Exemple #1
0
            /// <summary>
            /// Process fbx scene by doing nothing
            /// </summary>
            public void ProcessScene(FbxScene fbxScene, IEnumerable <UnityEngine.Object> unitySelectionSet)
            {
                FbxDocumentInfo sceneInfo = fbxScene.GetSceneInfo();

                if (sceneInfo != null)
                {
                    MsgLine.Add(kBorderLine);
                    MsgLine.Add("Scene Meta-Data");
                    MsgLine.Add(kBorderLine);

                    MsgLine.Add(kPadding + string.Format("Title: \"{0}\"", sceneInfo.mTitle));
                    MsgLine.Add(kPadding + string.Format("Subject: \"{0}\"", sceneInfo.mSubject));
                    MsgLine.Add(kPadding + string.Format("Author: \"{0}\"", sceneInfo.mAuthor));
                    MsgLine.Add(kPadding + string.Format("Keywords: \"{0}\"", sceneInfo.mKeywords));
                    MsgLine.Add(kPadding + string.Format("Revision: \"{0}\"", sceneInfo.mRevision));
                    MsgLine.Add(kPadding + string.Format("Comment: \"{0}\"", sceneInfo.mComment));
                }

                var fbxSettings = fbxScene.GetGlobalSettings();

                MsgLine.Add(kBorderLine);
                MsgLine.Add("Global Settings");
                MsgLine.Add(kBorderLine);

                FbxSystemUnit fbxSystemUnit = fbxSettings.GetSystemUnit();

                if (fbxSystemUnit != UnitySystemUnit)
                {
                    Debug.LogWarning(string.Format("file system unit do not match Unity. Expected {0} Found {1}",
                                                   UnitySystemUnit.ToString(), fbxSystemUnit.ToString()));
                }

                MsgLine.Add(kPadding + string.Format("SystemUnits: {0}", fbxSystemUnit.ToString()));

                // The Unity axis system has Y up, Z forward, X to the right.
                FbxAxisSystem fbxAxisSystem = fbxSettings.GetAxisSystem();

                if (fbxAxisSystem != UnityAxisSystem)
                {
                    Debug.LogWarning(string.Format("file axis system do not match Unity, Expected [{0}, {1}, {2}] Found [{3}, {4}, {5}]",
                                                   UnityAxisSystem.GetUpVector().ToString(),
                                                   UnityAxisSystem.GetFrontVector().ToString(),
                                                   UnityAxisSystem.GetCoorSystem().ToString(),
                                                   fbxAxisSystem.GetUpVector().ToString(),
                                                   fbxAxisSystem.GetFrontVector().ToString(),
                                                   fbxAxisSystem.GetCoorSystem().ToString()));
                }
                MsgLine.Add(kPadding + string.Format("AxisSystem: {0}", AxisSystemToString(fbxAxisSystem)));

                // print report
                Debug.Log(string.Join(kNewLine, MsgLine.ToArray()));

                return;
            }
Exemple #2
0
            /// <summary>
            /// Import all from scene.
            /// Return the number of objects we imported.
            /// </summary>
            public int ImportAll(IEnumerable <UnityEngine.Object> unitySelectionSet)
            {
                // Create the FBX manager
                using (var fbxManager = FbxManager.Create())
                {
                    FbxIOSettings fbxIOSettings = FbxIOSettings.Create(fbxManager, Globals.IOSROOT);

                    // Configure the IO settings.
                    fbxManager.SetIOSettings(fbxIOSettings);

                    // Get the version number of the FBX files generated by the
                    // version of FBX SDK that you are using.
                    int sdkMajor = -1, sdkMinor = -1, sdkRevision = -1;

                    FbxManager.GetFileFormatVersion(out sdkMajor, out sdkMinor, out sdkRevision);

                    // Create the importer
                    var fbxImporter = FbxImporter.Create(fbxManager, "Importer");

                    // Initialize the importer.
                    int fileFormat = -1;

                    bool      status    = fbxImporter.Initialize(LastFilePath, fileFormat, fbxIOSettings);
                    FbxStatus fbxStatus = fbxImporter.GetStatus();

                    // Get the version number of the FBX file format.
                    int fileMajor = -1, fileMinor = -1, fileRevision = -1;
                    fbxImporter.GetFileVersion(out fileMajor, out fileMinor, out fileRevision);

                    // Check that initialization of the fbxImporter was successful
                    if (!status)
                    {
                        Debug.LogError(string.Format("failed to initialize FbxImporter, error returned {0}",
                                                     fbxStatus.GetErrorString()));

                        if (fbxStatus.GetCode() == FbxStatus.EStatusCode.eInvalidFileVersion)
                        {
                            Debug.LogError(string.Format("Invalid file version detected\nSDK version: {0}.{1}.{2}\nFile version: {3}.{4}.{5}",
                                                         sdkMajor, sdkMinor, sdkRevision,
                                                         fileMajor, fileMinor, fileRevision));
                        }

                        return(0);
                    }

                    MsgLine.Add("Import Scene Report");
                    MsgLine.Add(kBorderLine);

                    MsgLine.Add(kPadding + string.Format("FilePath: {0}", LastFilePath));
                    MsgLine.Add(kPadding + string.Format("SDK version: {0}.{1}.{2}",
                                                         sdkMajor, sdkMinor, sdkRevision));

                    if (!fbxImporter.IsFBX())
                    {
                        Debug.LogError(string.Format("file does not contain FBX data {0}", LastFilePath));
                        return(0);
                    }

                    MsgLine.Add(kPadding + string.Format("File version: {0}.{1}.{2}",
                                                         fileMajor, fileMinor, fileRevision));

                    MsgLine.Add(kBorderLine);
                    MsgLine.Add("Animation");
                    MsgLine.Add(kBorderLine);

                    int numAnimStack = fbxImporter.GetAnimStackCount();

                    MsgLine.Add(kPadding + string.Format("number of stacks: {0}", numAnimStack));
                    MsgLine.Add(kPadding + string.Format("active animation stack: \"{0}\"\n", fbxImporter.GetActiveAnimStackName()));

                    for (int i = 0; i < numAnimStack; i++)
                    {
#if UNI_18972
                        FbxTakeInfo fbxTakeInfo = fbxImporter.GetTakeInfo(i);
                        MsgLine.Add(kPadding + string.Format("Animation Stack ({0})", i));
                        MsgLine.Add(kPadding + string.Format("name: \"{0}\"", fbxTakeInfo.mName) + string.kNewLine);
                        MsgLine.Add(kPadding + string.Format("description: \"{0}\"", fbxTakeInfo.mDescription));
                        MsgLine.Add(kPadding + string.Format("import name: \"{0}\"", fbxTakeInfo.mImportName));
                        MsgLine.Add(kPadding + string.Format("import state: \"{0}\"", fbxTakeInfo.mSelect));
#endif
                    }

                    // Import options. Determine what kind of data is to be imported.
                    // The default is true, but here we set the options explictly.
                    fbxIOSettings.SetBoolProp(Globals.IMP_FBX_MATERIAL, false);
                    fbxIOSettings.SetBoolProp(Globals.IMP_FBX_TEXTURE, false);
                    fbxIOSettings.SetBoolProp(Globals.IMP_FBX_ANIMATION, false);
                    fbxIOSettings.SetBoolProp(Globals.IMP_FBX_EXTRACT_EMBEDDED_DATA, false);
                    fbxIOSettings.SetBoolProp(Globals.IMP_FBX_GLOBAL_SETTINGS, true);

                    // Create a scene
                    var fbxScene = FbxScene.Create(fbxManager, "Scene");

                    // Import the scene to the file.
                    status    = fbxImporter.Import(fbxScene);
                    fbxStatus = fbxImporter.GetStatus();

                    if (status == false)
                    {
                        if (fbxStatus.GetCode() == FbxStatus.EStatusCode.ePasswordError)
                        {
                            Debug.LogError(string.Format("failed to import, file is password protected ({0})", fbxStatus.GetErrorString()));
                        }
                        else
                        {
                            Debug.LogError(string.Format("failed to import file ({0})", fbxStatus.GetErrorString()));
                        }
                    }
                    else
                    {
                        // import data into scene
                        ProcessScene(fbxScene, unitySelectionSet);
                    }

                    // cleanup
                    fbxScene.Destroy();
                    fbxImporter.Destroy();

                    return(status == true ? NumNodes : 0);
                }
            }