void reFBXAsset::import()
{
	FbxImporter* importer = FbxImporter::Create(sdk,"");
	meshes = new reFileAsset(this);
	meshes->setPath("meshes");
	children.push_back(meshes);
	if(!importer->Initialize(path().toUtf8().constData(), -1, sdk->GetIOSettings())) {
		printf("Call to FbxImporter::Initialize() failed.\n");
		printf("Error returned: %s\n\n", importer->GetLastErrorString());
		return;
	}
	FbxScene* lScene = FbxScene::Create(sdk, "myScene");
	FbxAxisSystem ga(FbxAxisSystem::OpenGL);
	ga.ConvertScene(lScene);
	importer->Import(lScene);
	FbxNode* lRootNode = lScene->GetRootNode();
	if(lRootNode) {
		reNode* node = importNode(lRootNode, NULL);
		node->name(info.baseName().toStdString());
		QString path = dataDir() + QDir::separator() + node->name().c_str() + ".json";
		node->save(path.toStdString());
	}
	importer->Destroy();
}
Beispiel #2
0
osgDB::ReaderWriter::ReadResult
ReaderWriterFBX::readNode(const std::string& filenameInit,
                          const Options* options) const
{
    try
    {
        std::string ext(osgDB::getLowerCaseFileExtension(filenameInit));
        if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_HANDLED;

        std::string filename(osgDB::findDataFile(filenameInit, options));
        if (filename.empty()) return ReadResult::FILE_NOT_FOUND;

        FbxManager* pSdkManager = FbxManager::Create();

        if (!pSdkManager)
        {
            return ReadResult::ERROR_IN_READING_FILE;
        }

        CleanUpFbx cleanUpFbx(pSdkManager);

        pSdkManager->SetIOSettings(FbxIOSettings::Create(pSdkManager, IOSROOT));

        FbxScene* pScene = FbxScene::Create(pSdkManager, "");

        // The FBX SDK interprets the filename as UTF-8
#ifdef OSG_USE_UTF8_FILENAME
        const std::string& utf8filename(filename);
#else
        std::string utf8filename(osgDB::convertStringFromCurrentCodePageToUTF8(filename));
#endif

        FbxImporter* lImporter = FbxImporter::Create(pSdkManager, "");

        if (!lImporter->Initialize(utf8filename.c_str(), -1, pSdkManager->GetIOSettings()))
        {
#if FBXSDK_VERSION_MAJOR < 2014
            return std::string(lImporter->GetLastErrorString());
#else
            return std::string(lImporter->GetStatus().GetErrorString());
#endif
        }

        if (!lImporter->IsFBX())
        {
            return ReadResult::ERROR_IN_READING_FILE;
        }

        for (int i = 0; FbxTakeInfo* lTakeInfo = lImporter->GetTakeInfo(i); i++)
        {
            lTakeInfo->mSelect = true;
        }

        if (!lImporter->Import(pScene))
        {
#if FBXSDK_VERSION_MAJOR < 2014
            return std::string(lImporter->GetLastErrorString());
#else 
            return std::string(lImporter->GetStatus().GetErrorString());
#endif
        }

        //FbxAxisSystem::OpenGL.ConvertScene(pScene);        // Doesn't work as expected. Still need to transform vertices.

        if (FbxNode* pNode = pScene->GetRootNode())
        {
            bool useFbxRoot = false;
            bool lightmapTextures = false;
            bool tessellatePolygons = false;
            if (options)
            {
                std::istringstream iss(options->getOptionString());
                std::string opt;
                while (iss >> opt)
                {
                    if (opt == "UseFbxRoot")
                    {
                        useFbxRoot = true;
                    }
                    if (opt == "LightmapTextures")
                    {
                        lightmapTextures = true;
                    }
                    if (opt == "TessellatePolygons")
                    {
                        tessellatePolygons = true;
                    }
                }
            }

            bool bIsBone = false;
            int nLightCount = 0;
            osg::ref_ptr<Options> localOptions = NULL;
            if (options)
                localOptions = options->cloneOptions();
            else
                localOptions = new osgDB::Options();
            localOptions->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_IMAGES);

            std::string filePath = osgDB::getFilePath(filename);
            FbxMaterialToOsgStateSet fbxMaterialToOsgStateSet(filePath, localOptions.get(), lightmapTextures);

            std::set<const FbxNode*> fbxSkeletons;
            findLinkedFbxSkeletonNodes(pNode, fbxSkeletons);

            OsgFbxReader::AuthoringTool authoringTool = OsgFbxReader::UNKNOWN;
            if (FbxDocumentInfo* pDocInfo = pScene->GetDocumentInfo())
            {
                struct ToolName
                {
                    const char* name;
                    OsgFbxReader::AuthoringTool tool;
                };

                ToolName authoringTools[] = {
                    {"OpenSceneGraph", OsgFbxReader::OPENSCENEGRAPH},
                    {"3ds Max", OsgFbxReader::AUTODESK_3DSTUDIO_MAX}
                };

                FbxString appName = pDocInfo->LastSaved_ApplicationName.Get();

                for (unsigned int i = 0; i < sizeof(authoringTools) / sizeof(authoringTools[0]); ++i)
                {
                    if (0 ==
#ifdef WIN32
                        _strnicmp
#else
                        strncasecmp
#endif
                        (appName, authoringTools[i].name, strlen(authoringTools[i].name)))
                    {
                        authoringTool = authoringTools[i].tool;
                        break;
                    }
                }
            }


            OsgFbxReader reader(*pSdkManager,
                *pScene,
                fbxMaterialToOsgStateSet,
                fbxSkeletons,
                *localOptions,
                authoringTool,
                lightmapTextures,
                tessellatePolygons);

            ReadResult res = reader.readFbxNode(pNode, bIsBone, nLightCount);

            if (res.success())
            {
                fbxMaterialToOsgStateSet.checkInvertTransparency();

                resolveBindMatrices(*res.getNode(), reader.boneBindMatrices, reader.nodeMap);

                osg::Node* osgNode = res.getNode();
                osgNode->getOrCreateStateSet()->setMode(GL_RESCALE_NORMAL,osg::StateAttribute::ON);
                osgNode->getOrCreateStateSet()->setMode(GL_NORMALIZE,osg::StateAttribute::ON);

                if (reader.pAnimationManager.valid())
                {
                    if (osgNode->getUpdateCallback())
                    {
                        osg::Group* osgGroup = new osg::Group;
                        osgGroup->addChild(osgNode);
                        osgNode = osgGroup;
                    }

                    //because the animations may be altered after registering
                    reader.pAnimationManager->buildTargetReference();
                    osgNode->setUpdateCallback(reader.pAnimationManager.get());
                }

                FbxAxisSystem fbxAxis = pScene->GetGlobalSettings().GetAxisSystem();

                if (fbxAxis != FbxAxisSystem::OpenGL)
                {
                    int upSign;
                    FbxAxisSystem::EUpVector eUp = fbxAxis.GetUpVector(upSign);
                    bool bLeftHanded = fbxAxis.GetCoorSystem() == FbxAxisSystem::eLeftHanded;
                    float fSign = upSign < 0 ? -1.0f : 1.0f;
                    float zScale = bLeftHanded ? -1.0f : 1.0f;

                    osg::Matrix mat;
                    switch (eUp)
                    {
                    case FbxAxisSystem::eXAxis:
                        mat.set(0,fSign,0,0,-fSign,0,0,0,0,0,zScale,0,0,0,0,1);
                        break;
                    case FbxAxisSystem::eYAxis:
                        mat.set(1,0,0,0,0,fSign,0,0,0,0,fSign*zScale,0,0,0,0,1);
                        break;
                    case FbxAxisSystem::eZAxis:
                        mat.set(1,0,0,0,0,0,-fSign*zScale,0,0,fSign,0,0,0,0,0,1);
                        break;
                    }

                    osg::Transform* pTransformTemp = osgNode->asTransform();
                    osg::MatrixTransform* pMatrixTransform = pTransformTemp ?
                        pTransformTemp->asMatrixTransform() : NULL;
                    if (pMatrixTransform)
                    {
                        pMatrixTransform->setMatrix(pMatrixTransform->getMatrix() * mat);
                    }
                    else
                    {
                        pMatrixTransform = new osg::MatrixTransform(mat);
                        if (useFbxRoot && isBasicRootNode(*osgNode))
                        {
                            // If root node is a simple group, put all FBX elements under the OSG root
                            osg::Group* osgGroup = osgNode->asGroup();
                            for(unsigned int i = 0; i < osgGroup->getNumChildren(); ++i)
                            {
                                pMatrixTransform->addChild(osgGroup->getChild(i));
                            }
                            pMatrixTransform->setName(osgGroup->getName());
                        }
                        else
                        {
                            pMatrixTransform->addChild(osgNode);
                        }
                    }
                    osgNode = pMatrixTransform;
                }

                osgNode->setName(filenameInit);
                return osgNode;
            }
        }
    }
    catch (...)
    {
        OSG_WARN << "Exception thrown while importing \"" << filenameInit << '\"' << std::endl;
    }

    return ReadResult::ERROR_IN_READING_FILE;
}
void FBXSceneEncoder::write(const string& filepath, const EncoderArguments& arguments)
{
    FbxManager* sdkManager = FbxManager::Create();
    FbxIOSettings *ios = FbxIOSettings::Create(sdkManager, IOSROOT);
    sdkManager->SetIOSettings(ios);
    FbxImporter* importer = FbxImporter::Create(sdkManager,"");
    
    if (!importer->Initialize(filepath.c_str(), -1, sdkManager->GetIOSettings()))
    {
        LOG(1, "Call to FbxImporter::Initialize() failed.\n");
        LOG(1, "Error returned: %s\n\n", importer->GetLastErrorString());
        exit(-1);
    }
    
    FbxScene* fbxScene = FbxScene::Create(sdkManager,"__FBX_SCENE__");

    print("Loading FBX file.");
    importer->Import(fbxScene);
    importer->Destroy();

    // Determine if animations should be grouped.
    if (arguments.getGroupAnimationAnimationId().empty() && isGroupAnimationPossible(fbxScene))
    {
        if ( arguments.getAnimationGrouping()==EncoderArguments::ANIMATIONGROUP_AUTO || 
            (arguments.getAnimationGrouping()==EncoderArguments::ANIMATIONGROUP_PROMPT && promptUserGroupAnimations()))
        {
            _autoGroupAnimations = true;
        }
    }

    if (arguments.tangentBinormalIdCount() > 0)
    {
        generateTangentsAndBinormals(fbxScene->GetRootNode(), arguments);
    }

    print("Loading Scene.");
    loadScene(fbxScene);
    print("Load materials");
    loadMaterials(fbxScene);
    print("Loading animations.");
    loadAnimations(fbxScene, arguments);
    sdkManager->Destroy();

    print("Optimizing GamePlay Binary.");
    _gamePlayFile.adjust();
    if (_autoGroupAnimations)
    {
        _gamePlayFile.groupMeshSkinAnimations();
    }
    
    string outputFilePath = arguments.getOutputFilePath();

    if (arguments.textOutputEnabled())
    {
        int pos = outputFilePath.find_last_of('.');
        if (pos > 2)
        {
            string path = outputFilePath.substr(0, pos);
            path.append(".xml");
            LOG(1, "Saving debug file: %s\n", path.c_str());
            if (!_gamePlayFile.saveText(path))
            {
                LOG(1, "Error writing text file: %s\n", path.c_str());
            }
        }
    }
    else
    {
        LOG(1, "Saving binary file: %s\n", outputFilePath.c_str());
        if (!_gamePlayFile.saveBinary(outputFilePath))
        {
            LOG(1, "Error writing binary file: %s\n", outputFilePath.c_str());
        }
    }

    // Write the material file
    if (arguments.outputMaterialEnabled())
    {
        int pos = outputFilePath.find_last_of('.');
        if (pos > 2)
        {
            string path = outputFilePath.substr(0, pos);
            path.append(".material");
            writeMaterial(path);
        }
    }
}