Example #1
0
    // Find all poses in this scene.
    void FillPoseArray(FbxScene* pScene, FbxArray<FbxPose*>& pPoseArray)
    {
        const int lPoseCount = pScene->GetPoseCount();

        for (int i=0; i < lPoseCount; ++i)
        {
            pPoseArray.Add(pScene->GetPose(i));
        }
    }
// Add the specified node to the node array. Also, add recursively
// all the parent node of the specified node to the array.
void AddNodeRecursively(FbxArray<FbxNode*>& pNodeArray, FbxNode* pNode)
{
	if (pNode)
	{
		AddNodeRecursively(pNodeArray, pNode->GetParent());

		if (pNodeArray.Find(pNode) == -1)
		{
			// Node not in the list, add it
			pNodeArray.Add(pNode);
		}
	}
}
void FBXFillMeshArrayRecursive( FbxNode* pNode, FbxArray<FbxMesh*>& pMeshArray )
{
	if( pNode )
	{
		if( pNode->GetNodeAttribute() )
		{
			if( pNode->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eMesh )
			{
				pMeshArray.Add( pNode->GetMesh() );
			}
		}

		const int lCount = pNode->GetChildCount();
		for( int i = 0; i < lCount; i++ )
			FBXFillMeshArrayRecursive( pNode->GetChild(i), pMeshArray );
	}
}
void FBXFillCameraArrayRecursive( FbxNode* pNode, FbxArray<FbxNode*>& pCameraArray)
{
	if( pNode )
	{
		if( pNode->GetNodeAttribute() )
		{
			if( pNode->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eCamera )
			{
				pCameraArray.Add( pNode );
			}
		}

		const int lCount = pNode->GetChildCount();
		for( int i = 0; i < lCount; i++ )
			FBXFillCameraArrayRecursive( pNode->GetChild(i), pCameraArray );
	}
}
/**
 * Add a bind pose to the scene based on the FbxMesh and skinning settings of the given node
 */
void FFbxExporter::CreateBindPose(FbxNode* MeshRootNode)
{
	if (!MeshRootNode)
	{
		return;
	}

	// In the bind pose, we must store all the link's global matrix at the time of the bind.
	// Plus, we must store all the parent(s) global matrix of a link, even if they are not
	// themselves deforming any model.

	// Create a bind pose with the link list

	FbxArray<FbxNode*> lClusteredFbxNodes;
	int                       i, j;

	if (MeshRootNode->GetNodeAttribute())
	{
		int lSkinCount=0;
		int lClusterCount=0;
		switch (MeshRootNode->GetNodeAttribute()->GetAttributeType())
		{
		case FbxNodeAttribute::eMesh:
		case FbxNodeAttribute::eNurbs:
		case FbxNodeAttribute::ePatch:

			lSkinCount = ((FbxGeometry*)MeshRootNode->GetNodeAttribute())->GetDeformerCount(FbxDeformer::eSkin);
			//Go through all the skins and count them
			//then go through each skin and get their cluster count
			for(i=0; i<lSkinCount; ++i)
			{
				FbxSkin *lSkin=(FbxSkin*)((FbxGeometry*)MeshRootNode->GetNodeAttribute())->GetDeformer(i, FbxDeformer::eSkin);
				lClusterCount+=lSkin->GetClusterCount();
			}
			break;
		}
		//if we found some clusters we must add the node
		if (lClusterCount)
		{
			//Again, go through all the skins get each cluster link and add them
			for (i=0; i<lSkinCount; ++i)
			{
				FbxSkin *lSkin=(FbxSkin*)((FbxGeometry*)MeshRootNode->GetNodeAttribute())->GetDeformer(i, FbxDeformer::eSkin);
				lClusterCount=lSkin->GetClusterCount();
				for (j=0; j<lClusterCount; ++j)
				{
					FbxNode* lClusterNode = lSkin->GetCluster(j)->GetLink();
					AddNodeRecursively(lClusteredFbxNodes, lClusterNode);
				}

			}

			// Add the patch to the pose
			lClusteredFbxNodes.Add(MeshRootNode);
		}
	}

	// Now create a bind pose with the link list
	if (lClusteredFbxNodes.GetCount())
	{
		// A pose must be named. Arbitrarily use the name of the patch node.
		FbxPose* lPose = FbxPose::Create(Scene, MeshRootNode->GetName());

		// default pose type is rest pose, so we need to set the type as bind pose
		lPose->SetIsBindPose(true);

		for (i=0; i<lClusteredFbxNodes.GetCount(); i++)
		{
			FbxNode*  lKFbxNode   = lClusteredFbxNodes.GetAt(i);
			FbxMatrix lBindMatrix = lKFbxNode->EvaluateGlobalTransform();

			lPose->Add(lKFbxNode, lBindMatrix);
		}

		// Add the pose to the scene
		Scene->AddPose(lPose);
	}
}