrix finalXForm = meshNode->EvaluateGlobalTransform();
+
+ //Set the geo transform to inverse so we can use the world mesh coordinates
+ FbxAMatrix invFinalXForm = finalXForm.Inverse();
+ meshNode->SetGeometricTranslation(FbxNode::eSourcePivot, invFinalXForm.GetT());
+ meshNode->SetGeometricRotation(FbxNode::eSourcePivot, invFinalXForm.GetR());
+ meshNode->SetGeometricScaling(FbxNode::eSourcePivot, invFinalXForm.GetS());
+
+ auto geNormal = mesh->CreateElementNormal();
+ auto geUV = mesh->CreateElementUV("diffuseElement");
+ auto matr = mesh->CreateElementMaterial();
+
+ uint32_t* firstIdx = meshData.submeshOffsets + chunkIndex * meshData.submeshCount;
+ uint32_t* lastIdx = meshData.submeshOffsets + (chunkIndex + 1) * meshData.submeshCount;
+ uint32_t cpCount = *lastIdx - *firstIdx;
+ mesh->InitControlPoints(cpCount);
+
+ geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geUV->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ matr->SetMappingMode(FbxGeometryElement::eByPolygon);
+ matr->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+ for (auto m : materials)
+ {
+ meshNode->AddMaterial(m);
+ }
+
+ uint32_t cPolygCount = 0;
+ int32_t addedVertices = 0;
+
+ for (uint32_t subMesh = 0; subMesh < meshData.submeshCount; ++subMesh)
+ {
+ for (uint32_t tr = *(firstIdx + subMesh); tr < *(firstIdx + subMesh + 1); tr += 3)
+ {
+ mesh->BeginPolygon(subMesh);
+ for (uint32_t k = 0; k < 3; ++k)
+ {
+ mesh->AddPolygon(tr - *firstIdx + k);
+
+ FbxVector4 temp;
+ FbxUtils::PxVec3ToFbx(meshData.positions[meshData.posIndex[tr + k]], temp);
+ mesh->SetControlPointAt(temp, tr - *firstIdx + k);
+
+ FbxUtils::PxVec3ToFbx(meshData.normals[meshData.normIndex[tr + k]], temp);
+ geNormal->GetDirectArray().Add(temp);
+
+ FbxVector2 temp2;
+ FbxUtils::PxVec2ToFbx(meshData.uvs[meshData.texIndex[tr + k]], temp2);
+ geUV->GetDirectArray().Add(temp2);
+ }
+ mesh->EndPolygon();
+ cPolygCount++;
+ addedVertices += 3;
+ }
+ }
+
+ if (!mesh->GetElementSmoothing())
+ {
+ //If no smoothing groups, generate them
+ generateSmoothingGroups(mesh, nullptr);
+ }
+
+ removeDuplicateControlPoints(mesh, nullptr);
+
+ for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
+ {
+ createChunkRecursiveNonSkinned(meshName, i, meshNode, materials, meshData);
+ }
+}
+
+
+void FbxFileWriter::createChunkRecursiveNonSkinned(const std::string& meshName, uint32_t chunkIndex, FbxNode* parentNode, const std::vector<FbxSurfaceMaterial*>& materials, const AuthoringResult& aResult)
+{
+ auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
+ const NvBlastChunk* chunk = &chunks[chunkIndex];
+ physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
+
+ std::string chunkName = FbxUtils::getChunkNodeName(chunkIndex).c_str();
+
+ FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), (chunkName + "_mesh").c_str());
+
+ FbxNode* meshNode = FbxNode::Create(mScene, chunkName.c_str());
+ meshNode->SetNodeAttribute(mesh);
+ meshNode->SetShadingMode(FbxNode::eTextureShading);
+ mRenderLayer->AddMember(meshNode);
+
+ chunkNodes[chunkIndex] = meshNode;
+
+ auto mat = parentNode->EvaluateGlobalTransform().Inverse();
+
+ FbxVector4 c2 = mat.MultT(FbxVector4(centroid.x, centroid.y, centroid.z, 1.0f));
+
+ if (chunk->parentChunkIndex != UINT32_MAX)
+ {
+ //Don't mess with the root chunk pivot
+ meshNode->LclTranslation.Set(c2);
+ worldChunkPivots[chunkIndex] = centroid;
+ }
+
+ parentNode->AddChild(meshNode);
+ FbxAMatrix finalXForm = meshNode->EvaluateGlobalTransform();
+
+ //Set the geo transform to inverse so we can use the world mesh coordinates
+ FbxAMatrix invFinalXForm = finalXForm.Inverse();
+ meshNode->SetGeometricTranslation(FbxNode::eSourcePivot, invFinalXForm.GetT());
+ meshNode->SetGeometricRotation(FbxNode::eSourcePivot, invFinalXForm.GetR());
+ meshNode->SetGeometricScaling(FbxNode::eSourcePivot, invFinalXForm.GetS());
+
+
+ auto geNormal = mesh->CreateElementNormal();
+ auto geUV = mesh->CreateElementUV("diffuseElement");
+ auto matr = mesh->CreateElementMaterial();
+
+ uint32_t firstIdx = aResult.geometryOffset[chunkIndex];
+ uint32_t lastIdx = aResult.geometryOffset[chunkIndex + 1];
+
+ FbxGeometryElementSmoothing* smElement = nullptr;
+ for (uint32_t triangle = firstIdx; triangle < lastIdx; triangle++)
+ {
+ if (aResult.geometry[triangle].smoothingGroup >= 0)
+ {
+ //Found a valid smoothing group
+ smElement = mesh->CreateElementSmoothing();
+ smElement->SetMappingMode(FbxGeometryElement::eByPolygon);
+ smElement->SetReferenceMode(FbxGeometryElement::eDirect);
+ break;
+ }
+ }
+
+ mesh->InitControlPoints((int)(lastIdx - firstIdx) * 3);
+
+ geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geUV->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ matr->SetMappingMode(FbxGeometryElement::eByPolygon);
+ matr->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+ for (auto m : materials)
+ {
+ meshNode->AddMaterial(m);
+ }
+
+ FbxGeometryElementMaterial* matElement = mesh->GetElementMaterial();
+ int32_t polyCount = 0;
+ for (uint32_t tr = firstIdx; tr < lastIdx; tr++)
+ {
+ auto& geo = aResult.geometry[tr];
+ const Nv::Blast::Vertex triVerts[3] = { geo.a, geo.b, geo.c };
+ mesh->BeginPolygon();
+ for (uint32_t k = 0; k < 3; ++k)
+ {
+ mesh->AddPolygon(tr * 3 + k);
+ FbxVector4 v, n;
+ FbxVector2 uv;
+ FbxUtils::VertexToFbx(triVerts[k], v, n, uv);
+ mesh->SetControlPointAt(v, tr * 3 + k);
+
+ geNormal->GetDirectArray().Add(n);
+ geUV->GetDirectArray().Add(uv);
+ }
+ mesh->EndPolygon();
+ int32_t material = (geo.materialId != MATERIAL_INTERIOR) ? ((geo.materialId < int32_t(mMaterials.size()))? geo.materialId : 0) : ((mInteriorIndex == -1)? int32_t(mMaterials.size() - 1) : mInteriorIndex);
+ matElement->GetIndexArray().SetAt(polyCount, material);
+
+ if (smElement)
+ {
+ if (geo.userData == 0)
+ {
+ smElement->GetDirectArray().Add(geo.smoothingGroup);
+ }
+ else
+ {
+ smElement->GetDirectArray().Add(SMOOTHING_GROUP_INTERIOR);
+ }
+ }
+
+ polyCount++;
+
+ }
+
+ if (!smElement)
+ {
+ //If no smoothing groups, generate them
+ generateSmoothingGroups(mesh, nullptr);
+
+ }
+
+ removeDuplicateControlPoints(mesh, nullptr);
+
+ for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
+ {
+ createChunkRecursiveNonSkinned(meshName, i, meshNode, materials, aResult);
+ }
+}
+
+uint32_t FbxFileWriter::addCollisionHulls(uint32_t chunkIndex, FbxDisplayLayer* displayLayer, FbxNode* parentNode, uint32_t hullsCount, CollisionHull** hulls)
+{
+ for (uint32_t hullId = 0; hullId < hullsCount; ++hullId)
+ {
+ std::stringstream namestream;
+ namestream.clear();
+ namestream << "collisionHull_" << chunkIndex << "_" << hullId;
+
+ FbxNode* collisionNode = FbxNode::Create(sdkManager.get(), namestream.str().c_str());
+
+ displayLayer->AddMember(collisionNode);
+
+ //TODO: Remove this when tools are converted over
+ FbxProperty::Create(collisionNode, FbxIntDT, "ParentalChunkIndex");
+ collisionNode->FindProperty("ParentalChunkIndex").Set(chunkIndex);
+ //
+
+ namestream.clear();
+ namestream << "collisionHullGeom_" << chunkIndex << "_" << hullId;
+ FbxMesh* meshAttr = FbxMesh::Create(sdkManager.get(), namestream.str().c_str());
+ collisionNode->SetNodeAttribute(meshAttr);
+ parentNode->AddChild(collisionNode);
+
+ auto mat = parentNode->EvaluateGlobalTransform().Inverse();
+ auto centroid = worldChunkPivots.find(chunkIndex);
+
+ if (centroid != worldChunkPivots.end())
+ {
+ FbxVector4 c2 = mat.MultT(FbxVector4(centroid->second.x, centroid->second.y, centroid->second.z, 1.0f));
+ //Don't mess with the root chunk pivot
+ collisionNode->LclTranslation.Set(c2);
+ }
+ parentNode->AddChild(collisionNode);
+ FbxAMatrix finalXForm = collisionNode->EvaluateGlobalTransform();
+
+ //Set the geo transform to inverse so we can use the world mesh coordinates
+ FbxAMatrix invFinalXForm = finalXForm.Inverse();
+ collisionNode->SetGeometricTranslation(FbxNode::eSourcePivot, invFinalXForm.GetT());
+ collisionNode->SetGeometricRotation(FbxNode::eSourcePivot, invFinalXForm.GetR());
+ collisionNode->SetGeometricScaling(FbxNode::eSourcePivot, invFinalXForm.GetS());
+
+
+ meshAttr->InitControlPoints(hulls[hullId]->pointsCount);
+ meshAttr->CreateElementNormal();
+ FbxVector4* controlPoints = meshAttr->GetControlPoints();
+ auto geNormal = meshAttr->GetElementNormal();
+ geNormal->SetMappingMode(FbxGeometryElement::eByPolygon);
+ geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
+ for (uint32_t i = 0; i < hulls[hullId]->pointsCount; ++i)
+ {
+ auto& pnts = hulls[hullId]->points[i];
+ controlPoints->Set(pnts.x, pnts.y, pnts.z, 0.0);
+ controlPoints++;
+ }
+
+ for (uint32_t i = 0; i < hulls[hullId]->polygonDataCount; ++i)
+ {
+ auto& poly = hulls[hullId]->polygonData[i];
+ meshAttr->BeginPolygon();
+ for (uint32_t j = 0; j < poly.mNbVerts; ++j)
+ {
+ meshAttr->AddPolygon(hulls[hullId]->indices[poly.mIndexBase + j]);
+ }
+ meshAttr->EndPolygon();
+ FbxVector4 plane(poly.mPlane[0], poly.mPlane[1], poly.mPlane[2], 0);
+ geNormal->GetDirectArray().Add(plane);
+ }
+ }
+ return 1;
+}
+
+uint32_t FbxFileWriter::createChunkRecursive(uint32_t currentCpIdx, uint32_t chunkIndex, FbxNode *meshNode, FbxNode* parentNode, FbxSkin* skin, const ExporterMeshData& meshData)
+{
+ auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
+ const NvBlastChunk* chunk = &chunks[chunkIndex];
+ physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
+
+ std::string boneName = FbxUtils::getChunkNodeName(chunkIndex).c_str();
+
+ FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), boneName.c_str());
+ if (chunk->parentChunkIndex == UINT32_MAX)
+ {
+ skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
+
+ // Change the centroid to origin
+ centroid = physx::PxVec3(0.0f);
+ }
+ else
+ {
+ skelAttrib->SetSkeletonType(FbxSkeleton::eLimbNode);
+ worldChunkPivots[chunkIndex] = centroid;
+ }
+
+ FbxNode* boneNode = FbxNode::Create(sdkManager.get(), boneName.c_str());
+ boneNode->SetNodeAttribute(skelAttrib);
+
+ chunkNodes[chunkIndex] = boneNode;
+
+ auto mat = parentNode->EvaluateGlobalTransform().Inverse();
+
+ FbxVector4 vec(0, 0, 0, 0);
+ FbxVector4 c2 = mat.MultT(vec);
+
+ boneNode->LclTranslation.Set(c2);
+
+ parentNode->AddChild(boneNode);
+
+ std::ostringstream namestream;
+ namestream << "cluster_" << std::setw(5) << std::setfill('0') << chunkIndex;
+ std::string clusterName = namestream.str();
+
+ FbxCluster* cluster = FbxCluster::Create(sdkManager.get(), clusterName.c_str());
+ cluster->SetTransformMatrix(FbxAMatrix());
+ cluster->SetLink(boneNode);
+ cluster->SetLinkMode(FbxCluster::eTotalOne);
+
+ skin->AddCluster(cluster);
+
+ FbxMesh* mesh = static_cast<FbxMesh*>(meshNode->GetNodeAttribute());
+
+ auto geNormal = mesh->GetElementNormal();
+ auto geUV = mesh->GetElementUV("diffuseElement");
+ auto matr = mesh->GetElementMaterial();
+
+ std::vector<bool> addedVerticesFlag(mesh->GetControlPointsCount(), false);
+
+ uint32_t* firstIdx = meshData.submeshOffsets + chunkIndex * meshData.submeshCount;
+ uint32_t cPolygCount = mesh->GetPolygonCount();
+ int32_t addedVertices = 0;
+ for (uint32_t subMesh = 0; subMesh < meshData.submeshCount; ++subMesh)
+ {
+ for (uint32_t tr = *(firstIdx + subMesh); tr < *(firstIdx + subMesh + 1); tr += 3)
+ {
+ mesh->BeginPolygon(subMesh);
+ mesh->AddPolygon(meshData.posIndex[tr + 0]);
+ mesh->AddPolygon(meshData.posIndex[tr + 1]);
+ mesh->AddPolygon(meshData.posIndex[tr + 2]);
+ mesh->EndPolygon();
+ for (uint32_t k = 0; k < 3; ++k)
+ {
+ geNormal->GetIndexArray().SetAt(currentCpIdx + addedVertices + k, meshData.normIndex[tr + k]);
+ geUV->GetIndexArray().SetAt(currentCpIdx + addedVertices + k, meshData.texIndex[tr + k]);
+ }
+ if (subMesh == 0)
+ {
+ matr->GetIndexArray().SetAt(cPolygCount, 0);
+ }
+ else
+ {
+ matr->GetIndexArray().SetAt(cPolygCount, 1);
+ }
+ cPolygCount++;
+ addedVertices += 3;
+ for (uint32_t k = 0; k < 3; ++k)
+ {
+ if (!addedVerticesFlag[meshData.posIndex[tr + k]])
+ {
+ cluster->AddControlPointIndex(meshData.posIndex[tr + k], 1.0);
+ addedVerticesFlag[meshData.posIndex[tr + k]] = true;
+ }
+ }
+ }
+ }
+ mat = meshNode->EvaluateGlobalTransform();
+ cluster->SetTransformMatrix(mat);
+
+ mat = boneNode->EvaluateGlobalTransform();
+ cluster->SetTransformLinkMatrix(mat);
+
+
+ for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
+ {
+ addedVertices += createChunkRecursive(currentCpIdx + addedVertices, i, meshNode, boneNode, skin, meshData);
+ }
+
+ return addedVertices;
+
+}
+
+void FbxFileWriter::addControlPoints(FbxMesh* mesh, const ExporterMeshData& meshData)
+{
+ std::vector<uint32_t> vertices;
+ std::cout << "Adding control points" << std::endl;
+ std::vector<int32_t> mapping(meshData.positionsCount, -1);
+ for (uint32_t ch = 0; ch < meshData.meshCount; ++ch)
+ {
+ mapping.assign(meshData.positionsCount, -1);
+ for (uint32_t sb = 0; sb < meshData.submeshCount; ++sb)
+ {
+ uint32_t* first = meshData.submeshOffsets + ch * meshData.submeshCount + sb;
+ for (uint32_t pi = *first; pi < *(first+1); ++pi)
+ {
+ uint32_t p = meshData.posIndex[pi];
+ if (mapping[p] == -1)
+ {
+ mapping[p] = (int)vertices.size();
+ vertices.push_back(p);
+ meshData.posIndex[pi] = mapping[p];
+ }
+ else
+ {
+ meshData.posIndex[pi] = mapping[p];
+ }
+ }
+ }
+ }
+ mesh->InitControlPoints((int)vertices.size());
+ FbxVector4* controlPoints = mesh->GetControlPoints();
+ for (auto v : vertices)
+ {
+ auto& p = meshData.positions[v];
+ *controlPoints = FbxVector4(p.x, p.y, p.z, 0);
+ ++controlPoints;
+ }
+ std::cout << "Adding control points: done" << std::endl;
+}
+
+void FbxFileWriter::addBindPose()
+{
+ // Store the bind pose
+ //Just add all the nodes, it doesn't seem to do any harm and it stops Maya complaining about incomplete bind poses
+ FbxPose* pose = FbxPose::Create(sdkManager.get(), "BindPose");
+ pose->SetIsBindPose(true);
+
+ int nodeCount = mScene->GetNodeCount();
+ for (int i = 0; i < nodeCount; i++)
+ {
+ FbxNode* node = mScene->GetNode(i);
+ FbxMatrix bindMat = node->EvaluateGlobalTransform();
+
+ pose->Add(node, bindMat);
+ }
+
+ mScene->AddPose(pose);
+}
+
+bool FbxFileWriter::saveToFile(const char* assetName, const char* outputPath)
+{
+
+ addBindPose();
+
+ FbxIOSettings* ios = FbxIOSettings::Create(sdkManager.get(), IOSROOT);
+ // Set some properties on the io settings
+
+ sdkManager->SetIOSettings(ios);
+
+ sdkManager->GetIOSettings()->SetBoolProp(EXP_ASCIIFBX, bOutputFBXAscii);
+
+
+ FbxExporter* exporter = FbxExporter::Create(sdkManager.get(), "Scene Exporter");
+ exporter->SetFileExportVersion(FBX_2012_00_COMPATIBLE);
+
+ int lFormat;
+
+ if (bOutputFBXAscii)
+ {
+ lFormat = sdkManager->GetIOPluginRegistry()->FindWriterIDByDescription("FBX ascii (*.fbx)");
+ }
+ else
+ {
+ lFormat = sdkManager->GetIOPluginRegistry()->FindWriterIDByDescription("FBX binary (*.fbx)");
+ }
+
+ auto path = std::string(outputPath) + "\\" + assetName + ".fbx";
+ bool exportStatus = exporter->Initialize(path.c_str(), lFormat, sdkManager->GetIOSettings());
+
+ if (!exportStatus)
+ {
+ std::cerr << "Call to FbxExporter::Initialize failed" << std::endl;
+ std::cerr << "Error returned: " << exporter->GetStatus().GetErrorString() << std::endl;
+ return false;
+ }
+
+ exportStatus = exporter->Export(mScene);
+
+ if (!exportStatus)
+ {
+ auto fbxStatus = exporter->GetStatus();
+
+ std::cerr << "Call to FbxExporter::Export failed" << std::endl;
+ std::cerr << "Error returned: " << fbxStatus.GetErrorString() << std::endl;
+ return false;
+ }
+ return true;
+}
+
+
+
+bool FbxFileWriter::appendMesh(const ExporterMeshData& meshData, const char* assetName, bool nonSkinned)
+{
+ createMaterials(meshData);
+
+ if (nonSkinned)
+ {
+ return appendNonSkinnedMesh(meshData, assetName);
+ }
+
+ /**
+ Get polygon count
+ */
+ uint32_t polygCount = meshData.submeshOffsets[meshData.meshCount * meshData.submeshCount] / 3;
+
+ FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), "meshgeo");
+
+ FbxGeometryElementNormal* geNormal = mesh->CreateElementNormal();
+ geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geNormal->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+ FbxGeometryElementUV* geUV = mesh->CreateElementUV("diffuseElement");
+ geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geUV->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+
+ FbxNode* meshNode = FbxNode::Create(mScene, "meshnode");
+ meshNode->SetNodeAttribute(mesh);
+ meshNode->SetShadingMode(FbxNode::eTextureShading);
+
+ FbxNode* lRootNode = mScene->GetRootNode();
+
+ mRenderLayer->AddMember(meshNode);
+
+ for (uint32_t i = 0; i < mMaterials.size(); ++i)
+ {
+ meshNode->AddMaterial(mMaterials[i]);
+ }
+
+ FbxSkin* skin = FbxSkin::Create(sdkManager.get(), "Skin of the thing");
+ skin->SetGeometry(mesh);
+
+ mesh->AddDeformer(skin);
+
+ /**
+ Create control points, copy data to buffers
+ */
+ addControlPoints(mesh, meshData);
+
+ auto normalsElem = mesh->GetElementNormal();
+ for (uint32_t i = 0; i < meshData.normalsCount; ++i)
+ {
+ auto& n = meshData.normals[i];
+ normalsElem->GetDirectArray().Add(FbxVector4(n.x, n.y, n.z, 0));
+ }
+ auto uvsElem = mesh->GetElementUV("diffuseElement");
+ for (uint32_t i = 0; i < meshData.uvsCount; ++i)
+ {
+ auto& uvs = meshData.uvs[i];
+ uvsElem->GetDirectArray().Add(FbxVector2(uvs.x, uvs.y));
+ }
+
+ FbxGeometryElementMaterial* matElement = mesh->CreateElementMaterial();
+ matElement->SetMappingMode(FbxGeometryElement::eByPolygon);
+ matElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+
+ matElement->GetIndexArray().SetCount(polygCount);
+ normalsElem->GetIndexArray().SetCount(polygCount * 3);
+ uvsElem->GetIndexArray().SetCount(polygCount * 3);
+
+
+ std::cout << "Create chunks recursive" << std::endl;
+
+ //In order for Maya to correctly convert the axis of a skinned model there must be a common root node between the skeleton and the model
+ FbxNode* sceneRootNode = FbxNode::Create(sdkManager.get(), "sceneRoot");
+ lRootNode->AddChild(sceneRootNode);
+ sceneRootNode->AddChild(meshNode);
+
+ //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
+ FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
+ FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), "SkelRootAttrib");
+ skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
+ skelRootNode->SetNodeAttribute(skelAttrib);
+
+ sceneRootNode->AddChild(skelRootNode);
+
+ // Now walk the tree and create a skeleton with geometry at the same time
+ // Find a "root" chunk and walk the tree from there.
+ uint32_t chunkCount = NvBlastAssetGetChunkCount(meshData.asset, Nv::Blast::logLL);
+ auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
+ uint32_t cpIdx = 0;
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ const NvBlastChunk* chunk = &chunks[i];
+
+ if (chunk->parentChunkIndex == UINT32_MAX)
+ {
+ uint32_t addedCps = createChunkRecursive(cpIdx, i, meshNode, skelRootNode, skin, meshData);
+ cpIdx += addedCps;
+ }
+ }
+
+ if (!mesh->GetElementSmoothing())
+ {
+ //If no smoothing groups, generate them
+ generateSmoothingGroups(mesh, skin);
+ }
+
+ removeDuplicateControlPoints(mesh, skin);
+
+ if (meshData.hulls != nullptr)
+ {
+ return appendCollisionMesh(chunkCount, meshData.hullsOffsets, meshData.hulls, assetName);
+ }
+ return true;
+}
+
+void FbxFileWriter::generateSmoothingGroups(fbxsdk::FbxMesh* mesh, FbxSkin* skin)
+{
+ if (mesh->GetElementSmoothing(0) || !mesh->IsTriangleMesh())
+ {
+ //they already exist or we can't make it
+ return;
+ }
+
+ const FbxGeometryElementNormal* geNormal = mesh->GetElementNormal();
+ if (!geNormal || geNormal->GetMappingMode() != FbxGeometryElement::eByPolygonVertex || geNormal->GetReferenceMode() != FbxGeometryElement::eDirect)
+ {
+ //We just set this up, but just incase
+ return;
+ }
+
+ int clusterCount = 0;
+ std::vector<std::vector<int>> cpsPerCluster;
+ if (skin)
+ {
+ clusterCount = skin->GetClusterCount();
+ cpsPerCluster.resize(clusterCount);
+ for (int c = 0; c < clusterCount; c++)
+ {
+ FbxCluster* cluster = skin->GetCluster(c);
+ int* clusterCPList = cluster->GetControlPointIndices();
+ const int clusterCPListLength = cluster->GetControlPointIndicesCount();
+
+ cpsPerCluster[c].resize(clusterCPListLength);
+ memcpy(cpsPerCluster[c].data(), clusterCPList, sizeof(int) * clusterCPListLength);
+ std::sort(cpsPerCluster[c].begin(), cpsPerCluster[c].end());
+ }
+ }
+
+ auto smElement = mesh->CreateElementSmoothing();
+ smElement->SetMappingMode(FbxGeometryElement::eByPolygon);
+ smElement->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ FbxVector4* cpList = mesh->GetControlPoints();
+ const int cpCount = mesh->GetControlPointsCount();
+
+ const int triangleCount = mesh->GetPolygonCount();
+ const int cornerCount = triangleCount * 3;
+
+ int* polygonCPList = mesh->GetPolygonVertices();
+ const auto& normalByCornerList = geNormal->GetDirectArray();
+
+ std::multimap<int, int> overlappingCorners;
+ //sort them by z for faster overlap checking
+ std::vector<std::pair<double, int>> cornerIndexesByZ(cornerCount);
+ for (int c = 0; c < cornerCount; c++)
+ {
+ cornerIndexesByZ[c] = std::pair<double, int>(cpList[polygonCPList[c]][2], c);
+ }
+ std::sort(cornerIndexesByZ.begin(), cornerIndexesByZ.end());
+
+ for (int i = 0; i < cornerCount; i++)
+ {
+ const int cornerA = cornerIndexesByZ[i].second;
+ const int cpiA = polygonCPList[cornerA];
+ FbxVector4 cpA = cpList[cpiA];
+ cpA[3] = 0;
+
+ int clusterIndexA = -1;
+ for (int c = 0; c < clusterCount; c++)
+ {
+ if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiA))
+ {
+ clusterIndexA = c;
+ break;
+ }
+ }
+
+ for (int j = i + 1; j < cornerCount; j++)
+ {
+ if (std::abs(cornerIndexesByZ[j].first - cornerIndexesByZ[i].first) > FBXSDK_TOLERANCE)
+ {
+ break; // if the z's don't match other values don't matter
+ }
+ const int cornerB = cornerIndexesByZ[j].second;
+ const int cpiB = polygonCPList[cornerB];
+ FbxVector4 cpB = cpList[cpiB];
+
+ cpB[3] = 0;
+
+ //uses FBXSDK_TOLERANCE
+ if (cpA == cpB)
+ {
+ int clusterIndexB = -1;
+ for (int c = 0; c < clusterCount; c++)
+ {
+ if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiB))
+ {
+ clusterIndexB = c;
+ break;
+ }
+ }
+
+ if (clusterIndexA == clusterIndexB)
+ {
+ overlappingCorners.emplace(cornerA, cornerB);
+ overlappingCorners.emplace(cornerB, cornerA);
+ }
+ }
+ }
+ }
+
+ auto& smoothingGroupByTri = smElement->GetDirectArray();
+ for (int i = 0; i < triangleCount; i++)
+ {
+ smoothingGroupByTri.Add(0);
+ }
+ //first one
+ smoothingGroupByTri.SetAt(0, 1);
+
+ for (int i = 1; i < triangleCount; i++)
+ {
+ int sharedMask = 0, unsharedMask = 0;
+ for (int c = 0; c < 3; c++)
+ {
+ int myCorner = i * 3 + c;
+ FbxVector4 myNormal = normalByCornerList.GetAt(myCorner);
+ myNormal.Normalize();
+ myNormal[3] = 0;
+
+ auto otherCornersRangeBegin = overlappingCorners.lower_bound(myCorner);
+ auto otherCornersRangeEnd = overlappingCorners.upper_bound(myCorner);
+ for (auto it = otherCornersRangeBegin; it != otherCornersRangeEnd; it++)
+ {
+ int otherCorner = it->second;
+ FbxVector4 otherNormal = normalByCornerList.GetAt(otherCorner);
+ otherNormal.Normalize();
+ otherNormal[3] = 0;
+ if (otherNormal == myNormal)
+ {
+ sharedMask |= smoothingGroupByTri[otherCorner / 3];
+ }
+ else
+ {
+ unsharedMask |= smoothingGroupByTri[otherCorner / 3];
+ }
+ }
+ }
+
+ //Easy case, no overlap
+ if ((sharedMask & unsharedMask) == 0 && sharedMask != 0)
+ {
+ smoothingGroupByTri.SetAt(i, sharedMask);
+ }
+ else
+ {
+ for (int sm = 0; sm < 32; sm++)
+ {
+ int val = 1 << sm;
+ if (((val & sharedMask) == sharedMask) && !(val & unsharedMask))
+ {
+ smoothingGroupByTri.SetAt(i, val);
+ break;
+ }
+ }
+ }
+ }
+
+}
+
+namespace
+{
+ //These methods have different names for some reason
+ inline double* getControlPointBlendWeights(FbxSkin* skin)
+ {
+ return skin->GetControlPointBlendWeights();
+ }
+
+ inline double* getControlPointBlendWeights(FbxCluster* cluster)
+ {
+ return cluster->GetControlPointWeights();
+ }
+
+ template <typename T>
+ void remapCPsAndRemoveDuplicates(const int newCPCount, const std::vector<int>& oldToNewCPMapping, T* skinOrCluster)
+ {
+ //Need to avoid duplicate entires since UE doesn't seem to normalize this correctly
+ std::vector<bool> addedCP(newCPCount, false);
+ std::vector<std::pair<int, double>> newCPsAndWeights;
+ newCPsAndWeights.reserve(newCPCount);
+
+ int* skinCPList = skinOrCluster->GetControlPointIndices();
+ double* skinCPWeights = getControlPointBlendWeights(skinOrCluster);
+ const int skinCPListLength = skinOrCluster->GetControlPointIndicesCount();
+
+ for (int bw = 0; bw < skinCPListLength; bw++)
+ {
+ int newCPIdx = oldToNewCPMapping[skinCPList[bw]];
+ if (!addedCP[newCPIdx])
+ {
+ addedCP[newCPIdx] = true;
+ newCPsAndWeights.emplace_back(newCPIdx, skinCPWeights[bw]);
+ }
+ }
+ skinOrCluster->SetControlPointIWCount(newCPsAndWeights.size());
+ skinCPList = skinOrCluster->GetControlPointIndices();
+ skinCPWeights = getControlPointBlendWeights(skinOrCluster);
+ for (size_t bw = 0; bw < newCPsAndWeights.size(); bw++)
+ {
+ skinCPList[bw] = newCPsAndWeights[bw].first;
+ skinCPWeights[bw] = newCPsAndWeights[bw].second;
+ }
+ }
+}
+
+//Do this otherwise Maya shows the mesh as faceted due to not being welded
+void FbxFileWriter::removeDuplicateControlPoints(fbxsdk::FbxMesh* mesh, FbxSkin* skin)
+{
+ FbxVector4* cpList = mesh->GetControlPoints();
+ const int cpCount = mesh->GetControlPointsCount();
+
+ std::vector<int> oldToNewCPMapping(cpCount, -1);
+ //sort them by z for faster overlap checking
+ std::vector<std::pair<double, int>> cpIndexesByZ(cpCount);
+ for (int cp = 0; cp < cpCount; cp++)
+ {
+ cpIndexesByZ[cp] = std::pair<double, int>(cpList[cp][2], cp);
+ }
+ std::sort(cpIndexesByZ.begin(), cpIndexesByZ.end());
+
+ int clusterCount = 0;
+ std::vector<std::vector<int>> cpsPerCluster;
+ if (skin)
+ {
+ clusterCount = skin->GetClusterCount();
+ cpsPerCluster.resize(clusterCount);
+ for (int c = 0; c < clusterCount; c++)
+ {
+ FbxCluster* cluster = skin->GetCluster(c);
+ int* clusterCPList = cluster->GetControlPointIndices();
+ const int clusterCPListLength = cluster->GetControlPointIndicesCount();
+
+ cpsPerCluster[c].resize(clusterCPListLength);
+ memcpy(cpsPerCluster[c].data(), clusterCPList, sizeof(int) * clusterCPListLength);
+ std::sort(cpsPerCluster[c].begin(), cpsPerCluster[c].end());
+ }
+ }
+
+ std::vector<FbxVector4> uniqueCPs;
+ uniqueCPs.reserve(cpCount);
+
+ for (int i = 0; i < cpCount; i++)
+ {
+ const int cpiA = cpIndexesByZ[i].second;
+ FbxVector4 cpA = cpList[cpiA];
+ if (!(oldToNewCPMapping[cpiA] < 0))
+ {
+ //already culled this one
+ continue;
+ }
+ const int newIdx = int(uniqueCPs.size());
+ oldToNewCPMapping[cpiA] = newIdx;
+ uniqueCPs.push_back(cpA);
+
+ int clusterIndexA = -1;
+ for (int c = 0; c < clusterCount; c++)
+ {
+ if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiA))
+ {
+ clusterIndexA = c;
+ break;
+ }
+ }
+
+ for (int j = i + 1; j < cpCount; j++)
+ {
+ if (std::abs(cpIndexesByZ[j].first - cpIndexesByZ[i].first) > FBXSDK_TOLERANCE)
+ {
+ break; // if the z's don't match other values don't matter
+ }
+
+ const int cpiB = cpIndexesByZ[j].second;
+ FbxVector4 cpB = cpList[cpiB];
+
+ //uses FBXSDK_TOLERANCE
+ if (cpA == cpB)
+ {
+ int clusterIndexB = -1;
+ for (int c = 0; c < clusterCount; c++)
+ {
+ if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiB))
+ {
+ clusterIndexB = c;
+ break;
+ }
+ }
+
+ //don't merge unless they share the same clusters
+ if (clusterIndexA == clusterIndexB)
+ {
+ oldToNewCPMapping[cpiB] = newIdx;
+ }
+ }
+ }
+ }
+
+ const int originalCPCount = cpCount;
+ const int newCPCount = int(uniqueCPs.size());
+
+ if (newCPCount == cpCount)
+ {
+ //don't bother, it will just scramble it for no reason
+ return;
+ }
+
+ mesh->InitControlPoints(newCPCount);
+ cpList = mesh->GetControlPoints();
+
+ for (int cp = 0; cp < newCPCount; cp++)
+ {
+ cpList[cp] = uniqueCPs[cp];
+ }
+
+ int* polygonCPList = mesh->GetPolygonVertices();
+ const int polygonCPListLength = mesh->GetPolygonVertexCount();
+ for (int pv = 0; pv < polygonCPListLength; pv++)
+ {
+ polygonCPList[pv] = oldToNewCPMapping[polygonCPList[pv]];
+ }
+
+ if (skin)
+ {
+ remapCPsAndRemoveDuplicates(newCPCount, oldToNewCPMapping, skin);
+ for (int c = 0; c < skin->GetClusterCount(); c++)
+ {
+ FbxCluster* cluster = skin->GetCluster(c);
+ remapCPsAndRemoveDuplicates(newCPCount, oldToNewCPMapping, cluster);
+ }
+
+ }
} \ No newline at end of file