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); } }