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; }
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(); }
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; }
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; }
//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(); }
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(); }
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; }
osgDB::ReaderWriter::ReadResult ReaderWriterFBX::readNode(const std::string& filenameInit, const Options* options) const { try { std::string ext(osgDB::getLowerCaseFileExtension(filenameInit)); if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_HANDLED; std::string filename(osgDB::findDataFile(filenameInit, options)); if (filename.empty()) return ReadResult::FILE_NOT_FOUND; FbxManager* pSdkManager = FbxManager::Create(); if (!pSdkManager) { return ReadResult::ERROR_IN_READING_FILE; } CleanUpFbx cleanUpFbx(pSdkManager); pSdkManager->SetIOSettings(FbxIOSettings::Create(pSdkManager, IOSROOT)); FbxScene* pScene = FbxScene::Create(pSdkManager, ""); // The FBX SDK interprets the filename as UTF-8 #ifdef OSG_USE_UTF8_FILENAME const std::string& utf8filename(filename); #else std::string utf8filename(osgDB::convertStringFromCurrentCodePageToUTF8(filename)); #endif FbxImporter* lImporter = FbxImporter::Create(pSdkManager, ""); if (!lImporter->Initialize(utf8filename.c_str(), -1, pSdkManager->GetIOSettings())) { #if FBXSDK_VERSION_MAJOR < 2014 return std::string(lImporter->GetLastErrorString()); #else return std::string(lImporter->GetStatus().GetErrorString()); #endif } if (!lImporter->IsFBX()) { return ReadResult::ERROR_IN_READING_FILE; } for (int i = 0; FbxTakeInfo* lTakeInfo = lImporter->GetTakeInfo(i); i++) { lTakeInfo->mSelect = true; } if (!lImporter->Import(pScene)) { #if FBXSDK_VERSION_MAJOR < 2014 return std::string(lImporter->GetLastErrorString()); #else return std::string(lImporter->GetStatus().GetErrorString()); #endif } //FbxAxisSystem::OpenGL.ConvertScene(pScene); // Doesn't work as expected. Still need to transform vertices. if (FbxNode* pNode = pScene->GetRootNode()) { bool useFbxRoot = false; bool lightmapTextures = false; bool tessellatePolygons = false; if (options) { std::istringstream iss(options->getOptionString()); std::string opt; while (iss >> opt) { if (opt == "UseFbxRoot") { useFbxRoot = true; } if (opt == "LightmapTextures") { lightmapTextures = true; } if (opt == "TessellatePolygons") { tessellatePolygons = true; } } } bool bIsBone = false; int nLightCount = 0; osg::ref_ptr<Options> localOptions = NULL; if (options) localOptions = options->cloneOptions(); else localOptions = new osgDB::Options(); localOptions->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_IMAGES); std::string filePath = osgDB::getFilePath(filename); FbxMaterialToOsgStateSet fbxMaterialToOsgStateSet(filePath, localOptions.get(), lightmapTextures); std::set<const FbxNode*> fbxSkeletons; findLinkedFbxSkeletonNodes(pNode, fbxSkeletons); OsgFbxReader::AuthoringTool authoringTool = OsgFbxReader::UNKNOWN; if (FbxDocumentInfo* pDocInfo = pScene->GetDocumentInfo()) { struct ToolName { const char* name; OsgFbxReader::AuthoringTool tool; }; ToolName authoringTools[] = { {"OpenSceneGraph", OsgFbxReader::OPENSCENEGRAPH}, {"3ds Max", OsgFbxReader::AUTODESK_3DSTUDIO_MAX} }; FbxString appName = pDocInfo->LastSaved_ApplicationName.Get(); for (unsigned int i = 0; i < sizeof(authoringTools) / sizeof(authoringTools[0]); ++i) { if (0 == #ifdef WIN32 _strnicmp #else strncasecmp #endif (appName, authoringTools[i].name, strlen(authoringTools[i].name))) { authoringTool = authoringTools[i].tool; break; } } } OsgFbxReader reader(*pSdkManager, *pScene, fbxMaterialToOsgStateSet, fbxSkeletons, *localOptions, authoringTool, lightmapTextures, tessellatePolygons); ReadResult res = reader.readFbxNode(pNode, bIsBone, nLightCount); if (res.success()) { fbxMaterialToOsgStateSet.checkInvertTransparency(); resolveBindMatrices(*res.getNode(), reader.boneBindMatrices, reader.nodeMap); osg::Node* osgNode = res.getNode(); osgNode->getOrCreateStateSet()->setMode(GL_RESCALE_NORMAL,osg::StateAttribute::ON); osgNode->getOrCreateStateSet()->setMode(GL_NORMALIZE,osg::StateAttribute::ON); if (reader.pAnimationManager.valid()) { if (osgNode->getUpdateCallback()) { osg::Group* osgGroup = new osg::Group; osgGroup->addChild(osgNode); osgNode = osgGroup; } //because the animations may be altered after registering reader.pAnimationManager->buildTargetReference(); osgNode->setUpdateCallback(reader.pAnimationManager.get()); } FbxAxisSystem fbxAxis = pScene->GetGlobalSettings().GetAxisSystem(); if (fbxAxis != FbxAxisSystem::OpenGL) { int upSign; FbxAxisSystem::EUpVector eUp = fbxAxis.GetUpVector(upSign); bool bLeftHanded = fbxAxis.GetCoorSystem() == FbxAxisSystem::eLeftHanded; float fSign = upSign < 0 ? -1.0f : 1.0f; float zScale = bLeftHanded ? -1.0f : 1.0f; osg::Matrix mat; switch (eUp) { case FbxAxisSystem::eXAxis: mat.set(0,fSign,0,0,-fSign,0,0,0,0,0,zScale,0,0,0,0,1); break; case FbxAxisSystem::eYAxis: mat.set(1,0,0,0,0,fSign,0,0,0,0,fSign*zScale,0,0,0,0,1); break; case FbxAxisSystem::eZAxis: mat.set(1,0,0,0,0,0,-fSign*zScale,0,0,fSign,0,0,0,0,0,1); break; } osg::Transform* pTransformTemp = osgNode->asTransform(); osg::MatrixTransform* pMatrixTransform = pTransformTemp ? pTransformTemp->asMatrixTransform() : NULL; if (pMatrixTransform) { pMatrixTransform->setMatrix(pMatrixTransform->getMatrix() * mat); } else { pMatrixTransform = new osg::MatrixTransform(mat); if (useFbxRoot && isBasicRootNode(*osgNode)) { // If root node is a simple group, put all FBX elements under the OSG root osg::Group* osgGroup = osgNode->asGroup(); for(unsigned int i = 0; i < osgGroup->getNumChildren(); ++i) { pMatrixTransform->addChild(osgGroup->getChild(i)); } pMatrixTransform->setName(osgGroup->getName()); } else { pMatrixTransform->addChild(osgNode); } } osgNode = pMatrixTransform; } osgNode->setName(filenameInit); return osgNode; } } } catch (...) { OSG_WARN << "Exception thrown while importing \"" << filenameInit << '\"' << std::endl; } return ReadResult::ERROR_IN_READING_FILE; }
int main(int argc, char **argv) { #ifndef _DEBUG if (argc != 2) { printf("invalid arg"); return 0; } const char* filename = argv[1]; #else const char* filename = "*****@*****.**"; #endif output.open("output.txt", ios::out | ios::trunc); output2.open("output2.txt", ios::out | ios::trunc); output3.open("output3.txt", ios::out | ios::trunc); if (!output.is_open()) { exit(1); } FbxManager* fm = FbxManager::Create(); FbxIOSettings *ios = FbxIOSettings::Create(fm, IOSROOT); //ios->SetBoolProp(EXP_FBX_ANIMATION, false); ios->SetIntProp(EXP_FBX_COMPRESS_LEVEL, 9); ios->SetAllObjectFlags(true); fm->SetIOSettings(ios); FbxImporter* importer = FbxImporter::Create(fm, ""); if (!importer->Initialize(filename, -1, fm->GetIOSettings())) { printf("error returned : %s\n", importer->GetStatus().GetErrorString()); exit(-1); } FbxScene* scene = FbxScene::Create(fm, "myscene"); importer->Import(scene); importer->Destroy(); output << "some\n"; output << "charcnt : " << scene->GetCharacterCount() << endl << "node cnt : " << scene->GetNodeCount() << endl; int animstackcnt = scene->GetSrcObjectCount<FbxAnimStack>(); output << "animstackcnt : " << animstackcnt << endl; output << "------------" << endl; vector<FbxNode*> removableNodes; for (int i = 0; i < scene->GetNodeCount(); i++) { FbxNode* node = scene->GetNode(i); output << "scene's node " << i << " : " << node->GetName() << ", childcnt : " << node->GetChildCount(); if (node->GetNodeAttribute()) { output <<", att type : " << node->GetNodeAttribute()->GetAttributeType(); if (node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::EType::eMesh) { FbxMesh* mesh = node->GetMesh(); output << ", mem usage : " << mesh->MemoryUsage() << ", deformer cnt : " << mesh->GetDeformerCount(FbxDeformer::EDeformerType::eSkin) << endl; collapseMesh(mesh); FbxSkin* skin = (FbxSkin*) (mesh->GetDeformer(0, FbxDeformer::EDeformerType::eSkin)); if (skin) { for (int cli = 0; cli < skin->GetClusterCount(); cli++) { FbxCluster* cluster = skin->GetCluster(cli); output << "\tcluster no." << cli << " has " << cluster->GetControlPointIndicesCount() << " connected verts" << endl; if (cluster->GetControlPointIndicesCount() == 0) removableNodes.push_back( cluster->GetLink() ); //cluster-> //skin->RemoveCluster(cluster);효과없음 } } if (mesh->IsTriangleMesh()) { output << "\tit's triangle mesh" << endl; } //mesh->RemoveDeformer(0);효과없음 } else output << endl; } else { output << ", att type : none" << endl; } } for (int rni = 0; rni < removableNodes.size(); rni++) { FbxNode* rnd = removableNodes[rni]; if (rnd && rnd->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::EType::eSkeleton) { output3 << rnd->GetName() << " node with no vert attached's curve : " << rnd->GetSrcObjectCount<FbxAnimCurve>() << "," << rnd->GetSrcObjectCount<FbxAnimCurveNode>() << endl; } } output << "-----------animinfo" << endl; int cubic = 0, linear = 0, cons = 0; for (int si = 0; si < animstackcnt; si++) { FbxAnimStack* stack = scene->GetSrcObject<FbxAnimStack>(si); for (int i = 0; i < stack->GetMemberCount<FbxAnimLayer>(); i++) { FbxAnimLayer* layer = stack->GetMember<FbxAnimLayer>(i); int curvenodecnt = layer->GetMemberCount<FbxAnimCurveNode>(); int compositcnt = 0; for (int j = 0; j < curvenodecnt; j++) { FbxAnimCurveNode* cnode = layer->GetMember<FbxAnimCurveNode>(j); compositcnt += (cnode->IsComposite() ? 1 : 0); } output << "\tanimstack's layer " << i << " : " << layer->GetName() << ", curve node cnt : " << curvenodecnt << ", composit node cnt : " << compositcnt << endl; vector<FbxAnimCurveNode*> nodes2del; for (int j = 0; j < curvenodecnt; j++) { FbxAnimCurveNode* cnode = layer->GetMember<FbxAnimCurveNode>(j); output << "\t\tcurvenode " << j << " channel cnt : " << cnode->GetChannelsCount() << ", dst obj cnt " << cnode->GetDstObjectCount() << "("; for (int dsti = 0; dsti < cnode->GetDstObjectCount(); dsti++) { output << "," << cnode->GetDstObject(dsti)->GetName(); if (cnode->GetDstObject(dsti)->GetSrcObjectCount() > 0) output << "<" << cnode->GetDstObject(dsti)->GetSrcObjectCount<FbxSkeleton>() << ">"; } output << ")"; FbxTimeSpan interval; if (cnode->GetAnimationInterval(interval)) { output << ", start : " << interval.GetStart().GetTimeString() << ", end : " << interval.GetStop().GetTimeString() << endl; } else { nodes2del.push_back(cnode); output << ", no interval" << endl; } for (int chi = 0; chi < cnode->GetChannelsCount(); chi++) { int curvecnt = cnode->GetCurveCount(chi); output << "\t\t\tchannel." << chi << " curvecnt : " << curvecnt << endl; for (int ci = 0; ci < curvecnt; ci++) { FbxAnimCurve* curve = cnode->GetCurve(chi, ci); int keycnt = curve->KeyGetCount(); output << "\t\t\t\tcurve no." << ci << " : key count : " << keycnt; output2 << "curve " << ci << endl; vector<int> keys2Remove; for (int cki = 0; cki < keycnt; cki++) { FbxAnimCurveKey prevkey, currkey, nextkey; if (cki == 0 || cki == keycnt - 1) continue; currkey = curve->KeyGet(cki); prevkey = curve->KeyGet(cki-1); nextkey = curve->KeyGet(cki + 1); bool keepit = true; output2 << ci << "-" << cki; // keepit = keepTestHorizon(curve, prevkey, currkey, nextkey); // if (keepit) // keepit = slopkeepTest(curve, prevkey, currkey, nextkey); if (!keepit) { if (!(currkey.GetInterpolation() == FbxAnimCurveDef::EInterpolationType::eInterpolationConstant && nextkey.GetInterpolation() != FbxAnimCurveDef::EInterpolationType::eInterpolationConstant)) keys2Remove.push_back(cki); } } for (int kri = keys2Remove.size() - 1; kri >= 0; kri--) { //curve->KeyRemove(keys2Remove[kri]); } output2 << endl; //output << ", cubic:linear:const : " << cubic << ":" << linear << ":" << cons << endl; if (keys2Remove.size() > 0) output << ", " << keys2Remove.size() << " keys removed"; keycnt = curve->KeyGetCount(); } } } //이부분은 별로 효과없음 /* for (int di = 0; di < nodes2del.size(); di++) { layer->RemoveMember(nodes2del[di]); } */ } } output << "cubic:linear:const " << cubic << ":" << linear << ":" << cons << endl; FbxExporter* exporter = FbxExporter::Create(fm, ""); const char* outFBXName = "after.fbx"; bool exportstatus = exporter->Initialize(outFBXName, -1, fm->GetIOSettings()); if (exportstatus == false) { puts("err export fail"); } exporter->Export(scene); exporter->Destroy(); scene->Destroy(); ios->Destroy(); fm->Destroy(); output.close(); output2.close(); output3.close(); return 0; }
CC_FILE_ERROR FBXFilter::loadFile(const char* filename, ccHObject& container, bool alwaysDisplayLoadDialog/*=true*/, bool* coordinatesShiftEnabled/*=0*/, CCVector3d* coordinatesShift/*=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); // Import options determine what kind of data is to be imported. // True is the default, but here we’ll set some to true explicitly, and others to false. //(*(lSdkManager->GetIOSettings())).SetBoolProp(IMP_FBX_MATERIAL, true); //(*(lSdkManager->GetIOSettings())).SetBoolProp(IMP_FBX_TEXTURE, true); // Create an importer using the SDK manager. FbxImporter* lImporter = FbxImporter::Create(lSdkManager,""); CC_FILE_ERROR result = CC_FERR_NO_ERROR; // Use the first argument as the filename for the importer. if (!lImporter->Initialize(filename, -1, lSdkManager->GetIOSettings())) { ccLog::Warning(QString("[FBX] Error: %1").arg(lImporter->GetStatus().GetErrorString())); result = CC_FERR_READING; } else { // 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. if (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(); std::vector<FbxNode*> nodes; nodes.push_back(lRootNode); while (!nodes.empty()) { FbxNode* lNode = nodes.back(); nodes.pop_back(); const char* nodeName = lNode->GetName(); #ifdef _DEBUG ccLog::Print(QString("Node: %1 - %2 properties").arg(nodeName).arg(lNode->GetNodeAttributeCount())); #endif // scan the node's attributes. for(int i=0; i<lNode->GetNodeAttributeCount(); i++) { FbxNodeAttribute* pAttribute = lNode->GetNodeAttributeByIndex(i); FbxNodeAttribute::EType type = pAttribute->GetAttributeType(); #ifdef _DEBUG ccLog::Print(QString("\tProp. #%1").arg(GetAttributeTypeName(type))); #endif switch(type) { case FbxNodeAttribute::eMesh: { ccMesh* mesh = FromFbxMesh(static_cast<FbxMesh*>(pAttribute),alwaysDisplayLoadDialog,coordinatesShiftEnabled,coordinatesShift); if (mesh) { //apply transformation FbxAMatrix& transform = lNode->EvaluateGlobalTransform(); ccGLMatrix mat; float* data = mat.data(); for (int c=0; c<4; ++c) { FbxVector4 C = transform.GetColumn(c); *data++ = static_cast<float>(C[0]); *data++ = static_cast<float>(C[1]); *data++ = static_cast<float>(C[2]); *data++ = static_cast<float>(C[3]); } mesh->applyGLTransformation_recursive(&mat); if (mesh->getName().isEmpty()) mesh->setName(nodeName); container.addChild(mesh); } } break; case FbxNodeAttribute::eUnknown: case FbxNodeAttribute::eNull: case FbxNodeAttribute::eMarker: case FbxNodeAttribute::eSkeleton: case FbxNodeAttribute::eNurbs: case FbxNodeAttribute::ePatch: case FbxNodeAttribute::eCamera: case FbxNodeAttribute::eCameraStereo: case FbxNodeAttribute::eCameraSwitcher: case FbxNodeAttribute::eLight: case FbxNodeAttribute::eOpticalReference: case FbxNodeAttribute::eOpticalMarker: case FbxNodeAttribute::eNurbsCurve: case FbxNodeAttribute::eTrimNurbsSurface: case FbxNodeAttribute::eBoundary: case FbxNodeAttribute::eNurbsSurface: case FbxNodeAttribute::eShape: case FbxNodeAttribute::eLODGroup: case FbxNodeAttribute::eSubDiv: default: //not handled yet break; } } // Recursively add the children. for(int j=0; j<lNode->GetChildCount(); j++) { nodes.push_back(lNode->GetChild(j)); } } } } // The file is imported, so get rid of the importer. lImporter->Destroy(); // Destroy the SDK manager and all the other objects it was handling. lSdkManager->Destroy(); return container.getChildrenNumber() == 0 ? CC_FERR_NO_LOAD : CC_FERR_NO_ERROR; }
bool LoaderFbx::loadScene(std::string filename) { bool success = true; int fileMajor, fileMinor, fileRevision; int sdkMajor, sdkMinor, sdkRevision; std::stringstream message; FbxManager::GetFileFormatVersion(sdkMajor, sdkMinor, sdkRevision); FbxImporter* fbxImporter = FbxImporter::Create(fbxManager_, ""); success = fbxImporter->Initialize(filename.c_str(), -1, fbxManager_->GetIOSettings()); fbxImporter->GetFileVersion(fileMajor, fileMinor, fileRevision); if(!success) { message.str(""); message << "LoaderFbx::loadScene | Call to FbxImporter::Initialize() failed! \n Error returned: " << fbxImporter->GetStatus().GetErrorString(); ERROR_MESSAGEBOX(message.str()); if(fbxImporter->GetStatus().GetCode() == FbxStatus::eInvalidFileVersion) { std::stringstream message; message.str(""); message << "FBX file format version for this FBX SDK is " << sdkMajor << "." << sdkMinor << "." << sdkRevision << "\n" << "FBX file format version for file " << filename << " is " << fileMajor << "." << fileMinor << "." << fileRevision; ERROR_MESSAGEBOX(message.str()); } } if(fbxImporter->IsFBX()) { FBXSDK_printf("FBX file format version for file '%s' is %d.%d.%d\n\n", filename, fileMajor, fileMinor, fileRevision); // From this point, it is possible to access animation stack information without // the expense of loading the entire file. FBXSDK_printf("Animation Stack Information\n"); int animStackCount = fbxImporter->GetAnimStackCount(); FBXSDK_printf(" Number of Animation Stacks: %d\n", animStackCount); FBXSDK_printf(" Current Animation Stack: \"%s\"\n", fbxImporter->GetActiveAnimStackName().Buffer()); FBXSDK_printf("\n"); for(int i = 0; i < animStackCount; i++) { FbxTakeInfo* takeInfo = fbxImporter->GetTakeInfo(i); FBXSDK_printf(" Animation Stack %d\n", i); FBXSDK_printf(" Name: \"%s\"\n", takeInfo->mName.Buffer()); const char* debug = takeInfo->mDescription.Buffer(); // FBXSDK_printf(" Description: \"%s\"\n", takeInfo->mDescription.Buffer()); // Change the value of the import name if the animation stack should be imported // under a different name. FBXSDK_printf(" Import Name: \"%s\"\n", takeInfo->mImportName.Buffer()); // Set the value of the import state to false if the animation stack should be not // be imported. FBXSDK_printf(" Import State: %s\n", takeInfo->mSelect ? "true" : "false"); FBXSDK_printf("\n"); } // Set the import states. By default, the import states are always set to // true. The code below shows how to change these states. fbxManager_->GetIOSettings()->SetBoolProp(IMP_FBX_MATERIAL, true); fbxManager_->GetIOSettings()->SetBoolProp(IMP_FBX_TEXTURE, true); fbxManager_->GetIOSettings()->SetBoolProp(IMP_FBX_LINK, true); fbxManager_->GetIOSettings()->SetBoolProp(IMP_FBX_SHAPE, true); fbxManager_->GetIOSettings()->SetBoolProp(IMP_FBX_GOBO, true); fbxManager_->GetIOSettings()->SetBoolProp(IMP_FBX_ANIMATION, true); fbxManager_->GetIOSettings()->SetBoolProp(IMP_FBX_GLOBAL_SETTINGS, true); } if(success) { success = fbxImporter->Import(fbxScene_); } if(!success) { message.str(""); message << "LoaderFbx::loadScene | Call to FbxImporter::Import() failed! \n Error returned: " << fbxImporter->GetStatus().GetErrorString(); ERROR_MESSAGEBOX(message.str()); } return success; }
bool FBXReader::loadScene(FbxManager* fbxManager, FbxDocument* scene, string fileName) { int lFileMajor, lFileMinor, lFileRevision; int lSDKMajor, lSDKMinor, lSDKRevision; //int lFileFormat = -1; int i, lAnimStackCount; bool lStatus; char lPassword[1024]; // Get the file version number generate by the FBX SDK. FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision); // Create an importer. FbxImporter* lImporter = FbxImporter::Create(fbxManager, ""); // Initialize the importer by providing a filename. const bool lImportStatus = lImporter->Initialize(fileName.c_str(), -1, fbxManager->GetIOSettings()); lImporter->GetFileVersion(lFileMajor, lFileMinor, lFileRevision); if (!lImportStatus) { FbxString error = lImporter->GetStatus().GetErrorString(); FBXSDK_printf("Call to FbxImporter::Initialize() failed.\n"); FBXSDK_printf("Error returned: %s\n\n", error.Buffer()); if (lImporter->GetStatus().GetCode() == FbxStatus::eInvalidFileVersion) { FBXSDK_printf("FBX file format version for this FBX SDK is %d.%d.%d\n", lSDKMajor, lSDKMinor, lSDKRevision); FBXSDK_printf("FBX file format version for file '%s' is %d.%d.%d\n\n", fileName, lFileMajor, lFileMinor, lFileRevision); } return false; } FBXSDK_printf("FBX file format version for this FBX SDK is %d.%d.%d\n", lSDKMajor, lSDKMinor, lSDKRevision); if (lImporter->IsFBX()) { FBXSDK_printf("FBX file format version for file '%s' is %d.%d.%d\n\n", fileName, lFileMajor, lFileMinor, lFileRevision); // From this point, it is possible to access animation stack information without // the expense of loading the entire file. FBXSDK_printf("Animation Stack Information\n"); lAnimStackCount = lImporter->GetAnimStackCount(); FBXSDK_printf(" Number of Animation Stacks: %d\n", lAnimStackCount); FBXSDK_printf(" Current Animation Stack: \"%s\"\n", lImporter->GetActiveAnimStackName().Buffer()); FBXSDK_printf("\n"); for (i = 0; i < lAnimStackCount; i++) { FbxTakeInfo* lTakeInfo = lImporter->GetTakeInfo(i); FBXSDK_printf(" Animation Stack %d\n", i); FBXSDK_printf(" Name: \"%s\"\n", lTakeInfo->mName.Buffer()); FBXSDK_printf(" Description: \"%s\"\n", lTakeInfo->mDescription.Buffer()); // Change the value of the import name if the animation stack should be imported // under a different name. FBXSDK_printf(" Import Name: \"%s\"\n", lTakeInfo->mImportName.Buffer()); // Set the value of the import state to false if the animation stack should be not // be imported. FBXSDK_printf(" Import State: %s\n", lTakeInfo->mSelect ? "true" : "false"); FBXSDK_printf("\n"); } // Set the import states. By default, the import states are always set to // true. The code below shows how to change these states. IOS_REF.SetBoolProp(IMP_FBX_MATERIAL, true); IOS_REF.SetBoolProp(IMP_FBX_TEXTURE, true); IOS_REF.SetBoolProp(IMP_FBX_LINK, true); IOS_REF.SetBoolProp(IMP_FBX_SHAPE, true); IOS_REF.SetBoolProp(IMP_FBX_GOBO, true); IOS_REF.SetBoolProp(IMP_FBX_ANIMATION, true); IOS_REF.SetBoolProp(IMP_FBX_GLOBAL_SETTINGS, true); } // Import the scene. lStatus = lImporter->Import(scene); if (lStatus == false && lImporter->GetStatus().GetCode() == FbxStatus::ePasswordError) { FBXSDK_printf("Please enter password: "******"%s", lPassword); FBXSDK_CRT_SECURE_NO_WARNING_END FbxString lString(lPassword); IOS_REF.SetStringProp(IMP_FBX_PASSWORD, lString); IOS_REF.SetBoolProp(IMP_FBX_PASSWORD_ENABLE, true); lStatus = lImporter->Import(scene); if (lStatus == false && lImporter->GetStatus().GetCode() == FbxStatus::ePasswordError) { FBXSDK_printf("\nPassword is wrong, import aborted.\n"); } } // Destroy the importer. lImporter->Destroy(); return lStatus; }
int main() { // ※パスは「/」でしか通らない const char* filename = "../datas/box.fbx"; //============================================================================== // 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) { printf("FBXファイルインポートエラー\n"); printf("エラー内容: %s\n\n", pImporter->GetStatus().GetErrorString()); return 1; } // シーンへインポート if(pImporter->Import(pScene) == false) { printf("FBXシーンインポートエラー\n"); printf("エラー内容: %s\n\n", pImporter->GetStatus().GetErrorString()); return 1; } // ※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 //============================================================================== // ノードを表示してみる traverseScene(pScene->GetRootNode()); // 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()); //============================================================================== // FBXオブジェクト色々破棄 //============================================================================== pIO->Destroy(); pScene->Destroy(); pFBXManager->Destroy(); printf("全処理終了\n"); getchar(); return 0; }
void LoadMeshes(Scene* pScene, std::vector<uint32_t>* loadedMeshIDs) { FbxManager* fbxManager = FbxManager::Create(); FbxIOSettings* pFbxIOSettings = FbxIOSettings::Create(fbxManager, IOSROOT); fbxManager->SetIOSettings(pFbxIOSettings); (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_MATERIAL, true); (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_TEXTURE, true); (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_LINK, false); (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_SHAPE, false); (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_GOBO, false); (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_ANIMATION, true); (*(fbxManager->GetIOSettings())).SetBoolProp(IMP_FBX_GLOBAL_SETTINGS, true); bool bEmbedMedia = true; (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_MATERIAL, true); (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_TEXTURE, true); (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_EMBEDDED, bEmbedMedia); (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_SHAPE, true); (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_GOBO, true); (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_ANIMATION, true); (*(fbxManager->GetIOSettings())).SetBoolProp(EXP_FBX_GLOBAL_SETTINGS, true); FbxImporter* pFbxImporter = FbxImporter::Create(fbxManager, ""); // Initialize the importer. bool result = pFbxImporter->Initialize(pScene->loadPath.c_str(), -1, fbxManager->GetIOSettings()); if (!result) { printf("Get error when init FBX Importer: %s\n\n", pFbxImporter->GetStatus().GetErrorString()); exit(-1); } // fbx version number int major, minor, revision; pFbxImporter->GetFileVersion(major, minor, revision); // import pFbxScene FbxScene* pFbxScene = FbxScene::Create(fbxManager, "myScene"); pFbxImporter->Import(pFbxScene); pFbxImporter->Destroy(); pFbxImporter = nullptr; // check axis system FbxAxisSystem axisSystem = pFbxScene->GetGlobalSettings().GetAxisSystem(); FbxAxisSystem vulkanAxisSystem(FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eRightHanded); if (axisSystem != vulkanAxisSystem) { axisSystem.ConvertScene(pFbxScene); } // check unit system FbxSystemUnit systemUnit = pFbxScene->GetGlobalSettings().GetSystemUnit(); if (systemUnit.GetScaleFactor() != 1.0) { FbxSystemUnit::cm.ConvertScene(pFbxScene); } // Triangulate Mesh FbxGeometryConverter fbxGeometryConverter(fbxManager); fbxGeometryConverter.Triangulate(pFbxScene, true); // Load Texture int textureCount = pFbxScene->GetTextureCount(); for (int i = 0; i < textureCount; ++i) { FbxTexture* pFbxTexture = pFbxScene->GetTexture(i); FbxFileTexture* pFbxFileTexture = FbxCast<FbxFileTexture>(pFbxTexture); if (pFbxTexture && pFbxFileTexture->GetUserDataPtr()) { } } LoadMeshes(pFbxScene->GetRootNode(), pScene->meshes); }
float UFBXBLUEPRINT::getCircleAreaDLL() //(float radius) { // Create the FBX SDK manager FbxManager* lSdkManager = FbxManager::Create(); // Create an IOSettings object. FbxIOSettings * ios = FbxIOSettings::Create(lSdkManager, IOSROOT); lSdkManager->SetIOSettings(ios); // ... Configure the FbxIOSettings object ... // Create an importer. FbxImporter* lImporter = FbxImporter::Create(lSdkManager, ""); // Declare the path and filename of the file containing the scene. // In this case, we are assuming the file is in the same directory as the executable. const char* lFilename = "file.fbx"; // Initialize the importer. bool lImportStatus = lImporter->Initialize(lFilename, -1, lSdkManager->GetIOSettings()); if (!lImportStatus) { printf("Call to FbxImporter::Initialize() failed.\n"); printf("Error returned: %s\n\n", lImporter->GetStatus().GetErrorString()); exit(-1); } // Create a new scene so 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); // The file has been imported; we can get rid of the importer. lImporter->Destroy(); // File format version numbers to be populated. int lFileMajor, lFileMinor, lFileRevision; // Populate the FBX file format version numbers with the import file. lImporter->GetFileVersion(lFileMajor, lFileMinor, lFileRevision); int numofgeometrys = lScene->GetGeometryCount(); for (int i = 0; i < numofgeometrys; i++) { fbxsdk::FbxGeometry* fbxgeo = lScene->GetGeometry(i); // fbxsdk::FbxMesh* fbxmesh = fbxgeo->Get if (fbxgeo != 0) { int numofcontrolpoints =fbxgeo->GetControlPointsCount(); FbxVector4* controlpoints = fbxgeo->GetControlPoints(0); // x[12] = controlpoints[12]->mData[0]; //Fbxsdk::FbxVector4* pNormalArray; //fbxgeo->GetNormals(pNormalArray); //fbxgeo->GetNormalsIndices(); // fbxgeo->GetNormals(); // fbxgeo->get } } /* FbxClassId lShaderClassID = lSdkManager->FindFbxFileClass("Shader", "FlatShader"); for(int i = 0; i < lNode->GetSrcObjectCount(lShaderClassID); i++) { FbxObject* lObject = lNode->GetSrcObject(lShaderClassID, i); } */ return 1.00f; }
void FBXConverter::convert( const char* input , const char* output ) { if ( converting ) return; converting = true; FbxManager* fbxManger = FbxManager::Create(); FbxIOSettings* ios = FbxIOSettings::Create( fbxManger , IOSROOT ); fbxManger->SetIOSettings( ios ); FbxImporter* importer = FbxImporter::Create( fbxManger , "" ); bool status = importer->Initialize( input , -1 , fbxManger->GetIOSettings() ); if ( !status ) { std::cout << importer->GetStatus().GetErrorString() << std::endl; } FbxScene* scene = FbxScene::Create( fbxManger , "theScene" ); importer->Import( scene ); importer->Destroy(); FbxMesh* theMesh = findMesh( scene->GetRootNode() ); if ( theMesh ) { std::vector<VertexData> vertices; std::vector<IndexData> indices; FbxStringList uvSets; theMesh->GetUVSetNames( uvSets ); processPolygons( theMesh , vertices , indices , uvSets ); std::vector<JointData> skeleton; processSkeletonHierarchy( scene->GetRootNode() , skeleton ); if ( skeleton.size() ) processAnimations( theMesh->GetNode() , skeleton , vertices , indices ); std::string modelData; for ( unsigned int i = 0; i < vertices.size(); ++i ) { modelData += DATASTRING( vertices[i].position ); modelData += DATASTRING( vertices[i].uv ); modelData += DATASTRING( vertices[i].normal ); modelData += DATASTRING( vertices[i].tangent ); modelData += DATASTRING( vertices[i].bitangent ); for ( unsigned int j = 0; j < 4 ; ++j ) { if ( j < vertices[i].blendingInfo.size() ) { int blendingIndex = vertices[i].blendingInfo[j].blendingIndex; modelData += DATASTRING( blendingIndex ); } else { int blendingIndex = -1; modelData += DATASTRING( blendingIndex ); } } for ( unsigned int j = 0; j < 4; ++j ) { if ( j < vertices[i].blendingInfo.size() ) { float blendingIndex = vertices[i].blendingInfo[j].blendingWeight; modelData += DATASTRING( blendingIndex ); } else { float blendingIndex = -1; modelData += DATASTRING( blendingIndex ); } } } for ( unsigned int i = 0; i < indices.size(); ++i) { modelData += DATASTRING( indices[i].index ); } std::string boneData; std::vector<unsigned int> boneChildren; std::vector<AnimationData> boneAnimation; for ( unsigned int i = 0; i < skeleton.size(); ++i ) { boneData += DATASTRING( skeleton[i].offsetMatrix ); int childDataStart , childDataEnd , animationDataStart , animationDataEnd; if ( skeleton[i].children.size() ) { childDataStart = boneChildren.size(); for ( unsigned int j = 0; j < skeleton[i].children.size(); ++j ) { boneChildren.push_back( skeleton[i].children[j] ); } childDataEnd = boneChildren.size(); } else { childDataStart = -1; childDataEnd = -1; } if ( skeleton[i].animation.size() ) { animationDataStart = boneAnimation.size(); for ( unsigned int j = 0; j < skeleton[i].animation.size(); ++j ) { boneAnimation.push_back( skeleton[i].animation[j] ); } animationDataEnd = boneAnimation.size(); } else { animationDataStart = -1; animationDataEnd = -1; } boneData += DATASTRING( childDataStart ); boneData += DATASTRING( childDataEnd ); boneData += DATASTRING( animationDataStart ); boneData += DATASTRING( animationDataEnd ); } unsigned int sizeofAnimationRangeInfo; AnimationFrameRangeInfo frameRange; if ( boneAnimation.size() > 0 ) { sizeofAnimationRangeInfo = 1; frameRange.nextAnimationFrameInfo = 0; frameRange.firstFrame = 1; frameRange.lastFrame = boneAnimation[boneAnimation.size() - 1].frame; } else { sizeofAnimationRangeInfo = 0; } std::fstream stream( output , std::ios_base::binary | std::ios_base::out | std::ios_base::trunc ); unsigned int sizeofVertices = vertices.size(); stream.write( reinterpret_cast< char* >( &sizeofVertices ) , sizeof( sizeofVertices )); unsigned int sizeofIndices = indices.size(); stream.write( reinterpret_cast< char* >( &sizeofIndices ) , sizeof( sizeofIndices ) ); unsigned int sizeofBoneData = skeleton.size(); stream.write( reinterpret_cast<char*>( &sizeofBoneData ) , sizeof( sizeofBoneData ) ); unsigned int sizeofBoneChildData = boneChildren.size(); stream.write( reinterpret_cast< char* >( &sizeofBoneChildData ) , sizeof( sizeofBoneChildData )); unsigned int sizeofBoneAnimationData = boneAnimation.size(); stream.write( reinterpret_cast< char* >( &sizeofBoneAnimationData ) , sizeof( sizeofBoneAnimationData ) ); stream.write( reinterpret_cast< char* >( &sizeofAnimationRangeInfo ) , sizeof( sizeofAnimationRangeInfo ) ); stream.write( modelData.c_str() , modelData.size() ); stream.write( boneData.c_str() , boneData.size() ); for ( unsigned int i = 0; i < boneChildren.size(); ++i ) { stream.write( reinterpret_cast< char* >( &boneChildren[i] ) , sizeof( boneChildren[i] ) ); } for ( unsigned int i = 0; i < boneAnimation.size(); ++i ) { stream.write( reinterpret_cast< char* >( &boneAnimation[i] ) , sizeof( boneAnimation[i] ) ); } if(sizeofAnimationRangeInfo) stream.write( reinterpret_cast< char* >( &frameRange ) , sizeof( frameRange ) ); stream.close(); } converting = false; }
void FBXSceneEncoder::write(const string& filepath, const EncoderArguments& arguments) { FbxManager* sdkManager = FbxManager::Create(); FbxIOSettings *ios = FbxIOSettings::Create(sdkManager, IOSROOT); sdkManager->SetIOSettings(ios); FbxImporter* importer = FbxImporter::Create(sdkManager,""); if (!importer->Initialize(filepath.c_str(), -1, sdkManager->GetIOSettings())) { LOG(1, "Call to FbxImporter::Initialize() failed.\n"); LOG(1, "Error returned: %s\n\n", importer->GetStatus().GetErrorString()); exit(-1); } FbxScene* fbxScene = FbxScene::Create(sdkManager,"__FBX_SCENE__"); print("Loading FBX file."); importer->Import(fbxScene); importer->Destroy(); // Determine if animations should be grouped. if (arguments.getGroupAnimationAnimationId().empty() && isGroupAnimationPossible(fbxScene)) { if ( arguments.getAnimationGrouping()==EncoderArguments::ANIMATIONGROUP_AUTO || (arguments.getAnimationGrouping()==EncoderArguments::ANIMATIONGROUP_PROMPT && promptUserGroupAnimations())) { _autoGroupAnimations = true; } } if (arguments.tangentBinormalIdCount() > 0) { generateTangentsAndBinormals(fbxScene->GetRootNode(), arguments); } print("Loading Scene."); loadScene(fbxScene); print("Load materials"); loadMaterials(fbxScene); print("Loading animations."); loadAnimations(fbxScene, arguments); sdkManager->Destroy(); print("Optimizing GamePlay Binary."); _gamePlayFile.adjust(); if (_autoGroupAnimations) { _gamePlayFile.groupMeshSkinAnimations(); } string outputFilePath = arguments.getOutputFilePath(); if (arguments.textOutputEnabled()) { int pos = outputFilePath.find_last_of('.'); if (pos > 2) { string path = outputFilePath.substr(0, pos); path.append(".xml"); LOG(1, "Saving debug file: %s\n", path.c_str()); if (!_gamePlayFile.saveText(path)) { LOG(1, "Error writing text file: %s\n", path.c_str()); } } } else { LOG(1, "Saving binary file: %s\n", outputFilePath.c_str()); if (!_gamePlayFile.saveBinary(outputFilePath)) { LOG(1, "Error writing binary file: %s\n", outputFilePath.c_str()); } } // Write the material file if (arguments.outputMaterialEnabled()) { int pos = outputFilePath.find_last_of('.'); if (pos > 2) { string path = outputFilePath.substr(0, pos); path.append(".material"); writeMaterial(path); } } }
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; }
int main ( int argc, char *argv[] ) { std::vector<std::string> args (argv, argv + argc); if ( args.size() == 1 ) { PrintUsage (args[0]); return EXIT_FAILURE; } std::string animationFile; std::string outputPath ("model.glm"); unsigned i; for ( i = 1; i < args.size(); i++ ) { if ( args[i].compare ("-o") == 0 ) { i++; if ( args.size() > i ) { outputPath = args[i]; continue; } else { PrintUsage (args[0]); return EXIT_FAILURE; } } else if ( args[i].compare ("-anim") == 0 ) { i++; if ( args.size() > i ) { animationFile = args[i]; continue; } else { PrintUsage (args[0]); return EXIT_FAILURE; } } } std::unique_ptr<Skeleton> skeleton; std::string modelPath (args.back()); std::cout << "Converting " << modelPath << " to GLM.\n"; if ( !animationFile.empty() ) { skeleton = LoadGLA (animationFile); if ( !skeleton ) { return EXIT_FAILURE; } std::cout << "Using " << animationFile << " for skeleton.\n"; } FbxManager *fbxManager = FbxManager::Create(); FbxIOSettings *ios = FbxIOSettings::Create (fbxManager, IOSROOT); fbxManager->SetIOSettings (ios); FbxImporter *importer = FbxImporter::Create (fbxManager, ""); if ( !importer->Initialize (modelPath.c_str(), -1, fbxManager->GetIOSettings()) ) { std::cerr << "ERROR: Failed to import '" << modelPath << "': " << importer->GetStatus().GetErrorString() << ".\n"; importer->Destroy(); fbxManager->Destroy(); return EXIT_FAILURE; } FbxScene *scene = FbxScene::Create (fbxManager, "model"); importer->Import (scene); importer->Destroy(); FbxNode *root = scene->GetRootNode(); if ( root == nullptr ) { std::cerr << "ERROR: The scene's root node could not be found.\n"; fbxManager->Destroy(); return EXIT_FAILURE; } std::vector<FbxNode *> modelRoots (GetLodRootModels (*root)); if ( modelRoots.empty() ) { std::cerr << "ERROR: No model LODs found.\n"; fbxManager->Destroy(); return EXIT_FAILURE; } std::sort (modelRoots.begin(), modelRoots.end(), []( const FbxNode *a, const FbxNode *b ) { return std::strcmp (a->GetName(), b->GetName()) < 0; }); if ( !MakeGLMFile (*scene, modelRoots, skeleton.get(), outputPath) ) { std::cerr << "ERROR: Failed to create GLM file " << outputPath << ".\n"; fbxManager->Destroy(); return EXIT_FAILURE; } std::cout << "GLM file has been written to '" << outputPath << "'.\n"; fbxManager->Destroy(); return 0; }
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(); }
boost::shared_ptr<FBXScene> FBXManager::loadScene(const std::string& filename) { PROFILE; FbxImporter* importer = nullptr; FbxScene* scene = nullptr; std::string pathAbs; std::string pathRel; pathRel = m_pFilesystem->resourcePathRel(Filesystem::ResourceType::Fbx, filename); pathAbs = m_pFilesystem->resourcePathAbs(Filesystem::ResourceType::Fbx, filename); if (pathAbs.empty()) { return boost::shared_ptr<FBXScene>(); } LOGI << "Loading FBX file '" << pathRel << "'.."; importer = FbxImporter::Create(m_pFbxManager,""); if(!importer->Initialize(pathAbs.c_str(), -1, m_pFbxManager->GetIOSettings())) { LOGE << "FbxImporter initialization for failed with " << importer->GetStatus().GetErrorString(); return false; } scene = FbxScene::Create(m_pFbxManager, filename.c_str()); if(!scene) { LOGE << "Unable to create a FbxScene"; return boost::shared_ptr<FBXScene>(); } if (!importer->Import(scene)) { LOGE << "Failed to import scene '" << filename << "'"; return boost::shared_ptr<FBXScene>(); } // Convert Axis System if needed FbxAxisSystem sceneAxisSystem = scene->GetGlobalSettings().GetAxisSystem(); FbxAxisSystem axisSystem(FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eRightHanded); if(sceneAxisSystem != axisSystem) { LOGW << "Scene needed axis convertion"; axisSystem.ConvertScene(scene); } //// Convert Unit System if needed //FbxSystemUnit sceneSystemUnit = scene->GetGlobalSettings().GetSystemUnit(); //if(sceneSystemUnit.GetScaleFactor() != 1.0) //{ // LOGW << "Scene needed unit convertion"; // FbxSystemUnit::cm.ConvertScene(scene); //} // Convert fbxMesh, NURBS and patch into triangle fbxMesh FbxGeometryConverter geomConverter(m_pFbxManager); geomConverter.Triangulate(scene, true); // Split meshes per material, so that we only have one material per fbxMesh (for VBO support) geomConverter.SplitMeshesPerMaterial(scene, true); importer->Destroy(); return boost::shared_ptr<FBXScene>(new FBXScene(scene, m_pDatabase)); }