void FbxFileLoader::print_matrix( const FbxAMatrix& m ) const { std::cout.setf( std::ios_base::fixed, std::ios_base::floatfield ); std::cout.precision( 4 ); std::cout << "\tT : " << m.GetT()[ 0 ] << ", " << m.GetT()[ 1 ] << ", " << m.GetT()[ 2 ] << std::endl; std::cout << "\tR : " << m.GetR()[ 0 ] << ", " << m.GetR()[ 1 ] << ", " << m.GetR()[ 2 ] << std::endl; std::cout << "\tS : " << m.GetS()[ 0 ] << ", " << m.GetS()[ 1 ] << ", " << m.GetS()[ 2 ] << std::endl; }
void FbxLoader::ComputeNodeMatrix(FbxNode* node, Node& meshNode, bool local) { if(!node) return; FbxAnimEvaluator* evaluator = scene->GetAnimationEvaluator(); FbxAMatrix global; global.SetIdentity(); FbxTime time; time.SetSecondDouble(0.0); if(node != scene->GetRootNode()) { if(local) { global = evaluator->GetNodeLocalTransform(node, time); } else { global = evaluator->GetNodeGlobalTransform(node, time); } } auto T = global.GetT() * factor; if(axismode == eLeftHanded) { auto R = global.GetR(); R[1] *= -1; R[2] *= -1; T[0] *= -1; global.SetR(R); } global.SetT(T); meshNode.matrix = Matrix( (float)global[0][0], (float)global[0][1], (float)global[0][2], (float)global[0][3], (float)global[1][0], (float)global[1][1], (float)global[1][2], (float)global[1][3], (float)global[2][0], (float)global[2][1], (float)global[2][2], (float)global[2][3], (float)global[3][0], (float)global[3][1], (float)global[3][2], (float)global[3][3]); }
void FbxParser::ProcessLight(FbxNode* pNode, std::vector<GS::Light*>& lights) { FbxLight* llight = (FbxLight*) pNode->GetNodeAttribute(); if (!llight) return ; // Get the light color. FbxDouble3 c = llight->Color.Get(); GS::float4 lcolor( c[0], c[1], c[2], 1.0 ); float intensity = llight->Intensity.Get(); if (intensity) lcolor= lcolor*(intensity/100); // to do so far, we only process directional light if (llight->LightType.Get() == FbxLight::eDirectional) { //FbxDouble3 dir = pNode->LclRotation.Get(); FbxAnimEvaluator* lEvaluator = mpFbxScene->GetAnimationEvaluator(); FbxAMatrix lGlobal; lGlobal= lEvaluator->GetNodeGlobalTransform( pNode); FbxVector4 rotation = lGlobal.GetR(); FbxVector4 tran = lGlobal.GetT(); FbxQuaternion quaternion = lGlobal.GetQ(); GS::float4 q(quaternion[0], quaternion[1], quaternion[2],quaternion[3]); GS::float4x4 rotMat = GS::quat_rotation_matrix(q); GS::float4 dir(mul(rotMat, GS::float4(0, 0, -1, 1))); /* dir(0,0,-1); FbxQuaternion quaternion = lGlobal.GetQ(); quaternion. LcLRotation3f quaternion3f(quaternion[0], quaternion[1], quaternion[2], quaternion[3]); LcLTransform3f rot3f(quaternion3f); LcLVec3f rot_dir = dir * rot3f;*/ } }
SceneNode *SceneConverter::makeSceneNode(FbxNode *node) { SceneNode *sceneNode = new SceneNode(); if (node->GetParent() == NULL) // The root { // Type sceneNode->type = FbxString("root"); // Name sceneNode->attributes.push_back(std::make_pair(FbxString("name"), node->GetName())); // Transformation FbxAMatrix m = node->EvaluateGlobalTransform(); const FbxVector4 translation = m.GetT(); const FbxVector4 rotation = m.GetR(); const FbxVector4 scaling = m.GetS(); char buffer[1024]; FBXSDK_sprintf(buffer, 1024, "s:%8.5f,%8.5f,%8.5f,r:%8.5f,%8.5f,%8.5f,t:%8.5f,%8.5f,%8.5f", (float)scaling[0], (float)scaling[1], (float)scaling[2], (float)rotation[0], (float)rotation[1], (float)rotation[2], (float)translation[0], (float)translation[1], (float)translation[2]); sceneNode->attributes.push_back(std::make_pair(FbxString("transform"), FbxString(buffer))); } else { FbxCamera *camera = node->GetCamera(); if (camera != NULL) { sceneNode->type = FbxString("camera"); sceneNode->attributes.push_back(std::make_pair(FbxString("name"), node->GetName())); sceneNode->attributes.push_back(std::make_pair(FbxString("fixed"), FbxString("true"))); FbxVector4 position = camera->EvaluatePosition(); FbxVector4 center = camera->EvaluateLookAtPosition(); // FIXME: seems EvaluateUpDirection doesn't give correct result as it // is affected by its parent nodes' tranforms however we attach camera // to the root in paper3d's scene. // FbxVector4 up = camera->EvaluateUpDirection(position, center); FbxDouble3 up = camera->UpVector.Get(); char buffer[1024]; FBXSDK_sprintf(buffer, 1024, "eye:%8.5f,%8.5f,%8.5f,center:%8.5f,%8.5f,%8.5f,up:%8.5f,%8.5f,%8.5f", (float)position[0], (float)position[1], (float)position[2], (float)center[0], (float)center[1], (float)center[2], (float)up[0], (float)up[1], (float)up[2]); sceneNode->attributes.push_back(std::make_pair(FbxString("lookat"), FbxString(buffer))); float nearZ = (float)camera->GetNearPlane(); float farZ = (float)camera->GetFarPlane(); if (camera->ProjectionType.Get() == FbxCamera::ePerspective) { FbxCamera::EAspectRatioMode lCamAspectRatioMode = camera->GetAspectRatioMode(); double lAspectX = camera->AspectWidth.Get(); double lAspectY = camera->AspectHeight.Get(); double lAspectRatio = 1.333333; switch( lCamAspectRatioMode) { case FbxCamera::eWindowSize: lAspectRatio = lAspectX / lAspectY; break; case FbxCamera::eFixedRatio: lAspectRatio = lAspectX; break; case FbxCamera::eFixedResolution: lAspectRatio = lAspectX / lAspectY * camera->GetPixelRatio(); break; case FbxCamera::eFixedWidth: lAspectRatio = camera->GetPixelRatio() / lAspectY; break; case FbxCamera::eFixedHeight: lAspectRatio = camera->GetPixelRatio() * lAspectX; break; default: break; } //get the aperture ratio double lFilmHeight = camera->GetApertureHeight(); double lFilmWidth = camera->GetApertureWidth() * camera->GetSqueezeRatio(); //here we use Height : Width double lApertureRatio = lFilmHeight / lFilmWidth; //change the aspect ratio to Height : Width lAspectRatio = 1 / lAspectRatio; //revise the aspect ratio and aperture ratio FbxCamera::EGateFit lCameraGateFit = camera->GateFit.Get(); switch( lCameraGateFit ) { case FbxCamera::eFitFill: if( lApertureRatio > lAspectRatio) // the same as eHORIZONTAL_FIT { lFilmHeight = lFilmWidth * lAspectRatio; camera->SetApertureHeight( lFilmHeight); lApertureRatio = lFilmHeight / lFilmWidth; } else if( lApertureRatio < lAspectRatio) //the same as eVERTICAL_FIT { lFilmWidth = lFilmHeight / lAspectRatio; camera->SetApertureWidth( lFilmWidth); lApertureRatio = lFilmHeight / lFilmWidth; } break; case FbxCamera::eFitVertical: lFilmWidth = lFilmHeight / lAspectRatio; camera->SetApertureWidth( lFilmWidth); lApertureRatio = lFilmHeight / lFilmWidth; break; case FbxCamera::eFitHorizontal: lFilmHeight = lFilmWidth * lAspectRatio; camera->SetApertureHeight( lFilmHeight); lApertureRatio = lFilmHeight / lFilmWidth; break; case FbxCamera::eFitStretch: lAspectRatio = lApertureRatio; break; case FbxCamera::eFitOverscan: if( lFilmWidth > lFilmHeight) { lFilmHeight = lFilmWidth * lAspectRatio; } else { lFilmWidth = lFilmHeight / lAspectRatio; } lApertureRatio = lFilmHeight / lFilmWidth; break; case FbxCamera::eFitNone: default: break; } //change the aspect ratio to Width : Height lAspectRatio = 1 / lAspectRatio; #define HFOV2VFOV(h, ar) (2.0 * atan((ar) * tan( (h * FBXSDK_PI_DIV_180) * 0.5)) * FBXSDK_180_DIV_PI) //ar : aspectY / aspectX #define VFOV2HFOV(v, ar) (2.0 * atan((ar) * tan( (v * FBXSDK_PI_DIV_180) * 0.5)) * FBXSDK_180_DIV_PI) //ar : aspectX / aspectY double lFieldOfViewX = 0.0; double lFieldOfViewY = 0.0; if (camera->GetApertureMode() == FbxCamera::eVertical) { lFieldOfViewY = camera->FieldOfView.Get(); lFieldOfViewX = VFOV2HFOV( lFieldOfViewY, 1 / lApertureRatio); } else if (camera->GetApertureMode() == FbxCamera::eHorizontal) { lFieldOfViewX = camera->FieldOfView.Get(); //get HFOV lFieldOfViewY = HFOV2VFOV( lFieldOfViewX, lApertureRatio); } else if (camera->GetApertureMode() == FbxCamera::eFocalLength) { lFieldOfViewX = camera->ComputeFieldOfView(camera->FocalLength.Get()); //get HFOV lFieldOfViewY = HFOV2VFOV( lFieldOfViewX, lApertureRatio); } else if (camera->GetApertureMode() == FbxCamera::eHorizAndVert) { lFieldOfViewX = camera->FieldOfViewX.Get(); lFieldOfViewY = camera->FieldOfViewY.Get(); } #undef HFOV2VFOV #undef VFOV2HFOV FBXSDK_sprintf(buffer, 1024, "perspective,fov:%8.5f,aspect:-1,znear:%8.5f,zfar:%8.5f", (float)lFieldOfViewY, nearZ, farZ); sceneNode->attributes.push_back(std::make_pair(FbxString("projection"), FbxString(buffer))); } else { FBXSDK_sprintf(buffer, 1024, "orthogonal,aspect:-1,znear:%8.5f,zfar:%8.5f", nearZ, farZ); sceneNode->attributes.push_back(std::make_pair(FbxString("projection"), FbxString(buffer))); } m_numCameras++; } else { FbxLight *light = node->GetLight(); if (light != NULL) { m_numLights++; FBX_ASSERT(!"Not implemented!"); } else { // Type sceneNode->type = FbxString("drawable"); // Name sceneNode->attributes.push_back(std::make_pair(FbxString("name"), node->GetName())); // Transformation FbxAMatrix m = node->EvaluateLocalTransform(); //FbxAMatrix m1 = node->EvaluateGlobalTransform(); const FbxVector4 translation = m.GetT(); const FbxVector4 rotation = m.GetR(); const FbxVector4 scaling = m.GetS(); float s[3], r[3], t[3]; t[0] = (float)translation.mData[0]; t[1] = (float)translation.mData[1]; t[2] = (float)translation.mData[2]; r[0] = (float)(rotation[0] * FBXSDK_DEG_TO_RAD); r[1] = (float)(rotation[1] * FBXSDK_DEG_TO_RAD); r[2] = (float)(rotation[2] * FBXSDK_DEG_TO_RAD); s[0] = (float)scaling[0]; s[1] = (float)scaling[1]; s[2] = (float)scaling[2]; //const FbxVector4 translation1 = m1.GetT(); //const FbxVector4 rotation1 = m1.GetR(); //const FbxVector4 scaling1 = m1.GetS(); char buffer[1024]; FBXSDK_sprintf(buffer, 1024, "s:%8.5f,%8.5f,%8.5f,r:%8.5f,%8.5f,%8.5f,t:%8.5f,%8.5f,%8.5f", s[0], s[1], s[2], r[0], r[1], r[2], t[0], t[1], t[2]); sceneNode->attributes.push_back(std::make_pair(FbxString("transform"), FbxString(buffer))); // Mesh //if (node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eCamera) //{ // FBXSDK_printf("f**k"); //} static FbxUInt32 i = 0; if (node->GetMesh() == NULL) { sceneNode->type = FbxString("node"); } else { const char *meshName = node->GetMesh()->GetName(); if (meshName == NULL || meshName[0] == 0) { meshName = node->GetName(); } FbxString prefix; if (meshName == NULL || meshName[0] == 0) { prefix = FbxString("mesh_") + FbxString(int(i++)); } else { prefix = FbxString(meshName); } sceneNode->geometry = prefix + FbxString(".") + m_arguments->meshFormat; // Material FbxSurfaceMaterial *material = node->GetMaterial(0); if (material != NULL) { // This only gets the material of type sDiffuse, you probably need to // traverse all Standard Material Property by its name to get all // possible textures. FbxProperty prop = material->FindProperty(FbxSurfaceMaterial::sDiffuse); // Check if it's layeredtextures int layeredTextureCount = prop.GetSrcObjectCount<FbxLayeredTexture>(); if (prop.GetSrcObjectCount<FbxTexture>() > 0) { FbxFileTexture *lTex = prop.GetSrcObject<FbxFileTexture>(0); FbxString filename = FbxPathUtils::GetFileName(lTex->GetFileName()); sceneNode->texture = filename.Lower(); m_textures.push_back(FbxString(lTex->GetFileName())); } // root node is not counted as a drawable. m_numDrawables++; } } } } } return sceneNode; }