void GeometryLoaderDX11::loadFBXFile( std::string szFilename, std::vector<GeometryPtr>& vGeomVector, std::vector<std::string>& vNames ) { FileSystem fs; szFilename = fs.GetModelsFolderS() + szFilename; pFBXManager = FbxManager::Create(); if( !pFBXManager ) Log::Get().Write( L"CGeometryLoader11.cpp: Error creating FBX Manager!" ); FbxIOSettings* pIOS = FbxIOSettings::Create( pFBXManager, IOSROOT ); pFBXManager->SetIOSettings( pIOS ); FbxString lPath = FbxGetApplicationDirectory(); pFBXManager->LoadPluginsDirectory( lPath.Buffer() ); FbxScene* pScene = FbxScene::Create( pFBXManager, "" ); int /*nFileMajor,*/ nFileMinor, nFileRevision; int nSDKMajor, nSDKMinor, nSDKRevision; int i, /*nAnimationStack,*/ lFileFormat; // bool bStatus; // char szPassword[1024]; FbxManager::GetFileFormatVersion( nSDKMajor, nSDKMinor, nSDKRevision ); FbxImporter* pImporter = FbxImporter::Create( pFBXManager, "" ); if (!pFBXManager->GetIOPluginRegistry()->DetectReaderFileFormat(szFilename.c_str(), lFileFormat) ) { // Unrecognizable file format. Try to fall back to FbxImporter::eFBX_BINARY lFileFormat = pFBXManager->GetIOPluginRegistry()->FindReaderIDByDescription( "FBX binary (*.fbx)" );; } bool ImportStatus = pImporter->Initialize( szFilename.c_str(), lFileFormat, pFBXManager->GetIOSettings() ); pImporter->GetFileVersion( nFileMinor, nFileMinor, nFileRevision ); if( !ImportStatus ) { Log::Get().Write( L"CGeometryLoader11.cpp: FbxImporter Initialize failed!" ); return; } ImportStatus = pImporter->Import( pScene ); if( !ImportStatus ) { Log::Get().Write( L"CGeometryLoader11.cpp: FbxImporter failed to import the file to the scene!" ); return; } FbxAxisSystem SceneAxisSystem = pScene->GetGlobalSettings().GetAxisSystem(); FbxAxisSystem AxisSystem( FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eLeftHanded ); if( SceneAxisSystem != AxisSystem ) { AxisSystem.ConvertScene( pScene ); } //FbxSystemUnit SceneSystemUnit = pScene->GetGlobalSettings().GetSystemUnit(); //if( SceneSystemUnit.GetScaleFactor() != 1.0f ) // FbxSystemUnit::cm.ConvertScene( pScene ); FBXTriangulateRecursive( pScene->GetRootNode() ); FbxArray<FbxMesh*> vMeshs; FBXFillMeshArray( pScene, vMeshs ); unsigned short usVertexCount = 0; unsigned short usTriangleCount = 0; unsigned short usGroupCount = 0; unsigned short usMaterialCount = 0; unsigned short usIndicesCount = 0; for( i = 0; i < vMeshs.GetCount(); i++ ) { Log::Get().Write( L"CGeometryLoader11.cpp: Loading File!" ); std::string name = vMeshs[i]->GetNode()->GetName(); vNames.push_back( name ); usVertexCount = vMeshs[i]->GetControlPointsCount(); if( usVertexCount == 0 ) continue; usTriangleCount = vMeshs[i]->GetPolygonVertexCount() / 3; usIndicesCount = vMeshs[i]->GetPolygonVertexCount(); VertexElementDX11* pPositions = new VertexElementDX11( 3, usTriangleCount * 3 ); pPositions->m_SemanticName = VertexElementDX11::PositionSemantic; pPositions->m_uiSemanticIndex = 0; pPositions->m_Format = DXGI_FORMAT_R32G32B32_FLOAT; pPositions->m_uiInputSlot = 0; pPositions->m_uiAlignedByteOffset = 0; pPositions->m_InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; pPositions->m_uiInstanceDataStepRate = 0; VertexElementDX11* pTexCoords = new VertexElementDX11( 2, usTriangleCount * 3 ); pTexCoords->m_SemanticName = VertexElementDX11::TexCoordSemantic; pTexCoords->m_uiSemanticIndex = 0; pTexCoords->m_Format = DXGI_FORMAT_R32G32_FLOAT; pTexCoords->m_uiInputSlot = 0; pTexCoords->m_uiAlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; pTexCoords->m_InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; pTexCoords->m_uiInstanceDataStepRate = 0; VertexElementDX11* pNormals = new VertexElementDX11( 3, usTriangleCount * 3 ); pNormals->m_SemanticName = VertexElementDX11::NormalSemantic; pNormals->m_uiSemanticIndex = 0; pNormals->m_Format = DXGI_FORMAT_R32G32B32_FLOAT; pNormals->m_uiInputSlot = 0; pNormals->m_uiAlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; pNormals->m_InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; pNormals->m_uiInstanceDataStepRate = 0; Vector3f* pPos = pPositions->Get3f(0); Vector3f* pNorm = pNormals->Get3f(0); Vector2f* pTex = pTexCoords->Get2f(0); FbxVector4* pFBXVerts = new FbxVector4[usVertexCount]; memcpy( pFBXVerts, vMeshs[i]->GetControlPoints(), usVertexCount * sizeof(FbxVector4)); TriangleIndices face; GeometryPtr pGeomPointer( new GeometryDX11() ); for( int j = 0; j < usTriangleCount; j++ ) { int nIndex = 0; FbxVector4 FBXNorm( 0, 0, 0, 0 ); FbxVector2 FBXUV( 0, 0 ); face.P1() = nIndex = vMeshs[i]->GetPolygonVertex( j, 0 ); pPos[nIndex].x = (float)pFBXVerts[ nIndex ][0]; pPos[nIndex].y = (float)pFBXVerts[ nIndex ][1]; pPos[nIndex].z = (float)pFBXVerts[ nIndex ][2]; vMeshs[i]->GetPolygonVertexNormal( j, 0, FBXNorm ); pNorm[nIndex].x = (float)FBXNorm[0]; pNorm[nIndex].y = (float)FBXNorm[1]; pNorm[nIndex].z = (float)FBXNorm[2]; vMeshs[i]->GetPolygonVertexUV( j, 0, "map1", FBXUV ); pTex[nIndex].x = (float)FBXUV[0]; pTex[nIndex].y = (float)FBXUV[1]; face.P2() = nIndex = vMeshs[i]->GetPolygonVertex( j, 1 ); pPos[nIndex].x = (float)pFBXVerts[ nIndex ][0]; pPos[nIndex].y = (float)pFBXVerts[ nIndex ][1]; pPos[nIndex].z = (float)pFBXVerts[ nIndex ][2]; vMeshs[i]->GetPolygonVertexNormal( j, 1, FBXNorm ); pNorm[nIndex].x = (float)FBXNorm[0]; pNorm[nIndex].y = (float)FBXNorm[1]; pNorm[nIndex].z = (float)FBXNorm[2]; vMeshs[i]->GetPolygonVertexUV( j, 1, "map1", FBXUV ); pTex[nIndex].x = (float)FBXUV[0]; pTex[nIndex].y = (float)FBXUV[1]; face.P3() = nIndex = vMeshs[i]->GetPolygonVertex( j, 2 ); pPos[nIndex].x = (float)pFBXVerts[ nIndex ][0]; pPos[nIndex].y = (float)pFBXVerts[ nIndex ][1]; pPos[nIndex].z = (float)pFBXVerts[ nIndex ][2]; vMeshs[i]->GetPolygonVertexNormal( j, 2, FBXNorm ); pNorm[nIndex].x = (float)FBXNorm[0]; pNorm[nIndex].y = (float)FBXNorm[1]; pNorm[nIndex].z = (float)FBXNorm[2]; vMeshs[i]->GetPolygonVertexUV( j, 2, "map1", FBXUV ); pTex[nIndex].x = (float)FBXUV[0]; pTex[nIndex].y = (float)FBXUV[1]; pGeomPointer->AddFace( face ); } for( int j = 0; j < usVertexCount; j++ ) { pNorm[j].Normalize(); } pGeomPointer->AddElement( pPositions ); pGeomPointer->AddElement( pNormals ); pGeomPointer->AddElement( pTexCoords ); delete[] pFBXVerts; vGeomVector.push_back( pGeomPointer ); vMeshs[i]->Destroy(); vMeshs[i] = NULL; } pImporter->Destroy(); pImporter = NULL; pScene->Destroy(); pScene = NULL; pIOS->Destroy(); pIOS = NULL; pFBXManager->Destroy(); pFBXManager = NULL; }