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@@ -10,6 +10,7 @@
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#include <osg/TexEnvCombine>
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#include <osgUtil/TriStripVisitor>
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#include <osgUtil/Tessellator>
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#include <osgDB/ReadFile>
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@@ -67,7 +68,7 @@ bool layerElementValid(const KFbxLayerElementTemplate<T>* pLayerElement)
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template <typename T>
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int getVertexIndex(const KFbxLayerElementTemplate<T>* pLayerElement,
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KFbxMesh* fbxMesh,
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const KFbxMesh* fbxMesh,
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int nPolygon, int nPolyVertex, int nMeshVertex)
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{
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int index = 0;
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@@ -113,7 +114,7 @@ int getPolygonIndex(const KFbxLayerElementTemplate<T>* pLayerElement, int nPolyg
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template <typename FbxT>
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FbxT getElement(const KFbxLayerElementTemplate<FbxT>* pLayerElement,
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KFbxMesh* fbxMesh,
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const KFbxMesh* fbxMesh,
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int nPolygon, int nPolyVertex, int nMeshVertex)
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{
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return pLayerElement->GetDirectArray().GetAt(getVertexIndex(
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@@ -522,6 +523,131 @@ const KFbxLayerElementUV* getUVElementForChannel(std::string uvChannelName,
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return 0;
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}
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typedef std::pair<osg::Geometry*, int> GIPair;
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typedef std::multimap<int, GIPair> FbxToOsgVertexMap;
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typedef std::map<GIPair, int> OsgToFbxNormalMap;
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void readMeshTriangle(const KFbxMesh * fbxMesh, int i /*polygonIndex*/,
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int posInPoly0, int posInPoly1, int posInPoly2,
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int meshVertex0, int meshVertex1, int meshVertex2,
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FbxToOsgVertexMap& fbxToOsgVertMap,
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OsgToFbxNormalMap& osgToFbxNormMap,
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const KFbxVector4* pFbxVertices,
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const KFbxLayerElementNormal* pFbxNormals,
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const KFbxLayerElementUV* pFbxUVs_diffuse,
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const KFbxLayerElementUV* pFbxUVs_opacity,
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const KFbxLayerElementUV* pFbxUVs_emissive,
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const KFbxLayerElementVertexColor* pFbxColors,
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osg::Geometry* pGeometry,
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osg::Array* pVertices,
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osg::Array* pNormals,
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osg::Array* pTexCoords_diffuse,
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osg::Array* pTexCoords_opacity,
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osg::Array* pTexCoords_emissive,
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osg::Array* pColors)
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{
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int v0 = fbxMesh->GetPolygonVertex(i, posInPoly0),
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v1 = fbxMesh->GetPolygonVertex(i, posInPoly1),
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v2 = fbxMesh->GetPolygonVertex(i, posInPoly2);
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fbxToOsgVertMap.insert(FbxToOsgVertexMap::value_type(v0, GIPair(pGeometry, pVertices->getNumElements())));
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fbxToOsgVertMap.insert(FbxToOsgVertexMap::value_type(v1, GIPair(pGeometry, pVertices->getNumElements() + 1)));
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fbxToOsgVertMap.insert(FbxToOsgVertexMap::value_type(v2, GIPair(pGeometry, pVertices->getNumElements() + 2)));
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addVec3ArrayElement(*pVertices, pFbxVertices[v0]);
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addVec3ArrayElement(*pVertices, pFbxVertices[v1]);
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addVec3ArrayElement(*pVertices, pFbxVertices[v2]);
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if (pNormals)
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{
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int n0 = getVertexIndex(pFbxNormals, fbxMesh, i, posInPoly0, meshVertex0);
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int n1 = getVertexIndex(pFbxNormals, fbxMesh, i, posInPoly1, meshVertex1);
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int n2 = getVertexIndex(pFbxNormals, fbxMesh, i, posInPoly2, meshVertex2);
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osgToFbxNormMap.insert(OsgToFbxNormalMap::value_type(GIPair(pGeometry, pNormals->getNumElements()), n0));
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osgToFbxNormMap.insert(OsgToFbxNormalMap::value_type(GIPair(pGeometry, pNormals->getNumElements() + 1), n1));
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osgToFbxNormMap.insert(OsgToFbxNormalMap::value_type(GIPair(pGeometry, pNormals->getNumElements() + 2), n2));
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addVec3ArrayElement(*pNormals, pFbxNormals->GetDirectArray().GetAt(n0));
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addVec3ArrayElement(*pNormals, pFbxNormals->GetDirectArray().GetAt(n1));
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addVec3ArrayElement(*pNormals, pFbxNormals->GetDirectArray().GetAt(n2));
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}
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// add texture maps data (avoid duplicates)...
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if (pTexCoords_diffuse)
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{
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addVec2ArrayElement(*pTexCoords_diffuse, getElement(pFbxUVs_diffuse, fbxMesh, i, posInPoly0, meshVertex0));
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addVec2ArrayElement(*pTexCoords_diffuse, getElement(pFbxUVs_diffuse, fbxMesh, i, posInPoly1, meshVertex1));
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addVec2ArrayElement(*pTexCoords_diffuse, getElement(pFbxUVs_diffuse, fbxMesh, i, posInPoly2, meshVertex2));
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}
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if (pTexCoords_opacity && (pTexCoords_opacity != pTexCoords_diffuse))
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{
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addVec2ArrayElement(*pTexCoords_opacity, getElement(pFbxUVs_opacity, fbxMesh, i, posInPoly0, meshVertex0));
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addVec2ArrayElement(*pTexCoords_opacity, getElement(pFbxUVs_opacity, fbxMesh, i, posInPoly1, meshVertex1));
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addVec2ArrayElement(*pTexCoords_opacity, getElement(pFbxUVs_opacity, fbxMesh, i, posInPoly2, meshVertex2));
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}
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// Only spherical reflection maps are supported (so do not add coordinates for the reflection map)
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if (pTexCoords_emissive && (pTexCoords_emissive != pTexCoords_opacity) && (pTexCoords_emissive != pTexCoords_diffuse))
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{
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addVec2ArrayElement(*pTexCoords_emissive, getElement(pFbxUVs_emissive, fbxMesh, i, posInPoly0, meshVertex0));
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addVec2ArrayElement(*pTexCoords_emissive, getElement(pFbxUVs_emissive, fbxMesh, i, posInPoly1, meshVertex1));
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addVec2ArrayElement(*pTexCoords_emissive, getElement(pFbxUVs_emissive, fbxMesh, i, posInPoly2, meshVertex2));
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}
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// add more texture maps here...
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if (pColors)
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{
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addColorArrayElement(*pColors, getElement(pFbxColors, fbxMesh, i, posInPoly0, meshVertex0));
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addColorArrayElement(*pColors, getElement(pFbxColors, fbxMesh, i, posInPoly1, meshVertex1));
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addColorArrayElement(*pColors, getElement(pFbxColors, fbxMesh, i, posInPoly2, meshVertex2));
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}
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}
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/// Says if a quad should be split using vertices 02 (or else 13)
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bool quadSplit02(const KFbxMesh * fbxMesh, int i /*polygonIndex*/,
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int posInPoly0, int posInPoly1, int posInPoly2, int posInPoly3,
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const KFbxVector4* pFbxVertices)
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{
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// Algorithm may be a bit dumb. If you got a faster one, feel free to change.
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// Here we test each of the 4 triangles and see if there is one in the opposite direction.
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// Triangles: 012, 023, 013, 123
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// For this, we do a cross product to get normals. We say here the first triangle is the reference, and do a dot product to see the direction.
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// Normals: na (= (p1-p0)^(p2-p1)), nb, na, nd
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// Dot products: rb (na.nb), rc, rd
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// Results:
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// if r*>0 => convex (02 and 13 are ok, so choose 02)
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// if rb only <0, or r*<0 => concave, split on 13
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// if rc only <0, or rd<0 => concave, split on 02
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// else unhandled (crossed polygon?) => choose 02
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// In short:
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// if rb only <0, or r*<0 => return false
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// else return true
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int v0 = fbxMesh->GetPolygonVertex(i, posInPoly0);
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int v1 = fbxMesh->GetPolygonVertex(i, posInPoly1);
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int v2 = fbxMesh->GetPolygonVertex(i, posInPoly2);
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int v3 = fbxMesh->GetPolygonVertex(i, posInPoly3);
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osg::Vec3d p0(pFbxVertices[v0][0], pFbxVertices[v0][1], pFbxVertices[v0][2]);
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osg::Vec3d p1(pFbxVertices[v1][0], pFbxVertices[v1][1], pFbxVertices[v1][2]);
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osg::Vec3d p2(pFbxVertices[v2][0], pFbxVertices[v2][1], pFbxVertices[v2][2]);
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osg::Vec3d p3(pFbxVertices[v3][0], pFbxVertices[v3][1], pFbxVertices[v3][2]);
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osg::Vec3d na((p1 - p0) ^ (p2 - p1));
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osg::Vec3d nb((p2 - p0) ^ (p3 - p2));
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double rb(na * nb);
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if (rb >= 0) return true; // Split at 02
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osg::Vec3d nc((p1 - p0) ^ (p3 - p1));
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osg::Vec3d nd((p2 - p1) ^ (p3 - p2));
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double rc(na * nc);
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double rd(na * nd);
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return (rc >= 0 || rd >= 0);
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}
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osgDB::ReaderWriter::ReadResult OsgFbxReader::readMesh(
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KFbxNode* pNode,
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KFbxMesh* fbxMesh,
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@@ -593,12 +719,24 @@ osgDB::ReaderWriter::ReadResult OsgFbxReader::readMesh(
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geomType = GEOMETRY_MORPH;
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}
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typedef std::pair<osg::Geometry*, int> GIPair;
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typedef std::multimap<int, GIPair> FbxToOsgVertexMap;
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typedef std::map<GIPair, int> OsgToFbxNormalMap;
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FbxToOsgVertexMap fbxToOsgVertMap;
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OsgToFbxNormalMap osgToFbxNormMap;
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// First add only triangles and quads (easy to split into triangles without
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// more processing)
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// This is the reason we store polygons references:
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struct PolygonRef
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{
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PolygonRef(osg::Geometry* pGeometry, int numPoly, int nVertex)
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: pGeometry(pGeometry), numPoly(numPoly), nVertex(nVertex)
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{}
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osg::Geometry* pGeometry;
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int numPoly;
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int nVertex;
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};
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typedef std::vector<PolygonRef> PolygonRefList;
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PolygonRefList polygonRefList;
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for (int i = 0, nVertex = 0; i < nPolys; ++i)
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{
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int lPolygonSize = fbxMesh->GetPolygonSize(i);
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@@ -627,50 +765,114 @@ osgDB::ReaderWriter::ReadResult OsgFbxReader::readMesh(
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osg::Array* pColors = pGeometry->getColorArray();
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int nVertex0 = nVertex;
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nVertex += (std::min)(2, lPolygonSize);
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//convert polygon to triangles
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for (int j = 2; j < lPolygonSize; ++j, ++nVertex)
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{
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int v0 = fbxMesh->GetPolygonVertex(i, 0),
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v1 = fbxMesh->GetPolygonVertex(i, j - 1),
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v2 = fbxMesh->GetPolygonVertex(i, j);
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fbxToOsgVertMap.insert(FbxToOsgVertexMap::value_type(v0, GIPair(pGeometry, pVertices->getNumElements())));
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fbxToOsgVertMap.insert(FbxToOsgVertexMap::value_type(v1, GIPair(pGeometry, pVertices->getNumElements() + 1)));
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fbxToOsgVertMap.insert(FbxToOsgVertexMap::value_type(v2, GIPair(pGeometry, pVertices->getNumElements() + 2)));
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addVec3ArrayElement(*pVertices, pFbxVertices[v0]);
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addVec3ArrayElement(*pVertices, pFbxVertices[v1]);
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addVec3ArrayElement(*pVertices, pFbxVertices[v2]);
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if (pNormals)
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{
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int n0 = getVertexIndex(pFbxNormals, fbxMesh, i, 0, nVertex0);
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int n1 = getVertexIndex(pFbxNormals, fbxMesh, i, j - 1, nVertex - 1);
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int n2 = getVertexIndex(pFbxNormals, fbxMesh, i, j, nVertex);
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osgToFbxNormMap.insert(OsgToFbxNormalMap::value_type(GIPair(pGeometry, pNormals->getNumElements()), n0));
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osgToFbxNormMap.insert(OsgToFbxNormalMap::value_type(GIPair(pGeometry, pNormals->getNumElements() + 1), n1));
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osgToFbxNormMap.insert(OsgToFbxNormalMap::value_type(GIPair(pGeometry, pNormals->getNumElements() + 2), n2));
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addVec3ArrayElement(*pNormals, pFbxNormals->GetDirectArray().GetAt(n0));
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addVec3ArrayElement(*pNormals, pFbxNormals->GetDirectArray().GetAt(n1));
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addVec3ArrayElement(*pNormals, pFbxNormals->GetDirectArray().GetAt(n2));
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}
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if (lPolygonSize == 3)
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{
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// Triangle
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readMeshTriangle(fbxMesh, i,
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0, 1, 2,
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nVertex, nVertex+1, nVertex+2,
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fbxToOsgVertMap, osgToFbxNormMap,
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pFbxVertices, pFbxNormals, pFbxUVs_diffuse, pFbxUVs_opacity, pFbxUVs_emissive, pFbxColors,
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pGeometry,
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pVertices, pNormals, pTexCoords_diffuse, pTexCoords_opacity, pTexCoords_emissive, pColors);
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nVertex += 3;
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}
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else if (lPolygonSize == 4)
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{
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// Quad - Convert to triangles
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// Use some fast specialized code to see how the should be decomposed
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// Two cases : Split at '02' (012 and 023), or split at '13 (013 and 123)
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bool split02 = quadSplit02(fbxMesh, i, 0, 1, 2, 3, pFbxVertices);
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int p02 = split02 ? 2 : 3; // Triangle 0, point 2
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int p10 = split02 ? 0 : 1; // Triangle 1, point 0
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readMeshTriangle(fbxMesh, i,
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0, 1, p02,
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nVertex, nVertex+1, nVertex+p02,
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fbxToOsgVertMap, osgToFbxNormMap,
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pFbxVertices, pFbxNormals, pFbxUVs_diffuse, pFbxUVs_opacity, pFbxUVs_emissive, pFbxColors,
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pGeometry,
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pVertices, pNormals, pTexCoords_diffuse, pTexCoords_opacity, pTexCoords_emissive, pColors);
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readMeshTriangle(fbxMesh, i,
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p10, 2, 3,
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nVertex+p10, nVertex+2, nVertex+3,
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fbxToOsgVertMap, osgToFbxNormMap,
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pFbxVertices, pFbxNormals, pFbxUVs_diffuse, pFbxUVs_opacity, pFbxUVs_emissive, pFbxColors,
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pGeometry,
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pVertices, pNormals, pTexCoords_diffuse, pTexCoords_opacity, pTexCoords_emissive, pColors);
|
|
|
|
|
nVertex += 4;
|
|
|
|
|
}
|
|
|
|
|
else if (tessellatePolygons)
|
|
|
|
|
{
|
|
|
|
|
// Polygons - Store to add after triangles
|
|
|
|
|
polygonRefList.push_back(PolygonRef(pGeometry, i, nVertex));
|
|
|
|
|
nVertex += lPolygonSize;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
int nVertex0 = nVertex;
|
|
|
|
|
nVertex += (std::min)(2, lPolygonSize);
|
|
|
|
|
|
|
|
|
|
for (int j = 2; j < lPolygonSize; ++j, ++nVertex)
|
|
|
|
|
{
|
|
|
|
|
readMeshTriangle(fbxMesh, i,
|
|
|
|
|
0, j - 1, j,
|
|
|
|
|
nVertex0, nVertex - 1, nVertex,
|
|
|
|
|
fbxToOsgVertMap, osgToFbxNormMap,
|
|
|
|
|
pFbxVertices, pFbxNormals, pFbxUVs_diffuse, pFbxUVs_opacity, pFbxUVs_emissive, pFbxColors,
|
|
|
|
|
pGeometry,
|
|
|
|
|
pVertices, pNormals, pTexCoords_diffuse, pTexCoords_opacity, pTexCoords_emissive, pColors);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (unsigned i = 0; i < pGeode->getNumDrawables(); ++i)
|
|
|
|
|
{
|
|
|
|
|
osg::Geometry* pGeometry = pGeode->getDrawable(i)->asGeometry();
|
|
|
|
|
osg::DrawArrays* pDrawArrays = new osg::DrawArrays(
|
|
|
|
|
GL_TRIANGLES, 0, pGeometry->getVertexArray()->getNumElements());
|
|
|
|
|
pGeometry->addPrimitiveSet(pDrawArrays);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Now add polygons - Convert to triangles
|
|
|
|
|
// We put vertices in their own PrimitiveSet with Mode=POLYGON; then run the
|
|
|
|
|
// Tessellator on the Geometry which should tessellate the polygons
|
|
|
|
|
// automagically.
|
|
|
|
|
for (PolygonRefList::iterator it = polygonRefList.begin(), itEnd=polygonRefList.end();
|
|
|
|
|
it != itEnd; ++it)
|
|
|
|
|
{
|
|
|
|
|
int i = it->numPoly;
|
|
|
|
|
int lPolygonSize = fbxMesh->GetPolygonSize(i);
|
|
|
|
|
//int materialIndex = getPolygonIndex(pFbxMaterials, i);
|
|
|
|
|
osg::Geometry* pGeometry = it->pGeometry;
|
|
|
|
|
|
|
|
|
|
osg::Array* pVertices = pGeometry->getVertexArray();
|
|
|
|
|
osg::Array* pNormals = pGeometry->getNormalArray();
|
|
|
|
|
osg::Array* pTexCoords_diffuse = pGeometry->getTexCoordArray(StateSetContent::DIFFUSE_TEXTURE_UNIT);
|
|
|
|
|
osg::Array* pTexCoords_opacity = pGeometry->getTexCoordArray(StateSetContent::OPACITY_TEXTURE_UNIT);
|
|
|
|
|
osg::Array* pTexCoords_emissive = pGeometry->getTexCoordArray(StateSetContent::EMISSIVE_TEXTURE_UNIT);
|
|
|
|
|
osg::Array* pColors = pGeometry->getColorArray();
|
|
|
|
|
// Index of the 1st vertex of the polygon in the geometry
|
|
|
|
|
int osgVertex0 = pVertices->getNumElements();
|
|
|
|
|
|
|
|
|
|
for (int j = 0, nVertex = it->nVertex; j<lPolygonSize; ++j, ++nVertex)
|
|
|
|
|
{
|
|
|
|
|
int v0 = fbxMesh->GetPolygonVertex(i, j);
|
|
|
|
|
fbxToOsgVertMap.insert(FbxToOsgVertexMap::value_type(v0, GIPair(pGeometry, pVertices->getNumElements())));
|
|
|
|
|
addVec3ArrayElement(*pVertices, pFbxVertices[v0]);
|
|
|
|
|
if (pNormals)
|
|
|
|
|
{
|
|
|
|
|
int n0 = getVertexIndex(pFbxNormals, fbxMesh, i, j, nVertex);
|
|
|
|
|
osgToFbxNormMap.insert(OsgToFbxNormalMap::value_type(GIPair(pGeometry, pNormals->getNumElements()), n0));
|
|
|
|
|
addVec3ArrayElement(*pNormals, pFbxNormals->GetDirectArray().GetAt(n0));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// add texture maps data (avoid duplicates)...
|
|
|
|
|
if (pTexCoords_diffuse)
|
|
|
|
|
{
|
|
|
|
|
addVec2ArrayElement(*pTexCoords_diffuse, getElement(pFbxUVs_diffuse, fbxMesh, i, 0, nVertex0));
|
|
|
|
|
addVec2ArrayElement(*pTexCoords_diffuse, getElement(pFbxUVs_diffuse, fbxMesh, i, j - 1, nVertex - 1));
|
|
|
|
|
addVec2ArrayElement(*pTexCoords_diffuse, getElement(pFbxUVs_diffuse, fbxMesh, i, j, nVertex));
|
|
|
|
|
}
|
|
|
|
|
if (pTexCoords_opacity && (pTexCoords_opacity != pTexCoords_diffuse))
|
|
|
|
|
{
|
|
|
|
|
addVec2ArrayElement(*pTexCoords_opacity, getElement(pFbxUVs_opacity, fbxMesh, i, 0, nVertex0));
|
|
|
|
|
addVec2ArrayElement(*pTexCoords_opacity, getElement(pFbxUVs_opacity, fbxMesh, i, j - 1, nVertex - 1));
|
|
|
|
|
addVec2ArrayElement(*pTexCoords_opacity, getElement(pFbxUVs_opacity, fbxMesh, i, j, nVertex));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@@ -678,39 +880,40 @@ osgDB::ReaderWriter::ReadResult OsgFbxReader::readMesh(
|
|
|
|
|
|
|
|
|
|
if (pTexCoords_emissive && (pTexCoords_emissive != pTexCoords_opacity) && (pTexCoords_emissive != pTexCoords_diffuse))
|
|
|
|
|
{
|
|
|
|
|
addVec2ArrayElement(*pTexCoords_emissive, getElement(pFbxUVs_emissive, fbxMesh, i, 0, nVertex0));
|
|
|
|
|
addVec2ArrayElement(*pTexCoords_emissive, getElement(pFbxUVs_emissive, fbxMesh, i, j - 1, nVertex - 1));
|
|
|
|
|
addVec2ArrayElement(*pTexCoords_emissive, getElement(pFbxUVs_emissive, fbxMesh, i, j, nVertex));
|
|
|
|
|
}
|
|
|
|
|
// add more texture maps here...
|
|
|
|
|
|
|
|
|
|
if (pColors)
|
|
|
|
|
{
|
|
|
|
|
addColorArrayElement(*pColors, getElement(pFbxColors, fbxMesh, i, 0, nVertex0));
|
|
|
|
|
addColorArrayElement(*pColors, getElement(pFbxColors, fbxMesh, i, j - 1, nVertex - 1));
|
|
|
|
|
addColorArrayElement(*pColors, getElement(pFbxColors, fbxMesh, i, j, nVertex));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (unsigned i = 0; i < pGeode->getNumDrawables(); ++i)
|
|
|
|
|
{
|
|
|
|
|
osg::Geometry* pGeometry = pGeode->getDrawable(i)->asGeometry();
|
|
|
|
|
if (pGeode->getNumDrawables() > 1)
|
|
|
|
|
{
|
|
|
|
|
std::stringstream ss;
|
|
|
|
|
ss << pGeode->getName() << " " << i + 1;
|
|
|
|
|
pGeometry->setName(ss.str());
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pGeometry->setName(pGeode->getName());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
osg::DrawArrays* pDrawArrays = new osg::DrawArrays(
|
|
|
|
|
GL_TRIANGLES, 0, pGeometry->getVertexArray()->getNumElements());
|
|
|
|
|
pGeometry->addPrimitiveSet(pDrawArrays);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pColors)
|
|
|
|
|
{
|
|
|
|
|
addColorArrayElement(*pColors, getElement(pFbxColors, fbxMesh, i, j, nVertex));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
osg::DrawArrays* pDrawArrays = new osg::DrawArrays(
|
|
|
|
|
GL_POLYGON, osgVertex0, pGeometry->getVertexArray()->getNumElements() - osgVertex0);
|
|
|
|
|
pGeometry->addPrimitiveSet(pDrawArrays);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (unsigned i = 0; i < pGeode->getNumDrawables(); ++i)
|
|
|
|
|
{
|
|
|
|
|
osg::Geometry* pGeometry = pGeode->getDrawable(i)->asGeometry();
|
|
|
|
|
|
|
|
|
|
// Now split polygons if necessary
|
|
|
|
|
osgUtil::Tessellator tessellator;
|
|
|
|
|
tessellator.retessellatePolygons(*pGeometry);
|
|
|
|
|
|
|
|
|
|
if (pGeode->getNumDrawables() > 1)
|
|
|
|
|
{
|
|
|
|
|
std::stringstream ss;
|
|
|
|
|
ss << pGeode->getName() << " " << i + 1;
|
|
|
|
|
pGeometry->setName(ss.str());
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
pGeometry->setName(pGeode->getName());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (geomType == GEOMETRY_RIG)
|
|
|
|
|
{
|
|
|
|
|
|