Esempio n. 1
0
	shared_ptr<Mesh> MeshImporter::createFromFBX(string filename) {
		FbxManager *manager = FbxManager::Create();

		FbxIOSettings *ioSettings = FbxIOSettings::Create(manager, IOSROOT);
		manager->SetIOSettings(ioSettings);

		FbxImporter *importer = FbxImporter::Create(manager, "");
		importer->Initialize(filename.c_str(), -1, manager->GetIOSettings());

		FbxScene *scene = FbxScene::Create(manager, "tempName");

		importer->Import(scene);
		importer->Destroy();

		FbxNode* rootNode = scene->GetRootNode();

		if(rootNode) {
			vector<Vector3> vertices;
			vector<Color> colors;
			vector<Vector2> uvs; 
			vector<Vector3> normals;
			vector<uint32> elements;
			importFBXNode(rootNode, vertices, colors, uvs, normals, elements);
			return shared_ptr<Mesh>(new Mesh(vertices, colors, uvs, elements));
		}

		return nullptr;
	}
Esempio n. 2
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	int FbxLoader::LoadFbx(const char* fbxName)
	{
		m_fbxManager = FbxManager::Create();
		FbxIOSettings *ios = FbxIOSettings::Create(m_fbxManager, IOSROOT);
		m_fbxManager->SetIOSettings(ios);
		FbxImporter* lImporter = FbxImporter::Create(m_fbxManager, "");

		if (!lImporter->Initialize(fbxName, -1, m_fbxManager->GetIOSettings())) {
			printf("Call to FbxImporter::Initialize() failed.\n");
			printf("Error returned: %s\n\n", lImporter->GetStatus().GetErrorString());
			return -1;
		}

		FbxScene* lScene = FbxScene::Create(m_fbxManager, "myScene");
		lImporter->Import(lScene);
		lImporter->Destroy();

		m_rootNode = lScene->GetRootNode();
		if (m_rootNode) {
			m_firstNode = m_rootNode->GetChild(0);
			for (int i = 0; i < m_rootNode->GetChildCount(); i++)
				LoadNode(m_rootNode->GetChild(i));
		}
		m_animEvaluator = lScene->GetAnimationEvaluator();
		return 0;
	}
Esempio n. 3
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bool Model::loadFBXFromFile(const string& fileName)
{
	//initialize the sdk manager
	FbxManager *manager = FbxManager::Create();

	//setting up the IO settings object
	FbxIOSettings *settings = FbxIOSettings::Create(manager, IOSROOT);
	manager->SetIOSettings(settings);

	//creating the importer
	FbxImporter *importer = FbxImporter::Create(manager, "");

	//initializing the importer with contents of file
	if (!importer->Initialize(fileName.c_str(), -1, settings))
		return false;

	//creating a scene to be filled with objects
	FbxScene *scene = FbxScene::Create(manager, "myScene");
	importer->Import(scene);

	FbxGeometryConverter geomConverter(manager);
	geomConverter.Triangulate(scene, true);

	FbxNode *root = scene->GetRootNode();
	if (root)
	{
		//printf("Root Node: %s\n", root->GetName());
		int childCount = root->GetChildCount();
		for (int i = 0; i < childCount; i++)
			processNode(root->GetChild(i), 1);
	}
	importer->Destroy();
	return true;
}
Esempio n. 4
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FbxScene* ImportFbxScene(const string& fileName, FbxManager* manager)
{
	LOG("Importing \"%\"", fileName);

	FbxImporter* importer = FbxImporter::Create(manager, "");
	FbxIOSettings* iosettings = FbxIOSettings::Create(manager, IOSROOT);
	manager->SetIOSettings(iosettings);

	auto importStatus = importer->Initialize(fileName.c_str(), -1, iosettings); //bool

	if (!importStatus)
	{
		LOG("Error initializing fbx importer: %", importer->GetStatus().GetErrorString());
		return nullptr;
	}

	FbxScene* scene = FbxScene::Create(manager, "Scene");
	importer->Import(scene);

	int major, minor, revision;
	importer->GetFileVersion(major, minor, revision);

	LOG("Success! File version is %.%.%", major, minor, revision);
	return scene;
}
Esempio n. 5
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/**
 * FBX ファイルをシーンに読み込む
 *
 * @param file_path FBX ファイルパス
 */
bool FbxFileLoader::load_fbx( const char_t* file_path )
{
	bool result = false;

	if ( fbx_scene_ )
	{
		fbx_scene_->Destroy( true );
	}

	fbx_scene_ = FbxScene::Create( fbx_manager_, "scene" );

	FbxImporter* importer = FbxImporter::Create( fbx_manager_, "" );
    
	if ( importer->Initialize( file_path, -1, fbx_manager_->GetIOSettings() ) )
	{
		result = importer->Import( fbx_scene_ );
	}
	
	importer->Destroy();

	FbxGeometryConverter converter( fbx_manager_ );
	converter.Triangulate( fbx_scene_, true );

	return result;
}
Esempio n. 6
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	void FbxUtil::LoadScene(const std::string &filePath, const std::shared_ptr<SceneNode> &rootNode, float scaleFactor, unsigned int options)
	{
		FbxManager* sdkManager = FbxManager::Create();

		FbxIOSettings* ios = FbxIOSettings::Create(sdkManager, IOSROOT);
		sdkManager->SetIOSettings(ios);

		FbxImporter* importer = FbxImporter::Create(sdkManager, "");
		m_ScaleFactor = scaleFactor;
		m_Options = options;

		if (importer->Initialize(filePath.c_str(), -1, sdkManager->GetIOSettings()))
		{
			FbxScene* lScene = FbxScene::Create(sdkManager, "");

			importer->Import(lScene);

			importer->Destroy();

			FbxNode* lRootNode = lScene->GetRootNode();

			if (lRootNode)
			{
				for (int i = 0; i < lRootNode->GetChildCount(); i++)
					LoadNode(rootNode, lRootNode->GetChild(i));

				rootNode->Recompose();
			}
		}
		else
			ASSERT_MSG(false, "Error: " << importer->GetStatus().GetErrorString());

		// Destroy the SDK manager and all the other objects it was handling.
		sdkManager->Destroy();
	}
Esempio n. 7
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void LoadScene(FbxManager* pManager,FbxScene*& pScene, const char* fileName)
{
	FbxImporter* sceneImporter = FbxImporter::Create(pManager,"");
	sceneImporter->Initialize(fileName,-1,pManager->GetIOSettings());
	sceneImporter->Import(pScene);
	sceneImporter->Destroy();
}
FbxScene* getScene(std::string filePath, FbxManager* manager) {

	// Create an importer using the SDK manager.
	FbxImporter* importer = FbxImporter::Create(manager,"");

	// Use the first argument as the filename for the importer.
	if(!importer->Initialize(filePath.c_str(), -1, manager->GetIOSettings())) { 
		printf("Call to FbxImporter::Initialize() failed.\n"); 
		printf("Error returned: %s\n\n", importer->GetStatus().GetErrorString()); 
		return nullptr;
	}

	// Create a new scene so that it can be populated by the imported file.
	FbxScene* scene = FbxScene::Create(manager,"myScene");

	// Import the contents of the file into the scene.
	if (importer->Import(scene)) {
		std::cout << "Scene is succefully loaded." << std::endl;
	} else {
		std::cout << "Scene is NOT loaded." << std::endl;
	}

	// The file is imported; so get rid of the importer.
	importer->Destroy();

	return scene;
}
Esempio n. 9
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void FBXImporter::LoadScene(const char* fileName)
{
	FbxImporter* sceneImporter = FbxImporter::Create(mSDKManager, "importer");
	sceneImporter->Initialize(fileName, -1, mSDKManager->GetIOSettings());
	sceneImporter->Import(mScene);
	sceneImporter->Destroy();
}
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();
}
Esempio n. 11
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	//FbxManager* lSdkManager = FbxManager::Create();
	sb7fbxmodel::sb7fbxmodel(char *fileName)
	{
		FbxManager* lSdkManager = FbxManager::Create();

		// Create the IO settings object.
		FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
		lSdkManager->SetIOSettings(ios);

		// Create an importer using the SDK manager.
		FbxImporter* lImporter = FbxImporter::Create(lSdkManager,"");

		// Use the first argument as the filename for the importer.
		if(!lImporter->Initialize(fileName, -1, lSdkManager->GetIOSettings())) { 
			printf("Call to FbxImporter::Initialize() failed.\n"); 
			printf("Error returned: %s\n\n", lImporter->GetStatus().GetErrorString()); 
			exit(-1); 
		}

		// Create a new scene so that it can be populated by the imported file.
		FbxScene* lScene = FbxScene::Create(lSdkManager,"myScene");

		// Import the contents of the file into the scene.
		lImporter->Import(lScene);
		ProcessNode(lScene->GetRootNode());

		// The file is imported; so get rid of the importer.
		lImporter->Destroy();
	}
Esempio n. 12
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    //-----------------------------------------------------------------------------------
    SceneImport* FbxLoadSceneFromFile(const char* fbxFilename, const Matrix4x4& engineBasis, bool isEngineBasisRightHanded, const Matrix4x4& transform)
    {
        FbxScene* scene = nullptr;
        FbxManager* fbxManager = FbxManager::Create();
        if (nullptr == fbxManager)
        {
            Console::instance->PrintLine("Could not create fbx manager.");
            DebuggerPrintf("Could not create fbx manager.");
            return nullptr;
        }

        FbxIOSettings* ioSettings = FbxIOSettings::Create(fbxManager, IOSROOT); //Name of object is blank, we don't care
        fbxManager->SetIOSettings(ioSettings);

        //Create an importer
        FbxImporter* importer = FbxImporter::Create(fbxManager, "");

        bool loadSuccessful = importer->Initialize(fbxFilename, -1, fbxManager->GetIOSettings());
        if (loadSuccessful)
        {
            //We have imported the FBX
            scene = FbxScene::Create(fbxManager, "");
            bool importSuccessful = importer->Import(scene);
            ASSERT_OR_DIE(importSuccessful, "Scene import failed!");
        }
        else
        {
            Console::instance->PrintLine(Stringf("Could not import scene: %s", fbxFilename));
            DebuggerPrintf("Could not import scene: %s", fbxFilename);
        }

        SceneImport* import = new SceneImport();
        MatrixStack4x4 matrixStack;

        matrixStack.Push(transform);

        //Set up our initial transforms
        Matrix4x4 sceneBasis = GetSceneBasis(scene);
        Matrix4x4::MatrixTranspose(&sceneBasis);

        if (!isEngineBasisRightHanded)
        {
            Vector3 forward = Matrix4x4::MatrixGetForward(&sceneBasis);
            Matrix4x4::MatrixSetForward(&sceneBasis, -forward); //3rd row or column
        }

        matrixStack.Push(sceneBasis);

        ImportScene(import, scene, matrixStack);

        FBX_SAFE_DESTROY(importer);
        FBX_SAFE_DESTROY(ioSettings);
        FBX_SAFE_DESTROY(scene);
        FBX_SAFE_DESTROY(fbxManager);

        return import;
    }
// 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;
}
Esempio n. 14
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//===============================================================================================================================
bool FBXLoader::LoadScene()
{
	LARGE_INTEGER start;
	LARGE_INTEGER end;
	int fileMinor, fileRevision;
	int sdkMajor, sdkMinor, sdkRevision;
	int fileFormat;
	
	QueryPerformanceCounter(&start);
	{
		FbxString filePath = FbxGetApplicationDirectory();
		m_pFBXManager->LoadPluginsDirectory(filePath.Buffer());
		
		FbxManager::GetFileFormatVersion(sdkMajor, sdkMinor, sdkRevision);
		FbxImporter* pImporter = FbxImporter::Create(m_pFBXManager, "");
		m_pFbxScene = FbxScene::Create(m_pFBXManager, "");
		
		if(!m_pFBXManager->GetIOPluginRegistry()->DetectReaderFileFormat(mInputFilePath.c_str(), fileFormat))
		{
			//Unrecognizable file format. Try to fall back on FbxImorter::eFBX_BINARY
			fileFormat = m_pFBXManager->GetIOPluginRegistry()->FindReaderIDByDescription("FBX binary (*.fbx)");
		}
		
		bool bSuccess = pImporter->Initialize(mInputFilePath.c_str(), fileFormat, m_pFBXManager->GetIOSettings());
		
		pImporter->GetFileVersion(fileMinor, fileMinor, fileRevision);
		
		if(!bSuccess)
		{
			printf( "ERROR %s : %d FbxImporter Initialize failed!\n", __FILE__, __LINE__ );
			return false;
		}
		
		bSuccess = pImporter->Import(m_pFbxScene);
		
		if (!bSuccess)
		{
			return false;
		}
		
		pImporter->Destroy();

		// Very Important!! Triangulate all meshes in the scene
		// DirectX must have this to render the mesh properly
		FbxGeometryConverter clsConv(m_pFBXManager);
		bool triangulate = clsConv.Triangulate(m_pFbxScene, true);
	}
	QueryPerformanceCounter(&end);
	
	float finalTime = ((end.QuadPart - start.QuadPart) / static_cast<float>(mCPUFreq.QuadPart));
	string finalTimeStr = ZShadeSandboxGlobal::Convert::ConvertToString<float>(finalTime);
	outFile << "Loading FBX File: " << finalTimeStr << "s\n";
}
Esempio n. 15
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//--------------------------------------------------------------------------
void ConvertorFBX(const char* lFilename,
	const VeDirectoryPtr& spDest) noexcept
{
	FbxManager* lSdkManager = FbxManager::Create();
	VE_ASSERT_ALWAYS(lSdkManager);
	VeUserLogI("Autodesk FBX SDK version ", lSdkManager->GetVersion());
	FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	VE_ASSERT_ALWAYS(ios);
	lSdkManager->SetIOSettings(ios);
	FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "Import for Venus3D");
	VE_ASSERT_ALWAYS(lImporter->Initialize(lFilename, -1, lSdkManager->GetIOSettings()));
	FbxScene* lScene = FbxScene::Create(lSdkManager, "ImportedScnee");
	VE_ASSERT_ALWAYS(lImporter->Import(lScene));
	SaveContent(lScene, spDest);
	lSdkManager->Destroy();
}
Esempio n. 16
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// Load Fbx File
void GenerateLOD::LoadFbx()
{
	FbxManager *fbxManager = FbxManager::Create();

	//Create an IOSetting
	FbxIOSettings *ios = FbxIOSettings::Create(fbxManager, IOSROOT);
	fbxManager->SetIOSettings(ios);

	//Create an impoter
	FbxImporter *lImporter = FbxImporter::Create(fbxManager, "myImporter");
	std::string tmp = std::string(".\\LODs\\") + srcFbxName;
	bool lImporterStatus = lImporter->Initialize(tmp.c_str(), -1, fbxManager->GetIOSettings());
	if (!lImporterStatus) {
		MessageBox(NULL, "No Scuh File in .\\LODs\\ directory !", "Warning", 0);
		return;
	}

	FbxScene *fbxScene = FbxScene::Create(fbxManager, "myScene");
	lImporter->Import(fbxScene);

	FbxNode *rootNode = fbxScene->GetRootNode();
	if (rootNode != NULL) {
		for (int i = 0; i < rootNode->GetChildCount(); ++i) {
			FbxNode *node = rootNode->GetChild(i);
			FbxNodeAttribute *Att = node->GetNodeAttribute();
			if (Att != NULL && Att->GetAttributeType() == FbxNodeAttribute::eMesh) {
				FbxMesh *lMesh = (FbxMesh *)(Att);
				//FbxMesh *lMesh = dynamic_cast<FbxMesh *>(Att);
				if (!lMesh->IsTriangleMesh()) {
					FbxGeometryConverter converter = FbxGeometryConverter(fbxManager);
					FbxNodeAttribute *Attr = converter.Triangulate(lMesh, true);
					lMesh = (FbxMesh *)(Attr);
				}

				//Following is the SImplification
				Reduction_EdgesCollapse_UV(node, lMesh, fbxManager, fbxScene);

			}
		}
	}

	//MessageBox(NULL, "Export Succeed!", "Export", 0);
	fbxManager->Destroy();
}
Esempio n. 17
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Model::Model(char* name)
{
	FbxManager* lSdkManager = FbxManager::Create();
	FbxIOSettings * ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	this->modelName = name;		
	lSdkManager->SetIOSettings(ios);
	FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "");
	std::string path = MODELS_SUBDIR + std::string(name);
	if (!lImporter->Initialize(path.c_str(), -1, lSdkManager->GetIOSettings()))
		TriggerCrash("Nie mo¿na znaleœæ modelu!");
	FbxScene* lScene = FbxScene::Create(lSdkManager, "myScene");	//pobranie calego fbx'a
	lImporter->Import(lScene);
	for (int i = 0; i < lScene->GetRootNode()->GetChildCount(); i++){	//leci po wszystkich modelach w fbx
		FbxNode* node = lScene->GetRootNode()->GetChild(i);
		char* texBaseName = (char*) node->GetName();
		this->objects.push_back(new ModelObject(node));
	}
	Models.push_back(this);
}
GameObject * loadFBXFromFile(const std::string& filename)
{
	GameObject *rootGo = NULL;
	level = 0;
	// Initialize the SDK manager. This object handles memory management.
	FbxManager* lSdkManager = FbxManager::Create();

	// Create the IO settings object.
	FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	lSdkManager->SetIOSettings(ios);

	// Create an importer using the SDK manager.
	FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "");

	// Create a new scene so that it can be populated by the imported file.
	if (!lImporter->Initialize(filename.c_str(), -1, lSdkManager->GetIOSettings())) 
	{
		return rootGo;
	}

	// Create a new scene so that it can be populated by the imported file.
	FbxScene* lScene = FbxScene::Create(lSdkManager, "myScene");
	// Import the contents of the file into the scene.
	lImporter->Import(lScene);

	// Print the nodes of the scene and their attributes recursively.
	// Note that we are not printing the root node because it should
	// not contain any attributes.
	FbxNode* lRootNode = lScene->GetRootNode();
	if (lRootNode) {
		rootGo = new GameObject();
		rootGo->setTransform(new Transform());

		std::cout << "Root Node " << lRootNode->GetName() << std::endl;
		for (int i = 0; i < lRootNode->GetChildCount(); i++)
		{
			processNode(lRootNode->GetChild(i), rootGo);
		}
	}

	return rootGo;
}
Esempio n. 19
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Model::Model(const std::string &filename) {
  key = filename;

  if (ResourceManager::access<Data *>(key))
    return;

  int level = 0;
  // Initialize the SDK manager. This object handles memory management.
  FbxManager* lSdkManager = FbxManager::Create();

  // Create the IO settings object.
  FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
  lSdkManager->SetIOSettings(ios);

  // Create an importer using the SDK manager.
  FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "");

  Data *model = new Data();

  // Create a new scene so that it can be populated by the imported file.
  if (!lImporter->Initialize(filename.c_str(), -1, lSdkManager->GetIOSettings())) {
    LOG(FATAL) << "Failed to load model " << filename;
  }

  // Create a new scene so that it can be populated by the imported file.
  FbxScene* lScene = FbxScene::Create(lSdkManager, "myScene");
  // Import the contents of the file into the scene.
  lImporter->Import(lScene);

  // Print the nodes of the scene and their attributes recursively.
  // Note that we are not printing the root node because it should
  // not contain any attributes.
  FbxNode* lRootNode = lScene->GetRootNode();
  if (lRootNode) {
    LOG(INFO) << "Root Node " << lRootNode->GetName();
    for (int i = 0; i < lRootNode->GetChildCount(); i++) {
      level = processNode(lRootNode->GetChild(i), level, *model);
    }
  }

  ResourceManager::store(filename, Resource::Type::Model, model);
}
Esempio n. 20
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void initializeFbxSdk() {
    const char* lFilename = "testCube.fbx";

    mySdkManager = FbxManager::Create();

    // Create the IO settings object.
    FbxIOSettings *ios = FbxIOSettings::Create(mySdkManager, IOSROOT);
    mySdkManager->SetIOSettings(ios);

    // Create an importer using the SDK manager.
    FbxImporter* lImporter = FbxImporter::Create(mySdkManager,"");
    
    // Use the first argument as the filename for the importer.
    if(!lImporter->Initialize(lFilename, -1, mySdkManager->GetIOSettings())) { 
        printf("Call to FbxImporter::Initialize() failed.\n"); 
        printf("Error returned: %s\n\n", lImporter->GetStatus().GetErrorString()); 
        exit(-1);
    }

    // Create a new scene so that it can be populated by the imported file.
    FbxScene* lScene = FbxScene::Create(mySdkManager,"myScene");

    // Import the contents of the file into the scene.
    lImporter->Import(lScene);

    // The file is imported, so get rid of the importer.
    lImporter->Destroy();

    // Print the nodes of the scene and their attributes recursively.
    // Note that we are not printing the root node because it should
    // not contain any attributes.
    FbxNode* lRootNode = lScene->GetRootNode();
    if(lRootNode) {
        for(int i = 0; i < lRootNode->GetChildCount(); i++)
            PrintNode(lRootNode->GetChild(i));
    }

    // Destroy the SDK manager and all the other objects it was handling.
    mySdkManager->Destroy();
}
Esempio n. 21
0
    //-----------------------------------------------------------------------------------
    void FbxListScene(const char* filename)
    {
        FbxManager* fbxManager = FbxManager::Create();
        if (nullptr == fbxManager)
        {
            Console::instance->PrintLine("Could not create fbx manager.");
            DebuggerPrintf("Could not create fbx manager.");
            return;
        }
        
        FbxIOSettings* ioSettings = FbxIOSettings::Create(fbxManager, IOSROOT); //Name of object is blank, we don't care
        fbxManager->SetIOSettings(ioSettings);

        //Create an importer
        FbxImporter* importer = FbxImporter::Create(fbxManager, "");

        bool loadSuccessful = importer->Initialize(filename, -1, fbxManager->GetIOSettings());
        if (loadSuccessful)
        {
            //We have imported the FBX
            FbxScene* scene = FbxScene::Create(fbxManager, "");
            bool importSuccessful = importer->Import(scene);
            if (importSuccessful)
            {
                FbxNode* root = scene->GetRootNode();
                PrintNode(root, 0);
            }

            FBX_SAFE_DESTROY(scene);
        }
        else
        {
            Console::instance->PrintLine(Stringf("Could not import scene: %s", filename));
            DebuggerPrintf("Could not import scene: %s", filename);
        }

        FBX_SAFE_DESTROY(importer);
        FBX_SAFE_DESTROY(ioSettings);
        FBX_SAFE_DESTROY(fbxManager);
    }
Esempio n. 22
0
    bool FbxSerializer::load(const String &path, void *&pData)
    {
        if (mFbxManager == nullptr)
        {
            T3D_LOG_ERROR("FBX Manager haven't been initialized !");
            return false;
        }

        // Create an importer
        FbxImporter *pFbxImporter = FbxImporter::Create(mFbxManager, "");

        // Initialize the importer by providing a filename.
        bool bImportStatus = pFbxImporter->Initialize(path.c_str(), -1, mFbxManager->GetIOSettings());

        if (!bImportStatus)
        {
            T3D_LOG_ERROR("Unable to initialize FBX importer !");
            return false;
        }

        // Import the scene
        bool bStatus = pFbxImporter->Import(mFbxScene);

        // Destroy the importer
        pFbxImporter->Destroy();

        // 统一切换成OpenGL的右手坐标系和以米为单位的坐标系
        FbxAxisSystem::OpenGL.ConvertScene(mFbxScene);
        // 统一以1米为单位
        FbxSystemUnit::m.ConvertScene(mFbxScene);

        // 不是三角形为面的mesh,统一转换成三角形为面的mesh
        FbxGeometryConverter converter(mFbxManager);
        converter.Triangulate(mFbxScene, true);

        pData = mFbxScene;

        return bStatus;
    }
Esempio n. 23
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JNIEXPORT jboolean JNICALL Java_de_tesis_dynaware_javafx_graphics_importers_fbx_JFbxLib_open(JNIEnv *env, jobject obj, jstring filePath) {

	sdkManager = FbxManager::Create();

	FbxIOSettings *ios = FbxIOSettings::Create(sdkManager, IOSROOT);

	sdkManager->SetIOSettings(ios);

	FbxImporter *importer = FbxImporter::Create(sdkManager,"");

	if(!importer->Initialize(env->GetStringUTFChars(filePath, 0), -1, sdkManager->GetIOSettings())) {
		throwIOException(env);
	}

	FbxScene *scene = FbxScene::Create(sdkManager,"");

	importer->Import(scene);
	importer->Destroy();

	currentNode = scene->GetRootNode();

	return JNI_TRUE;
}
Esempio n. 24
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FbxFileReader::FbxFileReader(const string& filename) : m_pScene(nullptr), m_pSdkManager(nullptr)
{
    // Initialize the resources needed to import fbx files
    m_pSdkManager = FbxManager::Create();
    
	FbxIOSettings* pIOSettings = FbxIOSettings::Create(m_pSdkManager, IOSROOT);
    m_pSdkManager->SetIOSettings(pIOSettings);
	
	FbxImporter* pImporter = FbxImporter::Create(m_pSdkManager,"");
    if( !pImporter->Initialize(filename.c_str(), -1, pIOSettings) )
        throw exception("Failed to initialize FbxImporter.");
    
    // Prepare a scene to contain the fbx data
    m_pScene = FbxScene::Create(m_pSdkManager,"myScene");
    pImporter->Import(m_pScene);

    // Done importing
    pImporter->Destroy();

	//Check if the scene contains a root node
    if( !m_pScene->GetRootNode() )
        throw std::exception("No RootNode could be found.");
}
Esempio n. 25
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bool FbxParser::LoadScene(const char* pFilename)
{
	if(!mpFbxManager)
	if (mpFbxScene)
		mpFbxScene->Clear();
	int lSDKMajor,  lSDKMinor,  lSDKRevision;
    int lFileMajor, lFileMinor, lFileRevision;
	 // Get the file version number generate by the FBX SDK.
    FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision);

    // Create an importer.
    FbxImporter* lImporter = FbxImporter::Create(mpFbxManager,"");
	    // Initialize the importer by providing a filename.
    const bool lImportStatus = lImporter->Initialize(pFilename, -1, mpFbxManager->GetIOSettings());
	  lImporter->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);
	if (!lImportStatus)
	{
		lImporter->Destroy();
		return false ;
	}
	if (lImporter->IsFBX())
	{
		// Set the import states. By default, the import states are always set to 
        // true. The code below shows how to change these states.
		mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_MATERIAL,        true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_TEXTURE,         true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_LINK,            true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_SHAPE,           true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_GOBO,            true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_ANIMATION,       true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_GLOBAL_SETTINGS, true);
	}
	// Import the scene.
	bool lStatus = lImporter->Import(mpFbxScene);
	lImporter->Destroy();
	return lStatus;
}
Esempio n. 26
0
FbxScene* FBXLoader::LoadScene(const char* aFile)
{
	// Create an importer using the SDK manager.
	FbxImporter* lImporter = FbxImporter::Create(myFbxManager,"");

	// Use the first argument as the filename for the importer.
	if(!lImporter->Initialize(aFile, -1, myFbxManager->GetIOSettings())) 
	{ 
		printf("Call to FbxImporter::Initialize() failed.\n"); 
		printf("Error returned: %s\n\n", lImporter->GetStatus().GetErrorString()); 
		std::string errorMessage = "Could not find fbx file: " + std::string(aFile);
		FBX_LOG(errorMessage.c_str());
		MessageBoxA(nullptr, errorMessage.c_str(), "ERROR", 0);
		//DL_ASSERT("Fbx file not found. Check the debug logger!");
	}

	// Create a new scene so that it can be populated by the imported file.
	FbxScene* lScene = FbxScene::Create(myFbxManager, "myScene");

	// Import the contents of the file into the scene.
	lImporter->Import(lScene);

	// The file is imported; so get rid of the importer.a
	lImporter->Destroy();

	FbxGeometryConverter lGeomConverter(myFbxManager);

	lGeomConverter.Triangulate(lScene, /*replace*/true);

	//FbxMesh mesh;
	//mesh.GenerateTangentsData(
	//lGeomConverter.Comp
	//lGeomConverter.tr
	// Split meshes per material, so that we only have one material per mesh (for VBO support)
	lGeomConverter.SplitMeshesPerMaterial(lScene, /*replace*/true);
	return lScene;
}
Esempio n. 27
0
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();
}
Esempio n. 28
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FBXSceneImporter::FBXSceneImporter(std::string file_name)
{
	std::string log_file_name = file_name;
	log_file_name.append("log.txt");
	myfile.open(log_file_name.c_str());

	// Initialize the SDK manager. This object handles memory management.
	lSdkManager = FbxManager::Create();

	FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	lSdkManager->SetIOSettings(ios);

	// Create an importer using the SDK manager.
	FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "");

	// Use the first argument as the filename for the importer.
	if (!lImporter->Initialize(file_name.c_str(), -1, lSdkManager->GetIOSettings())) {
		myfile << "Call to FbxImporter::Initialize() failed.\n";
		myfile << "Error returned: " <<  lImporter->GetStatus().GetErrorString() << "";
		myfile.close();
		exit(-1);
	}

	// Create a new scene so that it can be populated by the imported file.
	lScene = FbxScene::Create(lSdkManager, "myScene");

	// Import the contents of the file into the scene.
	lImporter->Import(lScene);

	// The file is imported, so get rid of the importer.
	lImporter->Destroy();

	FbxGeometryConverter converter(lSdkManager);
	converter.Triangulate(lScene, true);

	scene_to_fill = new Scene(Utilities::get_file_name_from_path_wo_extension(file_name));
	resource_manager.add_scene(scene_to_fill);

	// Print the nodes of the scene and their attributes recursively.
	// Note that we are not printing the root node because it should
	// not contain any attributes.
	FbxNode* lRootNode = lScene->GetRootNode();
	if (lRootNode) 
	{
		for (int i = 0; i < lRootNode->GetChildCount(); i++)
		{
			read_node(lRootNode->GetChild(i));
		}
	}

	if (lRootNode)
	{
		for (int i = 0; i < lRootNode->GetChildCount(); i++)
		{
			PrintNode(lRootNode->GetChild(i));
		}
	}

	// Destroy the SDK manager and all the other objects it was handling.
	myfile.close();
	lSdkManager->Destroy();

}
Esempio n. 29
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;
}
Esempio n. 30
-1
		void FbxLoader::LoadFromFile(const std::string& folder, const std::string& name, AxisMode axismode, float scaleFactor)
		{
			FbxManager* fbxManager = FbxManager::Create();
			FbxIOSettings* ios = FbxIOSettings::Create(fbxManager, IOSROOT);
			fbxManager->SetIOSettings(ios);


			std::string path = folder + "\\" + name;
			relativeFolder = folder;
			FbxImporter* importer = (FbxImporter::Create(fbxManager, ""));
			bool b = importer->Initialize(path.c_str(), -1, fbxManager->GetIOSettings());
			if(!b) {
			}
			scene = FbxScene::Create(fbxManager, path.c_str());
			importer->Import(scene);
			

			int fileMajor, fileMinor, fileRevision;
			importer->GetFileVersion(fileMajor, fileMinor, fileRevision);
			importer->Destroy();

			factor = scaleFactor;
			this->axismode = axismode;
			FbxNode* root = scene->GetRootNode();
			
			FbxGeometryConverter geometryConverter(fbxManager);
						
			FbxAxisSystem axis = FbxAxisSystem::MayaYUp;	
			axis.ConvertScene(scene);
			
			geometryConverter.Triangulate(scene, false);

			ProcessMaterial(scene);

			LoadAnimationClipData();

			ProcessMeshNode(root, rootNode);			
		}