void FBXModel::load(const GraphicsDevice& device, const std::string& filename, unsigned keyframes) { if (effect.resource == 0) effect = Effect::createFromFile<FBXEffect>(device, Config::getValue(ConfigKeys::fbxEffectPath)); defaultTexture = Texture::createFromFile(device, defaultTexturePath); vertexDeclaration = device.createVertexDeclaration(FBXInstance::vertexElements); KFbxSdkManager* sdkManager = KFbxSdkManager::Create(); KFbxIOSettings* ios = KFbxIOSettings::Create(sdkManager, IOSROOT); sdkManager->SetIOSettings(ios); // Create an importer using our sdk manager. KFbxImporter* importer = KFbxImporter::Create(sdkManager, ""); importer->Initialize(filename.c_str(), -1, sdkManager->GetIOSettings()); // Create a new scene so it can be populated by the imported file. KFbxScene* scene = KFbxScene::Create(sdkManager, ""); // Import the contents of the file into the scene. importer->Import(scene); KFbxNode* rootBone = 0; KFbxNode* rootNode = scene->GetRootNode(); KFbxAnimStack* animStack = KFbxCast<KFbxAnimStack>(scene->GetSrcObject(FBX_TYPE(KFbxAnimStack), 0)); KFbxAnimLayer* animLayer = 0; if (animStack) { animLayer = animStack->GetMember(FBX_TYPE(KFbxAnimLayer), 0); scene->GetEvaluator()->SetContext(animStack); } loadBones(rootNode, &rootBone, animLayer); loadMeshes(rootNode, device, KFbxGeometryConverter(sdkManager)); if (animLayer) { for (unsigned i = 0; i <= keyframes; ++i) boneMatricesMap[i] = traverseBones(i, rootBone, Matrix::identity, MatrixCollection(bones.size())); } sdkManager->Destroy(); loaded = true; }
KFbxXMatrix FilmboxNode::GetWorldTransform( int frame ) const { KFbxXMatrix value; value.SetIdentity(); if( m_node ) { KFbxScene* scene = m_node->GetScene(); KFbxAnimEvaluator* evaluator = scene->GetEvaluator(); KTime frame_time; if( frame == 0xFFFFFFFF ) { frame_time = KTIME_INFINITE; } else { frame_time.SetTime( 0, 0, 0, frame ); } value = evaluator->GetNodeGlobalTransform( m_node, frame_time ); if( m_type == MCE::FBX::SceneObjectType::CAMERA ) { KFbxNode* fbx_target_node = m_node->GetTarget(); if( fbx_target_node ) { // For target cameras we need to manually replace the rotation to point towards the target KFbxVector4 camera_position = value.GetT(); MCE::FBX::FilmboxNode mce_target_node( fbx_target_node ); KFbxXMatrix target_transform = mce_target_node.GetWorldTransform( frame ); KFbxVector4 target_position = target_transform.GetT(); KFbxVector4 up_vector( 0.0, 1.0, 0.0, 0.0 ); KFbxVector4 look_axis = -( target_position - camera_position ); look_axis.Normalize(); KFbxVector4 right_axis = up_vector.CrossProduct( look_axis ); KFbxVector4 up_axis = look_axis.CrossProduct( right_axis ); KFbxMatrix rotation_matrix; rotation_matrix.SetRow( 0, right_axis ); rotation_matrix.SetRow( 1, up_axis ); rotation_matrix.SetRow( 2, look_axis ); rotation_matrix.SetRow( 3, KFbxVector4( 0.0, 0.0, 0.0, 1.0 ) ); KFbxQuaternion camera_rotation; double determinant; rotation_matrix.GetElements( KFbxVector4(), camera_rotation, KFbxVector4(), KFbxVector4(), determinant ); KFbxVector4 camera_scale( 1.0, 1.0, 1.0, 0.0 ); value.SetTQS( camera_position, camera_rotation, camera_scale ); } else { // Even though the SDK docs say that GetNodeGlobalTransform takes all transforms into account // For cameras it appears that you have to manually apply post-rotation KFbxVector4 post_rotation = m_node->GetPostRotation( KFbxNode::eSOURCE_SET ); KFbxXMatrix fbx_to_mce_camera; fbx_to_mce_camera.SetR( post_rotation ); value *= fbx_to_mce_camera; } } } return value; }