void fbxLoader2::readAnimationTakeData(FbxNode* node) { FbxAnimStack* pAnimStack = FbxCast<FbxAnimStack>(scene->GetSrcObject(FBX_TYPE(FbxAnimStack))); FbxAnimLayer* pAnimLayer = pAnimStack->GetMember(FBX_TYPE(FbxAnimLayer)); FbxAnimCurve* animCv = node->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X); FbxTimeSpan length = FbxTimeSpan(); int p = animCv->KeyGetCount(); const char* nameAnim = animCv->GetName(); const size_t len = strlen(nameAnim); char * new_name = new char[len + 1]; strncpy(new_name, nameAnim, len); animCv->GetTimeInterval(length); FbxTime duration = length.GetDuration(); FbxTime::EMode mode = duration.GetGlobalTimeMode(); double frameRate = duration.GetFrameRate(mode); double startt = length.GetStart().GetMilliSeconds(); double endt = length.GetStop().GetMilliSeconds(); int frames = animCv->KeyGetCount(); animationStructure = new AnimationData(new_name, startt, endt, (int)frameRate, frames); for (int i = 0; i< frames; i++) { SkeletalData *sk = new SkeletalData(); for(int j = 0; j<skeleton->GetBonesCount(); j++) { BoneData *bonecopy = new BoneData(); bonecopy->SetID(skeleton->GetBone(j)->GetID()); bonecopy->SetName(skeleton->GetBone(j)->GetName()); bonecopy->SetParent(skeleton->GetBone(j)->GetParent()); sk->SetBones(bonecopy); } animationStructure->SetSkeleton(sk, i); } }
int32 UnFbx::FFbxImporter::GetMaxSampleRate(TArray<FbxNode*>& SortedLinks, TArray<FbxNode*>& NodeArray) { int32 MaxStackResampleRate = 0; int32 AnimStackCount = Scene->GetSrcObjectCount<FbxAnimStack>(); for( int32 AnimStackIndex = 0; AnimStackIndex < AnimStackCount; AnimStackIndex++) { FbxAnimStack* CurAnimStack = Scene->GetSrcObject<FbxAnimStack>(AnimStackIndex); FbxTimeSpan AnimStackTimeSpan = GetAnimationTimeSpan(SortedLinks[0], CurAnimStack); double AnimStackStart = AnimStackTimeSpan.GetStart().GetSecondDouble(); double AnimStackStop = AnimStackTimeSpan.GetStop().GetSecondDouble(); FbxAnimLayer* AnimLayer = (FbxAnimLayer*)CurAnimStack->GetMember(0); for(int32 LinkIndex = 0; LinkIndex < SortedLinks.Num(); ++LinkIndex) { FbxNode* CurrentLink = SortedLinks[LinkIndex]; FbxAnimCurve* Curves[6]; Curves[0] = CurrentLink->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_X, false); Curves[1] = CurrentLink->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, false); Curves[2] = CurrentLink->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, false); Curves[3] = CurrentLink->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_X, false); Curves[4] = CurrentLink->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, false); Curves[5] = CurrentLink->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, false); for(int32 CurveIndex = 0; CurveIndex < 6; ++CurveIndex) { FbxAnimCurve* CurrentCurve = Curves[CurveIndex]; if(CurrentCurve) { int32 KeyCount = CurrentCurve->KeyGetCount(); FbxTimeSpan TimeInterval(FBXSDK_TIME_INFINITE,FBXSDK_TIME_MINUS_INFINITE); bool bValidTimeInterval = CurrentCurve->GetTimeInterval(TimeInterval); if(KeyCount > 1 && bValidTimeInterval) { double KeyAnimLength = TimeInterval.GetDuration().GetSecondDouble(); double KeyAnimStart = TimeInterval.GetStart().GetSecondDouble(); double KeyAnimStop = TimeInterval.GetStop().GetSecondDouble(); if(KeyAnimLength != 0.0) { // 30 fps animation has 31 keys because it includes index 0 key for 0.0 second int32 NewRate = FPlatformMath::RoundToInt((KeyCount-1) / KeyAnimLength); MaxStackResampleRate = FMath::Max(NewRate, MaxStackResampleRate); } } } } } } // Make sure we're not hitting 0 for samplerate if ( MaxStackResampleRate != 0 ) { return MaxStackResampleRate; } return DEFAULT_SAMPLERATE; }
bool UnFbx::FFbxImporter::IsValidAnimationData(TArray<FbxNode*>& SortedLinks, TArray<FbxNode*>& NodeArray, int32& ValidTakeCount) { // If there are no valid links, then we cannot import the anim set if(SortedLinks.Num() == 0) { return false; } ValidTakeCount = 0; int32 AnimStackCount = Scene->GetSrcObjectCount<FbxAnimStack>(); int32 AnimStackIndex; for (AnimStackIndex = 0; AnimStackIndex < AnimStackCount; AnimStackIndex++ ) { FbxAnimStack* CurAnimStack = Scene->GetSrcObject<FbxAnimStack>(AnimStackIndex); // set current anim stack Scene->SetCurrentAnimationStack(CurAnimStack); // debug purpose for (int32 BoneIndex = 0; BoneIndex < SortedLinks.Num(); BoneIndex++) { FString BoneName = UTF8_TO_TCHAR(MakeName(SortedLinks[BoneIndex]->GetName())); UE_LOG(LogFbx, Log, TEXT("SortedLinks :(%d) %s"), BoneIndex, *BoneName ); } FbxTimeSpan AnimTimeSpan = GetAnimationTimeSpan(SortedLinks[0], CurAnimStack); if (AnimTimeSpan.GetDuration() <= 0) { AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("FBXImport_ZeroLength", "Animation Stack {0} does not contain any valid key. Try different time options when import."), FText::FromString(UTF8_TO_TCHAR(CurAnimStack->GetName())))), FFbxErrors::Animation_ZeroLength); continue; } ValidTakeCount++; { bool bBlendCurveFound = false; for ( int32 NodeIndex = 0; !bBlendCurveFound && 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); int32 BlendShapeChannelCount = BlendShape->GetBlendShapeChannelCount(); for(int32 ChannelIndex = 0; ChannelIndex<BlendShapeChannelCount; ++ChannelIndex) { FbxBlendShapeChannel* Channel = BlendShape->GetBlendShapeChannel(ChannelIndex); if(Channel) { // Get the percentage of influence of the shape. FbxAnimCurve* Curve = Geometry->GetShapeChannel(BlendShapeIndex, ChannelIndex, (FbxAnimLayer*)CurAnimStack->GetMember(0)); if (Curve && Curve->KeyGetCount() > 0) { bBlendCurveFound = true; break; } } } } } } } } return ( ValidTakeCount != 0 ); }
void fbxLoader2::processMesh(FbxNode* node) { FbxMesh* mesh = node->GetMesh(); this->readAnimationWeigths(mesh); if(mesh!=NULL && mesh->IsTriangleMesh()) { for (int i = 0; i<mesh->GetControlPointsCount(); i++) { readVertex(mesh, i, &vertex[i]); vertexArray[i].position = D3DXVECTOR3(vertex[i]); } int a = mesh->GetPolygonVertexCount(); for (int i = 0; i<mesh->GetPolygonVertexCount(); i++) { readUV(mesh, i, 0, &uv[i]); readNormal(mesh, i, &normal[i]); indices[i].indice = mesh->GetPolygonVertices()[i]; indices[i].normal1 = normal[i]; indices[i].uv1 = uv[i]; indicesMeshCount++; } } //vertexLists.push_back(vertexArray); indiceLists.push_back(indices); FbxAnimStack* pAnimStack = FbxCast<FbxAnimStack>(scene->GetSrcObject(FBX_TYPE(FbxAnimStack))); int numAnimLayers = pAnimStack->GetMemberCount(FBX_TYPE(FbxAnimLayer)); this->setBindPoseCluster(node); for (int i = 0; i < numAnimLayers; i++) { FbxAnimLayer* pAnimLayer = pAnimStack->GetMember(FBX_TYPE(FbxAnimLayer), i); FbxAnimCurve* animCv = this->findSkeletonRootBone(scene->GetRootNode())->GetChild(0)->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X); if (animCv) { FbxTimeSpan animationLength; int p = animCv->KeyGetCount(); animCv->GetTimeInterval(animationLength); for(int j = 0; j<animationStructure->GetFramesNumber();j++) { FbxTime timeKey = animCv->KeyGet(j).mTime; //FbxTime interval = (duration/p)*j + animationLength.GetStart(); //int intervalVal = (duration.GetSecondCount()/p)*j + animationLength.GetStart().GetSecondCount(); const FbxTime pTime = animCv->KeyGet(j).mTime; FbxAMatrix pGlobalPos = GetGlobalPosition(node, pTime, scene->GetPose(j)); ComputeSkinDeformation(pGlobalPos, mesh, timeKey, scene->GetPose(j), j); } } } for(int i = 0; i<node->GetChildCount(); i++) { processMesh(node->GetChild(i)); } }