示例#1
0
void LoadScene(FbxManager* pManager,FbxScene*& pScene, const char* fileName)
{
	FbxImporter* sceneImporter = FbxImporter::Create(pManager,"");
	sceneImporter->Initialize(fileName,-1,pManager->GetIOSettings());
	sceneImporter->Import(pScene);
	sceneImporter->Destroy();
}
void MyGameFbxSceneLoader::loadSceneFromFbx( MyGameScene::MyGameSceneManager* sceneMgr, const string& fileName, MyGameSceneNode* node, vector<MyGameSceneEntity*>& entityList )
{
	FbxManager* fbxMgr= FbxManager::Create();
	FbxIOSettings* fbxIO = FbxIOSettings::Create( fbxMgr, IOSROOT );
	fbxMgr->SetIOSettings( fbxIO );

	FbxScene* fbxScene = FbxScene::Create( fbxMgr, "test" );
	FbxImporter* importer = FbxImporter::Create( fbxMgr, "" );

	importer->Initialize( fileName.c_str(), -1, fbxMgr->GetIOSettings() );
	importer->Import( fbxScene );
	fbxIO->Destroy();

	FbxNode* rootNode = fbxScene->GetRootNode();

	FbxGeometryConverter converter( fbxMgr );
	converter.TriangulateInPlace( rootNode );


    getNodeFromFbxNode( sceneMgr, rootNode, node, entityList );

	rootNode->Destroy();


	fbxScene->Destroy();
	fbxMgr->Destroy();
}
示例#3
0
文件: Mesh.cpp 项目: hyf042/Domino
	shared_ptr<Mesh> MeshImporter::createFromFBX(string filename) {
		FbxManager *manager = FbxManager::Create();

		FbxIOSettings *ioSettings = FbxIOSettings::Create(manager, IOSROOT);
		manager->SetIOSettings(ioSettings);

		FbxImporter *importer = FbxImporter::Create(manager, "");
		importer->Initialize(filename.c_str(), -1, manager->GetIOSettings());

		FbxScene *scene = FbxScene::Create(manager, "tempName");

		importer->Import(scene);
		importer->Destroy();

		FbxNode* rootNode = scene->GetRootNode();

		if(rootNode) {
			vector<Vector3> vertices;
			vector<Color> colors;
			vector<Vector2> uvs; 
			vector<Vector3> normals;
			vector<uint32> elements;
			importFBXNode(rootNode, vertices, colors, uvs, normals, elements);
			return shared_ptr<Mesh>(new Mesh(vertices, colors, uvs, elements));
		}

		return nullptr;
	}
示例#4
0
/**
 * FBX ファイルをシーンに読み込む
 *
 * @param file_path FBX ファイルパス
 */
bool FbxFileLoader::load_fbx( const char_t* file_path )
{
	bool result = false;

	if ( fbx_scene_ )
	{
		fbx_scene_->Destroy( true );
	}

	fbx_scene_ = FbxScene::Create( fbx_manager_, "scene" );

	FbxImporter* importer = FbxImporter::Create( fbx_manager_, "" );
    
	if ( importer->Initialize( file_path, -1, fbx_manager_->GetIOSettings() ) )
	{
		result = importer->Import( fbx_scene_ );
	}
	
	importer->Destroy();

	FbxGeometryConverter converter( fbx_manager_ );
	converter.Triangulate( fbx_scene_, true );

	return result;
}
FbxScene* getScene(std::string filePath, FbxManager* manager) {

	// Create an importer using the SDK manager.
	FbxImporter* importer = FbxImporter::Create(manager,"");

	// Use the first argument as the filename for the importer.
	if(!importer->Initialize(filePath.c_str(), -1, manager->GetIOSettings())) { 
		printf("Call to FbxImporter::Initialize() failed.\n"); 
		printf("Error returned: %s\n\n", importer->GetStatus().GetErrorString()); 
		return nullptr;
	}

	// Create a new scene so that it can be populated by the imported file.
	FbxScene* scene = FbxScene::Create(manager,"myScene");

	// Import the contents of the file into the scene.
	if (importer->Import(scene)) {
		std::cout << "Scene is succefully loaded." << std::endl;
	} else {
		std::cout << "Scene is NOT loaded." << std::endl;
	}

	// The file is imported; so get rid of the importer.
	importer->Destroy();

	return scene;
}
示例#6
0
	int FbxLoader::LoadFbx(const char* fbxName)
	{
		m_fbxManager = FbxManager::Create();
		FbxIOSettings *ios = FbxIOSettings::Create(m_fbxManager, IOSROOT);
		m_fbxManager->SetIOSettings(ios);
		FbxImporter* lImporter = FbxImporter::Create(m_fbxManager, "");

		if (!lImporter->Initialize(fbxName, -1, m_fbxManager->GetIOSettings())) {
			printf("Call to FbxImporter::Initialize() failed.\n");
			printf("Error returned: %s\n\n", lImporter->GetStatus().GetErrorString());
			return -1;
		}

		FbxScene* lScene = FbxScene::Create(m_fbxManager, "myScene");
		lImporter->Import(lScene);
		lImporter->Destroy();

		m_rootNode = lScene->GetRootNode();
		if (m_rootNode) {
			m_firstNode = m_rootNode->GetChild(0);
			for (int i = 0; i < m_rootNode->GetChildCount(); i++)
				LoadNode(m_rootNode->GetChild(i));
		}
		m_animEvaluator = lScene->GetAnimationEvaluator();
		return 0;
	}
示例#7
0
    //-----------------------------------------------------------------------------------
    SceneImport* FbxLoadSceneFromFile(const char* fbxFilename, const Matrix4x4& engineBasis, bool isEngineBasisRightHanded, const Matrix4x4& transform)
    {
        FbxScene* scene = nullptr;
        FbxManager* fbxManager = FbxManager::Create();
        if (nullptr == fbxManager)
        {
            Console::instance->PrintLine("Could not create fbx manager.");
            DebuggerPrintf("Could not create fbx manager.");
            return nullptr;
        }

        FbxIOSettings* ioSettings = FbxIOSettings::Create(fbxManager, IOSROOT); //Name of object is blank, we don't care
        fbxManager->SetIOSettings(ioSettings);

        //Create an importer
        FbxImporter* importer = FbxImporter::Create(fbxManager, "");

        bool loadSuccessful = importer->Initialize(fbxFilename, -1, fbxManager->GetIOSettings());
        if (loadSuccessful)
        {
            //We have imported the FBX
            scene = FbxScene::Create(fbxManager, "");
            bool importSuccessful = importer->Import(scene);
            ASSERT_OR_DIE(importSuccessful, "Scene import failed!");
        }
        else
        {
            Console::instance->PrintLine(Stringf("Could not import scene: %s", fbxFilename));
            DebuggerPrintf("Could not import scene: %s", fbxFilename);
        }

        SceneImport* import = new SceneImport();
        MatrixStack4x4 matrixStack;

        matrixStack.Push(transform);

        //Set up our initial transforms
        Matrix4x4 sceneBasis = GetSceneBasis(scene);
        Matrix4x4::MatrixTranspose(&sceneBasis);

        if (!isEngineBasisRightHanded)
        {
            Vector3 forward = Matrix4x4::MatrixGetForward(&sceneBasis);
            Matrix4x4::MatrixSetForward(&sceneBasis, -forward); //3rd row or column
        }

        matrixStack.Push(sceneBasis);

        ImportScene(import, scene, matrixStack);

        FBX_SAFE_DESTROY(importer);
        FBX_SAFE_DESTROY(ioSettings);
        FBX_SAFE_DESTROY(scene);
        FBX_SAFE_DESTROY(fbxManager);

        return import;
    }
// FBXデータから頂点データにコンバート
// ※パスは「/」でしか通らない
//const char* filename = "../datas/box.fbx";
bool LoadFBXConvertToVertexData(const char* filename, VertexDataArray& outVertexData)
{
	//==============================================================================
	// FBXオブジェクト初期化
	//==============================================================================
	// FBXマネージャー作成
	FbxManager* pFBXManager = FbxManager::Create();

	// シーン作成
	FbxScene* pScene = FbxScene::Create(pFBXManager, "");

	// FBXのIO設定オブジェクト作成
	FbxIOSettings *pIO = FbxIOSettings::Create(pFBXManager, IOSROOT);
	pFBXManager->SetIOSettings(pIO);

	// インポートオブジェクト作成
	FbxImporter* pImporter = FbxImporter::Create(pFBXManager, "");

	// ファイルインポート
	if(pImporter->Initialize(filename, -1, pFBXManager->GetIOSettings()) == false)
	{
		return false;
	}

	// シーンへインポート
	if(pImporter->Import(pScene) == false)
	{
		return false;
	}

	// ※この時点でインポートオブジェクトはいらない
	pImporter->Destroy();

	//==============================================================================
	// FBXオブジェクトの処理
	//==============================================================================
	// シーンのものすべてを三角化
	FbxGeometryConverter geometryConverte(pFBXManager);
	geometryConverte.Triangulate(pScene, true);

	// メッシュ情報処理
	GetMeshData(pScene->GetRootNode(), outVertexData);

	//==============================================================================
	// FBXオブジェクト色々破棄
	//==============================================================================
	pIO->Destroy();
	pScene->Destroy();
	pFBXManager->Destroy();

	getchar();

	return true;
}
示例#9
0
//===============================================================================================================================
bool FBXLoader::LoadScene()
{
	LARGE_INTEGER start;
	LARGE_INTEGER end;
	int fileMinor, fileRevision;
	int sdkMajor, sdkMinor, sdkRevision;
	int fileFormat;
	
	QueryPerformanceCounter(&start);
	{
		FbxString filePath = FbxGetApplicationDirectory();
		m_pFBXManager->LoadPluginsDirectory(filePath.Buffer());
		
		FbxManager::GetFileFormatVersion(sdkMajor, sdkMinor, sdkRevision);
		FbxImporter* pImporter = FbxImporter::Create(m_pFBXManager, "");
		m_pFbxScene = FbxScene::Create(m_pFBXManager, "");
		
		if(!m_pFBXManager->GetIOPluginRegistry()->DetectReaderFileFormat(mInputFilePath.c_str(), fileFormat))
		{
			//Unrecognizable file format. Try to fall back on FbxImorter::eFBX_BINARY
			fileFormat = m_pFBXManager->GetIOPluginRegistry()->FindReaderIDByDescription("FBX binary (*.fbx)");
		}
		
		bool bSuccess = pImporter->Initialize(mInputFilePath.c_str(), fileFormat, m_pFBXManager->GetIOSettings());
		
		pImporter->GetFileVersion(fileMinor, fileMinor, fileRevision);
		
		if(!bSuccess)
		{
			printf( "ERROR %s : %d FbxImporter Initialize failed!\n", __FILE__, __LINE__ );
			return false;
		}
		
		bSuccess = pImporter->Import(m_pFbxScene);
		
		if (!bSuccess)
		{
			return false;
		}
		
		pImporter->Destroy();

		// Very Important!! Triangulate all meshes in the scene
		// DirectX must have this to render the mesh properly
		FbxGeometryConverter clsConv(m_pFBXManager);
		bool triangulate = clsConv.Triangulate(m_pFbxScene, true);
	}
	QueryPerformanceCounter(&end);
	
	float finalTime = ((end.QuadPart - start.QuadPart) / static_cast<float>(mCPUFreq.QuadPart));
	string finalTimeStr = ZShadeSandboxGlobal::Convert::ConvertToString<float>(finalTime);
	outFile << "Loading FBX File: " << finalTimeStr << "s\n";
}
示例#10
0
//--------------------------------------------------------------------------
void ConvertorFBX(const char* lFilename,
	const VeDirectoryPtr& spDest) noexcept
{
	FbxManager* lSdkManager = FbxManager::Create();
	VE_ASSERT_ALWAYS(lSdkManager);
	VeUserLogI("Autodesk FBX SDK version ", lSdkManager->GetVersion());
	FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	VE_ASSERT_ALWAYS(ios);
	lSdkManager->SetIOSettings(ios);
	FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "Import for Venus3D");
	VE_ASSERT_ALWAYS(lImporter->Initialize(lFilename, -1, lSdkManager->GetIOSettings()));
	FbxScene* lScene = FbxScene::Create(lSdkManager, "ImportedScnee");
	VE_ASSERT_ALWAYS(lImporter->Import(lScene));
	SaveContent(lScene, spDest);
	lSdkManager->Destroy();
}
示例#11
0
// Load Fbx File
void GenerateLOD::LoadFbx()
{
	FbxManager *fbxManager = FbxManager::Create();

	//Create an IOSetting
	FbxIOSettings *ios = FbxIOSettings::Create(fbxManager, IOSROOT);
	fbxManager->SetIOSettings(ios);

	//Create an impoter
	FbxImporter *lImporter = FbxImporter::Create(fbxManager, "myImporter");
	std::string tmp = std::string(".\\LODs\\") + srcFbxName;
	bool lImporterStatus = lImporter->Initialize(tmp.c_str(), -1, fbxManager->GetIOSettings());
	if (!lImporterStatus) {
		MessageBox(NULL, "No Scuh File in .\\LODs\\ directory !", "Warning", 0);
		return;
	}

	FbxScene *fbxScene = FbxScene::Create(fbxManager, "myScene");
	lImporter->Import(fbxScene);

	FbxNode *rootNode = fbxScene->GetRootNode();
	if (rootNode != NULL) {
		for (int i = 0; i < rootNode->GetChildCount(); ++i) {
			FbxNode *node = rootNode->GetChild(i);
			FbxNodeAttribute *Att = node->GetNodeAttribute();
			if (Att != NULL && Att->GetAttributeType() == FbxNodeAttribute::eMesh) {
				FbxMesh *lMesh = (FbxMesh *)(Att);
				//FbxMesh *lMesh = dynamic_cast<FbxMesh *>(Att);
				if (!lMesh->IsTriangleMesh()) {
					FbxGeometryConverter converter = FbxGeometryConverter(fbxManager);
					FbxNodeAttribute *Attr = converter.Triangulate(lMesh, true);
					lMesh = (FbxMesh *)(Attr);
				}

				//Following is the SImplification
				Reduction_EdgesCollapse_UV(node, lMesh, fbxManager, fbxScene);

			}
		}
	}

	//MessageBox(NULL, "Export Succeed!", "Export", 0);
	fbxManager->Destroy();
}
示例#12
0
Model::Model(char* name)
{
	FbxManager* lSdkManager = FbxManager::Create();
	FbxIOSettings * ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	this->modelName = name;		
	lSdkManager->SetIOSettings(ios);
	FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "");
	std::string path = MODELS_SUBDIR + std::string(name);
	if (!lImporter->Initialize(path.c_str(), -1, lSdkManager->GetIOSettings()))
		TriggerCrash("Nie mo¿na znaleœæ modelu!");
	FbxScene* lScene = FbxScene::Create(lSdkManager, "myScene");	//pobranie calego fbx'a
	lImporter->Import(lScene);
	for (int i = 0; i < lScene->GetRootNode()->GetChildCount(); i++){	//leci po wszystkich modelach w fbx
		FbxNode* node = lScene->GetRootNode()->GetChild(i);
		char* texBaseName = (char*) node->GetName();
		this->objects.push_back(new ModelObject(node));
	}
	Models.push_back(this);
}
GameObject * loadFBXFromFile(const std::string& filename)
{
	GameObject *rootGo = NULL;
	level = 0;
	// Initialize the SDK manager. This object handles memory management.
	FbxManager* lSdkManager = FbxManager::Create();

	// Create the IO settings object.
	FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	lSdkManager->SetIOSettings(ios);

	// Create an importer using the SDK manager.
	FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "");

	// Create a new scene so that it can be populated by the imported file.
	if (!lImporter->Initialize(filename.c_str(), -1, lSdkManager->GetIOSettings())) 
	{
		return rootGo;
	}

	// Create a new scene so that it can be populated by the imported file.
	FbxScene* lScene = FbxScene::Create(lSdkManager, "myScene");
	// Import the contents of the file into the scene.
	lImporter->Import(lScene);

	// Print the nodes of the scene and their attributes recursively.
	// Note that we are not printing the root node because it should
	// not contain any attributes.
	FbxNode* lRootNode = lScene->GetRootNode();
	if (lRootNode) {
		rootGo = new GameObject();
		rootGo->setTransform(new Transform());

		std::cout << "Root Node " << lRootNode->GetName() << std::endl;
		for (int i = 0; i < lRootNode->GetChildCount(); i++)
		{
			processNode(lRootNode->GetChild(i), rootGo);
		}
	}

	return rootGo;
}
示例#14
0
Model::Model(const std::string &filename) {
  key = filename;

  if (ResourceManager::access<Data *>(key))
    return;

  int level = 0;
  // Initialize the SDK manager. This object handles memory management.
  FbxManager* lSdkManager = FbxManager::Create();

  // Create the IO settings object.
  FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
  lSdkManager->SetIOSettings(ios);

  // Create an importer using the SDK manager.
  FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "");

  Data *model = new Data();

  // Create a new scene so that it can be populated by the imported file.
  if (!lImporter->Initialize(filename.c_str(), -1, lSdkManager->GetIOSettings())) {
    LOG(FATAL) << "Failed to load model " << filename;
  }

  // Create a new scene so that it can be populated by the imported file.
  FbxScene* lScene = FbxScene::Create(lSdkManager, "myScene");
  // Import the contents of the file into the scene.
  lImporter->Import(lScene);

  // Print the nodes of the scene and their attributes recursively.
  // Note that we are not printing the root node because it should
  // not contain any attributes.
  FbxNode* lRootNode = lScene->GetRootNode();
  if (lRootNode) {
    LOG(INFO) << "Root Node " << lRootNode->GetName();
    for (int i = 0; i < lRootNode->GetChildCount(); i++) {
      level = processNode(lRootNode->GetChild(i), level, *model);
    }
  }

  ResourceManager::store(filename, Resource::Type::Model, model);
}
示例#15
0
void initializeFbxSdk() {
    const char* lFilename = "testCube.fbx";

    mySdkManager = FbxManager::Create();

    // Create the IO settings object.
    FbxIOSettings *ios = FbxIOSettings::Create(mySdkManager, IOSROOT);
    mySdkManager->SetIOSettings(ios);

    // Create an importer using the SDK manager.
    FbxImporter* lImporter = FbxImporter::Create(mySdkManager,"");
    
    // Use the first argument as the filename for the importer.
    if(!lImporter->Initialize(lFilename, -1, mySdkManager->GetIOSettings())) { 
        printf("Call to FbxImporter::Initialize() failed.\n"); 
        printf("Error returned: %s\n\n", lImporter->GetStatus().GetErrorString()); 
        exit(-1);
    }

    // Create a new scene so that it can be populated by the imported file.
    FbxScene* lScene = FbxScene::Create(mySdkManager,"myScene");

    // Import the contents of the file into the scene.
    lImporter->Import(lScene);

    // The file is imported, so get rid of the importer.
    lImporter->Destroy();

    // Print the nodes of the scene and their attributes recursively.
    // Note that we are not printing the root node because it should
    // not contain any attributes.
    FbxNode* lRootNode = lScene->GetRootNode();
    if(lRootNode) {
        for(int i = 0; i < lRootNode->GetChildCount(); i++)
            PrintNode(lRootNode->GetChild(i));
    }

    // Destroy the SDK manager and all the other objects it was handling.
    mySdkManager->Destroy();
}
示例#16
0
    //-----------------------------------------------------------------------------------
    void FbxListScene(const char* filename)
    {
        FbxManager* fbxManager = FbxManager::Create();
        if (nullptr == fbxManager)
        {
            Console::instance->PrintLine("Could not create fbx manager.");
            DebuggerPrintf("Could not create fbx manager.");
            return;
        }
        
        FbxIOSettings* ioSettings = FbxIOSettings::Create(fbxManager, IOSROOT); //Name of object is blank, we don't care
        fbxManager->SetIOSettings(ioSettings);

        //Create an importer
        FbxImporter* importer = FbxImporter::Create(fbxManager, "");

        bool loadSuccessful = importer->Initialize(filename, -1, fbxManager->GetIOSettings());
        if (loadSuccessful)
        {
            //We have imported the FBX
            FbxScene* scene = FbxScene::Create(fbxManager, "");
            bool importSuccessful = importer->Import(scene);
            if (importSuccessful)
            {
                FbxNode* root = scene->GetRootNode();
                PrintNode(root, 0);
            }

            FBX_SAFE_DESTROY(scene);
        }
        else
        {
            Console::instance->PrintLine(Stringf("Could not import scene: %s", filename));
            DebuggerPrintf("Could not import scene: %s", filename);
        }

        FBX_SAFE_DESTROY(importer);
        FBX_SAFE_DESTROY(ioSettings);
        FBX_SAFE_DESTROY(fbxManager);
    }
示例#17
0
    bool FbxSerializer::load(const String &path, void *&pData)
    {
        if (mFbxManager == nullptr)
        {
            T3D_LOG_ERROR("FBX Manager haven't been initialized !");
            return false;
        }

        // Create an importer
        FbxImporter *pFbxImporter = FbxImporter::Create(mFbxManager, "");

        // Initialize the importer by providing a filename.
        bool bImportStatus = pFbxImporter->Initialize(path.c_str(), -1, mFbxManager->GetIOSettings());

        if (!bImportStatus)
        {
            T3D_LOG_ERROR("Unable to initialize FBX importer !");
            return false;
        }

        // Import the scene
        bool bStatus = pFbxImporter->Import(mFbxScene);

        // Destroy the importer
        pFbxImporter->Destroy();

        // 统一切换成OpenGL的右手坐标系和以米为单位的坐标系
        FbxAxisSystem::OpenGL.ConvertScene(mFbxScene);
        // 统一以1米为单位
        FbxSystemUnit::m.ConvertScene(mFbxScene);

        // 不是三角形为面的mesh,统一转换成三角形为面的mesh
        FbxGeometryConverter converter(mFbxManager);
        converter.Triangulate(mFbxScene, true);

        pData = mFbxScene;

        return bStatus;
    }
示例#18
0
JNIEXPORT jboolean JNICALL Java_de_tesis_dynaware_javafx_graphics_importers_fbx_JFbxLib_open(JNIEnv *env, jobject obj, jstring filePath) {

	sdkManager = FbxManager::Create();

	FbxIOSettings *ios = FbxIOSettings::Create(sdkManager, IOSROOT);

	sdkManager->SetIOSettings(ios);

	FbxImporter *importer = FbxImporter::Create(sdkManager,"");

	if(!importer->Initialize(env->GetStringUTFChars(filePath, 0), -1, sdkManager->GetIOSettings())) {
		throwIOException(env);
	}

	FbxScene *scene = FbxScene::Create(sdkManager,"");

	importer->Import(scene);
	importer->Destroy();

	currentNode = scene->GetRootNode();

	return JNI_TRUE;
}
示例#19
0
FbxFileReader::FbxFileReader(const string& filename) : m_pScene(nullptr), m_pSdkManager(nullptr)
{
    // Initialize the resources needed to import fbx files
    m_pSdkManager = FbxManager::Create();
    
	FbxIOSettings* pIOSettings = FbxIOSettings::Create(m_pSdkManager, IOSROOT);
    m_pSdkManager->SetIOSettings(pIOSettings);
	
	FbxImporter* pImporter = FbxImporter::Create(m_pSdkManager,"");
    if( !pImporter->Initialize(filename.c_str(), -1, pIOSettings) )
        throw exception("Failed to initialize FbxImporter.");
    
    // Prepare a scene to contain the fbx data
    m_pScene = FbxScene::Create(m_pSdkManager,"myScene");
    pImporter->Import(m_pScene);

    // Done importing
    pImporter->Destroy();

	//Check if the scene contains a root node
    if( !m_pScene->GetRootNode() )
        throw std::exception("No RootNode could be found.");
}
示例#20
0
FbxScene* FBXLoader::LoadScene(const char* aFile)
{
	// Create an importer using the SDK manager.
	FbxImporter* lImporter = FbxImporter::Create(myFbxManager,"");

	// Use the first argument as the filename for the importer.
	if(!lImporter->Initialize(aFile, -1, myFbxManager->GetIOSettings())) 
	{ 
		printf("Call to FbxImporter::Initialize() failed.\n"); 
		printf("Error returned: %s\n\n", lImporter->GetStatus().GetErrorString()); 
		std::string errorMessage = "Could not find fbx file: " + std::string(aFile);
		FBX_LOG(errorMessage.c_str());
		MessageBoxA(nullptr, errorMessage.c_str(), "ERROR", 0);
		//DL_ASSERT("Fbx file not found. Check the debug logger!");
	}

	// Create a new scene so that it can be populated by the imported file.
	FbxScene* lScene = FbxScene::Create(myFbxManager, "myScene");

	// Import the contents of the file into the scene.
	lImporter->Import(lScene);

	// The file is imported; so get rid of the importer.a
	lImporter->Destroy();

	FbxGeometryConverter lGeomConverter(myFbxManager);

	lGeomConverter.Triangulate(lScene, /*replace*/true);

	//FbxMesh mesh;
	//mesh.GenerateTangentsData(
	//lGeomConverter.Comp
	//lGeomConverter.tr
	// Split meshes per material, so that we only have one material per mesh (for VBO support)
	lGeomConverter.SplitMeshesPerMaterial(lScene, /*replace*/true);
	return lScene;
}
示例#21
0
void reFBXAsset::import()
{
	FbxImporter* importer = FbxImporter::Create(sdk,"");
	meshes = new reFileAsset(this);
	meshes->setPath("meshes");
	children.push_back(meshes);
	if(!importer->Initialize(path().toUtf8().constData(), -1, sdk->GetIOSettings())) {
		printf("Call to FbxImporter::Initialize() failed.\n");
		printf("Error returned: %s\n\n", importer->GetLastErrorString());
		return;
	}
	FbxScene* lScene = FbxScene::Create(sdk, "myScene");
	FbxAxisSystem ga(FbxAxisSystem::OpenGL);
	ga.ConvertScene(lScene);
	importer->Import(lScene);
	FbxNode* lRootNode = lScene->GetRootNode();
	if(lRootNode) {
		reNode* node = importNode(lRootNode, NULL);
		node->name(info.baseName().toStdString());
		QString path = dataDir() + QDir::separator() + node->name().c_str() + ".json";
		node->save(path.toStdString());
	}
	importer->Destroy();
}
示例#22
0
bool FbxParser::LoadScene(const char* pFilename)
{
	if(!mpFbxManager)
	if (mpFbxScene)
		mpFbxScene->Clear();
	int lSDKMajor,  lSDKMinor,  lSDKRevision;
    int lFileMajor, lFileMinor, lFileRevision;
	 // Get the file version number generate by the FBX SDK.
    FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision);

    // Create an importer.
    FbxImporter* lImporter = FbxImporter::Create(mpFbxManager,"");
	    // Initialize the importer by providing a filename.
    const bool lImportStatus = lImporter->Initialize(pFilename, -1, mpFbxManager->GetIOSettings());
	  lImporter->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);
	if (!lImportStatus)
	{
		lImporter->Destroy();
		return false ;
	}
	if (lImporter->IsFBX())
	{
		// Set the import states. By default, the import states are always set to 
        // true. The code below shows how to change these states.
		mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_MATERIAL,        true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_TEXTURE,         true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_LINK,            true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_SHAPE,           true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_GOBO,            true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_ANIMATION,       true);
        mpFbxManager->GetIOSettings()->SetBoolProp(IMP_FBX_GLOBAL_SETTINGS, true);
	}
	// Import the scene.
	bool lStatus = lImporter->Import(mpFbxScene);
	lImporter->Destroy();
	return lStatus;
}
示例#23
0
FBXSceneImporter::FBXSceneImporter(std::string file_name)
{
	std::string log_file_name = file_name;
	log_file_name.append("log.txt");
	myfile.open(log_file_name.c_str());

	// Initialize the SDK manager. This object handles memory management.
	lSdkManager = FbxManager::Create();

	FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	lSdkManager->SetIOSettings(ios);

	// Create an importer using the SDK manager.
	FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "");

	// Use the first argument as the filename for the importer.
	if (!lImporter->Initialize(file_name.c_str(), -1, lSdkManager->GetIOSettings())) {
		myfile << "Call to FbxImporter::Initialize() failed.\n";
		myfile << "Error returned: " <<  lImporter->GetStatus().GetErrorString() << "";
		myfile.close();
		exit(-1);
	}

	// Create a new scene so that it can be populated by the imported file.
	lScene = FbxScene::Create(lSdkManager, "myScene");

	// Import the contents of the file into the scene.
	lImporter->Import(lScene);

	// The file is imported, so get rid of the importer.
	lImporter->Destroy();

	FbxGeometryConverter converter(lSdkManager);
	converter.Triangulate(lScene, true);

	scene_to_fill = new Scene(Utilities::get_file_name_from_path_wo_extension(file_name));
	resource_manager.add_scene(scene_to_fill);

	// Print the nodes of the scene and their attributes recursively.
	// Note that we are not printing the root node because it should
	// not contain any attributes.
	FbxNode* lRootNode = lScene->GetRootNode();
	if (lRootNode) 
	{
		for (int i = 0; i < lRootNode->GetChildCount(); i++)
		{
			read_node(lRootNode->GetChild(i));
		}
	}

	if (lRootNode)
	{
		for (int i = 0; i < lRootNode->GetChildCount(); i++)
		{
			PrintNode(lRootNode->GetChild(i));
		}
	}

	// Destroy the SDK manager and all the other objects it was handling.
	myfile.close();
	lSdkManager->Destroy();

}
示例#24
0
文件: FBXScene.cpp 项目: Malow/NDYGFX
bool FBXScene::LoadScene(const char* filename, std::ostream& output, Vector3& minPos, Vector3& maxPos)
{
    int lFileMajor, lFileMinor, lFileRevision;

    int i, lAnimStackCount;
    bool lStatus;

	FbxIOSettings *ios = FbxIOSettings::Create(mSdkManager, IOSROOT);
	mSdkManager->SetIOSettings(ios);
	FbxGeometryConverter lGConverter(mSdkManager);
	
	// Create an importer using our sdk manager.
	FbxImporter* pFBXImporter = FbxImporter::Create(mSdkManager,"");

    // Initialize the importer by providing a filename.
    const bool lImportStatus = pFBXImporter->Initialize(filename, -1, mSdkManager->GetIOSettings());
	pFBXImporter->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);

    if( !lImportStatus )
    {
		output << "FBX Importer Error: " << pFBXImporter->GetStatus().GetErrorString() << std::endl;

        if ( pFBXImporter->GetStatus() == FbxStatus::eInvalidFileVersion )
        {
			output << "FBX version number for file " << filename << " is " << lFileMajor << " " << lFileMinor << " " << lFileRevision << std::endl;
		}

        return false;
    }

    if (pFBXImporter->IsFBX())
    {
		output << "FBX version number for file " << filename << " is " << lFileMajor << " " << lFileMinor << " " << lFileRevision << std::endl;

        // From this point, it is possible to access animation stack information without
        // the expense of loading the entire file.

		output << "Animation Stack Information" << std::endl;

        lAnimStackCount = pFBXImporter->GetAnimStackCount();

		output << "    Number of Animation Stacks: " << lAnimStackCount << std::endl;
		output << "    Current Animation Stack: " << pFBXImporter->GetActiveAnimStackName().Buffer() << std::endl;
		
        for(i = 0; i < lAnimStackCount; i++)
        {
            FbxTakeInfo* lTakeInfo = pFBXImporter->GetTakeInfo(i);

			output << "    Animation Stack " << i << std::endl;
			output << "    Name: " << lTakeInfo->mName.Buffer() << std::endl;
			output << "    Description: " <<  lTakeInfo->mDescription.Buffer() << std::endl;
			output << "    Import Name: " << lTakeInfo->mImportName.Buffer() << std::endl;
			output << "    Import State: " << (lTakeInfo->mSelect ? "true" : "false") << std::endl;
        }
    }
	
    // Import the scene.
    lStatus = pFBXImporter->Import(mScene);

	if ( !lStatus )
	{
		output << "Failed Importing FBX!" << std::endl;
		output << "FBX is password protected!" << std::endl;

		if ( pFBXImporter->GetStatus() == FbxStatus::ePasswordError )
		{
			output << "FBX is password protected!" << std::endl;
		}
	}

	mFilename = pFBXImporter->GetFileName().Buffer();

    // Destroy the importer.
    pFBXImporter->Destroy();
	ios->Destroy();

	ProcessScene(mScene);

	return lStatus;
}
示例#25
0
bool FBXReader::loadScene(FbxManager* fbxManager, FbxDocument* scene, string fileName)
{
    int lFileMajor, lFileMinor, lFileRevision;
    int lSDKMajor, lSDKMinor, lSDKRevision;
    //int lFileFormat = -1;
    int i, lAnimStackCount;
    bool lStatus;
    char lPassword[1024];

    // Get the file version number generate by the FBX SDK.
    FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision);

    // Create an importer.
    FbxImporter* lImporter = FbxImporter::Create(fbxManager, "");

    // Initialize the importer by providing a filename.
    const bool lImportStatus = lImporter->Initialize(fileName.c_str(), -1, fbxManager->GetIOSettings());
    lImporter->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);

    if (!lImportStatus)
    {
        FbxString error = lImporter->GetStatus().GetErrorString();
        FBXSDK_printf("Call to FbxImporter::Initialize() failed.\n");
        FBXSDK_printf("Error returned: %s\n\n", error.Buffer());

        if (lImporter->GetStatus().GetCode() == FbxStatus::eInvalidFileVersion)
        {
            FBXSDK_printf("FBX file format version for this FBX SDK is %d.%d.%d\n", lSDKMajor, lSDKMinor, lSDKRevision);
            FBXSDK_printf("FBX file format version for file '%s' is %d.%d.%d\n\n", fileName, lFileMajor, lFileMinor, lFileRevision);
        }

        return false;
    }

    FBXSDK_printf("FBX file format version for this FBX SDK is %d.%d.%d\n", lSDKMajor, lSDKMinor, lSDKRevision);

    if (lImporter->IsFBX())
    {
        FBXSDK_printf("FBX file format version for file '%s' is %d.%d.%d\n\n", fileName, lFileMajor, lFileMinor, lFileRevision);

        // From this point, it is possible to access animation stack information without
        // the expense of loading the entire file.

        FBXSDK_printf("Animation Stack Information\n");

        lAnimStackCount = lImporter->GetAnimStackCount();

        FBXSDK_printf("    Number of Animation Stacks: %d\n", lAnimStackCount);
        FBXSDK_printf("    Current Animation Stack: \"%s\"\n", lImporter->GetActiveAnimStackName().Buffer());
        FBXSDK_printf("\n");

        for (i = 0; i < lAnimStackCount; i++)
        {
            FbxTakeInfo* lTakeInfo = lImporter->GetTakeInfo(i);

            FBXSDK_printf("    Animation Stack %d\n", i);
            FBXSDK_printf("         Name: \"%s\"\n", lTakeInfo->mName.Buffer());
            FBXSDK_printf("         Description: \"%s\"\n", lTakeInfo->mDescription.Buffer());

            // Change the value of the import name if the animation stack should be imported 
            // under a different name.
            FBXSDK_printf("         Import Name: \"%s\"\n", lTakeInfo->mImportName.Buffer());

            // Set the value of the import state to false if the animation stack should be not
            // be imported. 
            FBXSDK_printf("         Import State: %s\n", lTakeInfo->mSelect ? "true" : "false");
            FBXSDK_printf("\n");
        }

        // Set the import states. By default, the import states are always set to 
        // true. The code below shows how to change these states.
        IOS_REF.SetBoolProp(IMP_FBX_MATERIAL, true);
        IOS_REF.SetBoolProp(IMP_FBX_TEXTURE, true);
        IOS_REF.SetBoolProp(IMP_FBX_LINK, true);
        IOS_REF.SetBoolProp(IMP_FBX_SHAPE, true);
        IOS_REF.SetBoolProp(IMP_FBX_GOBO, true);
        IOS_REF.SetBoolProp(IMP_FBX_ANIMATION, true);
        IOS_REF.SetBoolProp(IMP_FBX_GLOBAL_SETTINGS, true);
    }

    // Import the scene.
    lStatus = lImporter->Import(scene);

    if (lStatus == false && lImporter->GetStatus().GetCode() == FbxStatus::ePasswordError)
    {
        FBXSDK_printf("Please enter password: "******"%s", lPassword);
        FBXSDK_CRT_SECURE_NO_WARNING_END

            FbxString lString(lPassword);

        IOS_REF.SetStringProp(IMP_FBX_PASSWORD, lString);
        IOS_REF.SetBoolProp(IMP_FBX_PASSWORD_ENABLE, true);

        lStatus = lImporter->Import(scene);

        if (lStatus == false && lImporter->GetStatus().GetCode() == FbxStatus::ePasswordError)
        {
            FBXSDK_printf("\nPassword is wrong, import aborted.\n");
        }
    }

    // Destroy the importer.
    lImporter->Destroy();

    return lStatus;
}
示例#26
0
void FBXConverter::convert( const char* input , const char* output )
{
	if ( converting ) return;
	converting = true;
	FbxManager* fbxManger = FbxManager::Create();

	FbxIOSettings* ios = FbxIOSettings::Create( fbxManger , IOSROOT );
	fbxManger->SetIOSettings( ios );

	FbxImporter* importer = FbxImporter::Create( fbxManger , "" );

	bool status = importer->Initialize( input , -1 , fbxManger->GetIOSettings() );
	if ( !status )
	{
		std::cout << importer->GetStatus().GetErrorString() << std::endl;
	}

	FbxScene* scene = FbxScene::Create( fbxManger , "theScene" );
	importer->Import( scene );
	importer->Destroy();

	FbxMesh* theMesh = findMesh( scene->GetRootNode() );
	

	if ( theMesh )
	{
		std::vector<VertexData> vertices;
		std::vector<IndexData> indices;

		FbxStringList uvSets;
		theMesh->GetUVSetNames( uvSets );

		processPolygons( theMesh , vertices , indices , uvSets );

		std::vector<JointData> skeleton;
		processSkeletonHierarchy( scene->GetRootNode() , skeleton );
		if ( skeleton.size() ) processAnimations( theMesh->GetNode() , skeleton , vertices , indices );

		std::string modelData;
		for ( unsigned int i = 0; i < vertices.size(); ++i )
		{
			modelData += DATASTRING( vertices[i].position );
			modelData += DATASTRING( vertices[i].uv );
			modelData += DATASTRING( vertices[i].normal );
			modelData += DATASTRING( vertices[i].tangent );
			modelData += DATASTRING( vertices[i].bitangent );
			
			for ( unsigned int j = 0; j < 4 ; ++j )
			{
				if ( j < vertices[i].blendingInfo.size() )
				{
					int blendingIndex = vertices[i].blendingInfo[j].blendingIndex;
					modelData += DATASTRING( blendingIndex );
				}
				else
				{
					int blendingIndex = -1;
					modelData += DATASTRING( blendingIndex );
				}
			}
			for ( unsigned int j = 0; j < 4; ++j )
			{
				if ( j < vertices[i].blendingInfo.size() )
				{
					float blendingIndex = vertices[i].blendingInfo[j].blendingWeight;
					modelData += DATASTRING( blendingIndex );
				}
				else
				{
					float blendingIndex = -1;
					modelData += DATASTRING( blendingIndex );
				}
			}
		}

		for ( unsigned int i = 0; i < indices.size(); ++i)
		{
			modelData += DATASTRING( indices[i].index );
		}

		std::string boneData;
		std::vector<unsigned int> boneChildren;
		std::vector<AnimationData> boneAnimation;
		for ( unsigned int i = 0; i < skeleton.size(); ++i )
		{
			boneData += DATASTRING( skeleton[i].offsetMatrix );
			int childDataStart , childDataEnd , animationDataStart , animationDataEnd;
			if ( skeleton[i].children.size() )
			{
				childDataStart = boneChildren.size();
				for ( unsigned int j = 0; j < skeleton[i].children.size(); ++j )
				{
					boneChildren.push_back( skeleton[i].children[j] );
				}
				childDataEnd = boneChildren.size();
			}
			else
			{
				childDataStart = -1;
				childDataEnd = -1;
			}

			if ( skeleton[i].animation.size() )
			{
				animationDataStart = boneAnimation.size();
				for ( unsigned int j = 0; j < skeleton[i].animation.size(); ++j )
				{
					boneAnimation.push_back( skeleton[i].animation[j] );
				}
				animationDataEnd = boneAnimation.size();
			}
			else
			{
				animationDataStart = -1;
				animationDataEnd = -1;
			}
			boneData += DATASTRING( childDataStart );
			boneData += DATASTRING( childDataEnd );
			boneData += DATASTRING( animationDataStart );
			boneData += DATASTRING( animationDataEnd );
		}
		unsigned int sizeofAnimationRangeInfo;
		AnimationFrameRangeInfo frameRange;
		if ( boneAnimation.size() > 0 )
		{
			sizeofAnimationRangeInfo = 1;
			frameRange.nextAnimationFrameInfo = 0;
			frameRange.firstFrame = 1;
			frameRange.lastFrame = boneAnimation[boneAnimation.size() - 1].frame;
		}
		else
		{
			sizeofAnimationRangeInfo = 0;
		}

		std::fstream stream( output , std::ios_base::binary | std::ios_base::out | std::ios_base::trunc );

		unsigned int sizeofVertices = vertices.size();
		stream.write( reinterpret_cast< char* >( &sizeofVertices ) , sizeof( sizeofVertices ));
		unsigned int sizeofIndices = indices.size();
		stream.write( reinterpret_cast< char* >( &sizeofIndices ) , sizeof( sizeofIndices ) );

		unsigned int sizeofBoneData = skeleton.size();
		stream.write( reinterpret_cast<char*>( &sizeofBoneData ) , sizeof( sizeofBoneData ) );

		unsigned int sizeofBoneChildData = boneChildren.size();
		stream.write( reinterpret_cast< char* >( &sizeofBoneChildData ) , sizeof( sizeofBoneChildData ));

		unsigned int sizeofBoneAnimationData = boneAnimation.size();
		stream.write( reinterpret_cast< char* >( &sizeofBoneAnimationData ) , sizeof( sizeofBoneAnimationData ) );

		stream.write( reinterpret_cast< char* >( &sizeofAnimationRangeInfo ) , sizeof( sizeofAnimationRangeInfo ) );

		stream.write( modelData.c_str() , modelData.size() );

		stream.write( boneData.c_str() , boneData.size() );

		for ( unsigned int i = 0; i < boneChildren.size(); ++i )
		{
			stream.write( reinterpret_cast< char* >( &boneChildren[i] ) , sizeof( boneChildren[i] ) );
		}

		for ( unsigned int i = 0; i < boneAnimation.size(); ++i )
		{
			stream.write( reinterpret_cast< char* >( &boneAnimation[i] ) , sizeof( boneAnimation[i] ) );
		}

		
		if(sizeofAnimationRangeInfo) stream.write( reinterpret_cast< char* >( &frameRange ) , sizeof( frameRange ) );
		stream.close();
	}
	converting = false;
}
示例#27
0
osgDB::ReaderWriter::ReadResult
ReaderWriterFBX::readNode(const std::string& filenameInit,
                          const Options* options) const
{
    try
    {
        std::string ext(osgDB::getLowerCaseFileExtension(filenameInit));
        if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_HANDLED;

        std::string filename(osgDB::findDataFile(filenameInit, options));
        if (filename.empty()) return ReadResult::FILE_NOT_FOUND;

        FbxManager* pSdkManager = FbxManager::Create();

        if (!pSdkManager)
        {
            return ReadResult::ERROR_IN_READING_FILE;
        }

        CleanUpFbx cleanUpFbx(pSdkManager);

        pSdkManager->SetIOSettings(FbxIOSettings::Create(pSdkManager, IOSROOT));

        FbxScene* pScene = FbxScene::Create(pSdkManager, "");

        // The FBX SDK interprets the filename as UTF-8
#ifdef OSG_USE_UTF8_FILENAME
        const std::string& utf8filename(filename);
#else
        std::string utf8filename(osgDB::convertStringFromCurrentCodePageToUTF8(filename));
#endif

        FbxImporter* lImporter = FbxImporter::Create(pSdkManager, "");

        if (!lImporter->Initialize(utf8filename.c_str(), -1, pSdkManager->GetIOSettings()))
        {
#if FBXSDK_VERSION_MAJOR < 2014
            return std::string(lImporter->GetLastErrorString());
#else
            return std::string(lImporter->GetStatus().GetErrorString());
#endif
        }

        if (!lImporter->IsFBX())
        {
            return ReadResult::ERROR_IN_READING_FILE;
        }

        for (int i = 0; FbxTakeInfo* lTakeInfo = lImporter->GetTakeInfo(i); i++)
        {
            lTakeInfo->mSelect = true;
        }

        if (!lImporter->Import(pScene))
        {
#if FBXSDK_VERSION_MAJOR < 2014
            return std::string(lImporter->GetLastErrorString());
#else 
            return std::string(lImporter->GetStatus().GetErrorString());
#endif
        }

        //FbxAxisSystem::OpenGL.ConvertScene(pScene);        // Doesn't work as expected. Still need to transform vertices.

        if (FbxNode* pNode = pScene->GetRootNode())
        {
            bool useFbxRoot = false;
            bool lightmapTextures = false;
            bool tessellatePolygons = false;
            if (options)
            {
                std::istringstream iss(options->getOptionString());
                std::string opt;
                while (iss >> opt)
                {
                    if (opt == "UseFbxRoot")
                    {
                        useFbxRoot = true;
                    }
                    if (opt == "LightmapTextures")
                    {
                        lightmapTextures = true;
                    }
                    if (opt == "TessellatePolygons")
                    {
                        tessellatePolygons = true;
                    }
                }
            }

            bool bIsBone = false;
            int nLightCount = 0;
            osg::ref_ptr<Options> localOptions = NULL;
            if (options)
                localOptions = options->cloneOptions();
            else
                localOptions = new osgDB::Options();
            localOptions->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_IMAGES);

            std::string filePath = osgDB::getFilePath(filename);
            FbxMaterialToOsgStateSet fbxMaterialToOsgStateSet(filePath, localOptions.get(), lightmapTextures);

            std::set<const FbxNode*> fbxSkeletons;
            findLinkedFbxSkeletonNodes(pNode, fbxSkeletons);

            OsgFbxReader::AuthoringTool authoringTool = OsgFbxReader::UNKNOWN;
            if (FbxDocumentInfo* pDocInfo = pScene->GetDocumentInfo())
            {
                struct ToolName
                {
                    const char* name;
                    OsgFbxReader::AuthoringTool tool;
                };

                ToolName authoringTools[] = {
                    {"OpenSceneGraph", OsgFbxReader::OPENSCENEGRAPH},
                    {"3ds Max", OsgFbxReader::AUTODESK_3DSTUDIO_MAX}
                };

                FbxString appName = pDocInfo->LastSaved_ApplicationName.Get();

                for (unsigned int i = 0; i < sizeof(authoringTools) / sizeof(authoringTools[0]); ++i)
                {
                    if (0 ==
#ifdef WIN32
                        _strnicmp
#else
                        strncasecmp
#endif
                        (appName, authoringTools[i].name, strlen(authoringTools[i].name)))
                    {
                        authoringTool = authoringTools[i].tool;
                        break;
                    }
                }
            }


            OsgFbxReader reader(*pSdkManager,
                *pScene,
                fbxMaterialToOsgStateSet,
                fbxSkeletons,
                *localOptions,
                authoringTool,
                lightmapTextures,
                tessellatePolygons);

            ReadResult res = reader.readFbxNode(pNode, bIsBone, nLightCount);

            if (res.success())
            {
                fbxMaterialToOsgStateSet.checkInvertTransparency();

                resolveBindMatrices(*res.getNode(), reader.boneBindMatrices, reader.nodeMap);

                osg::Node* osgNode = res.getNode();
                osgNode->getOrCreateStateSet()->setMode(GL_RESCALE_NORMAL,osg::StateAttribute::ON);
                osgNode->getOrCreateStateSet()->setMode(GL_NORMALIZE,osg::StateAttribute::ON);

                if (reader.pAnimationManager.valid())
                {
                    if (osgNode->getUpdateCallback())
                    {
                        osg::Group* osgGroup = new osg::Group;
                        osgGroup->addChild(osgNode);
                        osgNode = osgGroup;
                    }

                    //because the animations may be altered after registering
                    reader.pAnimationManager->buildTargetReference();
                    osgNode->setUpdateCallback(reader.pAnimationManager.get());
                }

                FbxAxisSystem fbxAxis = pScene->GetGlobalSettings().GetAxisSystem();

                if (fbxAxis != FbxAxisSystem::OpenGL)
                {
                    int upSign;
                    FbxAxisSystem::EUpVector eUp = fbxAxis.GetUpVector(upSign);
                    bool bLeftHanded = fbxAxis.GetCoorSystem() == FbxAxisSystem::eLeftHanded;
                    float fSign = upSign < 0 ? -1.0f : 1.0f;
                    float zScale = bLeftHanded ? -1.0f : 1.0f;

                    osg::Matrix mat;
                    switch (eUp)
                    {
                    case FbxAxisSystem::eXAxis:
                        mat.set(0,fSign,0,0,-fSign,0,0,0,0,0,zScale,0,0,0,0,1);
                        break;
                    case FbxAxisSystem::eYAxis:
                        mat.set(1,0,0,0,0,fSign,0,0,0,0,fSign*zScale,0,0,0,0,1);
                        break;
                    case FbxAxisSystem::eZAxis:
                        mat.set(1,0,0,0,0,0,-fSign*zScale,0,0,fSign,0,0,0,0,0,1);
                        break;
                    }

                    osg::Transform* pTransformTemp = osgNode->asTransform();
                    osg::MatrixTransform* pMatrixTransform = pTransformTemp ?
                        pTransformTemp->asMatrixTransform() : NULL;
                    if (pMatrixTransform)
                    {
                        pMatrixTransform->setMatrix(pMatrixTransform->getMatrix() * mat);
                    }
                    else
                    {
                        pMatrixTransform = new osg::MatrixTransform(mat);
                        if (useFbxRoot && isBasicRootNode(*osgNode))
                        {
                            // If root node is a simple group, put all FBX elements under the OSG root
                            osg::Group* osgGroup = osgNode->asGroup();
                            for(unsigned int i = 0; i < osgGroup->getNumChildren(); ++i)
                            {
                                pMatrixTransform->addChild(osgGroup->getChild(i));
                            }
                            pMatrixTransform->setName(osgGroup->getName());
                        }
                        else
                        {
                            pMatrixTransform->addChild(osgNode);
                        }
                    }
                    osgNode = pMatrixTransform;
                }

                osgNode->setName(filenameInit);
                return osgNode;
            }
        }
    }
    catch (...)
    {
        OSG_WARN << "Exception thrown while importing \"" << filenameInit << '\"' << std::endl;
    }

    return ReadResult::ERROR_IN_READING_FILE;
}
示例#28
0
int main(int argc, char **argv)
{
#ifndef _DEBUG
	if (argc != 2)
	{
		printf("invalid arg");
		return 0;
	}
	const char* filename = argv[1];
#else
	const char* filename = "*****@*****.**";
#endif
	
	output.open("output.txt", ios::out | ios::trunc);
	output2.open("output2.txt", ios::out | ios::trunc);
	output3.open("output3.txt", ios::out | ios::trunc);
	if (!output.is_open())
	{
		exit(1);
	}
	FbxManager* fm = FbxManager::Create();
	FbxIOSettings *ios = FbxIOSettings::Create(fm, IOSROOT);
	//ios->SetBoolProp(EXP_FBX_ANIMATION, false);
	ios->SetIntProp(EXP_FBX_COMPRESS_LEVEL, 9);
	
	ios->SetAllObjectFlags(true);
	fm->SetIOSettings(ios);

	FbxImporter* importer = FbxImporter::Create(fm, "");
	if (!importer->Initialize(filename, -1, fm->GetIOSettings()))
	{
		printf("error returned : %s\n", importer->GetStatus().GetErrorString());
		exit(-1);
	}

	FbxScene* scene = FbxScene::Create(fm, "myscene");

	importer->Import(scene);
	importer->Destroy();
	output << "some\n";
	output << "charcnt : " << scene->GetCharacterCount() << endl << "node cnt : " << scene->GetNodeCount() << endl;
	int animstackcnt = scene->GetSrcObjectCount<FbxAnimStack>();
	output << "animstackcnt : " << animstackcnt << endl;

	output << "------------" << endl;
	vector<FbxNode*> removableNodes;

	for (int i = 0; i < scene->GetNodeCount(); i++)
	{
		FbxNode* node = scene->GetNode(i);
		output << "scene's node " << i << " : " << node->GetName() << ", childcnt : " << node->GetChildCount();
		if (node->GetNodeAttribute())
		{
			output <<", att type : " << node->GetNodeAttribute()->GetAttributeType();
			if (node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::EType::eMesh)
			{
				FbxMesh* mesh = node->GetMesh();

				output << ", mem usage : " << mesh->MemoryUsage() << ", deformer cnt : " << mesh->GetDeformerCount(FbxDeformer::EDeformerType::eSkin) << endl;
				collapseMesh(mesh);
				FbxSkin* skin = (FbxSkin*) (mesh->GetDeformer(0, FbxDeformer::EDeformerType::eSkin));
				if (skin)
				{
					
					for (int cli = 0; cli < skin->GetClusterCount(); cli++)
					{
						FbxCluster* cluster = skin->GetCluster(cli);
						output << "\tcluster no." << cli << " has " << cluster->GetControlPointIndicesCount() << " connected verts" << endl;
						if (cluster->GetControlPointIndicesCount() == 0)
							removableNodes.push_back( cluster->GetLink() );
						
						//cluster->
						//skin->RemoveCluster(cluster);효과없음
					}

					
					
				}
				if (mesh->IsTriangleMesh())
				{
					output << "\tit's triangle mesh" << endl;
					
				}
				//mesh->RemoveDeformer(0);효과없음
			}
			else
				output << endl;
		}
		else
		{
			output << ", att type : none" << endl;
		}
	}

	for (int rni = 0; rni < removableNodes.size(); rni++)
	{
		FbxNode* rnd = removableNodes[rni];
		if (rnd && rnd->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::EType::eSkeleton)
		{
			output3 << rnd->GetName() << " node with no vert attached's curve : " << rnd->GetSrcObjectCount<FbxAnimCurve>() << "," << rnd->GetSrcObjectCount<FbxAnimCurveNode>() << endl;
		}
	}

	output << "-----------animinfo" << endl;
	int cubic = 0, linear = 0, cons = 0;
	for (int si = 0; si < animstackcnt; si++)
	{
		FbxAnimStack* stack = scene->GetSrcObject<FbxAnimStack>(si);
		for (int i = 0; i < stack->GetMemberCount<FbxAnimLayer>(); i++)
		{
			FbxAnimLayer* layer = stack->GetMember<FbxAnimLayer>(i);
			int curvenodecnt = layer->GetMemberCount<FbxAnimCurveNode>();
			int compositcnt = 0;
			for (int j = 0; j < curvenodecnt; j++)
			{
				FbxAnimCurveNode* cnode = layer->GetMember<FbxAnimCurveNode>(j);
				compositcnt += (cnode->IsComposite() ? 1 : 0);
			}
			output << "\tanimstack's layer " << i << " : " << layer->GetName() << ", curve node cnt : " << curvenodecnt << ", composit node cnt : " << compositcnt << endl;
			vector<FbxAnimCurveNode*> nodes2del;
			
			for (int j = 0; j < curvenodecnt; j++)
			{
				FbxAnimCurveNode* cnode = layer->GetMember<FbxAnimCurveNode>(j);
				output << "\t\tcurvenode " << j << " channel cnt : " << cnode->GetChannelsCount() << ", dst obj cnt " << cnode->GetDstObjectCount() << "(";
				for (int dsti = 0; dsti < cnode->GetDstObjectCount(); dsti++)
				{
					output << "," << cnode->GetDstObject(dsti)->GetName();
					if (cnode->GetDstObject(dsti)->GetSrcObjectCount() > 0)
						output << "<" << cnode->GetDstObject(dsti)->GetSrcObjectCount<FbxSkeleton>() << ">";
				}
				output << ")";
				FbxTimeSpan interval;
				if (cnode->GetAnimationInterval(interval))
				{
					output << ", start : " << interval.GetStart().GetTimeString() << ", end : " << interval.GetStop().GetTimeString() << endl;
				}
				else
				{
					nodes2del.push_back(cnode);
					output << ", no interval" << endl;
				}

				for (int chi = 0; chi < cnode->GetChannelsCount(); chi++)
				{
					
					int curvecnt = cnode->GetCurveCount(chi);
					output << "\t\t\tchannel." << chi << " curvecnt : " << curvecnt << endl;
					for (int ci = 0; ci < curvecnt; ci++)
					{
						FbxAnimCurve* curve = cnode->GetCurve(chi, ci);
						int keycnt = curve->KeyGetCount();
						output << "\t\t\t\tcurve no." << ci << " : key count : " << keycnt;
						output2 << "curve  " << ci << endl;
						
						vector<int> keys2Remove;
						for (int cki = 0; cki < keycnt; cki++)
						{
							FbxAnimCurveKey prevkey, currkey, nextkey;

							if (cki == 0 || cki == keycnt - 1)
								continue;
							
							currkey = curve->KeyGet(cki);
							prevkey = curve->KeyGet(cki-1);
							nextkey = curve->KeyGet(cki + 1);
							
							bool keepit = true;

							output2 << ci << "-" << cki;

//							keepit = keepTestHorizon(curve, prevkey, currkey, nextkey);
	//						if (keepit)
	//							keepit = slopkeepTest(curve, prevkey, currkey, nextkey);

							if (!keepit)
							{
								if (!(currkey.GetInterpolation() == FbxAnimCurveDef::EInterpolationType::eInterpolationConstant && nextkey.GetInterpolation() != FbxAnimCurveDef::EInterpolationType::eInterpolationConstant))
									keys2Remove.push_back(cki);
							}
						}
						for (int kri = keys2Remove.size() - 1; kri >= 0; kri--)
						{
							
							//curve->KeyRemove(keys2Remove[kri]);
						}
						output2 << endl;
						//output << ", cubic:linear:const : " << cubic << ":" << linear << ":" << cons << endl;
						if (keys2Remove.size() > 0)
							output << ", " << keys2Remove.size() << " keys removed";

						keycnt = curve->KeyGetCount();
						
					}

				}
			}
			//이부분은 별로 효과없음
			/*
			for (int di = 0; di < nodes2del.size(); di++)
			{
				layer->RemoveMember(nodes2del[di]);
			}
			*/
			
		}
	}
	output << "cubic:linear:const  " << cubic << ":" << linear << ":" << cons << endl;
	FbxExporter* exporter = FbxExporter::Create(fm, "");
	const char* outFBXName = "after.fbx";

	bool exportstatus = exporter->Initialize(outFBXName, -1, fm->GetIOSettings());
	if (exportstatus == false)
	{
		puts("err export fail");
	}
	exporter->Export(scene);
	exporter->Destroy();
	scene->Destroy();
	
	ios->Destroy();
	fm->Destroy();
	output.close();
	output2.close();
	output3.close();
	return 0;
}
示例#29
0
CC_FILE_ERROR FBXFilter::loadFile(const char* filename, ccHObject& container, bool alwaysDisplayLoadDialog/*=true*/, bool* coordinatesShiftEnabled/*=0*/, CCVector3d* coordinatesShift/*=0*/)
{
	// Initialize the SDK manager. This object handles memory management.
	FbxManager* lSdkManager = FbxManager::Create();

	// Create the IO settings object.
	FbxIOSettings *ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	lSdkManager->SetIOSettings(ios);
	
	// Import options determine what kind of data is to be imported.
	// True is the default, but here we’ll set some to true explicitly, and others to false.
	//(*(lSdkManager->GetIOSettings())).SetBoolProp(IMP_FBX_MATERIAL,        true);
	//(*(lSdkManager->GetIOSettings())).SetBoolProp(IMP_FBX_TEXTURE,         true);
	
	// Create an importer using the SDK manager.
	FbxImporter* lImporter = FbxImporter::Create(lSdkManager,"");

	CC_FILE_ERROR result = CC_FERR_NO_ERROR;
	
	// Use the first argument as the filename for the importer.
	if (!lImporter->Initialize(filename, -1, lSdkManager->GetIOSettings()))
	{ 
		ccLog::Warning(QString("[FBX] Error: %1").arg(lImporter->GetStatus().GetErrorString()));
		result = CC_FERR_READING;
	}
	else
	{
		// Create a new scene so that it can be populated by the imported file.
		FbxScene* lScene = FbxScene::Create(lSdkManager,"myScene");

		// Import the contents of the file into the scene.
		if (lImporter->Import(lScene))
		{
			// Print the nodes of the scene and their attributes recursively.
			// Note that we are not printing the root node because it should
			// not contain any attributes.
			FbxNode* lRootNode = lScene->GetRootNode();
			std::vector<FbxNode*> nodes;
			nodes.push_back(lRootNode);

			while (!nodes.empty())
			{
				FbxNode* lNode = nodes.back();
				nodes.pop_back();

				const char* nodeName = lNode->GetName();
#ifdef _DEBUG
				ccLog::Print(QString("Node: %1 - %2 properties").arg(nodeName).arg(lNode->GetNodeAttributeCount()));
#endif
				// scan the node's attributes.
				for(int i=0; i<lNode->GetNodeAttributeCount(); i++)
				{
					FbxNodeAttribute* pAttribute = lNode->GetNodeAttributeByIndex(i);
					FbxNodeAttribute::EType type = pAttribute->GetAttributeType();
#ifdef _DEBUG
					ccLog::Print(QString("\tProp. #%1").arg(GetAttributeTypeName(type)));
#endif

					switch(type)
					{ 
					case FbxNodeAttribute::eMesh:
						{
							ccMesh* mesh = FromFbxMesh(static_cast<FbxMesh*>(pAttribute),alwaysDisplayLoadDialog,coordinatesShiftEnabled,coordinatesShift);
							if (mesh)
							{
								//apply transformation
								FbxAMatrix& transform = lNode->EvaluateGlobalTransform();
								ccGLMatrix mat;
								float* data = mat.data();
								for (int c=0; c<4; ++c)
								{
									FbxVector4 C = transform.GetColumn(c);
									*data++ = static_cast<float>(C[0]);
									*data++ = static_cast<float>(C[1]);
									*data++ = static_cast<float>(C[2]);
									*data++ = static_cast<float>(C[3]);
								}
								mesh->applyGLTransformation_recursive(&mat);

								if (mesh->getName().isEmpty())
									mesh->setName(nodeName);

								container.addChild(mesh);
							}
						}
						break;

					case FbxNodeAttribute::eUnknown: 
					case FbxNodeAttribute::eNull:
					case FbxNodeAttribute::eMarker:
					case FbxNodeAttribute::eSkeleton:
					case FbxNodeAttribute::eNurbs:
					case FbxNodeAttribute::ePatch:
					case FbxNodeAttribute::eCamera:
					case FbxNodeAttribute::eCameraStereo:
					case FbxNodeAttribute::eCameraSwitcher:
					case FbxNodeAttribute::eLight:
					case FbxNodeAttribute::eOpticalReference:
					case FbxNodeAttribute::eOpticalMarker:
					case FbxNodeAttribute::eNurbsCurve:
					case FbxNodeAttribute::eTrimNurbsSurface:
					case FbxNodeAttribute::eBoundary:
					case FbxNodeAttribute::eNurbsSurface:
					case FbxNodeAttribute::eShape:
					case FbxNodeAttribute::eLODGroup:
					case FbxNodeAttribute::eSubDiv:
					default:
						//not handled yet
						break;
					}
				}

				// Recursively add the children.
				for(int j=0; j<lNode->GetChildCount(); j++)
				{
					nodes.push_back(lNode->GetChild(j));
				}
			}
		}
	}

	// The file is imported, so get rid of the importer.
	lImporter->Destroy();
	// Destroy the SDK manager and all the other objects it was handling.
	lSdkManager->Destroy();

	return container.getChildrenNumber() == 0 ? CC_FERR_NO_LOAD : CC_FERR_NO_ERROR;
}
示例#30
-1
		void FbxLoader::LoadFromFile(const std::string& folder, const std::string& name, AxisMode axismode, float scaleFactor)
		{
			FbxManager* fbxManager = FbxManager::Create();
			FbxIOSettings* ios = FbxIOSettings::Create(fbxManager, IOSROOT);
			fbxManager->SetIOSettings(ios);


			std::string path = folder + "\\" + name;
			relativeFolder = folder;
			FbxImporter* importer = (FbxImporter::Create(fbxManager, ""));
			bool b = importer->Initialize(path.c_str(), -1, fbxManager->GetIOSettings());
			if(!b) {
			}
			scene = FbxScene::Create(fbxManager, path.c_str());
			importer->Import(scene);
			

			int fileMajor, fileMinor, fileRevision;
			importer->GetFileVersion(fileMajor, fileMinor, fileRevision);
			importer->Destroy();

			factor = scaleFactor;
			this->axismode = axismode;
			FbxNode* root = scene->GetRootNode();
			
			FbxGeometryConverter geometryConverter(fbxManager);
						
			FbxAxisSystem axis = FbxAxisSystem::MayaYUp;	
			axis.ConvertScene(scene);
			
			geometryConverter.Triangulate(scene, false);

			ProcessMaterial(scene);

			LoadAnimationClipData();

			ProcessMeshNode(root, rootNode);			
		}