コード例 #1
0
ファイル: ExportPath.cpp プロジェクト: KNeal/Oculus
VOID ExportPath::Append( const ExportPath& OtherPath )
{
    // the other path can't be an absolute path
    assert( !OtherPath.IsAbsolutePath() );

    // if we don't have a filename, just concatenate the strings
    if( !HasFileName() )
    {
        strcat_s( m_strPath, (const CHAR*)OtherPath );

        Initialize( NULL );
        return;
    }

    // we have a filename, and we're appending a path.  assume a directory append.
    // save the existing filename
    CHAR strFileName[MAX_PATH];
    strcpy_s( strFileName, m_strFileName );

    // trim off the filename
    *m_strFileName = '\0';

    // append the other path
    strcat_s( m_strPath, (const CHAR*)OtherPath );

    // if the other path has a filename, we'll use that
    if( OtherPath.HasFileName() )
    {
        Initialize( NULL );
        return;
    }

    // otherwise, use our filename
    strcat_s( m_strPath, strFileName );

    // re-initialize all of our pointers
    Initialize( NULL );
}
コード例 #2
0
ファイル: ExportPath.cpp プロジェクト: KNeal/Oculus
VOID ExportPath::ChangeFileNameWithExtension( const ExportPath& OtherPath )
{
	ChangeFileNameWithExtension( (const CHAR*)OtherPath.GetFileName() );
}
コード例 #3
0
HRESULT FBXImport::ImportFile( const CHAR* strFileName )
{
    assert( g_pSDKManager != nullptr );
    assert( g_pImporter != nullptr );
    assert( g_pFBXScene != nullptr );

    assert( g_pScene != nullptr );

    CHAR strTemp[200];
    g_pScene->Information().ExporterName = g_strExporterName;
    INT iMajorVersion, iMinorVersion, iRevision;
    g_pSDKManager->GetFileFormatVersion( iMajorVersion, iMinorVersion, iRevision );


    sprintf_s( strTemp, "FBX SDK %d.%d.%d", iMajorVersion, iMinorVersion, iRevision );
    g_pScene->Information().DCCNameAndVersion = strTemp;

    ExportLog::LogMsg( 2, "Compiled against %s", strTemp );
    ExportLog::LogMsg( 1, "Loading FBX file \"%s\"...", strFileName );

    INT iFileFormat = -1;
    bool bResult = g_pImporter->Initialize( strFileName, iFileFormat, g_pSDKManager->GetIOSettings() );

    if( !bResult )
    {
        ExportLog::LogError( "Could not initialize FBX importer." );
        return E_FAIL;
    }

    bResult = g_pImporter->Import( g_pFBXScene );

    if( !bResult )
    {
        ExportLog::LogError( "Could not load FBX file \"%s\".", strFileName );
        return E_FAIL;
    }

    ExportLog::LogMsg( 1, "FBX file \"%s\" was successfully loaded.", strFileName );
    g_pImporter->GetFileVersion( iMajorVersion, iMinorVersion, iRevision );
    ExportLog::LogMsg( 2, "FBX file version: %d.%d.%d", iMajorVersion, iMinorVersion, iRevision );

    ExportLog::LogMsg( 2, "Parsing scene." );

    auto pTransformer = reinterpret_cast<FBXTransformer*>( g_pScene->GetDCCTransformer() );
    pTransformer->Initialize( g_pFBXScene );

    SetBindPose();
    g_bBindPoseFixupRequired = false;

    assert( g_pFBXScene->GetRootNode() != nullptr );
    XMMATRIX matIdentity = XMMatrixIdentity();
    ParseNode( g_pFBXScene->GetRootNode(), g_pScene, matIdentity );

    if( g_bBindPoseFixupRequired )
    {
        ExportLog::LogMsg( 2, "Fixing up frames with updated bind pose." );
        FixupNode( g_pScene, matIdentity );
    }

    if( g_pScene->Settings().bExportAnimations )
    {
        ParseAnimation( g_pFBXScene );
        if( g_pScene->Settings().bRenameAnimationsToFileName )
        {
            auto AnimName = g_CurrentOutputFileName.GetFileNameWithoutExtension();

            size_t dwAnimCount = g_pScene->GetAnimationCount();
            for( size_t i = 0; i < dwAnimCount; ++i )
            {
                CHAR strCurrentAnimName[MAX_PATH];
                if( i > 0 )
                {
                    sprintf_s( strCurrentAnimName, "%s%Iu", (const CHAR*)AnimName, i );
                }
                else
                {
                    strcpy_s( strCurrentAnimName, (const CHAR*)AnimName );
                }
                ExportAnimation* pAnim = g_pScene->GetAnimation( i );
                ExportLog::LogMsg( 4, "Renaming animation \"%s\" to \"%s\".", pAnim->GetName().SafeString(), strCurrentAnimName );
                pAnim->SetName( strCurrentAnimName );
            }
        }
    }

    return S_OK;
}