上周末我一直有这个非常讨厌的问题。我必须能够读取一个三角形的2014 FBX文件,其中包含从Maya导出的网格,并读入它的顶点和索引以传递给渲染器(DirectX)以获取 DrawIndexed 打电话。
所以我设置它的方式是有一个 TUniqueVertex 结构
struct TUniqueVertex
{
XMFLOAT3 m_vPosition, // Vertex positions
XMFLOAT3 m_vNormal, // Vertex normals
XMFLOAT2 m_UVs // Vertex UVs
int m_nControlPointIndex, // Control Point Index
}
此处的代码将在FbxMesh中加载到 CMesh 类中。其中包含网格的顶点和索引。
class CMesh
{
...
vector<TUniqueVertex> m_vVertices;
vector<unsigned int> m_vIndices;
}
要加载到 CMesh :
的代码bool LoadMesh(FbxMesh* pMesh, CMesh cMesh)
{
int polygonCount = pMesh->GetPolygonCount();
FbxVector4* controlPoints = pMesh->GetControlPoints();
int controlPointCount = pMesh->GetControlPointsCount();
int vertexID = 0;
for (int polygon = 0; polygon < polygonCount; polygon++)
{
int polyVertCount = pMesh->GetPolygonSize(polygon);
for (int polyVert = 0; polyVert < polyVertCount; polyVert++)
{
CMesh::TUniqueVertex uniqueVert;
int cpIndex = pMesh->GetPolygonVertex(polygon, polyVert);
// Grab our CP index as well our position information
uniqueVert.m_nControlPointIndex = cpIndex;
uniqueVert.m_vPosition =
XMFLOAT3((float)controlPoints[cpIndex].mData[0],
(float)controlPoints[cpIndex].mData[1],
(float)controlPoints[cpIndex].mData[2]);
// Grab UVs
int uvElementCount = pMesh->GetElementUVCount();
for (int uvElement = 0; uvElement < uvElementCount; uvElement++)
{
FbxGeometryElementUV* geomElementUV = pMesh>GetElementUV(uvElement);
FbxLayerElement::EMappingMode mapMode = geomElementUV->GetMappingMode();
FbxLayerElement::EReferenceMode refMode = geomElementUV->GetReferenceMode();
int directIndex = -1;
if (FbxGeometryElement::eByControlPoint == mapMode)
{
if (FbxGeometryElement::eDirect == refMode)
{
directIndex = cpIndex;
}
else if (FbxGeometryElement::eIndexToDirect == refMode)
{
directIndex = geomElementUV->GetIndexArray().GetAt(cpIndex);
}
}
else if (FbxGeometryElement::eByPolygonVertex == mapMode)
{
if (FbxGeometryElement::eDirect == refMode || FbxGeometryElement::eIndexToDirect == refMode)
{
directIndex = pMesh->GetTextureUVIndex(polygon, polyVert);
}
}
// If we got a UV index
if (directIndex != -1)
{
FbxVector2 uv = geomElementUV->GetDirectArray().GetAt(directIndex);
uniqueVert.m_UVs = XMFLOAT2( (float)uv.mData[0],
(float)uv.mData[1]);
}
}
// Grab normals
int normElementCount = pMesh->GetElementNormalCount();
for (int normElement = 0; normElement < normElementCount; normElement++)
{
FbxGeometryElementNormal* geomElementNormal = pMesh->GetElementNormal(normElement);
FbxLayerElement::EMappingMode mapMode = geomElementNormal->GetMappingMode();
FbxLayerElement::EReferenceMode refMode = geomElementNormal->GetReferenceMode();
int directIndex = -1;
if (FbxGeometryElement::eByPolygonVertex == mapMode)
{
if (FbxGeometryElement::eDirect == refMode)
{
directIndex = vertexID;
}
else if (FbxGeometryElement::eIndexToDirect == refMode)
{
directIndex = geomElementNormal->GetIndexArray().GetAt(vertexID);
}
}
// If we got an index
if (directIndex != 1)
{
FbxVector4 norm = geomElementNormal->GetDirectArray().GetAt(directIndex);
uniqueVert.m_vNormal = XMFLOAT3((float)norm.mData[0],
(float)norm.mData[1],
(float)norm.mData[2]);
}
}
// Unique Vertices stuff
vector<CMesh::TUniqueVertex>& uniqueVerts = cMesh.GetVertices();
size_t size = uniqueVerts.size();
size_t i;
for (i = 0; i < size; i++)
{
if (uniqueVert == uniqueVerts[i])
{
break;
}
}
if (i == size)
{
uniqueVerts.push_back(uniqueVert);
}
cMesh.GetIndices().push_back(i);
++vertexID;
}
}
return true;
}
执行此方法可正确加载顶点,法线和UV。但是,在索引中加载并将cMesh.GetIndices()计数传递给 DrawIndexed 调用时,索引完全无序,在图形调试器中如下所示:
如果有人想知道,指数如下:
012,023,456,657,891,081,011,121,314,121,415,161,718,171,918,202,122,212,023
以下是我尝试从以下网址加载信息的测试.fbx:
如果有人可以帮我解决这个问题,我会非常感激,因为这个问题给我带来了太大的压力:D