Ejemplo n.º 1
0
HRESULT CStaticMesh::Initalize(const char * szFilePath, const char * szFileName)
{

	m_eDrawType = DRAW_VERTEX;
	FbxManager* pFBXManager = FbxManager::Create();
	FbxIOSettings* pIOsettings = FbxIOSettings::Create(pFBXManager, IOSROOT);
	pFBXManager->SetIOSettings(pIOsettings);
	FbxScene* pFBXScene = FbxScene::Create(pFBXManager, "");

	FbxImporter* pImporter = FbxImporter::Create(pFBXManager, "");


	if (FAILED(Load_StaticMesh(szFilePath, szFileName, pFBXManager, pIOsettings, pFBXScene, pImporter)))
		return E_FAIL;


	CMesh::CreateRasterizerState();
	//Init_Shader();

	pFBXScene->Destroy();
	pImporter->Destroy();
	pIOsettings->Destroy();
	pFBXManager->Destroy();


	return S_OK;
}
void MyGameFbxSceneLoader::loadSceneFromFbx( MyGameScene::MyGameSceneManager* sceneMgr, const string& fileName, MyGameSceneNode* node, vector<MyGameSceneEntity*>& entityList )
{
	FbxManager* fbxMgr= FbxManager::Create();
	FbxIOSettings* fbxIO = FbxIOSettings::Create( fbxMgr, IOSROOT );
	fbxMgr->SetIOSettings( fbxIO );

	FbxScene* fbxScene = FbxScene::Create( fbxMgr, "test" );
	FbxImporter* importer = FbxImporter::Create( fbxMgr, "" );

	importer->Initialize( fileName.c_str(), -1, fbxMgr->GetIOSettings() );
	importer->Import( fbxScene );
	fbxIO->Destroy();

	FbxNode* rootNode = fbxScene->GetRootNode();

	FbxGeometryConverter converter( fbxMgr );
	converter.TriangulateInPlace( rootNode );


    getNodeFromFbxNode( sceneMgr, rootNode, node, entityList );

	rootNode->Destroy();


	fbxScene->Destroy();
	fbxMgr->Destroy();
}
// FBXデータから頂点データにコンバート
// ※パスは「/」でしか通らない
//const char* filename = "../datas/box.fbx";
bool LoadFBXConvertToVertexData(const char* filename, VertexDataArray& outVertexData)
{
	//==============================================================================
	// FBXオブジェクト初期化
	//==============================================================================
	// FBXマネージャー作成
	FbxManager* pFBXManager = FbxManager::Create();

	// シーン作成
	FbxScene* pScene = FbxScene::Create(pFBXManager, "");

	// FBXのIO設定オブジェクト作成
	FbxIOSettings *pIO = FbxIOSettings::Create(pFBXManager, IOSROOT);
	pFBXManager->SetIOSettings(pIO);

	// インポートオブジェクト作成
	FbxImporter* pImporter = FbxImporter::Create(pFBXManager, "");

	// ファイルインポート
	if(pImporter->Initialize(filename, -1, pFBXManager->GetIOSettings()) == false)
	{
		return false;
	}

	// シーンへインポート
	if(pImporter->Import(pScene) == false)
	{
		return false;
	}

	// ※この時点でインポートオブジェクトはいらない
	pImporter->Destroy();

	//==============================================================================
	// FBXオブジェクトの処理
	//==============================================================================
	// シーンのものすべてを三角化
	FbxGeometryConverter geometryConverte(pFBXManager);
	geometryConverte.Triangulate(pScene, true);

	// メッシュ情報処理
	GetMeshData(pScene->GetRootNode(), outVertexData);

	//==============================================================================
	// FBXオブジェクト色々破棄
	//==============================================================================
	pIO->Destroy();
	pScene->Destroy();
	pFBXManager->Destroy();

	getchar();

	return true;
}
Ejemplo n.º 4
0
bool FBXScene::LoadScene(const char* filename, std::ostream& output, Vector3& minPos, Vector3& maxPos)
{
    int lFileMajor, lFileMinor, lFileRevision;

    int i, lAnimStackCount;
    bool lStatus;

	FbxIOSettings *ios = FbxIOSettings::Create(mSdkManager, IOSROOT);
	mSdkManager->SetIOSettings(ios);
	FbxGeometryConverter lGConverter(mSdkManager);
	
	// Create an importer using our sdk manager.
	FbxImporter* pFBXImporter = FbxImporter::Create(mSdkManager,"");

    // Initialize the importer by providing a filename.
    const bool lImportStatus = pFBXImporter->Initialize(filename, -1, mSdkManager->GetIOSettings());
	pFBXImporter->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);

    if( !lImportStatus )
    {
		output << "FBX Importer Error: " << pFBXImporter->GetStatus().GetErrorString() << std::endl;

        if ( pFBXImporter->GetStatus() == FbxStatus::eInvalidFileVersion )
        {
			output << "FBX version number for file " << filename << " is " << lFileMajor << " " << lFileMinor << " " << lFileRevision << std::endl;
		}

        return false;
    }

    if (pFBXImporter->IsFBX())
    {
		output << "FBX version number for file " << filename << " is " << lFileMajor << " " << lFileMinor << " " << lFileRevision << std::endl;

        // From this point, it is possible to access animation stack information without
        // the expense of loading the entire file.

		output << "Animation Stack Information" << std::endl;

        lAnimStackCount = pFBXImporter->GetAnimStackCount();

		output << "    Number of Animation Stacks: " << lAnimStackCount << std::endl;
		output << "    Current Animation Stack: " << pFBXImporter->GetActiveAnimStackName().Buffer() << std::endl;
		
        for(i = 0; i < lAnimStackCount; i++)
        {
            FbxTakeInfo* lTakeInfo = pFBXImporter->GetTakeInfo(i);

			output << "    Animation Stack " << i << std::endl;
			output << "    Name: " << lTakeInfo->mName.Buffer() << std::endl;
			output << "    Description: " <<  lTakeInfo->mDescription.Buffer() << std::endl;
			output << "    Import Name: " << lTakeInfo->mImportName.Buffer() << std::endl;
			output << "    Import State: " << (lTakeInfo->mSelect ? "true" : "false") << std::endl;
        }
    }
	
    // Import the scene.
    lStatus = pFBXImporter->Import(mScene);

	if ( !lStatus )
	{
		output << "Failed Importing FBX!" << std::endl;
		output << "FBX is password protected!" << std::endl;

		if ( pFBXImporter->GetStatus() == FbxStatus::ePasswordError )
		{
			output << "FBX is password protected!" << std::endl;
		}
	}

	mFilename = pFBXImporter->GetFileName().Buffer();

    // Destroy the importer.
    pFBXImporter->Destroy();
	ios->Destroy();

	ProcessScene(mScene);

	return lStatus;
}
Ejemplo n.º 5
0
int main(int argc, char **argv)
{
#ifndef _DEBUG
	if (argc != 2)
	{
		printf("invalid arg");
		return 0;
	}
	const char* filename = argv[1];
#else
	const char* filename = "*****@*****.**";
#endif
	
	output.open("output.txt", ios::out | ios::trunc);
	output2.open("output2.txt", ios::out | ios::trunc);
	output3.open("output3.txt", ios::out | ios::trunc);
	if (!output.is_open())
	{
		exit(1);
	}
	FbxManager* fm = FbxManager::Create();
	FbxIOSettings *ios = FbxIOSettings::Create(fm, IOSROOT);
	//ios->SetBoolProp(EXP_FBX_ANIMATION, false);
	ios->SetIntProp(EXP_FBX_COMPRESS_LEVEL, 9);
	
	ios->SetAllObjectFlags(true);
	fm->SetIOSettings(ios);

	FbxImporter* importer = FbxImporter::Create(fm, "");
	if (!importer->Initialize(filename, -1, fm->GetIOSettings()))
	{
		printf("error returned : %s\n", importer->GetStatus().GetErrorString());
		exit(-1);
	}

	FbxScene* scene = FbxScene::Create(fm, "myscene");

	importer->Import(scene);
	importer->Destroy();
	output << "some\n";
	output << "charcnt : " << scene->GetCharacterCount() << endl << "node cnt : " << scene->GetNodeCount() << endl;
	int animstackcnt = scene->GetSrcObjectCount<FbxAnimStack>();
	output << "animstackcnt : " << animstackcnt << endl;

	output << "------------" << endl;
	vector<FbxNode*> removableNodes;

	for (int i = 0; i < scene->GetNodeCount(); i++)
	{
		FbxNode* node = scene->GetNode(i);
		output << "scene's node " << i << " : " << node->GetName() << ", childcnt : " << node->GetChildCount();
		if (node->GetNodeAttribute())
		{
			output <<", att type : " << node->GetNodeAttribute()->GetAttributeType();
			if (node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::EType::eMesh)
			{
				FbxMesh* mesh = node->GetMesh();

				output << ", mem usage : " << mesh->MemoryUsage() << ", deformer cnt : " << mesh->GetDeformerCount(FbxDeformer::EDeformerType::eSkin) << endl;
				collapseMesh(mesh);
				FbxSkin* skin = (FbxSkin*) (mesh->GetDeformer(0, FbxDeformer::EDeformerType::eSkin));
				if (skin)
				{
					
					for (int cli = 0; cli < skin->GetClusterCount(); cli++)
					{
						FbxCluster* cluster = skin->GetCluster(cli);
						output << "\tcluster no." << cli << " has " << cluster->GetControlPointIndicesCount() << " connected verts" << endl;
						if (cluster->GetControlPointIndicesCount() == 0)
							removableNodes.push_back( cluster->GetLink() );
						
						//cluster->
						//skin->RemoveCluster(cluster);효과없음
					}

					
					
				}
				if (mesh->IsTriangleMesh())
				{
					output << "\tit's triangle mesh" << endl;
					
				}
				//mesh->RemoveDeformer(0);효과없음
			}
			else
				output << endl;
		}
		else
		{
			output << ", att type : none" << endl;
		}
	}

	for (int rni = 0; rni < removableNodes.size(); rni++)
	{
		FbxNode* rnd = removableNodes[rni];
		if (rnd && rnd->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::EType::eSkeleton)
		{
			output3 << rnd->GetName() << " node with no vert attached's curve : " << rnd->GetSrcObjectCount<FbxAnimCurve>() << "," << rnd->GetSrcObjectCount<FbxAnimCurveNode>() << endl;
		}
	}

	output << "-----------animinfo" << endl;
	int cubic = 0, linear = 0, cons = 0;
	for (int si = 0; si < animstackcnt; si++)
	{
		FbxAnimStack* stack = scene->GetSrcObject<FbxAnimStack>(si);
		for (int i = 0; i < stack->GetMemberCount<FbxAnimLayer>(); i++)
		{
			FbxAnimLayer* layer = stack->GetMember<FbxAnimLayer>(i);
			int curvenodecnt = layer->GetMemberCount<FbxAnimCurveNode>();
			int compositcnt = 0;
			for (int j = 0; j < curvenodecnt; j++)
			{
				FbxAnimCurveNode* cnode = layer->GetMember<FbxAnimCurveNode>(j);
				compositcnt += (cnode->IsComposite() ? 1 : 0);
			}
			output << "\tanimstack's layer " << i << " : " << layer->GetName() << ", curve node cnt : " << curvenodecnt << ", composit node cnt : " << compositcnt << endl;
			vector<FbxAnimCurveNode*> nodes2del;
			
			for (int j = 0; j < curvenodecnt; j++)
			{
				FbxAnimCurveNode* cnode = layer->GetMember<FbxAnimCurveNode>(j);
				output << "\t\tcurvenode " << j << " channel cnt : " << cnode->GetChannelsCount() << ", dst obj cnt " << cnode->GetDstObjectCount() << "(";
				for (int dsti = 0; dsti < cnode->GetDstObjectCount(); dsti++)
				{
					output << "," << cnode->GetDstObject(dsti)->GetName();
					if (cnode->GetDstObject(dsti)->GetSrcObjectCount() > 0)
						output << "<" << cnode->GetDstObject(dsti)->GetSrcObjectCount<FbxSkeleton>() << ">";
				}
				output << ")";
				FbxTimeSpan interval;
				if (cnode->GetAnimationInterval(interval))
				{
					output << ", start : " << interval.GetStart().GetTimeString() << ", end : " << interval.GetStop().GetTimeString() << endl;
				}
				else
				{
					nodes2del.push_back(cnode);
					output << ", no interval" << endl;
				}

				for (int chi = 0; chi < cnode->GetChannelsCount(); chi++)
				{
					
					int curvecnt = cnode->GetCurveCount(chi);
					output << "\t\t\tchannel." << chi << " curvecnt : " << curvecnt << endl;
					for (int ci = 0; ci < curvecnt; ci++)
					{
						FbxAnimCurve* curve = cnode->GetCurve(chi, ci);
						int keycnt = curve->KeyGetCount();
						output << "\t\t\t\tcurve no." << ci << " : key count : " << keycnt;
						output2 << "curve  " << ci << endl;
						
						vector<int> keys2Remove;
						for (int cki = 0; cki < keycnt; cki++)
						{
							FbxAnimCurveKey prevkey, currkey, nextkey;

							if (cki == 0 || cki == keycnt - 1)
								continue;
							
							currkey = curve->KeyGet(cki);
							prevkey = curve->KeyGet(cki-1);
							nextkey = curve->KeyGet(cki + 1);
							
							bool keepit = true;

							output2 << ci << "-" << cki;

//							keepit = keepTestHorizon(curve, prevkey, currkey, nextkey);
	//						if (keepit)
	//							keepit = slopkeepTest(curve, prevkey, currkey, nextkey);

							if (!keepit)
							{
								if (!(currkey.GetInterpolation() == FbxAnimCurveDef::EInterpolationType::eInterpolationConstant && nextkey.GetInterpolation() != FbxAnimCurveDef::EInterpolationType::eInterpolationConstant))
									keys2Remove.push_back(cki);
							}
						}
						for (int kri = keys2Remove.size() - 1; kri >= 0; kri--)
						{
							
							//curve->KeyRemove(keys2Remove[kri]);
						}
						output2 << endl;
						//output << ", cubic:linear:const : " << cubic << ":" << linear << ":" << cons << endl;
						if (keys2Remove.size() > 0)
							output << ", " << keys2Remove.size() << " keys removed";

						keycnt = curve->KeyGetCount();
						
					}

				}
			}
			//이부분은 별로 효과없음
			/*
			for (int di = 0; di < nodes2del.size(); di++)
			{
				layer->RemoveMember(nodes2del[di]);
			}
			*/
			
		}
	}
	output << "cubic:linear:const  " << cubic << ":" << linear << ":" << cons << endl;
	FbxExporter* exporter = FbxExporter::Create(fm, "");
	const char* outFBXName = "after.fbx";

	bool exportstatus = exporter->Initialize(outFBXName, -1, fm->GetIOSettings());
	if (exportstatus == false)
	{
		puts("err export fail");
	}
	exporter->Export(scene);
	exporter->Destroy();
	scene->Destroy();
	
	ios->Destroy();
	fm->Destroy();
	output.close();
	output2.close();
	output3.close();
	return 0;
}
int main()
{
	// ※パスは「/」でしか通らない
	const char* filename = "../datas/box.fbx";

	//==============================================================================
	// FBXオブジェクト初期化
	//==============================================================================
	// FBXマネージャー作成
	FbxManager* pFBXManager = FbxManager::Create();

	// シーン作成
	FbxScene* pScene = FbxScene::Create(pFBXManager, "");

	// FBXのIO設定オブジェクト作成
	FbxIOSettings *pIO = FbxIOSettings::Create(pFBXManager, IOSROOT);
	pFBXManager->SetIOSettings(pIO);

	// インポートオブジェクト作成
	FbxImporter* pImporter = FbxImporter::Create(pFBXManager, "");

	// ファイルインポート
	if(pImporter->Initialize(filename, -1, pFBXManager->GetIOSettings()) == false)
	{
		printf("FBXファイルインポートエラー\n");
		printf("エラー内容: %s\n\n", pImporter->GetStatus().GetErrorString());
		return 1;
	}

	// シーンへインポート
	if(pImporter->Import(pScene) == false)
	{
		printf("FBXシーンインポートエラー\n");
		printf("エラー内容: %s\n\n", pImporter->GetStatus().GetErrorString());
		return 1;
	}

	// ※この時点でインポートオブジェクトはいらない
	pImporter->Destroy();

	//==============================================================================
	// FBXオブジェクトの処理
	//==============================================================================
	// ノードを表示してみる
	traverseScene(pScene->GetRootNode());

	// シーンのものすべてを三角化
	FbxGeometryConverter geometryConverte(pFBXManager);
	geometryConverte.Triangulate(pScene, true);

	// メッシュ情報処理
	GetMeshData(pScene->GetRootNode());

	//==============================================================================
	// FBXオブジェクト色々破棄
	//==============================================================================
	pIO->Destroy();
	pScene->Destroy();
	pFBXManager->Destroy();

	printf("全処理終了\n");
	getchar();

	return 0;
}
void GeometryLoaderDX11::loadFBXFile( std::string szFilename, std::vector<GeometryPtr>& vGeomVector, std::vector<std::string>& vNames )
{
	FileSystem fs;
	szFilename = fs.GetModelsFolderS() + szFilename;
	pFBXManager = FbxManager::Create();
	if( !pFBXManager )
		Log::Get().Write( L"CGeometryLoader11.cpp: Error creating FBX Manager!" );

	FbxIOSettings* pIOS = FbxIOSettings::Create( pFBXManager, IOSROOT );
	pFBXManager->SetIOSettings( pIOS );

	FbxString lPath = FbxGetApplicationDirectory();
	pFBXManager->LoadPluginsDirectory( lPath.Buffer() );

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

	int /*nFileMajor,*/ nFileMinor, nFileRevision;
	int nSDKMajor, nSDKMinor, nSDKRevision;

	int i, /*nAnimationStack,*/ lFileFormat;
	//	bool bStatus;
	//	char szPassword[1024];

	FbxManager::GetFileFormatVersion( nSDKMajor, nSDKMinor, nSDKRevision );

	FbxImporter* pImporter = FbxImporter::Create( pFBXManager, "" );

	if (!pFBXManager->GetIOPluginRegistry()->DetectReaderFileFormat(szFilename.c_str(), lFileFormat) )
	{
		// Unrecognizable file format. Try to fall back to FbxImporter::eFBX_BINARY
		lFileFormat = pFBXManager->GetIOPluginRegistry()->FindReaderIDByDescription( "FBX binary (*.fbx)" );;
	}

	bool ImportStatus = pImporter->Initialize( szFilename.c_str(), lFileFormat, pFBXManager->GetIOSettings() );
	pImporter->GetFileVersion( nFileMinor, nFileMinor, nFileRevision );

	if( !ImportStatus )
	{
		Log::Get().Write( L"CGeometryLoader11.cpp: FbxImporter Initialize failed!" );
		return;
	}

	ImportStatus = pImporter->Import( pScene );

	if( !ImportStatus )
	{
		Log::Get().Write( L"CGeometryLoader11.cpp: FbxImporter failed to import the file to the scene!" );
		return;
	}

	FbxAxisSystem SceneAxisSystem = pScene->GetGlobalSettings().GetAxisSystem();
	FbxAxisSystem AxisSystem( FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eLeftHanded );
	if( SceneAxisSystem != AxisSystem )
	{
		AxisSystem.ConvertScene( pScene );
	}

	//FbxSystemUnit SceneSystemUnit = pScene->GetGlobalSettings().GetSystemUnit();
	//if( SceneSystemUnit.GetScaleFactor() != 1.0f )
	//	FbxSystemUnit::cm.ConvertScene( pScene );

	FBXTriangulateRecursive( pScene->GetRootNode() );

	FbxArray<FbxMesh*> vMeshs;
	FBXFillMeshArray( pScene, vMeshs );

	unsigned short usVertexCount = 0;
	unsigned short usTriangleCount = 0;
	unsigned short usGroupCount = 0;
	unsigned short usMaterialCount = 0;
	unsigned short usIndicesCount = 0;

	for( i = 0; i < vMeshs.GetCount(); i++ )
	{
		Log::Get().Write( L"CGeometryLoader11.cpp: Loading File!" );
		std::string name = vMeshs[i]->GetNode()->GetName();
		vNames.push_back( name );
		usVertexCount = vMeshs[i]->GetControlPointsCount();
		if( usVertexCount == 0 )
			continue;

		usTriangleCount = vMeshs[i]->GetPolygonVertexCount() / 3;
		usIndicesCount = vMeshs[i]->GetPolygonVertexCount();

		VertexElementDX11* pPositions = new VertexElementDX11( 3, usTriangleCount * 3 );
		pPositions->m_SemanticName = VertexElementDX11::PositionSemantic;
		pPositions->m_uiSemanticIndex = 0;
		pPositions->m_Format = DXGI_FORMAT_R32G32B32_FLOAT;
		pPositions->m_uiInputSlot = 0;
		pPositions->m_uiAlignedByteOffset = 0;
		pPositions->m_InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		pPositions->m_uiInstanceDataStepRate = 0;

		VertexElementDX11* pTexCoords = new VertexElementDX11( 2, usTriangleCount * 3 );
		pTexCoords->m_SemanticName = VertexElementDX11::TexCoordSemantic;
		pTexCoords->m_uiSemanticIndex = 0;
		pTexCoords->m_Format = DXGI_FORMAT_R32G32_FLOAT;
		pTexCoords->m_uiInputSlot = 0;
		pTexCoords->m_uiAlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
		pTexCoords->m_InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		pTexCoords->m_uiInstanceDataStepRate = 0;

		VertexElementDX11* pNormals = new VertexElementDX11( 3, usTriangleCount * 3 );
		pNormals->m_SemanticName = VertexElementDX11::NormalSemantic;
		pNormals->m_uiSemanticIndex = 0;
		pNormals->m_Format = DXGI_FORMAT_R32G32B32_FLOAT;
		pNormals->m_uiInputSlot = 0;
		pNormals->m_uiAlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
		pNormals->m_InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
		pNormals->m_uiInstanceDataStepRate = 0;

		Vector3f* pPos = pPositions->Get3f(0);
		Vector3f* pNorm = pNormals->Get3f(0);
		Vector2f* pTex = pTexCoords->Get2f(0);

		FbxVector4* pFBXVerts = new FbxVector4[usVertexCount];
		memcpy( pFBXVerts, vMeshs[i]->GetControlPoints(), usVertexCount * sizeof(FbxVector4));

		TriangleIndices face;

		GeometryPtr pGeomPointer( new GeometryDX11() );

		for( int j = 0; j < usTriangleCount; j++ )
		{	
			int nIndex = 0;
			FbxVector4 FBXNorm( 0, 0, 0, 0 );
			FbxVector2 FBXUV( 0, 0 );

			face.P1() = nIndex = vMeshs[i]->GetPolygonVertex( j, 0 );
			pPos[nIndex].x = (float)pFBXVerts[ nIndex ][0];
			pPos[nIndex].y = (float)pFBXVerts[ nIndex ][1];
			pPos[nIndex].z = (float)pFBXVerts[ nIndex ][2];
			vMeshs[i]->GetPolygonVertexNormal( j, 0, FBXNorm );
			pNorm[nIndex].x = (float)FBXNorm[0];
			pNorm[nIndex].y = (float)FBXNorm[1];
			pNorm[nIndex].z = (float)FBXNorm[2];
			vMeshs[i]->GetPolygonVertexUV( j, 0, "map1", FBXUV );
			pTex[nIndex].x = (float)FBXUV[0];
			pTex[nIndex].y = (float)FBXUV[1];

			face.P2() = nIndex = vMeshs[i]->GetPolygonVertex( j, 1 );
			pPos[nIndex].x = (float)pFBXVerts[ nIndex ][0];
			pPos[nIndex].y = (float)pFBXVerts[ nIndex ][1];
			pPos[nIndex].z = (float)pFBXVerts[ nIndex ][2];
			vMeshs[i]->GetPolygonVertexNormal( j, 1, FBXNorm );
			pNorm[nIndex].x = (float)FBXNorm[0];
			pNorm[nIndex].y = (float)FBXNorm[1];
			pNorm[nIndex].z = (float)FBXNorm[2];
			vMeshs[i]->GetPolygonVertexUV( j, 1, "map1", FBXUV );
			pTex[nIndex].x = (float)FBXUV[0];
			pTex[nIndex].y = (float)FBXUV[1];

			face.P3() = nIndex = vMeshs[i]->GetPolygonVertex( j, 2 );
			pPos[nIndex].x = (float)pFBXVerts[ nIndex ][0];
			pPos[nIndex].y = (float)pFBXVerts[ nIndex ][1];	
			pPos[nIndex].z = (float)pFBXVerts[ nIndex ][2];
			vMeshs[i]->GetPolygonVertexNormal( j, 2, FBXNorm );
			pNorm[nIndex].x = (float)FBXNorm[0];
			pNorm[nIndex].y = (float)FBXNorm[1];
			pNorm[nIndex].z = (float)FBXNorm[2];
			vMeshs[i]->GetPolygonVertexUV( j, 2, "map1", FBXUV );
			pTex[nIndex].x = (float)FBXUV[0];
			pTex[nIndex].y = (float)FBXUV[1];

			pGeomPointer->AddFace( face );
		}

		for( int j = 0; j < usVertexCount; j++ )
		{
			pNorm[j].Normalize();
		}

		pGeomPointer->AddElement( pPositions );
		pGeomPointer->AddElement( pNormals );
		pGeomPointer->AddElement( pTexCoords );

		delete[] pFBXVerts;
		vGeomVector.push_back( pGeomPointer );

		vMeshs[i]->Destroy();
		vMeshs[i] = NULL;
	}


	pImporter->Destroy();
	pImporter = NULL;

	pScene->Destroy();
	pScene = NULL;

	pIOS->Destroy();
	pIOS = NULL;

	pFBXManager->Destroy();
	pFBXManager = NULL;
}