3d游戏引擎的ContentTools的实现

1.FbxImporter.cpp

#include "FbxImporter.h"

#include "Geometry.h"

#include <cmath>

namespace primal::tools

{

namespace

{

std::mutex fbx_mutex{};

}

bool

fbx_context::initialize_fbx()

{

assert(!is_valid);

_fbx_manager = FbxManager::Create();

if (!_fbx_manager)

{

return false;

}

FbxIOSettings* ios{ FbxIOSettings::Create(_fbx_manager,IOSROOT) };

assert(ios);

_fbx_manager->SetIOSettings(ios);

return true;

}

void

fbx_context::load_fbx_file(const char* file)

{

assert(_fbx_manager && !_fbx_scene);

_fbx_scene = FbxScene::Create(_fbx_manager, "Importer Scene");

if (!_fbx_scene)

{

return;

}

FbxImporter* importer{ FbxImporter::Create(_fbx_manager,"Importer") };

if (!(importer &&

importer->Initialize(file, -1, _fbx_manager->GetIOSettings()) &&

importer->Import(_fbx_scene))) {

return;

}

importer->Destroy();

//Get scene scale in meters

_scene_scale = (f32)_fbx_scene->GetGlobalSettings().GetSystemUnit().GetConversionFactorTo(FbxSystemUnit::m);

}

void

fbx_context::get_scene(FbxNode* root)

{

assert(is_valid);

if (!root)

{

root = _fbx_scene->GetRootNode();

if (!root) return;

}

const s32 num_nodes{ root->GetChildCount() };

for (s32 i{ 0 }; i < num_nodes; ++i)

{

FbxNode* node{ root->GetChild(i) };

if (!node) continue;

if (node->GetMesh())

{

lod_group lod{};

get_mesh(node, lod.meshes);

if (lod.meshes.size())

{

lod.name = lod.meshes0.name;

_scene->lod_groups.emplace_back(lod);

}

else if(node->GetLodGroup())

{

get_lod_group(node);

}

get_scene(node);

}

}

}

void fbx_context::get_mesh(FbxNode* node, utl::vector<mesh>& meshes)

{

assert(node);

if (FbxMesh * fbx_mesh{ node->GetMesh() }) {

if (fbx_mesh->RemoveBadPolygons() < 0) return;

FbxGeometryConverter gc{ _fbx_manager };

fbx_mesh = static_cast<FbxMesh*>(gc.Triangulate(fbx_mesh, true));

if (!fbx_mesh || fbx_mesh->RemoveBadPolygons() < 0) return;

mesh m;

m.lod_id = (u32)meshes.size();

m.lod_threshold = -1.f;

m.name = (node->GetName()0 != '\0') ? node->GetName() : fbx_mesh->GetName();

if (get_mesh_data(fbx_mesh, m))

{

meshes.emplace_back(m);

}

}

}

void fbx_context::get_lod_group(FbxNode* node)

{

assert(node);

if (FbxLODGroup * lod_grp{ node->GetLodGroup() })

{

lod_group lod{};

lod.name = (node->GetName()0 != '\0') ? node->GetName() : lod_grp->GetName();

const s32 num_lods{ lod_grp->GetNumThresholds() };

const s32 num_nodes{ node->GetChildCount() };

assert(num_lods > 0 && &num_nodes > 0);

for (s32 i{ 0 }; i < num_nodes; ++i)

{

get_mesh(node->GetChild(i), lod.meshes);

if (lod.meshes.size() > 1 && lod.meshes.size() <= num_lods + 1 && lod.meshes.back().lod_threshold < 0.f)

{

FbxDistance threshold;

lod_grp->GetThreshold((u32)lod.meshes.size() - 2, threshold);

lod.meshes.back().lod_threshold = threshold.value() * _scene_scale;

}

}

if (lod.meshes.size()) _scene->lod_groups.emplace_back(lod);

}

}

bool fbx_context::get_mesh_data(FbxMesh* fbx_mesh, mesh& m)

{

assert(fbx_mesh);

const s32 num_polys{ fbx_mesh->GetPolygonCount() };

if (num_polys <= 0) return false;

//Get vertices

const s32 num_vertices{ fbx_mesh->GetControlPointsCount() };

FbxVector4* vertices{ fbx_mesh->GetControlPoints() };

const s32 num_indices{ fbx_mesh->GetPolygonVertexCount() };

s32* indices{ fbx_mesh->GetPolygonVertices() };

assert(num_vertices > 0 && vertices && num_indices > 0 && indices);

if (!(num_vertices > 0 && vertices && num_indices > 0 && indices)) return false;

m.raw_indices.resize(num_indices);

utl::vector<u32> vertex_ref(num_vertices, u32_invalid_id);

for (s32 i{}; num_indices > 0; ++i)

{

const u32 v_idx{ (u32)indicesi };

if (vertex_refv_idx != u32_invalid_id)

{

m.raw_indicesi = vertex_refv_idx;

}

else

{

FbxVector4 v = verticesv_idx * _scene_scale;

m.raw_indicesi = (u32)m.positions.size();

vertex_refv_idx = m.raw_indicesi;

m.positions.emplace_back((f32)v0, (f32)v1, (f32)v2);

}

}

assert(m.raw_indices.size() % 3 == 0);

assert(num_polys > 0);

FbxLayerElementArrayTemplate<s32>* mtl_indices;

if (fbx_mesh->GetMaterialIndices(&mtl_indices))

{

for (s32 i{ 0 }; i < num_polys; ++i)

{

const s32 mtl_index{ mtl_indices->GetAt(i) };

assert(mtl_index >= 0);

m.material_indices.emplace_back((u32)mtl_index);

if (std::find(m.material_used.begin(), m.material_used.end(), (u32)mtl_index) == m.material_used.end())

{

m.material_used.emplace_back((u32)mtl_index);

}

}

}

//Importing normals is On by default

const bool import_normals{ !_scene_data->settings.calculate_normals };

//Importing tangents is OFF by default

const bool import_tangents{ !_scene_data->settings.calculate_tangents };

if (import_normals)

{

FbxArray<FbxVector4> normals;

if (fbx_mesh->GenerateNormals() && fbx_mesh->GetPolygonVertexNormals(normals) && normals.Size() > 0)

{

const s32 num_normals{ normals.Size() };

for (s32 i{ 0 }; i < num_normals; ++i)

{

m.normals.emplace_back((f32)normalsi0,(f32)normalsi1,(f32)normalsi2);

}

}

else

{

_scene_data->settings.calculate_normals = true;

}

}

//Import tangents

if (import_tangents)

{

FbxLayerElementArrayTemplate<FbxVector4>* tangents{ nullptr };

if (fbx_mesh->GenerateTangentsData() &&

fbx_mesh->GetTangents(&tangents) &&

tangents && tangents->GetCount() > 0

) {

const s32 num_tangent{ tangents->GetCount() };

for (s32 i{ 0 }; i < num_tangent; ++i)

{

FbxVector4 t{ tangents->GetAt(i) };

m.tangents.emplace_back((f32)t0, (f32)t1, (f32)t2,(u32)t3);

}

}

else

{

_scene_data->settings.calculate_tangents = true;

}

}

//Get Uvs

FbxStringList uv_names;

fbx_mesh->GetUVSetNames(uv_names);

const s32 uv_set_count{ uv_names.GetCount() };

m.uv_sets.resize(uv_set_count);

for (s32 i{ 0 }; i < uv_set_count; ++i)

{

FbxArray<FbxVector2> uvs;

if (fbx_mesh->GetPolygonVertexUVs(uv_names.GetStringAt(i), uvs))

{

const s32 num_uvs{ uvs.Size() };

for (s32 j{ 0 }; j < num_uvs; ++j)

{

m.uv_setsi.emplace_back((f32)uvsj0, (f32)uvsj1);

}

}

}

return true;

}

EDITOR_INTERFACE void

ImportFbx(const char* file, scene_data* data)

{

assert(file && data);

scene scene{};

{

std::lock_guard lock{ fbx_mutex };

fbx_context fbx_context{ file,&scene,data };

if (fbx_context.is_valid())

{

}

else

{

return;

}

}

process_scene(scene, data->settings);

pack_data(scene, *data);

}

}

相关推荐
淡海水3 小时前
12-01-YooAsset工程化-Unity资源管理规范
unity·c#·游戏引擎·yooasset
学术小李5 小时前
3D Gaussian Splatting中梯度反传求偏导的推导
3d
蓝鲨硬科技6 小时前
任利锋的“造物”野心,让AI 3D进入“可制造”时代
人工智能·3d·制造
BuHuaX9 小时前
U3D抖微小游戏开发流程 (一)
unity·c#·游戏引擎·游戏策划
_ZHOURUI_H_18 小时前
Unity MyFramework 用法说明(二十三):使用 PrefabPoolManager 复用预设实例
unity·游戏引擎·游戏开发·游戏ui·手游开发
新手unity自用笔记1 天前
unity网络基础_1
网络·unity·游戏引擎
cxoptics1 天前
3D电影用的偏振眼镜原理是什么?
3d
我才是银古2 天前
OpenCSG.NET:一个 .NET CSG 几何建模库的技术剖析
3d·dwg·csg
迁移科技2 天前
周转箱拆垛码垛自动化实战:3D视觉实现 ±2mm 毫米级稳定作业
3d·自动化·视觉检测