我目前正在尝试加载一个用于DirectX的FBX网格,但是我的FBX文件有由vert索引存储的UV和控制点索引存储的法线。我如何知道哪些顶点具有哪个控制点的值?
我的加载位置,uvs和法线的代码是直接从fbx示例代码中删除的,但我可以在需要时发布它。
编辑:根据要求,以下是我正在谈论的代码部分。
UV代码将通过vert索引进入映射模式的if语句,而普通代码通过ctrl point设置为映射模式
//load uvs
if (lUVElement->GetMappingMode() == FbxGeometryElement::eByControlPoint)
{
for (int lPolyIndex = 0; lPolyIndex < lPolyCount; ++lPolyIndex)
{
// build the max index array that we need to pass into MakePoly
const int lPolySize = mesh->GetPolygonSize(lPolyIndex);
for (int lVertIndex = 0; lVertIndex < lPolySize; ++lVertIndex)
{
//get the index of the current vertex in control points array
int lPolyVertIndex = mesh->GetPolygonVertex(lPolyIndex, lVertIndex);
//the UV index depends on the reference mode
int lUVIndex = lUseIndex ? lUVElement->GetIndexArray().GetAt(lPolyVertIndex) : lPolyVertIndex;
lUVValue = lUVElement->GetDirectArray().GetAt(lUVIndex);
_floatVec->push_back((float)lUVValue.mData[0]);
_floatVec->push_back((float)lUVValue.mData[1]);
}
}
}
else if (lUVElement->GetMappingMode() == FbxGeometryElement::eByPolygonVertex)
{
int lPolyIndexCounter = 0;
for (int lPolyIndex = 0; lPolyIndex < lPolyCount; ++lPolyIndex)
{
// build the max index array that we need to pass into MakePoly
const int lPolySize = mesh->GetPolygonSize(lPolyIndex);
for (int lVertIndex = 0; lVertIndex < lPolySize; ++lVertIndex)
{
if (lPolyIndexCounter < lIndexCount)
{
//the UV index depends on the reference mode
int lUVIndex = lUseIndex ? lUVElement->GetIndexArray().GetAt(lPolyIndexCounter) : lPolyIndexCounter;
lUVValue = lUVElement->GetDirectArray().GetAt(lUVIndex);
_floatVec->push_back((float)lUVValue.mData[0]);
_floatVec->push_back((float)lUVValue.mData[1]);
lPolyIndexCounter++;
}
}
}
}
//and now normals
if (lNormalElement->GetMappingMode() == FbxGeometryElement::eByControlPoint)
{
//Let's get normals of each vertex, since the mapping mode of normal element is by control point
for (int lVertexIndex = 0; lVertexIndex < mesh->GetControlPointsCount(); lVertexIndex++)
{
int test = mesh->GetControlPointsCount();
int lNormalIndex = 0;
//reference mode is direct, the normal index is same as vertex index.
//get normals by the index of control vertex
if (lNormalElement->GetReferenceMode() == FbxGeometryElement::eDirect)
lNormalIndex = lVertexIndex;
//reference mode is index-to-direct, get normals by the index-to-direct
if (lNormalElement->GetReferenceMode() == FbxGeometryElement::eIndexToDirect)
lNormalIndex = lNormalElement->GetIndexArray().GetAt(lVertexIndex);
//Got normals of each vertex.
FbxVector4 lNormal = lNormalElement->GetDirectArray().GetAt(lNormalIndex);
_floatVec->push_back((float)lNormal[0]);
_floatVec->push_back((float)lNormal[1]);
_floatVec->push_back((float)lNormal[2]);
}
}
else if (lNormalElement->GetMappingMode() == FbxGeometryElement::eByPolygonVertex)
{
//etc... code wont go here
}
}
}
}
那我怎么知道哪个顶点会有哪些法线?