Пример #1
0
static void GetCustomVisionData(FbxNode* fbxNode, hkStringPtr& userPropertiesStr)
{
	userPropertiesStr = "";
	for(FbxProperty prop = fbxNode->GetFirstProperty(); prop.IsValid(); prop = fbxNode->GetNextProperty(prop))
	{
		EFbxType type = prop.GetPropertyDataType().GetType();
		if (type == eFbxString)
		{
			FbxString propertyData = prop.Get<FbxString>();
			const char* text = propertyData.Buffer();
			if (!hkString::strNcasecmp(text, "vision", 6))
			{
				userPropertiesStr = text;
				break;
			}
		}
	}
}
Пример #2
0
void Tools::DisplayAnimation::DisplayChannels( FbxNode* i_node, FbxAnimLayer* i_animLayer, void (*DisplayCurve) (FbxAnimCurve* i_curve), void (*DisplayListCurve) (FbxAnimCurve* i_curve, FbxProperty* i_property), bool isSwitcher )
{
	FbxAnimCurve *animCurve = NULL;

	// Display general curves.
	if (!isSwitcher)
	{
		animCurve = i_node->LclTranslation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_X );
		if( animCurve )
		{
			FBXSDK_printf( "        TX\n" );
			DisplayCommon::DisplayString( "        TX" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclTranslation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Y );
		if( animCurve )
		{
			FBXSDK_printf( "        TY\n" );
			DisplayCommon::DisplayString( "        TY" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclTranslation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Z );
		if( animCurve )
		{
			FBXSDK_printf( "        TZ\n" );
			DisplayCommon::DisplayString( "        TZ" );
			DisplayCurve( animCurve );
		}

		animCurve = i_node->LclRotation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_X );
		if( animCurve )
		{
			FBXSDK_printf( "        RX\n" );
			DisplayCommon::DisplayString( "        RX" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclRotation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Y );
		if( animCurve )
		{
			FBXSDK_printf( "        RY\n" );
			DisplayCommon::DisplayString( "        RY" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclRotation.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Z );
		if( animCurve )
		{
			FBXSDK_printf( "        RZ\n" );
			DisplayCommon::DisplayString( "        RZ" );
			DisplayCurve( animCurve );
		}

		animCurve = i_node->LclScaling.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_X );
		if( animCurve )
		{
			FBXSDK_printf( "        SX\n" );
			DisplayCommon::DisplayString( "        SX" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclScaling.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Y );
		if( animCurve )
		{
			FBXSDK_printf( "        SY\n" );
			DisplayCommon::DisplayString( "        SY" );
			DisplayCurve( animCurve );
		}
		animCurve = i_node->LclScaling.GetCurve( i_animLayer, FBXSDK_CURVENODE_COMPONENT_Z );
		if( animCurve )
		{
			FBXSDK_printf( "        SZ\n" );
			DisplayCommon::DisplayString( "        SZ" );
			DisplayCurve( animCurve );
		}
	}

	// Display curves specific to a light or marker.
	FbxNodeAttribute *nodeAttribute = i_node->GetNodeAttribute();

	if( nodeAttribute )
	{
		animCurve = nodeAttribute->Color.GetCurve( i_animLayer, FBXSDK_CURVENODE_COLOR_RED );
		if( animCurve )
		{
			FBXSDK_printf( "        Red\n" );
			DisplayCommon::DisplayString( "        Red" );
			DisplayCurve( animCurve );
		}
		animCurve = nodeAttribute->Color.GetCurve( i_animLayer, FBXSDK_CURVENODE_COLOR_GREEN );
		if( animCurve )
		{
			FBXSDK_printf( "        Green\n" );
			DisplayCommon::DisplayString( "        Green" );
			DisplayCurve( animCurve );
		}
		animCurve = nodeAttribute->Color.GetCurve( i_animLayer, FBXSDK_CURVENODE_COLOR_BLUE );
		if( animCurve )
		{
			FBXSDK_printf( "        Blue\n" );
			DisplayCommon::DisplayString( "        Blue" );
			DisplayCurve( animCurve );
		}

		// Display curves specific to a light.
		FbxLight *light = i_node->GetLight();
		if( light )
		{
			animCurve = light->Intensity.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Intensity\n" );
				DisplayCommon::DisplayString( "        Intensity" );
				DisplayCurve( animCurve );
			}

			animCurve = light->OuterAngle.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Outer Angle\n" );
				DisplayCommon::DisplayString( "        Outer Angle" );
				DisplayCurve( animCurve );
			}

			animCurve = light->Fog.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Fog\n" );
				DisplayCommon::DisplayString( "        Fog" );
				DisplayCurve( animCurve );
			}
		}

		// Display curves specific to a camera.
		FbxCamera *camera = i_node->GetCamera();
		if( camera )
		{
			animCurve = camera->FieldOfView.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Field of View\n" );
				DisplayCommon::DisplayString( "        Field of View" );
				DisplayCurve( animCurve );
			}

			animCurve = camera->FieldOfViewX.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Field of View X\n" );
				DisplayCommon::DisplayString( "        Field of View X" );
				DisplayCurve( animCurve );
			}

			animCurve = camera->FieldOfViewY.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Field of View Y\n" );
				DisplayCommon::DisplayString( "        Field of View Y" );
				DisplayCurve( animCurve );
			}

			animCurve = camera->OpticalCenterX.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Optical Center X\n" );
				DisplayCommon::DisplayString( "        Optical Center X" );
				DisplayCurve( animCurve );
			}

			animCurve = camera->OpticalCenterY.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Optical Center Y\n" );
				DisplayCommon::DisplayString( "        Optical Center Y" );
				DisplayCurve( animCurve );
			}

			animCurve = camera->Roll.GetCurve( i_animLayer );
			if( animCurve )
			{
				FBXSDK_printf( "        Roll\n" );
				DisplayCommon::DisplayString( "        Roll" );
				DisplayCurve( animCurve );
			}
		}

		// Display curves specific to a geometry.
		if (nodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh ||
			nodeAttribute->GetAttributeType() == FbxNodeAttribute::eNurbs ||
			nodeAttribute->GetAttributeType() == FbxNodeAttribute::ePatch)
		{
			FbxGeometry *geometry = (FbxGeometry*) nodeAttribute;

			int blendShapeDeformerCount = geometry->GetDeformerCount( FbxDeformer::eBlendShape );
			for( int blendShapeIndex = 0; blendShapeIndex<blendShapeDeformerCount; blendShapeIndex++ )
			{
				FbxBlendShape *blendShape = (FbxBlendShape*)geometry->GetDeformer( blendShapeIndex, FbxDeformer::eBlendShape );

				int blendShapeChannelCount = blendShape->GetBlendShapeChannelCount();
				for( int channelIndex = 0; channelIndex<blendShapeChannelCount; channelIndex++ )
				{
					FbxBlendShapeChannel *channel = blendShape->GetBlendShapeChannel( channelIndex );
					const char *channelName = channel->GetName();

					animCurve = geometry->GetShapeChannel( blendShapeIndex, channelIndex, i_animLayer, true );
					if( animCurve )
					{
						FBXSDK_printf( "        Shape %s\n", channelName );
						DisplayCommon::DisplayString( "        Shape ", channelName );
						DisplayCurve( animCurve );
					}
				}
			}
		}
	}

	// Display curves specific to properties
	FbxProperty lProperty = i_node->GetFirstProperty();
	while( lProperty.IsValid() )
	{
		if( lProperty.GetFlag(FbxPropertyAttr::eUserDefined) )
		{
			FbxString lFbxFCurveNodeName  = lProperty.GetName();
			FbxAnimCurveNode* curveNode = lProperty.GetCurveNode( i_animLayer );

			if( !curveNode )
			{
				lProperty = i_node->GetNextProperty( lProperty );
				continue;
			}

			FbxDataType dataType = lProperty.GetPropertyDataType();
			if( dataType.GetType() == eFbxBool || dataType.GetType() == eFbxDouble || dataType.GetType() == eFbxFloat || dataType.GetType() == eFbxInt )
			{
				FbxString message;

				message =  "        Property ";
				message += lProperty.GetName();
				if( lProperty.GetLabel().GetLen() > 0 )
				{
					message += " (Label: ";
					message += lProperty.GetLabel();
					message += ")";
				};

				DisplayCommon::DisplayString( message );

				for( int c = 0; c < curveNode->GetCurveCount(0U); c++ )
				{
					animCurve = curveNode->GetCurve( 0U, c );
					if( animCurve )
						DisplayCurve( animCurve );
				}
			}
			else if( dataType.GetType() == eFbxDouble3 || dataType.GetType() == eFbxDouble4 || dataType.Is(FbxColor3DT) || dataType.Is(FbxColor4DT) )
			{
				char* componentName1 = (dataType.Is(FbxColor3DT) ||dataType.Is(FbxColor4DT)) ? (char*)FBXSDK_CURVENODE_COLOR_RED : (char*)"X";
				char* componentName2 = (dataType.Is(FbxColor3DT) ||dataType.Is(FbxColor4DT)) ? (char*)FBXSDK_CURVENODE_COLOR_GREEN : (char*)"Y";
				char* componentName3 = (dataType.Is(FbxColor3DT) ||dataType.Is(FbxColor4DT)) ? (char*)FBXSDK_CURVENODE_COLOR_BLUE  : (char*)"Z";
				FbxString message;

				message =  "        Property ";
				message += lProperty.GetName();
				if( lProperty.GetLabel().GetLen() > 0 )
				{
					message += " (Label: ";
					message += lProperty.GetLabel();
					message += ")";
				}
				DisplayCommon::DisplayString( message );

				for( int c = 0; c < curveNode->GetCurveCount(0U); c++ )
				{
					animCurve = curveNode->GetCurve( 0U, c );
					if( animCurve )
					{
						DisplayCommon::DisplayString( "        Component ", componentName1 );
						DisplayCurve( animCurve );
					}
				}

				for( int c = 0; c < curveNode->GetCurveCount(1U); c++ )
				{
					animCurve = curveNode->GetCurve(1U, c);
					if( animCurve )
					{
						DisplayCommon::DisplayString( "        Component ", componentName2 );
						DisplayCurve( animCurve );
					}
				}

				for( int c = 0; c < curveNode->GetCurveCount(2U); c++ )
				{
					animCurve = curveNode->GetCurve( 2U, c );
					if( animCurve )
					{
						DisplayCommon::DisplayString( "        Component ", componentName3 );
						DisplayCurve( animCurve );
					}
				}
			}
			else if( dataType.GetType() == eFbxEnum )
			{
				FbxString message;

				message =  "        Property ";
				message += lProperty.GetName();
				if( lProperty.GetLabel().GetLen() > 0 )
				{
					message += " (Label: ";
					message += lProperty.GetLabel();
					message += ")";
				};
				DisplayCommon::DisplayString( message );

				for( int c = 0; c < curveNode->GetCurveCount(0U); c++ )
				{
					animCurve = curveNode->GetCurve( 0U, c );
					if( animCurve )
						DisplayListCurve( animCurve, &lProperty );
				}
			}
		}

		lProperty = i_node->GetNextProperty( lProperty );
	} // while
}
Пример #3
0
void Tools::DisplayMaterial::DisplayMaterial( FbxGeometry *i_geometry )
{
	DisplayCommon::DisplayString( "\n\n--------------------\nMaterial\n--------------------" );
	int materialCount = 0;
	FbxNode *node = NULL;

	if( i_geometry )
	{
		node = i_geometry->GetNode();
		if( node )
			materialCount = node->GetMaterialCount();
	}

	if( materialCount > 0 )
	{
		FbxPropertyT<FbxDouble3> double3;
		FbxPropertyT<FbxDouble> double1;
		FbxColor theColor;

		for( int ctr = 0; ctr < materialCount; ctr++ )
		{
			DisplayCommon::DisplayInt( "        Material ", ctr );

			FbxSurfaceMaterial *material = node->GetMaterial( ctr );

			DisplayCommon::DisplayString( "            Name: \"", (char *) material->GetName(), "\"" ); 

#ifdef DISPLAY_HARDWARE_SHADER_INFORMATION
			//Get the implementation to see if it's a hardware shader.
			// Note:: this cause memory leak
			const FbxImplementation* implementation = GetImplementation( material, FBXSDK_IMPLEMENTATION_HLSL );
			FbxString implementationType = "HLSL";
			if( !implementation )
			{
				implementation = GetImplementation( material, FBXSDK_IMPLEMENTATION_CGFX );
				implementationType = "CGFX";
			}

			if( implementation )
			{
				//Now we have a hardware shader, let's read it
				FBXSDK_printf( "            Hardware Shader Type: %s\n", implemenationType.Buffer() );
				DisplayCommon::DisplayString( "            Hardware Shader Type: ", implemenationType );

				const FbxBindingTable* rootTable = implementation->GetRootTable();
				FbxString fileName = rootTable->DescAbsoluteURL.Get();
				FbxString techniqueName = rootTable->DescTAG.Get(); 

				const FbxBindingTable* table = implementation->GetRootTable();
				size_t entryNum = table->GetEntryCount();

				for( int i = 0; i < (int)entryNum; i++ )
				{
					const FbxBindingTableEntry& entry = table->GetEntry( i );
					const char *entrySrcType = entry.GetEntryType( true ); 
					FbxProperty fbxProp;

					FbxString test = entry.GetSource();
					FBXSDK_printf( "            Entry: %s\n", test.Buffer() );
					DisplayCommon::DisplayString( "            Entry: %s\n", test );

					if ( strcmp( FbxPropertyEntryView::sEntryType, entrySrcType ) == 0 )
					{
						fbxProp = material->FindPropertyHierarchical(entry.GetSource()); 
						if( !fbxProp.IsValid() )
						{
							fbxProp = material->RootProperty.FindHierarchical( entry.GetSource() );
						}
					}
					else if( strcmp( FbxConstantEntryView::sEntryType, entrySrcType ) == 0 )
					{
						fbxProp = implementation->GetConstants().FindHierarchical( entry.GetSource() );
					}
					if( fbxProp.IsValid() )
					{
						if( fbxProp.GetSrcObjectCount<FbxTexture>() > 0 )
						{
							//do what you want with the textures
							for( int j = 0; j < fbxProp.GetSrcObjectCount<FbxFileTexture>(); j++ )
							{
								FbxFileTexture *tex = fbxProp.GetSrcObject<FbxFileTexture>( j );
								FBXSDK_printf( "           File Texture: %s\n", tex->GetFileName() );
								DisplayCommon::DisplayString( "           File Texture: %s\n", tex->GetFileName() );
							}
							for( int j = 0; j < fbxProp.GetSrcObjectCount<FbxLayeredTexture>(); j++ )
							{
								FbxLayeredTexture *tex = fbxProp.GetSrcObject<FbxLayeredTexture>( j );
								FBXSDK_printf( "        Layered Texture: %s\n", tex->GetName() );
								DisplayCommon::DisplayString( "        Layered Texture: %s\n", tex->GetName() );
							}
							for( int j = 0; j < fbxProp.GetSrcObjectCount<FbxProceduralTexture>(); j++ )
							{
								FbxProceduralTexture *tex = fbxProp.GetSrcObject<FbxProceduralTexture>( j );
								FBXSDK_printf( "     Procedural Texture: %s\n", tex->GetName() );
								DisplayCommon::DisplayString( "     Procedural Texture: %s\n", tex->GetName() );
							}
						}
						else
						{
							FbxDataType fbxType = fbxProp.GetPropertyDataType();
							FbxString fbxName = fbxType.GetName();
							if( FbxBoolDT == fbxType )
							{
								DisplayCommon::DisplayBool( "                Bool: ", fbxProp.Get<FbxBool>() );
							}
							else if( FbxIntDT == fbxType ||  FbxEnumDT  == fbxType )
							{
								DisplayCommon::DisplayInt( "                Int: ", fbxProp.Get<FbxInt>() );
							}
							else if( FbxFloatDT == fbxType )
							{
								DisplayCommon::DisplayDouble( "                Float: ", fbxProp.Get<FbxFloat>() );
							}
							else if( FbxDoubleDT == fbxType )
							{
								DisplayCommon::DisplayDouble( "                Double: ", fbxProp.Get<FbxDouble>() );
							}
							else if( FbxStringDT == fbxType || FbxUrlDT  == fbxType || FbxXRefUrlDT  == fbxType )
							{
								DisplayCommon::DisplayString( "                String: ", fbxProp.Get<FbxString>().Buffer() );
							}
							else if( FbxDouble2DT == fbxType )
							{
								FbxDouble2 double2 = fbxProp.Get<FbxDouble2>();
								FbxVector2 vector;
								vector[0] = double2[0];
								vector[1] = double2[1];
								DisplayCommon::Display2DVector( "                2D vector: ", vector );
							}
							else if( (FbxDouble3DT == fbxType) || (FbxColor3DT == fbxType) )
							{
								FbxDouble3 double3 = fbxProp.Get<FbxDouble3>();
								FbxVector4 vector;
								vector[0] = double3[0];
								vector[1] = double3[1];
								vector[2] = double3[2];
								DisplayCommon::Display3DVector( "                3D vector: ", vector );
							}
							else if( (FbxDouble4DT == fbxType) || (FbxColor4DT == fbxType) )
							{
								FbxDouble4 double4 = fbxProp.Get<FbxDouble4>();
								FbxVector4 vector;
								vector[0] = double4[0];
								vector[1] = double4[1];
								vector[2] = double4[2];
								vector[3] = double4[3];
								DisplayCommon::Display4DVector( "                4D vector: ", vector );
							}
							else if( FbxDouble4x4DT == fbxType )
							{
								FbxDouble4x4 double44 = fbxProp.Get<FbxDouble4x4>();
								for( int j = 0; j < 4; j++ )
								{
									FbxVector4 vector;
									vector[0] = double44[j][0];
									vector[1] = double44[j][1];
									vector[2] = double44[j][2];
									vector[3] = double44[j][3];
									DisplayCommon::Display4DVector( "                4x4D vector: ", vector );
								}
							}
						}
					}
				}
			}
			else
#endif	// #ifdef DISPLAY_HARDWARE_SHADER_INFORMATION
			if( material->GetClassId().Is(FbxSurfacePhong::ClassId) )
			{
				// We found a Phong material.  Display its properties.

				// Display the Ambient Color
				double3 = ((FbxSurfacePhong *) material)->Ambient;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Ambient: ", theColor );

				// Display the Diffuse Color
				double3 = ((FbxSurfacePhong *) material)->Diffuse;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Diffuse: ", theColor );

				// Display the Specular Color (unique to Phong materials)
				double3 = ((FbxSurfacePhong *) material)->Specular;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Specular: ", theColor );

				// Display the Emissive Color
				double3 = ((FbxSurfacePhong *) material)->Emissive;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Emissive: ", theColor );

				//Opacity is Transparency factor now
				double1 = ((FbxSurfacePhong *) material)->TransparencyFactor;
				DisplayCommon::DisplayDouble( "            Opacity: ", 1.0-double1.Get() );

				// Display the Shininess
				double1 = ((FbxSurfacePhong *) material)->Shininess;
				DisplayCommon::DisplayDouble( "            Shininess: ", double1.Get() );

				// Display the Reflectivity
				double1 = ((FbxSurfacePhong *) material)->ReflectionFactor;
				DisplayCommon::DisplayDouble( "            Reflectivity: ", double1.Get() );
			}
			else if( material->GetClassId().Is(FbxSurfaceLambert::ClassId) )
			{
				// We found a Lambert material. Display its properties.
				// Display the Ambient Color
				double3 = ((FbxSurfaceLambert *)material)->Ambient;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Ambient: ", theColor );

				// Display the Diffuse Color
				double3 = ((FbxSurfaceLambert *)material)->Diffuse;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Diffuse: ", theColor );

				// Display the Emissive
				double3 = ((FbxSurfaceLambert *)material)->Emissive;
				theColor.Set( double3.Get()[0], double3.Get()[1], double3.Get()[2] );
				DisplayCommon::DisplayColor( "            Emissive: ", theColor );

				// Display the Opacity
				double1 = ((FbxSurfaceLambert *)material)->TransparencyFactor;
				DisplayCommon::DisplayDouble( "            Opacity: ", 1.0-double1.Get() );
			}
			else
				DisplayCommon::DisplayString( "Unknown type of Material" );

			FbxPropertyT<FbxString> string;
			string = material->ShadingModel;
			DisplayCommon::DisplayString( "            Shading Model: ", string.Get() );
		}
	}
}
Пример #4
0
bool UnFbx::FFbxImporter::ImportAnimation(USkeleton* Skeleton, UAnimSequence * DestSeq, const FString& FileName, TArray<FbxNode*>& SortedLinks, TArray<FbxNode*>& NodeArray, FbxAnimStack* CurAnimStack, const int32 ResampleRate, const FbxTimeSpan AnimTimeSpan)
{
	// @todo : the length might need to change w.r.t. sampling keys
	FbxTime SequenceLength = AnimTimeSpan.GetDuration();
	float PreviousSequenceLength = DestSeq->SequenceLength;

	// if you have one pose(thus 0.f duration), it still contains animation, so we'll need to consider that as MINIMUM_ANIMATION_LENGTH time length
	DestSeq->SequenceLength = FGenericPlatformMath::Max<float>(SequenceLength.GetSecondDouble(), MINIMUM_ANIMATION_LENGTH);

	if(PreviousSequenceLength > MINIMUM_ANIMATION_LENGTH && DestSeq->RawCurveData.FloatCurves.Num() > 0)
	{
		// The sequence already existed when we began the import. We need to scale the key times for all curves to match the new 
		// duration before importing over them. This is to catch any user-added curves
		float ScaleFactor = DestSeq->SequenceLength / PreviousSequenceLength;
		for(FFloatCurve& Curve : DestSeq->RawCurveData.FloatCurves)
		{
			Curve.FloatCurve.ScaleCurve(0.0f, ScaleFactor);
		}
	}

	if (ImportOptions->bDeleteExistingMorphTargetCurves)
	{
		for (int32 CurveIdx=0; CurveIdx<DestSeq->RawCurveData.FloatCurves.Num(); ++CurveIdx)
		{
			auto& Curve = DestSeq->RawCurveData.FloatCurves[CurveIdx];
			if (Curve.GetCurveTypeFlag(ACF_DrivesMorphTarget))
			{
				DestSeq->RawCurveData.FloatCurves.RemoveAt(CurveIdx, 1, false);
				--CurveIdx;
			}
		}

		DestSeq->RawCurveData.FloatCurves.Shrink();
	}

	//
	// import blend shape curves
	//
	{
		GWarn->BeginSlowTask( LOCTEXT("BeginImportMorphTargetCurves", "Importing Morph Target Curves"), true);
		for ( int32 NodeIndex = 0; NodeIndex < NodeArray.Num(); NodeIndex++ )
		{
			// consider blendshape animation curve
			FbxGeometry* Geometry = (FbxGeometry*)NodeArray[NodeIndex]->GetNodeAttribute();
			if (Geometry)
			{
				int32 BlendShapeDeformerCount = Geometry->GetDeformerCount(FbxDeformer::eBlendShape);
				for(int32 BlendShapeIndex = 0; BlendShapeIndex<BlendShapeDeformerCount; ++BlendShapeIndex)
				{
					FbxBlendShape* BlendShape = (FbxBlendShape*)Geometry->GetDeformer(BlendShapeIndex, FbxDeformer::eBlendShape);

					const int32 BlendShapeChannelCount = BlendShape->GetBlendShapeChannelCount();

					FString BlendShapeName = UTF8_TO_TCHAR(MakeName(BlendShape->GetName()));

					for(int32 ChannelIndex = 0; ChannelIndex<BlendShapeChannelCount; ++ChannelIndex)
					{
						FbxBlendShapeChannel* Channel = BlendShape->GetBlendShapeChannel(ChannelIndex);

						if(Channel)
						{
							FString ChannelName = UTF8_TO_TCHAR(MakeName(Channel->GetName()));

							// Maya adds the name of the blendshape and an underscore to the front of the channel name, so remove it
							if(ChannelName.StartsWith(BlendShapeName))
							{
								ChannelName = ChannelName.Right(ChannelName.Len() - (BlendShapeName.Len()+1));
							}

							FbxAnimCurve* Curve = Geometry->GetShapeChannel(BlendShapeIndex, ChannelIndex, (FbxAnimLayer*)CurAnimStack->GetMember(0));
							if (Curve && Curve->KeyGetCount() > 0)
							{
								FFormatNamedArguments Args;
								Args.Add(TEXT("BlendShape"), FText::FromString(ChannelName));
								const FText StatusUpate = FText::Format(LOCTEXT("ImportingMorphTargetCurvesDetail", "Importing Morph Target Curves [{BlendShape}]"), Args);
								GWarn->StatusUpdate(NodeIndex + 1, NodeArray.Num(), StatusUpate);
								// now see if we have one already exists. If so, just overwrite that. if not, add new one. 
								ImportCurveToAnimSequence(DestSeq, *ChannelName, Curve,  ACF_DrivesMorphTarget | ACF_TriggerEvent, AnimTimeSpan, 0.01f /** for some reason blend shape values are coming as 100 scaled **/);
							}
						}
					}
				}
			}
		}
		GWarn->EndSlowTask();
	}

	// 
	// importing custom attribute START
	//
	if (ImportOptions->bImportCustomAttribute)
	{
		GWarn->BeginSlowTask( LOCTEXT("BeginImportMorphTargetCurves", "Importing Custom Attirubte Curves"), true);
		const int32 TotalLinks = SortedLinks.Num();
		int32 CurLinkIndex=0;
		for(auto Node: SortedLinks)
		{
			FbxProperty Property = Node->GetFirstProperty();
			while (Property.IsValid())
			{
				FbxAnimCurveNode* CurveNode = Property.GetCurveNode();
				// do this if user defined and animated and leaf node
				if( CurveNode && Property.GetFlag(FbxPropertyAttr::eUserDefined) && 
					CurveNode->IsAnimated() && IsSupportedCurveDataType(Property.GetPropertyDataType().GetType()) )
				{
					FString CurveName = UTF8_TO_TCHAR(CurveNode->GetName());
					UE_LOG(LogFbx, Log, TEXT("CurveName : %s"), *CurveName );

					int32 TotalCount = CurveNode->GetChannelsCount();
					for (int32 ChannelIndex=0; ChannelIndex<TotalCount; ++ChannelIndex)
					{
						FbxAnimCurve * AnimCurve = CurveNode->GetCurve(ChannelIndex);
						FString ChannelName = CurveNode->GetChannelName(ChannelIndex).Buffer();

						if (AnimCurve)
						{
							FString FinalCurveName;
							if (TotalCount == 1)
							{
								FinalCurveName = CurveName;
							}
							else
							{
								FinalCurveName = CurveName + "_" + ChannelName;
							}

							FFormatNamedArguments Args;
							Args.Add(TEXT("CurveName"), FText::FromString(FinalCurveName));
							const FText StatusUpate = FText::Format(LOCTEXT("ImportingCustomAttributeCurvesDetail", "Importing Custom Attribute [{CurveName}]"), Args);
							GWarn->StatusUpdate(CurLinkIndex + 1, TotalLinks, StatusUpate);

							ImportCurveToAnimSequence(DestSeq, FinalCurveName, AnimCurve,  ACF_DefaultCurve, AnimTimeSpan);
						}
											
					}
				}

				Property = Node->GetNextProperty(Property); 
			}

			CurLinkIndex++;
		}

		GWarn->EndSlowTask();
	}

	// importing custom attribute END

	const bool bSourceDataExists = (DestSeq->SourceRawAnimationData.Num() > 0);
	TArray<AnimationTransformDebug::FAnimationTransformDebugData> TransformDebugData;
	int32 TotalNumKeys = 0;
	const FReferenceSkeleton& RefSkeleton = Skeleton->GetReferenceSkeleton();

	// import animation
	{
		GWarn->BeginSlowTask( LOCTEXT("BeginImportAnimation", "Importing Animation"), true);

		TArray<struct FRawAnimSequenceTrack>& RawAnimationData = bSourceDataExists? DestSeq->SourceRawAnimationData : DestSeq->RawAnimationData;
		DestSeq->TrackToSkeletonMapTable.Empty();
		DestSeq->AnimationTrackNames.Empty();
		RawAnimationData.Empty();

		TArray<FName> FbxRawBoneNames;
		FillAndVerifyBoneNames(Skeleton, SortedLinks, FbxRawBoneNames, FileName);

		UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance();

		const bool bPreserveLocalTransform = FbxImporter->GetImportOptions()->bPreserveLocalTransform;

		// Build additional transform matrix
		UFbxAnimSequenceImportData* TemplateData = Cast<UFbxAnimSequenceImportData>(DestSeq->AssetImportData);
		FbxAMatrix FbxAddedMatrix;
		BuildFbxMatrixForImportTransform(FbxAddedMatrix, TemplateData);
		FMatrix AddedMatrix = Converter.ConvertMatrix(FbxAddedMatrix);

		const int32 NumSamplingKeys = FMath::FloorToInt(AnimTimeSpan.GetDuration().GetSecondDouble() * ResampleRate);
		const FbxTime TimeIncrement = (NumSamplingKeys > 1)? AnimTimeSpan.GetDuration() / (NumSamplingKeys - 1) : AnimTimeSpan.GetDuration();
		for(int32 SourceTrackIdx = 0; SourceTrackIdx < FbxRawBoneNames.Num(); ++SourceTrackIdx)
		{
			int32 NumKeysForTrack = 0;

			// see if it's found in Skeleton
			FName BoneName = FbxRawBoneNames[SourceTrackIdx];
			int32 BoneTreeIndex = RefSkeleton.FindBoneIndex(BoneName);

			// update status
			FFormatNamedArguments Args;
			Args.Add(TEXT("TrackName"), FText::FromName(BoneName));
			Args.Add(TEXT("TotalKey"), FText::AsNumber(NumSamplingKeys));
			Args.Add(TEXT("TrackIndex"), FText::AsNumber(SourceTrackIdx+1));
			Args.Add(TEXT("TotalTracks"), FText::AsNumber(FbxRawBoneNames.Num()));
			const FText StatusUpate = FText::Format(LOCTEXT("ImportingAnimTrackDetail", "Importing Animation Track [{TrackName}] ({TrackIndex}/{TotalTracks}) - TotalKey {TotalKey}"), Args);
			GWarn->StatusForceUpdate(SourceTrackIdx + 1, FbxRawBoneNames.Num(), StatusUpate);

			if (BoneTreeIndex!=INDEX_NONE)
			{
				bool bSuccess = true;

				FRawAnimSequenceTrack RawTrack;
				RawTrack.PosKeys.Empty();
				RawTrack.RotKeys.Empty();
				RawTrack.ScaleKeys.Empty();

				AnimationTransformDebug::FAnimationTransformDebugData NewDebugData;

				FbxNode* Link = SortedLinks[SourceTrackIdx];
				FbxNode * LinkParent = Link->GetParent();
			
				for(FbxTime CurTime = AnimTimeSpan.GetStart(); CurTime <= AnimTimeSpan.GetStop(); CurTime += TimeIncrement)
				{
					// save global trasnform
					FbxAMatrix GlobalMatrix = Link->EvaluateGlobalTransform(CurTime);
					// we'd like to verify this before going to Transform. 
					// currently transform has tons of NaN check, so it will crash there
					FMatrix GlobalUEMatrix = Converter.ConvertMatrix(GlobalMatrix);
					if (GlobalUEMatrix.ContainsNaN())
					{
						bSuccess = false;
						AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_InvalidTransform",
							"Track {0} contains invalid transform. Could not import the track."), FText::FromName(BoneName))), FFbxErrors::Animation_TransformError);
						break;
					}

					FTransform GlobalTransform =  Converter.ConvertTransform(GlobalMatrix);
					if (GlobalTransform.ContainsNaN())
					{
						bSuccess = false;
						AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_InvalidUnrealTransform",
											"Track {0} did not yeild valid transform. Please report this to animation team."), FText::FromName(BoneName))), FFbxErrors::Animation_TransformError);
						break;
					}

					// debug data, including import transformation
					FTransform AddedTransform(AddedMatrix);
					NewDebugData.SourceGlobalTransform.Add(GlobalTransform * AddedTransform);

					FTransform LocalTransform;
					if( !bPreserveLocalTransform && LinkParent)
					{
						// I can't rely on LocalMatrix. I need to recalculate quaternion/scale based on global transform if Parent exists
						FbxAMatrix ParentGlobalMatrix = Link->GetParent()->EvaluateGlobalTransform(CurTime);
						FTransform ParentGlobalTransform =  Converter.ConvertTransform(ParentGlobalMatrix);

						LocalTransform = GlobalTransform.GetRelativeTransform(ParentGlobalTransform);
						NewDebugData.SourceParentGlobalTransform.Add(ParentGlobalTransform);
					} 
					else
					{
						FbxAMatrix& LocalMatrix = Link->EvaluateLocalTransform(CurTime); 
						FbxVector4 NewLocalT = LocalMatrix.GetT();
						FbxVector4 NewLocalS = LocalMatrix.GetS();
						FbxQuaternion NewLocalQ = LocalMatrix.GetQ();

						LocalTransform.SetTranslation(Converter.ConvertPos(NewLocalT));
						LocalTransform.SetScale3D(Converter.ConvertScale(NewLocalS));
						LocalTransform.SetRotation(Converter.ConvertRotToQuat(NewLocalQ));

						NewDebugData.SourceParentGlobalTransform.Add(FTransform::Identity);
					}

					if(TemplateData && BoneTreeIndex == 0)
					{
						// If we found template data earlier, apply the import transform matrix to
						// the root track.
						LocalTransform.SetFromMatrix(LocalTransform.ToMatrixWithScale() * AddedMatrix);
					}

					if (LocalTransform.ContainsNaN())
					{
						bSuccess = false;
						AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_InvalidUnrealLocalTransform",
											"Track {0} did not yeild valid local transform. Please report this to animation team."), FText::FromName(BoneName))), FFbxErrors::Animation_TransformError);
						break;
					}

					RawTrack.ScaleKeys.Add(LocalTransform.GetScale3D());
					RawTrack.PosKeys.Add(LocalTransform.GetTranslation());
					RawTrack.RotKeys.Add(LocalTransform.GetRotation());

					NewDebugData.RecalculatedLocalTransform.Add(LocalTransform);
					++NumKeysForTrack;
				}

				if (bSuccess)
				{
					//add new track
					int32 NewTrackIdx = RawAnimationData.Add(RawTrack);
					DestSeq->AnimationTrackNames.Add(BoneName);

					NewDebugData.SetTrackData(NewTrackIdx, BoneTreeIndex, BoneName);

					// add mapping to skeleton bone track
					DestSeq->TrackToSkeletonMapTable.Add(FTrackToSkeletonMap(BoneTreeIndex));
					TransformDebugData.Add(NewDebugData);
				}
			}

			TotalNumKeys = FMath::Max( TotalNumKeys, NumKeysForTrack );
		}

		DestSeq->NumFrames = TotalNumKeys;
		GWarn->EndSlowTask();
	}

	// compress animation
	{
		GWarn->BeginSlowTask( LOCTEXT("BeginCompressAnimation", "Compress Animation"), true);
		GWarn->StatusForceUpdate(1, 1, LOCTEXT("CompressAnimation", "Compressing Animation"));
		// if source data exists, you should bake it to Raw to apply
		if(bSourceDataExists)
		{
			DestSeq->BakeTrackCurvesToRawAnimation();
		}
		else
		{
			// otherwise just compress
			DestSeq->PostProcessSequence();
		}

		// run debug mode
		AnimationTransformDebug::OutputAnimationTransformDebugData(TransformDebugData, TotalNumKeys, RefSkeleton);
		GWarn->EndSlowTask();
	}

	return true;
}
Пример #5
0
void FbxToHkxConverter::extractKeyFramesAndAnnotations(hkxScene *scene, FbxNode* fbxChildNode, hkxNode* newChildNode, int animStackIndex)
{
	FbxAMatrix bindPoseMatrix;
	FbxAnimStack* lAnimStack = NULL;
	int numAnimLayers = 0;
	FbxTimeSpan animTimeSpan;
	
	if (animStackIndex >= 0)
	{
		lAnimStack = m_curFbxScene->GetSrcObject<FbxAnimStack>(animStackIndex);
		numAnimLayers = lAnimStack->GetMemberCount<FbxAnimLayer>();
		animTimeSpan = lAnimStack->GetLocalTimeSpan();
	}

	// Find the time offset (in the "time space" of the FBX file) of the first animation frame
	FbxTime timePerFrame; timePerFrame.SetTime(0, 0, 0, 1, 0, m_curFbxScene->GetGlobalSettings().GetTimeMode());
	const FbxTime startTime = animTimeSpan.GetStart();
	const FbxTime endTime = animTimeSpan.GetStop();

	const hkReal startTimeSeconds = static_cast<hkReal>(startTime.GetSecondDouble());
	const hkReal endTimeSeconds = static_cast<hkReal>(endTime.GetSecondDouble());

	int numFrames = 0;
	bool staticNode = true;

	if (scene->m_sceneLength == 0)
	{
		bindPoseMatrix = fbxChildNode->EvaluateLocalTransform(startTime);
	}
	else
	{
		hkArray<hkStringOld> annotationStrings;
		hkArray<hkReal> annotationTimes;

		HK_ASSERT(0x0, newChildNode->m_keyFrames.getSize() == 0);

		// Sample each animation frame
		for (FbxTime time = startTime, priorSampleTime = endTime;
			 time < endTime;
			 priorSampleTime = time, time += timePerFrame, ++numFrames)
		{
			FbxAMatrix frameMatrix = fbxChildNode->EvaluateLocalTransform(time);
			staticNode = staticNode && (frameMatrix == bindPoseMatrix);

			hkMatrix4 mat;

			// Extract this frame's transform
			convertFbxXMatrixToMatrix4(frameMatrix, mat);
			newChildNode->m_keyFrames.pushBack(mat);

			// Extract all annotation strings for this frame using the deprecated
			// pipeline (new annotations are extracted when sampling attributes)
			if (m_options.m_exportAnnotations && numAnimLayers > 0)
			{
				FbxProperty prop = fbxChildNode->GetFirstProperty();
				while(prop.IsValid())
				{
					FbxString propName  = prop.GetName();
					FbxDataType lDataType = prop.GetPropertyDataType();
					hkStringOld name(propName.Buffer(), (int) propName.GetLen());
					if (name.asUpperCase().beginsWith("HK") && lDataType.GetType() == eFbxEnum)
					{
						FbxAnimLayer* lAnimLayer = lAnimStack->GetMember<FbxAnimLayer>(0);
						FbxAnimCurve* lAnimCurve = prop.GetCurve(lAnimLayer);

						int currentKeyIndex;
						const int keyIndex = (int) lAnimCurve->KeyFind(time, &currentKeyIndex);
						const int priorKeyIndex = (int) lAnimCurve->KeyFind(priorSampleTime);

						// Only store annotations on frames where they're explicitly keyframed, or if this is the first keyframe 
						if (priorKeyIndex != keyIndex)
						{
							const int currentEnumValueIndex = keyIndex < 0 ? (int) lAnimCurve->Evaluate(priorSampleTime) : (int) lAnimCurve->Evaluate(time);
							HK_ASSERT(0x0, currentEnumValueIndex < prop.GetEnumCount());
							const char* enumValue = prop.GetEnumValue(currentEnumValueIndex);
							hkxNode::AnnotationData& annotation = newChildNode->m_annotations.expandOne();
							annotation.m_time = (hkReal) (time - startTime).GetSecondDouble();
							annotation.m_description = (name + hkStringOld(enumValue, hkString::strLen(enumValue))).cString();
						}
					}
					prop = fbxChildNode->GetNextProperty(prop);
				}
			}
		}
	}

	// Replace animation key data for static nodes with just 1 or 2 frames of bind pose data
	if (staticNode)
	{
		// Static nodes in animated scene data are exported with two keys
		const bool exportTwoFramesForStaticNodes = (numFrames > 1);

		// replace transform
		newChildNode->m_keyFrames.setSize(exportTwoFramesForStaticNodes ? 2: 1);
		newChildNode->m_keyFrames.optimizeCapacity(0, true);

		// convert the bind pose transform to Havok format
		convertFbxXMatrixToMatrix4(bindPoseMatrix, newChildNode->m_keyFrames[0]);

		if (exportTwoFramesForStaticNodes)
		{
			newChildNode->m_keyFrames[1] = newChildNode->m_keyFrames[0];
		}
	}

	// Extract all times of actual keyframes for the current node... this can be used by Vision
	if ( m_options.m_storeKeyframeSamplePoints &&
		 newChildNode->m_keyFrames.getSize() > 2 &&
		 numAnimLayers > 0 )
	{
		FbxAnimLayer* lAnimLayer = lAnimStack->GetMember<FbxAnimLayer>(0);

		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_TRANSLATION, newChildNode, startTimeSeconds, endTimeSeconds);
		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_ROTATION, newChildNode, startTimeSeconds, endTimeSeconds);
		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_SCALING, newChildNode, startTimeSeconds, endTimeSeconds);
		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, newChildNode, startTimeSeconds, endTimeSeconds);
		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, newChildNode, startTimeSeconds, endTimeSeconds);
		extractKeyTimes(fbxChildNode, lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, newChildNode, startTimeSeconds, endTimeSeconds);

		if (newChildNode->m_linearKeyFrameHints.getSize() > 1)
		{
			hkSort(newChildNode->m_linearKeyFrameHints.begin(), newChildNode->m_linearKeyFrameHints.getSize());
		}
	}
}
Пример #6
0
void Tools::DisplayGenericInfo::DisplayProperties( FbxObject *i_object )
{
	DisplayCommon::DisplayString( "Name: ", (char *)i_object->GetName() );

	// Display all the properties
	int i, count = 0;
	FbxProperty lProperty = i_object->GetFirstProperty();
	while( lProperty.IsValid() )
	{
		count++;
		lProperty = i_object->GetNextProperty( lProperty );
	}

	FbxString lTitleStr = "    Property Count: ";

	if( count == 0 )
		return; // there are no properties to display

	DisplayCommon::DisplayInt( lTitleStr.Buffer(), count );

	i = 0;
	lProperty = i_object->GetFirstProperty();
	while( lProperty.IsValid() )
	{
		// exclude user properties
		FbxString string;
		DisplayCommon::DisplayInt( "        Property ", i );
		string = lProperty.GetLabel();
		DisplayCommon::DisplayString( "            Display Name: ", string );
		string = lProperty.GetName();
		DisplayCommon::DisplayString( "            Internal Name: ", string.Buffer() );
		string = lProperty.GetPropertyDataType().GetName();
		DisplayCommon::DisplayString( "            Type: ",string.Buffer() );
		if (lProperty.HasMinLimit())
			DisplayCommon::DisplayDouble( "            Min Limit: ", lProperty.GetMinLimit() );
		if (lProperty.HasMaxLimit())
			DisplayCommon::DisplayDouble( "            Max Limit: ", lProperty.GetMaxLimit() );
		DisplayCommon::DisplayBool( "            Is Animatable: ", lProperty.GetFlag(FbxPropertyAttr::eAnimatable) );

		switch( lProperty.GetPropertyDataType().GetType() )
		{
		case eFbxBool:
			DisplayCommon::DisplayBool( "            Default Value: ", lProperty.Get<FbxBool>() );
			break;

		case eFbxDouble:
			DisplayCommon::DisplayDouble( "            Default Value: ", lProperty.Get<FbxDouble>() );
			break;

		case eFbxDouble4:
			{
				FbxColor lDefault;
				char buffer[64];

				lDefault = lProperty.Get<FbxColor>();
				FBXSDK_sprintf( buffer, 64, "R=%f, G=%f, B=%f, A=%f", lDefault.mRed, lDefault.mGreen, lDefault.mBlue, lDefault.mAlpha );
				DisplayCommon::DisplayString( "            Default Value: ", buffer );
			}
			break;

		case eFbxInt:
			DisplayCommon::DisplayInt( "            Default Value: ", lProperty.Get<FbxInt>() );
			break;

		case eFbxDouble3:
			{
				FbxDouble3 lDefault;
				char buffer[64];

				lDefault = lProperty.Get<FbxDouble3>();
				FBXSDK_sprintf( buffer, 64, "X=%f, Y=%f, Z=%f", lDefault[0], lDefault[1], lDefault[2] );
				DisplayCommon::DisplayString( "            Default Value: ", buffer );
			}
			break;

			//case FbxEnumDT:
			//    DisplayInt("            Default Value: ", lProperty.Get<FbxEnum>());
			//    break;

		case eFbxFloat:
			DisplayCommon::DisplayDouble( "            Default Value: ", lProperty.Get<FbxFloat>() );
			break;

		case eFbxString:
			string = lProperty.Get<FbxString>();
			DisplayCommon::DisplayString( "            Default Value: ", string.Buffer() );
			break;

		default:
			DisplayCommon::DisplayString( "            Default Value: UNIDENTIFIED" );
			break;
		}
		i++;
		lProperty = i_object->GetNextProperty( lProperty );
	}
}