示例#1
1
CC_FILE_ERROR FBXFilter::saveToFile(ccHObject* entity, QString filename, SaveParameters& parameters)
{
	if (!entity)
		return CC_FERR_BAD_ARGUMENT;
	
	std::vector<ccGenericMesh*> meshes;
	if (entity->isKindOf(CC_TYPES::MESH))
	{
		meshes.push_back(static_cast<ccGenericMesh*>(entity));
	}
	else if (entity->isA(CC_TYPES::HIERARCHY_OBJECT))
	{
		for (unsigned i=0; i<entity->getChildrenNumber(); ++i)
		{
			ccHObject* child = entity->getChild(i);
			if (child->isKindOf(CC_TYPES::MESH))
				meshes.push_back(static_cast<ccGenericMesh*>(child));
		}
	}

	if (meshes.empty())
	{
		return CC_FERR_NO_SAVE;
	}

	//The first thing to do is to create the FBX Manager which is the object allocator for almost all the classes in the SDK
	FbxManager* lSdkManager = FbxManager::Create();
	if( !lSdkManager )
	{
		ccLog::Warning("[FBX] Error: Unable to create FBX Manager!");
		return CC_FERR_CONSOLE_ERROR;
	}
	else
	{
		ccLog::Print("[FBX] Autodesk FBX SDK version %s", lSdkManager->GetVersion());
	}

	try
	{
		//Create an IOSettings object. This object holds all import/export settings.
		FbxIOSettings* ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
		lSdkManager->SetIOSettings(ios);

		//Load plugins from the executable directory (optional)
		//FbxString lPath = FbxGetApplicationDirectory();
		//lSdkManager->LoadPluginsDirectory(lPath.Buffer());

		//Create an FBX scene. This object holds most objects imported/exported from/to files.
		FbxScene* lScene = FbxScene::Create(lSdkManager, "My Scene");
		if( !lScene )
		{
			ccLog::Warning("[FBX] Error: Unable to create FBX scene!");
			return CC_FERR_CONSOLE_ERROR;
		}

		// create scene info
		{
			FbxDocumentInfo* sceneInfo = FbxDocumentInfo::Create(lSdkManager,"SceneInfo");
			sceneInfo->mTitle = qPrintable(QString("Mesh: ") + (meshes.size() == 1 ? meshes[0]->getName() : QString("Multiple meshes")));
			sceneInfo->mAuthor = "CloudCompare";
			sceneInfo->mRevision = "rev. 1.0";
			sceneInfo->mKeywords = "cloudcompare mesh";

			// we need to add the sceneInfo before calling AddThumbNailToScene because
			// that function is asking the scene for the sceneInfo.
			lScene->SetSceneInfo(sceneInfo);
		}

		//create thumbnail
		//{
		//	FbxThumbnail* lThumbnail = FbxThumbnail::Create(lScene,"");

		//	lThumbnail->SetDataFormat(FbxThumbnail::eRGB_24);
		//	lThumbnail->SetSize(FbxThumbnail::e64x64);
		//	lThumbnail->SetThumbnailImage(cSceneThumbnail);

		//	if (lScene->GetSceneInfo())
		//	{
		//		lScene->GetSceneInfo()->SetSceneThumbnail(lThumbnail);
		//	}
		//}

		// Build the node tree.
		FbxNode* lRootNode = lScene->GetRootNode();
		{
			for (size_t i=0; i<meshes.size(); ++i)
			{
				FbxNode* meshNode = ToFbxMesh(meshes[i],lScene,filename,i);
				if (meshNode)
					lRootNode->AddChild(meshNode);
				else
					ccLog::Warning(QString("[FBX] Failed to convert mesh '%1' to FBX mesh/node!").arg(meshes[i]->getName()));
			}
		}

		int fileFormat = -1;

		//Display a combox box to let the user choose the export file format
		{
			FbxManager* pSdkManager = FbxManager::GetDefaultManager();
			int lFormatCount = pSdkManager ? pSdkManager->GetIOPluginRegistry()->GetWriterFormatCount() : 0;

			if (lFormatCount > 0)
			{
				if (s_defaultOutputFormat.isEmpty())
				{
					try
					{
						QMessageBox msgBox(QMessageBox::Question,"FBX format","Choose output format:");
						QMap<QAbstractButton*,int> buttons;
						for (int lFormatIndex=0; lFormatIndex<lFormatCount; lFormatIndex++)
						{
							if (pSdkManager->GetIOPluginRegistry()->WriterIsFBX(lFormatIndex))
							{
								FbxString lDesc = pSdkManager->GetIOPluginRegistry()->GetWriterFormatDescription(lFormatIndex);
								QPushButton *button = msgBox.addButton(lDesc.Buffer(), QMessageBox::AcceptRole);
								buttons[button] = lFormatIndex;
							}
						}
						msgBox.exec();
						//get the right format
						fileFormat = buttons[msgBox.clickedButton()];
					}
					catch(...)
					{
					}
				}
				else
				{
					//try to find the default output format as set by the user
					for (int lFormatIndex=0; lFormatIndex<lFormatCount; lFormatIndex++)
					{
						if (pSdkManager->GetIOPluginRegistry()->WriterIsFBX(lFormatIndex))
						{
							FbxString lDesc = pSdkManager->GetIOPluginRegistry()->GetWriterFormatDescription(lFormatIndex);
							QString sanitizedDesc = SanitizeFBXFormatString(lDesc.Buffer());
							if (s_defaultOutputFormat == sanitizedDesc)
							{
								ccLog::Print(QString("[FBX] Default output file format: %1").arg(sanitizedDesc));
								fileFormat = lFormatIndex;
								break;
							}
						}
					}

					//if we failed to find the specified file format, warn the user and display the list of supported formats
					if (fileFormat < 0)
					{
						ccLog::Warning(QString("[FBX] File format '%1' not supported").arg(s_defaultOutputFormat));
						ccLog::Print("[FBX] Supported output formats:");
						for (int lFormatIndex=0; lFormatIndex<lFormatCount; lFormatIndex++)
						{
							if (pSdkManager->GetIOPluginRegistry()->WriterIsFBX(lFormatIndex))
							{
								FbxString lDesc = pSdkManager->GetIOPluginRegistry()->GetWriterFormatDescription(lFormatIndex);
								ccLog::Print(QString("\t- %1").arg(SanitizeFBXFormatString(lDesc.Buffer())));
							}
						}
					}

				}
			}
		}

		// Save the scene.
		bool lResult = SaveScene(lSdkManager, lScene, qPrintable(filename),fileFormat);

		// Destroy all objects created by the FBX SDK.
		if( lSdkManager )
			lSdkManager->Destroy();

		return lResult ? CC_FERR_NO_ERROR : CC_FERR_CONSOLE_ERROR;
	}
	catch(...)
	{
		ccLog::Warning("[FBX] FBX SDK has thrown an unknown exception!");
		return CC_FERR_THIRD_PARTY_LIB_EXCEPTION;
	}
}
示例#2
0
HRESULT CStaticMesh::Initalize(const char * szFilePath, const char * szFileName)
{

	m_eDrawType = DRAW_VERTEX;
	FbxManager* pFBXManager = FbxManager::Create();
	FbxIOSettings* pIOsettings = FbxIOSettings::Create(pFBXManager, IOSROOT);
	pFBXManager->SetIOSettings(pIOsettings);
	FbxScene* pFBXScene = FbxScene::Create(pFBXManager, "");

	FbxImporter* pImporter = FbxImporter::Create(pFBXManager, "");


	if (FAILED(Load_StaticMesh(szFilePath, szFileName, pFBXManager, pIOsettings, pFBXScene, pImporter)))
		return E_FAIL;


	CMesh::CreateRasterizerState();
	//Init_Shader();

	pFBXScene->Destroy();
	pImporter->Destroy();
	pIOsettings->Destroy();
	pFBXManager->Destroy();


	return S_OK;
}
示例#3
0
	void FbxUtil::LoadScene(const std::string &filePath, const std::shared_ptr<SceneNode> &rootNode, float scaleFactor, unsigned int options)
	{
		FbxManager* sdkManager = FbxManager::Create();

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

		FbxImporter* importer = FbxImporter::Create(sdkManager, "");
		m_ScaleFactor = scaleFactor;
		m_Options = options;

		if (importer->Initialize(filePath.c_str(), -1, sdkManager->GetIOSettings()))
		{
			FbxScene* lScene = FbxScene::Create(sdkManager, "");

			importer->Import(lScene);

			importer->Destroy();

			FbxNode* lRootNode = lScene->GetRootNode();

			if (lRootNode)
			{
				for (int i = 0; i < lRootNode->GetChildCount(); i++)
					LoadNode(rootNode, lRootNode->GetChild(i));

				rootNode->Recompose();
			}
		}
		else
			ASSERT_MSG(false, "Error: " << importer->GetStatus().GetErrorString());

		// Destroy the SDK manager and all the other objects it was handling.
		sdkManager->Destroy();
	}
int main(int argc, char** argv)
{
#if _WIN32
	char current_path[MAX_PATH + 1];
	GetDirectoryName(current_path, argv[0]);
	SetCurrentDirectoryA(current_path);
#endif

	FBX2MDL::FBXImporter importer;
	FBX2MDL::FBXExporter exporter;

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

	fbxsdk_2015_1::FbxImporter* fbxImporter = fbxsdk_2015_1::FbxImporter::Create(sdkManager, "");
	if (!fbxImporter->Initialize("box3.fbx", -1, sdkManager->GetIOSettings()))
	{
		printf("Call to FbxImporter::Initialize() failed.\n");
		printf("Error returned: %s\n\n", fbxImporter->GetStatus().GetErrorString());
		system("PAUSE");
		exit(-1);
	}

	FbxScene* fbxScene = FbxScene::Create(sdkManager, "myScene");
	fbxImporter->Import(fbxScene);
	
	auto scene = importer.LoadScene(fbxScene, sdkManager);
	auto writer = exporter.Export(scene);

	fbxScene->Destroy();
	fbxImporter->Destroy();
	sdkManager->Destroy();

	writer->WriteOut("box2.mdl");

	
	auto buf = writer->Get();
	auto buf_ = std::vector<uint8_t>();

	for (size_t i = 0; i < buf.size(); i++)
	{
		auto b = ((uint8_t*) buf.data())[i];
		buf_.push_back(b);
	}

	ace::Model_IO model_io;
	model_io.Load(buf_, ace::ToAString("./").c_str());
	

	/*
	MDLExporter *exporter = new MDLExporter("Data/Model/AnimationTest.fbx", "Data/Model/AnimationTest.mdl");
	exporter->Convert();
	delete exporter;
	*/

	return 0;
}
// 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#6
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#7
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();
}
int main(int argc, char** argv)
{
	if(argc!=3)
	{
		printf("引数が足りません。\n");
		return -1;
	}

	const char* importPath = argv[1];
	const char* exportPath = argv[2];

	FBX2MDL::FBXImporter importer;
	FBX2MDL::FBXExporter exporter;

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

	fbxsdk_2015_1::FbxImporter* fbxImporter = fbxsdk_2015_1::FbxImporter::Create(sdkManager, "");
	if (!fbxImporter->Initialize(importPath, -1, sdkManager->GetIOSettings()))
	{
		printf("Call to FbxImporter::Initialize() failed.\n");
		printf("Error returned: %s\n\n", fbxImporter->GetStatus().GetErrorString());
		system("PAUSE");
		exit(-1);
	}

	FbxScene* fbxScene = FbxScene::Create(sdkManager, "myScene");
	fbxImporter->Import(fbxScene);

	auto scene = importer.LoadScene(fbxScene, sdkManager);
	auto writer = exporter.Export(scene);

	fbxScene->Destroy();
	fbxImporter->Destroy();
	sdkManager->Destroy();

	writer->WriteOut(exportPath);

    return 0;
}
示例#9
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#10
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#11
0
CC_FILE_ERROR FBXFilter::saveToFile(ccHObject* entity, const char* filename)
{
	if (!entity)
		return CC_FERR_BAD_ARGUMENT;
	
	std::vector<ccGenericMesh*> meshes;
	if (entity->isKindOf(CC_MESH))
	{
		meshes.push_back(static_cast<ccGenericMesh*>(entity));
	}
	else if (entity->isA(CC_HIERARCHY_OBJECT))
	{
		for (unsigned i=0; i<entity->getChildrenNumber(); ++i)
		{
			ccHObject* child = entity->getChild(i);
			if (child->isKindOf(CC_MESH))
				meshes.push_back(static_cast<ccGenericMesh*>(child));
		}
	}

	if (meshes.empty())
	{
        return CC_FERR_NO_SAVE;
	}

	//The first thing to do is to create the FBX Manager which is the object allocator for almost all the classes in the SDK
    FbxManager* lSdkManager = FbxManager::Create();
    if( !lSdkManager )
    {
		ccLog::Warning("[FBX] Error: Unable to create FBX Manager!");
        return CC_FERR_CONSOLE_ERROR;
    }
	else
	{
		ccLog::Print("[FBX] Autodesk FBX SDK version %s", lSdkManager->GetVersion());
	}

	//Create an IOSettings object. This object holds all import/export settings.
	FbxIOSettings* ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
	lSdkManager->SetIOSettings(ios);

	//Load plugins from the executable directory (optional)
	//FbxString lPath = FbxGetApplicationDirectory();
	//lSdkManager->LoadPluginsDirectory(lPath.Buffer());

    //Create an FBX scene. This object holds most objects imported/exported from/to files.
    FbxScene* lScene = FbxScene::Create(lSdkManager, "My Scene");
	if( !lScene )
    {
		ccLog::Warning("[FBX] Error: Unable to create FBX scene!");
        return CC_FERR_CONSOLE_ERROR;
    }

    // create scene info
	{
		FbxDocumentInfo* sceneInfo = FbxDocumentInfo::Create(lSdkManager,"SceneInfo");
		sceneInfo->mTitle = qPrintable(QString("Mesh: ") + (meshes.size() == 1 ? meshes[0]->getName() : QString("Multiple meshes")));
		sceneInfo->mAuthor = "CloudCompare";
		sceneInfo->mRevision = "rev. 1.0";
		sceneInfo->mKeywords = "cloudcompare mesh";

		// we need to add the sceneInfo before calling AddThumbNailToScene because
		// that function is asking the scene for the sceneInfo.
		lScene->SetSceneInfo(sceneInfo);
	}

	//create thumbnail
	//{
	//	FbxThumbnail* lThumbnail = FbxThumbnail::Create(lScene,"");

	//	lThumbnail->SetDataFormat(FbxThumbnail::eRGB_24);
	//	lThumbnail->SetSize(FbxThumbnail::e64x64);
	//	lThumbnail->SetThumbnailImage(cSceneThumbnail);

	//	if (lScene->GetSceneInfo())
	//	{
	//		lScene->GetSceneInfo()->SetSceneThumbnail(lThumbnail);
	//	}
	//}

    // Build the node tree.
    FbxNode* lRootNode = lScene->GetRootNode();
	{
		for (size_t i=0; i<meshes.size(); ++i)
		{
			FbxNode* meshNode = ToFbxMesh(meshes[i],lScene);
			if (meshNode)
				lRootNode->AddChild(meshNode);
			else
				ccLog::Warning(QString("[FBX] Failed to convert mesh '%1' to FBX mesh/node!").arg(meshes[i]->getName()));
		}
	}

	// Save the scene.
    bool lResult = SaveScene(lSdkManager, lScene, filename);

    // Destroy all objects created by the FBX SDK.
    if( lSdkManager )
		lSdkManager->Destroy();

	return lResult ? CC_FERR_NO_ERROR : CC_FERR_CONSOLE_ERROR;
}
int main ( int argc, char *argv[] )
{
	std::vector<std::string> args (argv, argv + argc);
	if ( args.size() == 1 )
	{
		PrintUsage (args[0]);
		return EXIT_FAILURE;
	}

	std::string animationFile;
	std::string outputPath ("model.glm");
	unsigned i;
	for ( i = 1; i < args.size(); i++ )
	{
		if ( args[i].compare ("-o") == 0 )
		{
			i++;
			if ( args.size() > i )
			{
				outputPath = args[i];

				continue;
			}
			else
			{
				PrintUsage (args[0]);

				return EXIT_FAILURE;
			}
		}
		else if ( args[i].compare ("-anim") == 0 )
		{
			i++;
			if ( args.size() > i )
			{
				animationFile = args[i];

				continue;
			}
			else
			{
				PrintUsage (args[0]);

				return EXIT_FAILURE;
			}
		}
	}

	std::unique_ptr<Skeleton> skeleton;
	std::string modelPath (args.back());

	std::cout << "Converting " << modelPath << " to GLM.\n";

	if ( !animationFile.empty() )
	{
		skeleton = LoadGLA (animationFile);
		if ( !skeleton )
		{
			return EXIT_FAILURE;
		}

		std::cout << "Using " << animationFile << " for skeleton.\n";
	}

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

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

	if ( !importer->Initialize (modelPath.c_str(), -1, fbxManager->GetIOSettings()) )
	{
		std::cerr << "ERROR: Failed to import '" << modelPath << "': " << importer->GetStatus().GetErrorString() << ".\n";

		importer->Destroy();
		fbxManager->Destroy();

		return EXIT_FAILURE;
	}

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

	FbxNode *root = scene->GetRootNode();
	if ( root == nullptr )
	{
		std::cerr << "ERROR: The scene's root node could not be found.\n";

		fbxManager->Destroy();

		return EXIT_FAILURE;
	}

	std::vector<FbxNode *> modelRoots (GetLodRootModels (*root));

	if ( modelRoots.empty() )
	{
		std::cerr << "ERROR: No model LODs found.\n";

		fbxManager->Destroy();

		return EXIT_FAILURE;
	}

	std::sort (modelRoots.begin(), modelRoots.end(),
		[]( const FbxNode *a, const FbxNode *b ) { return std::strcmp (a->GetName(), b->GetName()) < 0; });

	if ( !MakeGLMFile (*scene, modelRoots, skeleton.get(), outputPath) )
	{
		std::cerr << "ERROR: Failed to create GLM file " << outputPath << ".\n";

		fbxManager->Destroy();

		return EXIT_FAILURE;
	}

	std::cout << "GLM file has been written to '" << outputPath << "'.\n";

	fbxManager->Destroy();

	return 0;
}
示例#13
0
void FBXSceneEncoder::write(const string& filepath, const EncoderArguments& arguments)
{
    FbxManager* sdkManager = FbxManager::Create();
    FbxIOSettings *ios = FbxIOSettings::Create(sdkManager, IOSROOT);
    sdkManager->SetIOSettings(ios);
    FbxImporter* importer = FbxImporter::Create(sdkManager,"");
    
    if (!importer->Initialize(filepath.c_str(), -1, sdkManager->GetIOSettings()))
    {
        LOG(1, "Call to FbxImporter::Initialize() failed.\n");
        LOG(1, "Error returned: %s\n\n", importer->GetLastErrorString());
        exit(-1);
    }
    
    FbxScene* fbxScene = FbxScene::Create(sdkManager,"__FBX_SCENE__");

    print("Loading FBX file.");
    importer->Import(fbxScene);
    importer->Destroy();

    // Determine if animations should be grouped.
    if (arguments.getGroupAnimationAnimationId().empty() && isGroupAnimationPossible(fbxScene))
    {
        if ( arguments.getAnimationGrouping()==EncoderArguments::ANIMATIONGROUP_AUTO || 
            (arguments.getAnimationGrouping()==EncoderArguments::ANIMATIONGROUP_PROMPT && promptUserGroupAnimations()))
        {
            _autoGroupAnimations = true;
        }
    }

    if (arguments.tangentBinormalIdCount() > 0)
    {
        generateTangentsAndBinormals(fbxScene->GetRootNode(), arguments);
    }

    print("Loading Scene.");
    loadScene(fbxScene);
    print("Load materials");
    loadMaterials(fbxScene);
    print("Loading animations.");
    loadAnimations(fbxScene, arguments);
    sdkManager->Destroy();

    print("Optimizing GamePlay Binary.");
    _gamePlayFile.adjust();
    if (_autoGroupAnimations)
    {
        _gamePlayFile.groupMeshSkinAnimations();
    }
    
    string outputFilePath = arguments.getOutputFilePath();

    if (arguments.textOutputEnabled())
    {
        int pos = outputFilePath.find_last_of('.');
        if (pos > 2)
        {
            string path = outputFilePath.substr(0, pos);
            path.append(".xml");
            LOG(1, "Saving debug file: %s\n", path.c_str());
            if (!_gamePlayFile.saveText(path))
            {
                LOG(1, "Error writing text file: %s\n", path.c_str());
            }
        }
    }
    else
    {
        LOG(1, "Saving binary file: %s\n", outputFilePath.c_str());
        if (!_gamePlayFile.saveBinary(outputFilePath))
        {
            LOG(1, "Error writing binary file: %s\n", outputFilePath.c_str());
        }
    }

    // Write the material file
    if (arguments.outputMaterialEnabled())
    {
        int pos = outputFilePath.find_last_of('.');
        if (pos > 2)
        {
            string path = outputFilePath.substr(0, pos);
            path.append(".material");
            writeMaterial(path);
        }
    }
}
int main()
{
	// ※パスは「/」でしか通らない
	const char* filename = "../datas/box.fbx";

	//==============================================================================
	// 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)
	{
		printf("FBXファイルインポートエラー\n");
		printf("エラー内容: %s\n\n", pImporter->GetStatus().GetErrorString());
		return 1;
	}

	// シーンへインポート
	if(pImporter->Import(pScene) == false)
	{
		printf("FBXシーンインポートエラー\n");
		printf("エラー内容: %s\n\n", pImporter->GetStatus().GetErrorString());
		return 1;
	}

	// ※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
	//==============================================================================
	// ノードを表示してみる
	traverseScene(pScene->GetRootNode());

	// 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());

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

	printf("全処理終了\n");
	getchar();

	return 0;
}
示例#15
0
int main(int argc, char* argv[])
{
	// initialize Havok internals
	{
		hkMemorySystem::FrameInfo frameInfo(0);

#ifdef _DEBUG
		// (Use debug mem manager to detect mem leaks in Havok code)
		hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initChecking(hkMallocAllocator::m_defaultMallocAllocator, frameInfo);
#else
		hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initFreeListLargeBlock(hkMallocAllocator::m_defaultMallocAllocator, frameInfo);
#endif

		hkBaseSystem::init( memoryRouter, havokErrorReport );

		hkError& errorhandler = hkError::getInstance();
		errorhandler.enableAll();
	}

	if (argc != 2)
	{
		printf("Invalid number of input arguments\n");
		printf("Usage: FBXImport <input_filename>\n");
		return -1;
	}

	// Load FBX and save as HKX
	{
		const char* filename = argv[1];

		FbxManager* fbxSdkManager = FbxManager::Create();
		if( !fbxSdkManager )
		{
			HK_ERROR(0x5213afed, "Unable to create FBX Manager!\n");
			return -1;
		}

		FbxIOSettings* fbxIoSettings = FbxIOSettings::Create(fbxSdkManager, IOSROOT);
		fbxSdkManager->SetIOSettings(fbxIoSettings);

		FbxImporter* fbxImporter = FbxImporter::Create(fbxSdkManager,"");

		if (!fbxImporter->Initialize(filename, -1, fbxSdkManager->GetIOSettings()))
		{
			HK_WARN(0x5216afed, "Failed to initialize the importer! Please ensure file " << filename << " exists\n");
			fbxSdkManager->Destroy();
			return -1;
		}

		FbxScene* fbxScene = FbxScene::Create(fbxSdkManager,"tempScene");
		if (!fbxScene)
		{
			HK_ERROR(0x5216afed, "Failed to create the scene!\n");
			fbxImporter->Destroy();
			fbxSdkManager->Destroy();
			return -1;
		}

		fbxImporter->Import(fbxScene);
		fbxImporter->Destroy();

		// Currently assume that the file is loaded from 3dsmax
		FbxAxisSystem::Max.ConvertScene(fbxScene);

		FbxToHkxConverter::Options options(fbxSdkManager);
		FbxToHkxConverter converter(options);

		if(converter.createScenes(fbxScene))
		{
			int lastSlashIndex = hkString::lastIndexOf(filename,'\\') + 1;
			int extensionIndex = hkString::lastIndexOf(filename,'.');

			hkStringBuf path;
			path.set(filename, lastSlashIndex);

			hkStringBuf name;
			name.set(filename + lastSlashIndex, extensionIndex - lastSlashIndex);

			converter.saveScenes(path, name);
		}
		else
		{
			HK_ERROR(0x0, "Failed to convert the scene!\n");
			fbxSdkManager->Destroy();
			return -1;
		}

		fbxSdkManager->Destroy();
	}

	// quit Havok
	{
		hkBaseSystem::quit();
		hkMemoryInitUtil::quit();
	}
	
	return 0;
}
示例#16
0
 ~CleanUpFbx()
 {
     m_pSdkManager->Destroy();
 }
示例#17
0
/*****************************************************************
* LoadLevel()			Returns the only instance of the MessageManager
*
* Ins:					szFilePath
*
* Outs:					None
*
* Returns:				bool
*
* Mod. Date:		    09/02/2015
* Mod. Initials:	    NH
*****************************************************************/
bool CLevelLoader::LoadLevel(string file_name)
{

#pragma region FBX initialize

	// Get an FBX manager
	FbxManager* manager = FbxManager::Create();
	if (manager == 0)
	{
		return false;
	}

	// Create IO settings
	FbxIOSettings* io_settings = FbxIOSettings::Create(manager, IOSROOT);
	if (io_settings == 0)
	{
		manager->Destroy();
		return false;
	}

	manager->SetIOSettings(io_settings);

	// Create importer
	FbxImporter* importer = FbxImporter::Create(manager, "");
	if (importer == 0)
	{
		io_settings->Destroy();
		manager->Destroy();

		return false;
	}

	// Initialize importer
	if (importer->Initialize(file_name.c_str(), -1, io_settings) == false)
	{
		io_settings->Destroy();
		manager->Destroy();
		importer->Destroy();
		return false;
	}

	// Create a scene
	FbxScene* scene = FbxScene::Create(manager, "myScene");
	if (scene == 0)
	{
		io_settings->Destroy();
		manager->Destroy();
		importer->Destroy();
		return false;
	}

	// Load the scene with contents from the file
	if (importer->Import(scene) == false)
	{
		io_settings->Destroy();
		manager->Destroy();
		importer->Destroy();
		scene->Destroy();
		return false;
	}

	// No longer need the importer

	// Traverse the scene
	FbxNode* root_node = scene->GetRootNode();
	if (ProcessLevelNode(root_node, m_cvMeshes) == false)
	{
		importer->Destroy();
		io_settings->Destroy();
		root_node->Destroy();
		scene->Destroy();
		manager->Destroy();
		return false;
	}

	importer->Destroy();
	io_settings->Destroy();
	root_node->Destroy();
	scene->Destroy();
	manager->Destroy();
	


#pragma endregion

#pragma region Exit Door Objects
	srand((unsigned int)(CURRENT_TIME()));
	unsigned int ExitDoorIndex = rand() % 4;

	//for (unsigned int i = 0; i < m_cvExitDoorMeshes.size(); i++)
	//{
	//	m_cvExitDoorMeshes[i].ConvertVertices();
	//	m_cvExitTeleporterMeshes[i].ConvertVertices();

	//	if (i == ExitDoorIndex)
	//	{
	//		//this is the exit door
	//		m_cpTheExitDoor = new CExitDoorObject("ExitDoor");
	//		m_cpTheExitDoor->AddCollider(new CCollider(true, Bounds::AABB, m_cvExitDoorMeshes[i].GetVertices()));
	//		m_cpTheExitDoor->SetRenderMesh(new CRenderMesh(&m_cvExitDoorMeshes[i], GRAPHICS->GetVertexShader(), GRAPHICS->GetPixelShader(), nullptr, nullptr, nullptr, L"../Game/Assets/Art/2D/Textures/Door.dds"));

	//		m_cpEnvironmentObjects.push_back(m_cpTheExitDoor);
	//		m_cpObjectManager->AddObject(m_cpTheExitDoor, CObjectManager::eObjectType::Dynamic);

	//		//set up teleporter
	//		m_cpTheExitTeleporter = new CWaypointObject("ExitTeleporter");
	//		m_cpTheExitTeleporter->SetPosition(GetAABBCentroid(m_cvExitTeleporterMeshes[i].GetVertices()));

	//		continue;
	//	}

	//	//thse are not exit doors anymore. now they are standard walls
	//	CWallObject* newWall = new CWallObject("Wall");
	//	newWall->AddCollider(new CCollider(false, Bounds::AABB, m_cvExitDoorMeshes[i].GetVertices()));
	//	newWall->SetRenderMesh(new CRenderMesh(&m_cvExitDoorMeshes[i], GRAPHICS->GetVertexShader(), GRAPHICS->GetPixelShader(), nullptr, nullptr, nullptr, L"../Game/Assets/Art/2D/Textures/Maze_Wall.dds"));

	//	m_cpEnvironmentObjects.push_back(newWall);
	//	m_cpObjectManager->AddObject(newWall, CObjectManager::eObjectType::Static);
	//}

#pragma endregion

	CNavGraphManager::GetReference().AddNavGraph("MinotaurNavGraph", m_cpMinotaurNavGraph);

	return true;
}
示例#18
0
CGeometryComponent * CModelLoader::loadFbxModelFromFile(ID3D10Device *pDevice,const string& filename)
{
	CGeometryComponent * pRenderable=NULL;

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

    // Create an importer using our sdk manager.
    FbxImporter* lImporter = FbxImporter::Create(lSdkManager,"");
	//Sean: uncomment back to this when you compile, I am using the latest version of fbx SDK
	//KFbxGeometryConverter converter( lSdkManager);
	//Sean: has comment out the line below
	FbxGeometryConverter converter( lSdkManager);

	 
    // Use the first argument as the filename for the importer.
	if(!lImporter->Initialize(filename.c_str(), -1, lSdkManager->GetIOSettings())) {
		return NULL;
    }

	// Create a new scene so it can be populated by the imported file.
    FbxScene* lScene = FbxScene::Create(lSdkManager,"myScene");
	FbxAxisSystem SceneAxisSystem = lScene->GetGlobalSettings().GetAxisSystem();
    //FbxAxisSystem::DirectX.ConvertScene( lScene );

    INT iUpAxisSign;
    //Sean: Uncomment this below
	//KFbxAxisSystem::eUpVector UpVector = SceneAxisSystem.GetUpVector( iUpAxisSign );
	//Sean: and comment this out
	FbxAxisSystem::EUpVector UpVector = SceneAxisSystem.GetUpVector( iUpAxisSign );

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

    // The file has been imported; we can get rid of the importer.
    lImporter->Destroy();

	FbxNode* lRootNode = lScene->GetRootNode();
	FbxMesh * pMesh=NULL;
	if(lRootNode) {
		for (int i=0;i<lRootNode->GetChildCount();i++){
			FbxNode * modelNode=lRootNode->GetChild(i);
			for(int i=0;i<modelNode->GetNodeAttributeCount();i++)
			{
				FbxNodeAttribute *pAttributeNode=modelNode->GetNodeAttributeByIndex(i);
				//Sean: Uncomment this
				//if (pAttributeNode->GetAttributeType()==KFbxNodeAttribute::eMESH)
				//Sean Comment this out
				if (pAttributeNode->GetAttributeType()==FbxNodeAttribute::eMesh)
				{
					//found mesh
					pMesh=(FbxMesh*)pAttributeNode;
					break;
				}
			}
		}
		if (pMesh)
		{
			pMesh=converter.TriangulateMesh(pMesh);
			FbxVector4 * verts=pMesh->GetControlPoints();
			int noVerts=pMesh->GetControlPointsCount();

			int noIndices=pMesh->GetPolygonVertexCount();
			int *pIndices=pMesh->GetPolygonVertices();

			Vertex * pVerts=new Vertex[noVerts];
			for(int i=0;i<noVerts;i++)
			{

					pVerts[i].Pos.x=verts[i][0];
					pVerts[i].Pos.y=verts[i][1];
					pVerts[i].Pos.z=verts[i][2];
			}

			for (int iPolygon = 0; iPolygon < pMesh->GetPolygonCount(); iPolygon++) { 
				for (unsigned iPolygonVertex = 0; iPolygonVertex < 3; iPolygonVertex++) {	
					int fbxCornerIndex = pMesh->GetPolygonVertex(iPolygon, iPolygonVertex);
					FbxVector4 fbxVertex = verts[fbxCornerIndex];

					FbxVector4 fbxNormal;	
					pMesh->GetPolygonVertexNormal(iPolygon, iPolygonVertex, fbxNormal);	
					fbxNormal.Normalize();	
					//pVerts[fbxCornerIndex].Normal=D3DXVECTOR3(fbxNormal[0],fbxNormal[1],fbxNormal[2]);
					FbxVector2 fbxUV = FbxVector2(0.0, 0.0);	
					FbxLayerElementUV* fbxLayerUV = pMesh->GetLayer(0)->GetUVs();
					// Get texture coordinate	
					if (fbxLayerUV) {		
						int iUVIndex = 0;		
						switch (fbxLayerUV->GetMappingMode()) {	
							//Sean Uncomment this
							//case KFbxLayerElement::eBY_CONTROL_POINT:
							//Sean comment the line below out
							case FbxLayerElement::eByControlPoint:
								iUVIndex = fbxCornerIndex;				
							break;	
							//Sean Uncomment this
							//case KFbxLayerElement::eBY_POLYGON_VERTEX:
							//Sean comment the line below out
							case FbxLayerElement::eByPolygonVertex:
								//Sean Uncomment this
								//iUVIndex = pMesh->GetTextureUVIndex(iPolygon, iPolygonVertex, KFbxLayerElement::eDIFFUSE_TEXTURES);	
								//Sean comment this out
								iUVIndex = pMesh->GetTextureUVIndex(iPolygon, iPolygonVertex, FbxLayerElement::eTextureDiffuse);	
							break;		
						}		
						fbxUV = fbxLayerUV->GetDirectArray().GetAt(iUVIndex);	
						//pVerts[fbxCornerIndex].TextureCoords.x=fbxUV[0];
						//pVerts[fbxCornerIndex].TextureCoords.y= 1.0f-fbxUV[1];
					}
				}
			}

			pRenderable=new CGeometryComponent();
			for (int i=0;i<noVerts;i++)
			{
				pRenderable->addVertex(pVerts[i]);
			}
			for (int i=0;i<noIndices;i++)
			{
				pRenderable->addIndex(pIndices[i]);
			}
			//pRenderable->create<TexturedLitVertex>(pDevice,noVerts,noIndices,pVerts,(UINT*)pIndices);
			if (pVerts)
			{
				delete [] pVerts;
				pVerts=NULL;
			}
			//}

		}
    }

	lSdkManager->Destroy();

	

	return pRenderable;
}