/**************************************************************************************** Copyright (C) 2015 Autodesk, Inc. All rights reserved. Use of this software is subject to the terms of the Autodesk license agreement provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. ****************************************************************************************/ #include "GeometryUtility.h" FbxNode * CreatePyramid(FbxScene * pScene, const char * pName, double pBottomWidth, double pHeight) { FbxMesh * lPyramid = FbxMesh::Create(pScene, pName); // Calculate the vertices of the pyramid const double lBottomWidthHalf = pBottomWidth / 2; const FbxVector4 PyramidControlPointArray[] = { FbxVector4(0, pHeight, 0), FbxVector4(lBottomWidthHalf, 0, lBottomWidthHalf), FbxVector4(lBottomWidthHalf, 0, -lBottomWidthHalf), FbxVector4(-lBottomWidthHalf, 0, -lBottomWidthHalf), FbxVector4(-lBottomWidthHalf, 0, lBottomWidthHalf) }; // Initialize and set the control points of the mesh const int lControlPointCount = sizeof(PyramidControlPointArray) / sizeof(FbxVector4); lPyramid->InitControlPoints(lControlPointCount); for (int lIndex = 0; lIndex < lControlPointCount; ++lIndex) { lPyramid->SetControlPointAt(PyramidControlPointArray[lIndex], lIndex); } // Set the control point indices of the bottom side of the pyramid lPyramid->BeginPolygon(); lPyramid->AddPolygon(1); lPyramid->AddPolygon(4); lPyramid->AddPolygon(3); lPyramid->AddPolygon(2); lPyramid->EndPolygon(); // Set the control point indices of the front side of the pyramid lPyramid->BeginPolygon(); lPyramid->AddPolygon(0); lPyramid->AddPolygon(1); lPyramid->AddPolygon(2); lPyramid->EndPolygon(); // Set the control point indices of the left side of the pyramid lPyramid->BeginPolygon(); lPyramid->AddPolygon(0); lPyramid->AddPolygon(2); lPyramid->AddPolygon(3); lPyramid->EndPolygon(); // Set the control point indices of the back side of the pyramid lPyramid->BeginPolygon(); lPyramid->AddPolygon(0); lPyramid->AddPolygon(3); lPyramid->AddPolygon(4); lPyramid->EndPolygon(); // Set the control point indices of the right side of the pyramid lPyramid->BeginPolygon(); lPyramid->AddPolygon(0); lPyramid->AddPolygon(4); lPyramid->AddPolygon(1); lPyramid->EndPolygon(); // Attach the mesh to a node FbxNode * lPyramidNode = FbxNode::Create(pScene, pName); lPyramidNode->SetNodeAttribute(lPyramid); // Set this node as a child of the root node pScene->GetRootNode()->AddChild(lPyramidNode); return lPyramidNode; } typedef double Vector4[4]; typedef double Vector2[2]; // Create a cube. FbxNode* CreateCube(FbxScene* pScene, const char* pName, FbxDouble3& pLclTranslation) { // indices of the vertices per each polygon static int vtxId[24] = { 0,1,2,3, // front face (Z+) 1,5,6,2, // right side (X+) 5,4,7,6, // back face (Z-) 4,0,3,7, // left side (X-) 0,4,5,1, // bottom face (Y-) 3,2,6,7 // top face (Y+) }; // control points static Vector4 lControlPoints[8] = { { -5.0, 0.0, 5.0, 1.0}, { 5.0, 0.0, 5.0, 1.0}, { 5.0,10.0, 5.0, 1.0}, { -5.0,10.0, 5.0, 1.0}, { -5.0, 0.0, -5.0, 1.0}, { 5.0, 0.0, -5.0, 1.0}, { 5.0,10.0, -5.0, 1.0}, { -5.0,10.0, -5.0, 1.0} }; // normals static Vector4 lNormals[8] = { {-0.577350258827209,-0.577350258827209, 0.577350258827209, 1.0}, { 0.577350258827209,-0.577350258827209, 0.577350258827209, 1.0}, { 0.577350258827209, 0.577350258827209, 0.577350258827209, 1.0}, {-0.577350258827209, 0.577350258827209, 0.577350258827209, 1.0}, {-0.577350258827209,-0.577350258827209,-0.577350258827209, 1.0}, { 0.577350258827209,-0.577350258827209,-0.577350258827209, 1.0}, { 0.577350258827209, 0.577350258827209,-0.577350258827209, 1.0}, {-0.577350258827209, 0.577350258827209,-0.577350258827209, 1.0} }; // uvs static Vector2 lUVs[14] = { { 0.0, 1.0}, { 1.0, 0.0}, { 0.0, 0.0}, { 1.0, 1.0} }; // indices of the uvs per each polygon static int uvsId[24] = { 0,1,3,2,2,3,5,4,4,5,7,6,6,7,9,8,1,10,11,3,12,0,2,13 }; // create the main structure. FbxMesh* lMesh = FbxMesh::Create(pScene,""); // Create control points. lMesh->InitControlPoints(8); FbxVector4* vertex = lMesh->GetControlPoints(); memcpy((void*)vertex, (void*)lControlPoints, 8*sizeof(FbxVector4)); // create the materials. /* Each polygon face will be assigned a unique material. */ FbxGeometryElementMaterial* lMaterialElement = lMesh->CreateElementMaterial(); lMaterialElement->SetMappingMode(FbxGeometryElement::eAllSame); lMaterialElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect); lMaterialElement->GetIndexArray().Add(0); // Create polygons later after FbxGeometryElementMaterial is created. Assign material indices. int vId = 0; for (int f=0; f<6; f++) { lMesh->BeginPolygon(); for (int v=0; v<4; v++) lMesh->AddPolygon(vtxId[vId++]); lMesh->EndPolygon(); } // specify normals per control point. FbxGeometryElementNormal* lNormalElement = lMesh->CreateElementNormal(); lNormalElement->SetMappingMode(FbxGeometryElement::eByControlPoint); lNormalElement->SetReferenceMode(FbxGeometryElement::eDirect); for (int n=0; n<8; n++) lNormalElement->GetDirectArray().Add(FbxVector4(lNormals[n][0], lNormals[n][1], lNormals[n][2])); // Create the node containing the mesh FbxNode* lNode = FbxNode::Create(pScene,pName); lNode->LclTranslation.Set(pLclTranslation); lNode->SetNodeAttribute(lMesh); lNode->SetShadingMode(FbxNode::eTextureShading); // create UVset FbxGeometryElementUV* lUVElement1 = lMesh->CreateElementUV("UVSet1"); FBX_ASSERT( lUVElement1 != NULL); lUVElement1->SetMappingMode(FbxGeometryElement::eByPolygonVertex); lUVElement1->SetReferenceMode(FbxGeometryElement::eIndexToDirect); for (int i = 0; i <4; i++) lUVElement1->GetDirectArray().Add(FbxVector2(lUVs[i][0], lUVs[i][1])); for (int i = 0; i<24; i++) lUVElement1->GetIndexArray().Add(uvsId[i%4]); return lNode; }