// Add the specified node to the node array. Also, add recursively
// all the parent node of the specified node to the array.
void AddNodeRecursively(FbxArray<FbxNode*>& pNodeArray, FbxNode* pNode)
{
	if (pNode)
	{
		AddNodeRecursively(pNodeArray, pNode->GetParent());

		if (pNodeArray.Find(pNode) == -1)
		{
			// Node not in the list, add it
			pNodeArray.Add(pNode);
		}
	}
}
// メッシュ情報処理(再帰関数)
void GetMeshData(FbxNode *parent, VertexDataArray& outVertexData)
{
	// メッシュだけ処理
	int numKids = parent->GetChildCount();
	for(int i = 0; i < numKids; i++)
	{
		FbxNode *child = parent->GetChild(i);

		// メッシュを見つけたら
		if(child->GetMesh())
		{
			FbxMesh* pMesh = child->GetMesh();// static_cast<FbxMesh*>(child->GetNodeAttribute());
			printf("メッシュ発見\n");

			printf("名前:%s\n", pMesh->GetName());
			printf("ポリゴン数:%d\n", pMesh->GetPolygonCount());
			printf("マテリアル数:%d\n", pMesh->GetElementMaterialCount());

			printf("コントロールポイント数(頂点座標):%d\n", pMesh->GetControlPointsCount());
			printf("UV数:%d\n", pMesh->GetTextureUVCount());

			FbxArray<FbxVector4> normals;
			pMesh->GetPolygonVertexNormals(normals);
			printf("法線数:%d\n", normals.GetCount());

			// 頂点情報取得
			GetFBXVertexData(pMesh, outVertexData);
		}

		// マテリアル
		int numMat = child->GetMaterialCount();
		for(int j = 0; j < numMat; ++j)
		{
			FbxSurfaceMaterial* mat = child->GetMaterial(j);
			if(mat)
			{
				GetMatrialData(mat);
			}
		}

		if(numMat == 0)
		{
			printf("マテリアルなし\n");
		}

		child->GetChild(0);

		// 更に子を処理
		GetMeshData(child, outVertexData);
	}
}
示例#3
0
    // Find all poses in this scene.
    void FillPoseArray(FbxScene* pScene, FbxArray<FbxPose*>& pPoseArray)
    {
        const int lPoseCount = pScene->GetPoseCount();

        for (int i=0; i < lPoseCount; ++i)
        {
            pPoseArray.Add(pScene->GetPose(i));
        }
    }
void FBXFillMeshArrayRecursive( FbxNode* pNode, FbxArray<FbxMesh*>& pMeshArray )
{
	if( pNode )
	{
		if( pNode->GetNodeAttribute() )
		{
			if( pNode->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eMesh )
			{
				pMeshArray.Add( pNode->GetMesh() );
			}
		}

		const int lCount = pNode->GetChildCount();
		for( int i = 0; i < lCount; i++ )
			FBXFillMeshArrayRecursive( pNode->GetChild(i), pMeshArray );
	}
}
void FBXFillCameraArrayRecursive( FbxNode* pNode, FbxArray<FbxNode*>& pCameraArray)
{
	if( pNode )
	{
		if( pNode->GetNodeAttribute() )
		{
			if( pNode->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eCamera )
			{
				pCameraArray.Add( pNode );
			}
		}

		const int lCount = pNode->GetChildCount();
		for( int i = 0; i < lCount; i++ )
			FBXFillCameraArrayRecursive( pNode->GetChild(i), pCameraArray );
	}
}
示例#6
0
文件: FBXScene.cpp 项目: Malow/NDYGFX
void FBXScene::ProcessAnimations(FbxScene* pScene)
{
	m_pAnimationController = new AnimationController();

	FbxNode* pRootNode = pScene->GetRootNode();
	if(!pRootNode)
		return;

	float fFrameRate = (float)FbxTime::GetFrameRate(pScene->GetGlobalSettings().GetTimeMode());

	FbxArray<FbxString*> takeArray;	
	FbxDocument* pDocument = FbxCast<FbxDocument>(pScene); // dynamic_cast<FbxDocument*>(pScene);
	if( pDocument )
		pDocument->FillAnimStackNameArray(takeArray);

	for( int i = 0; i < takeArray.GetCount(); ++i )
	{
		FbxString* takeName = takeArray.GetAt(i);

		if( std::string(takeName->Buffer()) != "Default" )
		{
			/// ARRRGHHH SÄTTER ALLTID FÖRSTA HÄR!!!!!!!!!!!!!!!!!!
			FbxTakeInfo* lCurrentTakeInfo = pScene->GetTakeInfo(takeName->Buffer());

			FbxAnimStack* lAnimStack = FbxCast<FbxAnimStack>(pScene->GetSrcObject<FbxAnimStack>(i));
			pScene->GetEvaluator()->SetContext(lAnimStack);

			FbxTime KStart;
			FbxTime KStop;
			if(lCurrentTakeInfo)
			{
				KStart = lCurrentTakeInfo->mLocalTimeSpan.GetStart();
				KStop = lCurrentTakeInfo->mLocalTimeSpan.GetStop();
			}
			else
			{
				// Take the time line value
				FbxTimeSpan lTimeLineTimeSpan;
				pScene->GetGlobalSettings().GetTimelineDefaultTimeSpan(lTimeLineTimeSpan);
				KStart = lTimeLineTimeSpan.GetStart();
				KStop  = lTimeLineTimeSpan.GetStop();
			}

			float fStart = (float)KStart.GetSecondDouble();
			float fStop = (float)KStop.GetSecondDouble();

			if( fStart < fStop )
			{
				int nKeyFrames = int((fStop-fStart)*fFrameRate);

				Animation* pAnimation = new Animation(takeName->Buffer(), nKeyFrames, fFrameRate);
				m_pAnimationController->AddAnimation(pAnimation);
				
				ProcessAnimation(pRootNode, takeName->Buffer(), fFrameRate, fStart, fStop);
			}
		}

		delete takeName;
	}
	takeArray.Clear();
}
/**
 * Add a bind pose to the scene based on the FbxMesh and skinning settings of the given node
 */
void FFbxExporter::CreateBindPose(FbxNode* MeshRootNode)
{
	if (!MeshRootNode)
	{
		return;
	}

	// In the bind pose, we must store all the link's global matrix at the time of the bind.
	// Plus, we must store all the parent(s) global matrix of a link, even if they are not
	// themselves deforming any model.

	// Create a bind pose with the link list

	FbxArray<FbxNode*> lClusteredFbxNodes;
	int                       i, j;

	if (MeshRootNode->GetNodeAttribute())
	{
		int lSkinCount=0;
		int lClusterCount=0;
		switch (MeshRootNode->GetNodeAttribute()->GetAttributeType())
		{
		case FbxNodeAttribute::eMesh:
		case FbxNodeAttribute::eNurbs:
		case FbxNodeAttribute::ePatch:

			lSkinCount = ((FbxGeometry*)MeshRootNode->GetNodeAttribute())->GetDeformerCount(FbxDeformer::eSkin);
			//Go through all the skins and count them
			//then go through each skin and get their cluster count
			for(i=0; i<lSkinCount; ++i)
			{
				FbxSkin *lSkin=(FbxSkin*)((FbxGeometry*)MeshRootNode->GetNodeAttribute())->GetDeformer(i, FbxDeformer::eSkin);
				lClusterCount+=lSkin->GetClusterCount();
			}
			break;
		}
		//if we found some clusters we must add the node
		if (lClusterCount)
		{
			//Again, go through all the skins get each cluster link and add them
			for (i=0; i<lSkinCount; ++i)
			{
				FbxSkin *lSkin=(FbxSkin*)((FbxGeometry*)MeshRootNode->GetNodeAttribute())->GetDeformer(i, FbxDeformer::eSkin);
				lClusterCount=lSkin->GetClusterCount();
				for (j=0; j<lClusterCount; ++j)
				{
					FbxNode* lClusterNode = lSkin->GetCluster(j)->GetLink();
					AddNodeRecursively(lClusteredFbxNodes, lClusterNode);
				}

			}

			// Add the patch to the pose
			lClusteredFbxNodes.Add(MeshRootNode);
		}
	}

	// Now create a bind pose with the link list
	if (lClusteredFbxNodes.GetCount())
	{
		// A pose must be named. Arbitrarily use the name of the patch node.
		FbxPose* lPose = FbxPose::Create(Scene, MeshRootNode->GetName());

		// default pose type is rest pose, so we need to set the type as bind pose
		lPose->SetIsBindPose(true);

		for (i=0; i<lClusteredFbxNodes.GetCount(); i++)
		{
			FbxNode*  lKFbxNode   = lClusteredFbxNodes.GetAt(i);
			FbxMatrix lBindMatrix = lKFbxNode->EvaluateGlobalTransform();

			lPose->Add(lKFbxNode, lBindMatrix);
		}

		// Add the pose to the scene
		Scene->AddPose(lPose);
	}
}
示例#8
0
FbxModelData* FBXLoader::loadModel( const char* aFile )
{
	FBX_LOG("FBXLoader Creating ModelData...");
	myLoadingModel = new FbxModelData;
	FBX_LOG("Success!");
	FBX_LOG("FBXLoader Creating TextureData...");
	myLoadingModel->myTextureData = new TextureData();
	FBX_LOG("Success!");
	FBX_LOG("FBXLoader Loading Scene...");
	auto scene = LoadScene(aFile);
	FBX_LOG("Successfully loaded scene!");

	FBX_LOG("FBXLoader Loading Textures...");
	//TextureData
	const int lTextureCount = scene->GetTextureCount();
	for (int lTextureIndex = 0; lTextureIndex < lTextureCount; ++lTextureIndex)
	{
		FbxTexture * lTexture = scene->GetTexture(lTextureIndex);
		FbxFileTexture * lFileTexture = reinterpret_cast<FbxFileTexture*>(lTexture);
		if (lFileTexture && !lFileTexture->GetUserDataPtr())
		{
			const FbxString lFileName = lFileTexture->GetFileName();
			
			unsigned int lTextureObject = 0;
			lTextureObject;
			bool lStatus = false;
			lStatus;
			
			const FbxString lAbsFbxFileName = FbxPathUtils::Resolve(aFile);
			const FbxString lAbsFolderName = FbxPathUtils::GetFolderName(lAbsFbxFileName);
			
			const FbxString lTextureFileName = lAbsFolderName + "\\" + lFileTexture->GetRelativeFileName();// FbxPathUtils::GetFileName(lFileName);
				
			const FbxString lResolvedFileName = lAbsFolderName + "\\" + FbxPathUtils::GetFileName(lFileName);// lFileTexture->GetRelativeFileName();;// FbxPathUtils::Bind(lAbsFolderName, lTextureFileName);
			TextureInfo info;
			info.myFileName = lResolvedFileName;
			//info.myFileName += "\\";
			info.myFileName = lFileTexture->GetRelativeFileName();
			myLoadingModel->myTextureData->myTextures.push_back(info);
			lFileTexture->SetFileName(lResolvedFileName);
		}
	}
	FBX_LOG("Success!");
	FBX_LOG("FBXLoader Loading Animations...");

	FbxArray<FbxString*> animationNames;
	FbxArray<FbxPose*> poses;
	scene->FillAnimStackNameArray(animationNames);
	scene->FillPoseArray(poses);
	FbxAnimStack * lCurrentAnimationStack = nullptr;
	FbxAnimLayer* lCurrentAnimLayer = nullptr;
	if(animationNames.GetCount() > 0)
	{
		lCurrentAnimationStack = scene->FindMember<FbxAnimStack>(animationNames[0]->Buffer());
		if (lCurrentAnimationStack != NULL)
		{
			lCurrentAnimLayer = lCurrentAnimationStack->GetMember<FbxAnimLayer>();
		}
	}
	//lCurrentAnimLayer->IsR
	myLoadingModel->myAnimation = new AnimationData();
	FbxPose* pose = nullptr;
	if(poses.GetCount() > 0)
	{
		pose = poses[0];
	}

	LoadAnimation(*myLoadingModel->myAnimation,scene->GetRootNode(),FbxAMatrix(),pose, lCurrentAnimLayer,-1);
	LoadNodeRecursive(myLoadingModel, *myLoadingModel->myAnimation, scene->GetRootNode(), FbxAMatrix(), pose, lCurrentAnimLayer, -1);
	FBX_LOG("Success!");
		
	return myLoadingModel;
}
示例#9
0
    // Find all the cameras in this scene.
    void FillCameraArray(FbxScene* pScene, FbxArray<FbxNode*>& pCameraArray)
    {
        pCameraArray.Clear();

        FillCameraArrayRecursive(pScene->GetRootNode(), pCameraArray);
    }
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;
}
void FBXFillMeshArray( FbxScene* pScene, FbxArray<FbxMesh*>& pMeshArray )
{
	pMeshArray.Clear();
	FBXFillMeshArrayRecursive( pScene->GetRootNode(), pMeshArray );
}