diff options
| author | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
|---|---|---|
| committer | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
| commit | 236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch) | |
| tree | e486f2fa39dba203563895541e92c60ed3e25759 /sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp | |
| parent | Added screens to welcome page (diff) | |
| download | blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip | |
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp')
| -rw-r--r-- | sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp | 1095 |
1 files changed, 1095 insertions, 0 deletions
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp new file mode 100644 index 0000000..b5fd04b --- /dev/null +++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp @@ -0,0 +1,1095 @@ +// 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) 2017 NVIDIA Corporation. All rights reserved. + + +#include "fbxsdk.h" +#include <iostream> +#include <sstream> +#include <iomanip> +#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) + { + std::cout << "Deleting FbxManager" << std::endl; + 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)); +} + +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.submeshNames[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); + } +} + +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); + } + 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); +} + + +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::eIndexToDirect); + 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 = aResult.chunkCount; + auto chunks = aResult.chunkDescs; + + 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 + FbxGeometryConverter fbxConv(mesh->GetFbxManager()); + if (fbxConv.ComputeEdgeSmoothingFromNormals(mesh)) + { + fbxConv.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0); + } + } + + 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 = aResult.chunkCount; + + auto chunks = aResult.chunkDescs; + + 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() - 1)) ? tri.materialId : 0) : int32_t(mMaterials.size() - 1); + matElement->GetIndexArray().SetAt(polyCount, material); + if (smElement) + { + if (tri.userData == 0) + { + smElement->GetIndexArray().SetAt(polyCount, tri.smoothingGroup); + } + else + { + smElement->GetIndexArray().SetAt(polyCount, 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 + FbxGeometryConverter fbxConv(mesh->GetFbxManager()); + if (fbxConv.ComputeEdgeSmoothingFromNormals(mesh)) + { + fbxConv.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0); + } + } + + 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::eIndexToDirect); + 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() - 1))? geo.materialId : 0) : int32_t(mMaterials.size() - 1); + matElement->GetIndexArray().SetAt(polyCount, material); + + if (smElement) + { + if (geo.userData == 0) + { + smElement->GetIndexArray().SetAt(polyCount, geo.smoothingGroup); + } + else + { + smElement->GetIndexArray().SetAt(polyCount, SMOOTHING_GROUP_INTERIOR); + } + } + + polyCount++; + + } + + if (!smElement) + { + //If no smoothing groups, generate them + FbxGeometryConverter fbxConv(mesh->GetFbxManager()); + if (fbxConv.ComputeEdgeSmoothingFromNormals(mesh)) + { + fbxConv.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0); + } + } + + 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 + FbxGeometryConverter fbxConv(mesh->GetFbxManager()); + if (fbxConv.ComputeEdgeSmoothingFromNormals(mesh)) + { + fbxConv.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0); + } + } + + if (meshData.hulls != nullptr) + { + return appendCollisionMesh(chunkCount, meshData.hullsOffsets, meshData.hulls, assetName); + } + return true; +} + |