コード例 #1
0
UObject* UFbxFactory::ImportANode(void* VoidFbxImporter, void* VoidNode, UObject* InParent, FName InName, EObjectFlags Flags, int32& NodeIndex, int32 Total, UObject* InMesh, int LODIndex)
{
	UnFbx::FFbxImporter* FFbxImporter = (UnFbx::FFbxImporter*)VoidFbxImporter;
	FbxNode* Node = (FbxNode*)VoidNode;

	UObject* NewObject = NULL;
	FName OutputName = FFbxImporter->MakeNameForMesh(InName.ToString(), Node);
	
	{
		// skip collision models
		FbxString NodeName(Node->GetName());
		if ( NodeName.Find("UCX") != -1 || NodeName.Find("MCDCX") != -1 ||
			 NodeName.Find("UBX") != -1 || NodeName.Find("USP") != -1 )
		{
			return NULL;
		}

		NewObject = FFbxImporter->ImportStaticMesh( InParent, Node, OutputName, Flags, ImportUI->StaticMeshImportData, Cast<UStaticMesh>(InMesh), LODIndex );
	}

	if (NewObject)
	{
		NodeIndex++;
		FFormatNamedArguments Args;
		Args.Add( TEXT("NodeIndex"), NodeIndex );
		Args.Add( TEXT("ArrayLength"), Total );
		GWarn->StatusUpdate( NodeIndex, Total, FText::Format( NSLOCTEXT("UnrealEd", "Importingf", "Importing ({NodeIndex} of {ArrayLength})"), Args ) );
	}

	return NewObject;
}
コード例 #2
0
EReimportResult::Type UReimportFbxSceneFactory::ImportStaticMesh(void* VoidFbxImporter, TSharedPtr<FFbxMeshInfo> MeshInfo, TSharedPtr<FFbxSceneInfo> SceneInfoPtr)
{
	UnFbx::FFbxImporter* FbxImporter = (UnFbx::FFbxImporter*)VoidFbxImporter;
	//FEditorDelegates::OnAssetPreImport.Broadcast(this, UStaticMesh::StaticClass(), GWorld, FName(""), TEXT("fbx"));
	FbxNode *GeometryParentNode = nullptr;
	//Get the first parent geometry node
	for (int idx = 0; idx < FbxImporter->Scene->GetGeometryCount(); ++idx)
	{
		FbxGeometry *Geometry = FbxImporter->Scene->GetGeometry(idx);
		if (Geometry->GetUniqueID() == MeshInfo->UniqueId)
		{
			GeometryParentNode = Geometry->GetNode();
			break;
		}
	}
	if (GeometryParentNode == nullptr)
	{
		FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(FText::FromString("Reimport Mesh {0} fail, the mesh dont have any parent node inside the fbx."), FText::FromString(MeshInfo->GetImportPath()))), FName(TEXT("Reimport Fbx Scene")));
		return EReimportResult::Failed;
	}

	FString PackageName = MeshInfo->GetImportPath();
	FString StaticMeshName;
	UPackage* Pkg = CreatePackageForNode(PackageName, StaticMeshName);
	if (Pkg == nullptr)
	{
		return EReimportResult::Failed;
	}

	//Copy default options to StaticMeshImportData
	SFbxSceneOptionWindow::CopyFbxOptionsToStaticMeshOptions(GlobalImportSettingsReference, SceneImportOptionsStaticMesh);
	SceneImportOptionsStaticMesh->FillStaticMeshInmportData(StaticMeshImportData, SceneImportOptions);

	UnFbx::FBXImportOptions* OverrideImportSettings = GetOptionsFromName(MeshInfo->OptionName);
	if (OverrideImportSettings != nullptr)
	{
		SFbxSceneOptionWindow::CopyFbxOptionsToFbxOptions(OverrideImportSettings, GlobalImportSettings);
		SFbxSceneOptionWindow::CopyFbxOptionsToStaticMeshOptions(OverrideImportSettings, SceneImportOptionsStaticMesh);
	}
	else
	{
		SFbxSceneOptionWindow::CopyFbxOptionsToFbxOptions(GlobalImportSettingsReference, GlobalImportSettings);
		SFbxSceneOptionWindow::CopyFbxOptionsToStaticMeshOptions(GlobalImportSettingsReference, SceneImportOptionsStaticMesh);
	}
	SceneImportOptionsStaticMesh->FillStaticMeshInmportData(StaticMeshImportData, SceneImportOptions);

	FName StaticMeshFName = FName(*(MeshInfo->Name));
	UStaticMesh *NewObject = FbxImporter->ImportStaticMesh(Pkg, GeometryParentNode, StaticMeshFName, EObjectFlags::RF_Standalone, StaticMeshImportData );
	if (NewObject == nullptr)
	{
		return EReimportResult::Failed;
	}
	AllNewAssets.Add(MeshInfo, NewObject);
	AssetToSyncContentBrowser.Add(NewObject);
	return EReimportResult::Succeeded;
}
コード例 #3
0
void FDestructibleMeshEditorViewportClient::ImportFBXChunks()
{
	// Get the FBX that we want to import
	TArray<FString> OpenFilenames;
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
	bool bOpened = false;
	if (DesktopPlatform != NULL)
	{
		bOpened = DesktopPlatform->OpenFileDialog(
			NULL, 
			NSLOCTEXT("UnrealEd", "ImportMatineeSequence", "Import UnrealMatinee Sequence").ToString(),
			*(FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_IMPORT)),
			TEXT(""),
			TEXT("FBX document|*.fbx"),
			EFileDialogFlags::None, 
			OpenFilenames);
	}

	if (bOpened)
	{
		// Get the filename from dialog
		FString ImportFilename = OpenFilenames[0];
		FString FileName = OpenFilenames[0];
		FEditorDirectories::Get().SetLastDirectory(ELastDirectory::GENERIC_IMPORT, FPaths::GetPath(FileName)); // Save path as default for next time.

		const FString FileExtension = FPaths::GetExtension(FileName);
		const bool bIsFBX = FCString::Stricmp(*FileExtension, TEXT("FBX")) == 0;

		if (bIsFBX)
		{
			FlushRenderingCommands();

			UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
			if (FFbxImporter->ImportFromFile( *ImportFilename, FPaths::GetExtension( ImportFilename ) ) )
			{
				TArray<FbxNode*> FbxMeshArray;
				FFbxImporter->FillFbxMeshArray(FFbxImporter->Scene->GetRootNode(), FbxMeshArray, FFbxImporter);

				UFbxStaticMeshImportData* ImportData = NewObject<UFbxStaticMeshImportData>(GetTransientPackage(), NAME_None, RF_NoFlags, NULL);

				TArray<UStaticMesh*> ChunkMeshes;

				for (int32 i=0; i < FbxMeshArray.Num(); ++i)
				{
					UStaticMesh* TempStaticMesh = NULL;
					TempStaticMesh = (UStaticMesh*)FFbxImporter->ImportStaticMesh(GetTransientPackage(), FbxMeshArray[i], NAME_None, RF_NoFlags, ImportData, 0);

					ChunkMeshes.Add(TempStaticMesh);
				}

				UDestructibleMesh* DestructibleMesh = DestructibleMeshEditorPtr.Pin()->GetDestructibleMesh();
				if (DestructibleMesh)
				{
					DestructibleMesh->SetupChunksFromStaticMeshes(ChunkMeshes);
				}
			}

			FFbxImporter->ReleaseScene();

			// Update the viewport
			DestructibleMeshEditorPtr.Pin()->RefreshTool();
			DestructibleMeshEditorPtr.Pin()->SetCurrentPreviewDepth(0xFFFFFFFF);	// This will get clamped to the max depth
		}
		else
		{
			// Invalid filename 
		}
	}
#if WITH_APEX
#endif // WITH_APEX
}