コード例 #1
0
        public void Init()
        {
            SdkManager = FbxManager.Create();
            FbxIOSettings ios = FbxIOSettings.Create(SdkManager, "IOSRoot");

            SdkManager.SetIOSettings(ios);
        }
コード例 #2
0
    void TaskOnClick()
    {
        // Build the fbx scene file path
        // (player/player_data/emptySceneFromRuntime.fbx)
        string fbxFilePath = Application.dataPath;

        fbxFilePath = Path.Combine(fbxFilePath, "emptySceneFromRuntime.fbx");
        fbxFilePath = Path.GetFullPath(fbxFilePath);

        Debug.Log(string.Format("The file that will be written is {0}", fbxFilePath));

        using (var fbxManager = FbxManager.Create())
        {
            FbxIOSettings fbxIOSettings = FbxIOSettings.Create(fbxManager, Globals.IOSROOT);

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

            // Create the exporter
            var fbxExporter = FbxExporter.Create(fbxManager, "Exporter");

            // Initialize the exporter.
            int fileFormat = fbxManager.GetIOPluginRegistry().FindWriterIDByDescription("FBX ascii (*.fbx)");

            bool status = fbxExporter.Initialize(fbxFilePath, fileFormat, fbxIOSettings);
            // Check that initialization of the fbxExporter was successful
            if (!status)
            {
                Debug.LogError(string.Format("failed to initialize exporter, reason: {0}",
                                             fbxExporter.GetStatus().GetErrorString()));
                return;
            }

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

            // create scene info
            FbxDocumentInfo fbxSceneInfo = FbxDocumentInfo.Create(fbxManager, "SceneInfo");

            // set some scene info values
            fbxSceneInfo.mTitle    = "fromRuntime";
            fbxSceneInfo.mSubject  = "Exported from a Unity runtime";
            fbxSceneInfo.mAuthor   = "Unity Technologies";
            fbxSceneInfo.mRevision = "1.0";
            fbxSceneInfo.mKeywords = "export runtime";
            fbxSceneInfo.mComment  = "This is to demonstrate the capability of exporting from a Unity runtime, using the FBX SDK C# bindings";

            fbxScene.SetSceneInfo(fbxSceneInfo);

            // Export the scene to the file.
            status = fbxExporter.Export(fbxScene);

            // cleanup
            fbxScene.Destroy();
            fbxExporter.Destroy();
        }
    }
コード例 #3
0
        public void EmptyExportImportTest()
        {
            int  N     = 10;
            long total = 0;

            for (int i = 0; i < N; i++)
            {
                m_stopwatch.Reset();
                m_stopwatch.Start();

                FbxIOSettings ioSettings = FbxIOSettings.Create(m_fbxManager, Globals.IOSROOT);
                m_fbxManager.SetIOSettings(ioSettings);

                FbxExporter exporter = FbxExporter.Create(m_fbxManager, "");

                string filename = "test.fbx";

                bool exportStatus = exporter.Initialize(filename, -1, m_fbxManager.GetIOSettings());

                // Check that export status is True
                Assert.IsTrue(exportStatus);

                // Create an empty scene to export
                FbxScene scene = FbxScene.Create(m_fbxManager, "myScene");

                // Export the scene to the file.
                exporter.Export(scene);

                exporter.Destroy();

                // Import to make sure file is valid

                FbxImporter importer = FbxImporter.Create(m_fbxManager, "");

                bool importStatus = importer.Initialize(filename, -1, m_fbxManager.GetIOSettings());

                Assert.IsTrue(importStatus);

                // Create a new scene so it can be populated
                FbxScene newScene = FbxScene.Create(m_fbxManager, "myScene2");

                importer.Import(newScene);

                importer.Destroy();

                m_stopwatch.Stop();

                total += m_stopwatch.ElapsedMilliseconds;

                // Delete the file once the test is complete
                File.Delete(filename);
            }

            CheckAgainstNative("EmptyExportImport", total / (float)N, N, 4);
        }
コード例 #4
0
            /// <summary>
            /// Export all the objects in the set.
            /// Return the number of objects in the set that we exported.
            /// </summary>
            public int ExportAll(IEnumerable <UnityEngine.Object> unityExportSet)
            {
                // Create the FBX manager
                using (var fbxManager = FbxManager.Create())
                {
                    FbxIOSettings fbxIOSettings = FbxIOSettings.Create(fbxManager, Globals.IOSROOT);

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

                    // Create the exporter
                    var fbxExporter = FbxExporter.Create(fbxManager, "Exporter");

                    // Initialize the exporter.
                    int fileFormat = fbxManager.GetIOPluginRegistry().FindWriterIDByDescription("FBX ascii (*.fbx)");

                    bool status = fbxExporter.Initialize(LastFilePath, fileFormat, fbxIOSettings);
                    // Check that initialization of the fbxExporter was successful
                    if (!status)
                    {
                        Debug.LogError(string.Format("failed to initialize exporter, reason:D {0}",
                                                     fbxExporter.GetStatus().GetErrorString()));
                        return(0);
                    }

                    // By default, FBX exports in its most recent version. You might want to specify
                    // an older version for compatibility with other applications.
                    fbxExporter.SetFileExportVersion("FBX201400");

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

                    // create scene info
                    FbxDocumentInfo fbxSceneInfo = FbxDocumentInfo.Create(fbxManager, "SceneInfo");

                    // set some scene info values
                    fbxSceneInfo.mTitle    = Title;
                    fbxSceneInfo.mSubject  = Subject;
                    fbxSceneInfo.mAuthor   = "Unity Technologies";
                    fbxSceneInfo.mRevision = "1.0";
                    fbxSceneInfo.mKeywords = Keywords;
                    fbxSceneInfo.mComment  = Comments;

                    fbxScene.SetSceneInfo(fbxSceneInfo);

                    // Export the scene to the file.
                    status = fbxExporter.Export(fbxScene);

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

                    return(status == true ? NumNodes : 0);
                }
            }
コード例 #5
0
        public void TestInitializeInvalidIOSettings()
        {
            string filename = GetRandomFilename(m_testFolder);

            // Initialize the exporter. Pass it zombie IO settings.
            var ioSettings = FbxIOSettings.Create(Manager, "");

            ioSettings.Destroy();

            Assert.That(() => { m_exporter.Initialize(filename, -1, ioSettings); }, Throws.Exception.TypeOf <System.ArgumentNullException>());
        }
コード例 #6
0
 public FbxExportGlobals(string outputFile)
 {
     m_outputFile        = outputFile;
     m_sanitizedFileName = System.Text.RegularExpressions.Regex.Replace(
         Path.GetFileNameWithoutExtension(m_outputFile),
         @"[^a-zA-Z0-9_]", "_");
     m_outputDir  = Path.GetDirectoryName(outputFile);
     m_manager    = FbxManager.Create();
     m_ioSettings = FbxIOSettings.Create(m_manager, Globals.IOSROOT);
     m_manager.SetIOSettings(m_ioSettings);
     m_exporter = FbxExporter.Create(m_manager, "");
 }
コード例 #7
0
        public virtual void Init ()
        {
            foreach (string file in Directory.GetFiles (this.filePath, MakeFileName("*"))) {
                File.Delete (file);
            }

            // create fbx manager.
            m_fbxManager = FbxManager.Create ();

            // configure IO settings.
            m_fbxManager.SetIOSettings (FbxIOSettings.Create (m_fbxManager, Globals.IOSROOT));
        }
コード例 #8
0
        public void TestIOSettings()
        {
            FbxIOSettings ioSettings = m_fbxManager.GetIOSettings();

            Assert.IsNull(ioSettings);

            using (FbxIOSettings ioSettings1 = FbxIOSettings.Create(m_fbxManager, "")) {
                m_fbxManager.SetIOSettings(ioSettings1);

                FbxIOSettings ioSettings2 = m_fbxManager.GetIOSettings();
                Assert.IsNotNull(ioSettings2);
            }
        }
コード例 #9
0
ファイル: MyExport.cs プロジェクト: tank90fc/fbx_wrapper
    void Init()
    {
        SdkManager = FbxManager.Create();
        FbxIOSettings ios = FbxIOSettings.Create(SdkManager, "IOSRoot");

        SdkManager.SetIOSettings(ios);
        //    EXP_FBX = "Material";
        //public string EXP_ADV_OPT_GRP = "Material";
        //public string IOSN_EXPORT = "Export";
        //public string IOSN_FBX = "Fbx";
        //public string IOSN_MATERIAL = "Material";
        //public string EXP_FBX_MATERIAL = EXP_FBX + " | " + IOSN_MATERIAL;
    }
コード例 #10
0
        public (GameObject, List <string> warnings, ImportMaterialCollector) Import()
        {
            FbxManager    fbxManager = FbxManager.Create();
            FbxIOSettings ioSettings = FbxIOSettings.Create(fbxManager, Globals.IOSROOT);

            fbxManager.SetIOSettings(ioSettings);
            FbxImporter fbxImporter = FbxImporter.Create(fbxManager, "");

            if (!fbxImporter.Initialize(m_path, -1, ioSettings))
            {
                warnings.Add("Failed to initialize FBX importer");
                return(null, warnings, null);
            }
            FbxScene scene = FbxScene.Create(fbxManager, "scene");

            fbxImporter.Import(scene);

            FbxNode root = scene.GetRootNode();

            SetPivots(root);
            root.ConvertPivotAnimationRecursive(null, FbxNode.EPivotSet.eDestinationPivot, 30);
            long totalVerts     = GetTotalVerts(root);
            long completedVerts = 0;

            float fbxUnitToTiltUnit; {
                var unit = scene.GetGlobalSettings().GetSystemUnit();
                if (Path.GetExtension(m_path).ToLower() == ".obj")
                {
                    // Obj doesn't specify units. We'd rather assume m, but fbx assumes cm.
                    unit = FbxSystemUnit.m;
                }
                fbxUnitToTiltUnit = (float)unit.GetConversionFactorTo(FbxSystemUnit.m)
                                    * App.METERS_TO_UNITS;
            }

            GameObject go = ImportNodes(
                root, fbxUnitToTiltUnit, ref completedVerts, totalVerts);

            Debug.Assert(completedVerts == totalVerts);
            fbxImporter.Destroy();
            ioSettings.Destroy();
            fbxManager.Destroy();

            return(go, warnings.Distinct().ToList(), m_collector);
        }
コード例 #11
0
        private void FbxImportAndTestBlendshapes(string fbxPath)
        {
            // Create the FBX manager
            using (var fbxManager = FbxManager.Create())
            {
                FbxIOSettings fbxIOSettings = FbxIOSettings.Create(fbxManager, Globals.IOSROOT);

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

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

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

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

                Assert.That(status, Is.True, fbxStatus.GetErrorString());
                Assert.That(fbxImporter.IsFBX(), "file does not contain FBX data");

                // 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();
                Assert.That(status, Is.True, fbxStatus.GetErrorString());

                // Get blendshapes and check that the FbxShapes all have names
                var rootNode = fbxScene.GetRootNode();
                TestFbxShapeNamesNotEmpty(rootNode);
            }
        }
コード例 #12
0
        // Export scene sample
        protected void ExportScene(string fileName)
        {
            using (FbxManager fbxManager = FbxManager.Create())
            {
                // configure IO settings.
                fbxManager.SetIOSettings(FbxIOSettings.Create(fbxManager, Globals.IOSROOT));

                // Export the scene
                using (Autodesk.Fbx.FbxExporter exporter = Autodesk.Fbx.FbxExporter.Create(fbxManager, "myExporter"))
                {
                    // Initialize the exporter.
                    bool status = exporter.Initialize(fileName, -1, fbxManager.GetIOSettings());

                    // Create a new scene to export
                    FbxScene scene = FbxScene.Create(fbxManager, "myScene");

                    // Export the scene to the file.
                    exporter.Export(scene);
                }
            }
        }
コード例 #13
0
        // Import scene sample
        protected void ImportScene(string fileName)
        {
            using (FbxManager fbxManager = FbxManager.Create())
            {
                // configure IO settings.
                fbxManager.SetIOSettings(FbxIOSettings.Create(fbxManager, Globals.IOSROOT));

                // Import the scene to make sure file is valid
                using (FbxImporter importer = FbxImporter.Create(fbxManager, "myImporter"))
                {
                    // Initialize the importer.
                    bool status = importer.Initialize(fileName, -1, fbxManager.GetIOSettings());

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

                    // Import the contents of the file into the scene.
                    importer.Import(scene);
                }
            }
        }
コード例 #14
0
            /// <summary>
            /// Export all the objects in the set.
            /// Return the number of objects in the set that we exported.
            /// </summary>
            public int ExportAll(IEnumerable <UnityEngine.Object> unityExportSet)
            {
                // Create the FBX manager
                using (var fbxManager = FbxManager.Create()) {
                    // Configure the IO settings.
                    fbxManager.SetIOSettings(FbxIOSettings.Create(fbxManager, Globals.IOSROOT));

                    // Create the exporter
                    var fbxExporter = FbxExporter.Create(fbxManager, "Exporter");

                    // Initialize the exporter.
                    int  fileFormat = fbxManager.GetIOPluginRegistry().FindWriterIDByDescription("FBX ascii (*.fbx)");
                    bool status     = fbxExporter.Initialize(LastFilePath, fileFormat, fbxManager.GetIOSettings());
                    // Check that initialization of the fbxExporter was successful
                    if (!status)
                    {
                        return(0);
                    }

                    // By default, FBX exports in its most recent version. You might want to specify
                    // an older version for compatibility with other applications.
                    fbxExporter.SetFileExportVersion("FBX201400");

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

                    // create scene info
                    FbxDocumentInfo fbxSceneInfo = FbxDocumentInfo.Create(fbxManager, "SceneInfo");

                    // set some scene info values
                    fbxSceneInfo.mTitle    = Title;
                    fbxSceneInfo.mSubject  = Subject;
                    fbxSceneInfo.mAuthor   = "Unity Technologies";
                    fbxSceneInfo.mRevision = "1.0";
                    fbxSceneInfo.mKeywords = Keywords;
                    fbxSceneInfo.mComment  = Comments;

                    fbxScene.SetSceneInfo(fbxSceneInfo);

                    var fbxSettings = fbxScene.GetGlobalSettings();
                    fbxSettings.SetSystemUnit(FbxSystemUnit.m);      // Unity unit is meters

                    // TODO: Uni-15896
                    //fbxSettings.SetAxisSystem(FbxAxisSystem.OpenGL); // Unity axes are Y-up, odd parity, right-handed

                    FbxNode fbxRootNode = fbxScene.GetRootNode();

                    // export set of object
                    foreach (var obj in unityExportSet)
                    {
                        var unityGo = GetGameObject(obj);

                        if (unityGo)
                        {
                            this.ExportComponents(unityGo, fbxScene, fbxRootNode);
                        }
                    }

                    fbxSceneInfo.mComment =
                        string.Format("Mesh Count : {0}, Triangle Count: {1}, Vertex Count: {2} ",
                                      NumMeshes, NumTriangles, NumVertices);

                    // Export the scene to the file.
                    status = fbxExporter.Export(fbxScene);

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

                    return(status == true ? NumNodes : 0);
                }
            }
コード例 #15
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);
                }
            }
コード例 #16
0
            /// <summary>
            /// Import all from scene.
            /// Return the number of objects we imported.
            /// </summary>
            public int ImportAll()
            {
                // 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);
                    }

                    // 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);

                    if (status == false)
                    {
                        Debug.LogError(string.Format("failed to import file ({0})",
                                                     fbxImporter.GetStatus().GetErrorString()));
                    }
                    else
                    {
                        // import data into scene
                        ProcessScene(fbxScene);
                    }

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

                    return(status == true ? NumNodes : 0);
                }
            }
コード例 #17
0
    public static void ExportMesh(Mesh mesh, string directory, string fileName)
    {
        var filePath = Path.Combine(directory, fileName);
        // Make a temporary copy of the mesh to modify it
        Mesh tempMesh = Object.Instantiate(mesh);

        tempMesh.name = mesh.name;

        // If meters, divide by 100 since default is cm. Assume centered at origin.
        if (fbxUnit == FbxSystemUnit.m)
        {
            Vector3[] vertices = tempMesh.vertices;
            for (int i = 0; i < vertices.Length; ++i)
            {
                vertices[i] /= 100.0f;
            }
            tempMesh.vertices = vertices;
        }
        // You could handle other SystemUnits here

        // FBX Manager
        FbxManager manager = FbxManager.Create();

        manager.SetIOSettings(FbxIOSettings.Create(manager, Globals.IOSROOT));

        // FBX Exporter
        FbxExporter fbxExporter = FbxExporter.Create(manager, "Exporter");

        // Binary
        int fileFormat = -1;

        // Ascii
        if (saveFbxAsAscii)
        {
            fileFormat = manager.GetIOPluginRegistry().FindWriterIDByDescription("FBX ascii (*.fbx)");
        }

        fbxExporter.Initialize(filePath, fileFormat, manager.GetIOSettings());
        fbxExporter.SetFileExportVersion("FBX201400");

        // FBX Scene
        FbxScene        fbxScene  = FbxScene.Create(manager, "Scene");
        FbxDocumentInfo sceneInfo = FbxDocumentInfo.Create(manager, "SceneInfo");

        // Set up scene info
        sceneInfo.mTitle    = fbxFileTitle;
        sceneInfo.mSubject  = fbxFileSubject;
        sceneInfo.mComment  = fbxFileComment;
        sceneInfo.mAuthor   = fbxFileAuthor;
        sceneInfo.mRevision = fbxFileRevision;
        sceneInfo.mKeywords = fbxFileKeywords;
        sceneInfo.Original_ApplicationName.Set(fbxFileApplication);
        sceneInfo.LastSaved_ApplicationName.Set(fbxFileApplication);
        fbxScene.SetSceneInfo(sceneInfo);

        // Set up Global settings
        FbxGlobalSettings globalSettings = fbxScene.GetGlobalSettings();

        globalSettings.SetSystemUnit(fbxUnit);
        globalSettings.SetAxisSystem(fbxAxisSystem);

        FbxNode modelNode = FbxNode.Create(fbxScene, tempMesh.name);

        // Add mesh to a node in the scene
        // TODO Wat???
//        using (ModelExporter modelExporter = new ModelExporter())
//        {
//            if (!modelExporter.ExportMesh(tempMesh, modelNode))
//                Debug.LogError("Problem Exporting Mesh");
//        }
        // add the model to the scene
        fbxScene.GetRootNode().AddChild(modelNode);

        // Finally actually save the scene
        bool sceneSuccess = fbxExporter.Export(fbxScene);

        AssetDatabase.Refresh();

        // clean up temporary model
        if (Application.isPlaying)
        {
            Object.Destroy(tempMesh);
        }
        else
        {
            Object.DestroyImmediate(tempMesh);
        }
    }
コード例 #18
0
        static bool LoadFBX(ImportContext context, string virtualFileName, out List <MeshData> geometries)
        {
            geometries = null;

            var settings = context.settings;

            ImportFBX.LoadNativeLibrary();

            FbxManager    manager  = null;
            FbxIOSettings setting  = null;
            FbxImporter   importer = null;
            FbxScene      scene    = null;

            try
            {
                manager = FbxManager.Create();
                setting = FbxIOSettings.Create(manager, "IOSRoot");
                manager.SetIOSettings(setting);

                importer = FbxImporter.Create(manager, "");
                var realFileName = VirtualPathUtility.GetRealPathByVirtual(virtualFileName);
                //VirtualFileStream stream = null;
                //ToDo : FromStream
                bool status;
                if (!string.IsNullOrEmpty(realFileName) && File.Exists(realFileName))
                {
                    status = importer.Initialize(realFileName, -1, setting);
                }
                else
                {
                    return(false);
                    //throw new NotImplementedException();
                    //ToDo : ....
                    //stream = VirtualFile.Open( settings.virtualFileName );
                    //FbxStream fbxStream = null;
                    //SWIGTYPE_p_void streamData = null;

                    //status = impoter.Initialize( fbxStream, streamData, -1, setting );
                }

                if (!status)
                {
                    return(false);
                }

                scene  = FbxScene.Create(manager, "scene1");
                status = importer.Import(scene);
                if (!status)
                {
                    return(false);
                }

                //convert axis
                if (context.settings.component.ForceFrontXAxis)
                {
                    //Через такой конструктор не получится создать такие же оси как EPreDefinedAxisSystem.eMax - Front Axis имеет обратное направление, а направление задать нельзя.
                    //new FbxAxisSystem( FbxAxisSystem.EUpVector.eZAxis, FbxAxisSystem.EFrontVector.eParityOdd, FbxAxisSystem.ECoordSystem.eRightHanded );
                    //FromFBX Docs:
                    //The enum values ParityEven and ParityOdd denote the first one and the second one of the remain two axes in addition to the up axis.
                    //For example if the up axis is X, the remain two axes will be Y And Z, so the ParityEven is Y, and the ParityOdd is Z ;

                    //We desire to convert the scene from Y-Up to Z-Up. Using the predefined axis system: Max (UpVector = +Z, FrontVector = -Y, CoordSystem = +X (RightHanded))
                    var maxAxisSystem = new FbxAxisSystem(FbxAxisSystem.EPreDefinedAxisSystem.eMax);

                    if (!scene.GetGlobalSettings().GetAxisSystem().eq(maxAxisSystem))
                    {
                        maxAxisSystem.ConvertScene(scene);                           //No conversion will take place if the scene current axis system is equal to the new one. So condition can be removed.
                    }
                }

                //convert units
                if (!scene.GetGlobalSettings().GetSystemUnit().eq(FbxSystemUnit.m))
                {
                    FbxSystemUnit.m.ConvertScene(scene);
                }

                var additionalTransform = new Matrix4(settings.component.Rotation.Value.ToMatrix3() * Matrix3.FromScale(settings.component.Scale), settings.component.Position);

                var options = new ImportOptions
                {
                    NormalsOptions         = NormalsAndTangentsLoadOptions.FromFileIfPresentOrCalculate,
                    TangentsOptions        = NormalsAndTangentsLoadOptions.FromFileIfPresentOrCalculate,
                    ImportPostProcessFlags = ImportPostProcessFlags.FixInfacingNormals
                };
                options.ImportPostProcessFlags |= ImportPostProcessFlags.SmoothNormals | ImportPostProcessFlags.SmoothTangents;
                if (context.settings.component.FlipUVs)
                {
                    options.ImportPostProcessFlags |= ImportPostProcessFlags.FlipUVs;
                }
                //if( importContext.settings.component.MergeMeshGeometries )
                //	options.ImportPostProcessFlags |= ImportPostProcessFlags.MergeGeometriesByMaterials;

                var sceneLoader = new SceneLoader();
                sceneLoader.Load(scene, manager, options, additionalTransform);

                geometries = sceneLoader.Geometries;
                //foreach( var geometry in sceneLoader.Geometries )
                //	ImportGeometry( context, destinationMesh, geometry );

                ////check is it a billboard
                //MeshGetIsBillboard( context, destinationMesh );

                //stream?.Dispose();
            }
            finally
            {
                //Особенности удаления.
                //Создается через функцию: impoter = FbxImporter.Create(manager, "");
                //В таких случаях(создание не через конструктор, а возврат указателя из функции) SWIG задает флажок что объект не владеет ссылкой, поэтому Dispose ничего не делает.
                //Хотя в SWIG можно задать в конфигурации: %newobject FbxImporter::Create; Тогда объект будет владеть ссылкой. Но все равно в С++ наследники FbxObject не имеют public destructor
                //поэтому в Dispose вставлен: throw new MethodAccessException("C++ destructor does not have public access"). Поэтому удалять только через Destroy.

                try { scene?.Destroy(); } catch { }
                try { importer?.Destroy(); } catch { }
                try { setting?.Destroy(); } catch { }
                try { manager?.Destroy(); } catch { }
            }

            return(true);
        }
コード例 #19
0
            //---------------------------------------------------------------------------------------------------------
            /// <summary>
            /// Открытие файла
            /// </summary>
            //---------------------------------------------------------------------------------------------------------
            public void OpenFile(TreeView model_tree_view)
            {
                if (mIsLoading)
                {
                    return;
                }
                String path = XFileDialog.OpenUseExtension("Открыть 3D файл", OpenFileFilter);

                if (path == null)
                {
                    return;
                }
                StopAnimation();



                // Create the FBX SDK manager
                FbxManager lSdkManager = FbxManager.Create();

                // Create an IOSettings object.
                FbxIOSettings ios = FbxIOSettings.Create(lSdkManager, Globals.IOSROOT);

                lSdkManager.SetIOSettings(ios);

                // ... Configure the FbxIOSettings object ...

                // Create an importer.
                FbxImporter lImporter = FbxImporter.Create(lSdkManager, "");

                // Initialize the importer.
                bool lImportStatus = lImporter.Initialize(path, -1, lSdkManager.GetIOSettings());



                mIsLoading = true;
                Task.Run(() =>
                {
                    var loader = new Importer();

                    //loader.Configuration.AssimpPostProcessSteps =
                    //loader.Configuration.AssimpPostProcessSteps |
                    //Assimp.PostProcessSteps.OptimizeGraph;

                    return(loader.Load(path));
                }).ContinueWith((result) =>
                {
                    mIsLoading = false;
                    if (result.IsCompleted)
                    {
                        HelixToolkitScene helix_toolkit_scene = result.Result;
                        if (helix_toolkit_scene == null)
                        {
                            return;
                        }
                        mSceneRoot       = helix_toolkit_scene.Root;
                        mSceneAnimations = helix_toolkit_scene.Animations;
                        Animations.Clear();
                        GroupModel.Clear();
                        if (helix_toolkit_scene != null)
                        {
                            if (helix_toolkit_scene.Root != null)
                            {
                                foreach (var node in helix_toolkit_scene.Root.Traverse())
                                {
                                    if (node is MaterialGeometryNode m)
                                    {
                                        if (m.Material is PBRMaterialCore pbr)
                                        {
                                            pbr.RenderEnvironmentMap = RenderEnvironmentMap;
                                        }
                                        else if (m.Material is PhongMaterialCore phong)
                                        {
                                            phong.RenderEnvironmentMap = RenderEnvironmentMap;
                                        }
                                    }
                                }
                            }

                            GroupModel.AddNode(helix_toolkit_scene.Root);
                            if (helix_toolkit_scene.HasAnimation)
                            {
                                var dict = helix_toolkit_scene.Animations.CreateAnimationUpdaters();
                                foreach (var animation in dict.Values)
                                {
                                    Animations.Add(animation);
                                }
                            }
                            foreach (var node in helix_toolkit_scene.Root.Traverse())
                            {
                                //node.Tag = new AttachedNodeViewModel(node);
                            }
                        }

                        Boolean is_y_up            = threeViewer.IsModelUpDirectionY();
                        checkBoxYUpModel.IsChecked = is_y_up;
                        if (is_y_up)
                        {
                        }

                        model_tree_view.ItemsSource = mSceneRoot.Items;
                        //Scene = new CScene3D()
                    }
                    else if (result.IsFaulted && result.Exception != null)
                    {
                        MessageBox.Show(result.Exception.Message);
                    }
                }, TaskScheduler.FromCurrentSynchronizationContext());
            }
コード例 #20
0
        public static bool ExportToFBX(Component_Mesh sourceMesh, string realFileName, out string error)
        {
            //!!!!как для Vegetation. оверрайдить в Component_Mesh?

            //get mesh data
            var operations = new List <Component_RenderingPipeline.RenderSceneData.MeshDataRenderOperation>();

            foreach (var geometry in sourceMesh.GetComponents <Component_MeshGeometry>())
            {
                if (geometry.Enabled)
                {
                    geometry.CompileDataOfThisObject(out var operation);
                    if (operation != null)
                    {
                        operations.Add(operation);
                    }
                }
            }
            //foreach( var geometry in mesh.Result.MeshData.RenderOperations )
            //{
            //}

            FbxManager    manager  = null;
            FbxIOSettings setting  = null;
            FbxExporter   exporter = null;
            FbxScene      scene    = null;

            try
            {
                //init FBX manager
                manager = FbxManager.Create();
                setting = FbxIOSettings.Create(manager, "IOSRoot");
                manager.SetIOSettings(setting);

                scene = FbxScene.Create(manager, "scene");
                scene.GetGlobalSettings().SetAxisSystem(new FbxAxisSystem(FbxAxisSystem.EPreDefinedAxisSystem.eMax));
                scene.GetGlobalSettings().SetSystemUnit(new FbxSystemUnit(100));

                //init FBX scene
                for (int nOper = 0; nOper < operations.Count; nOper++)
                {
                    var oper = operations[nOper];

                    //get data

                    Vector3F[]   positions = null;
                    Vector3F[]   normals   = null;
                    var          texCoords = new List <Vector2F[]>();
                    ColorValue[] colors    = null;
                    Vector3F[]   tangents  = null;
                    Vector3F[]   binormals = null;

                    //Position
                    {
                        if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Position, out VertexElement element) && element.Type == VertexElementType.Float3)
                        {
                            var buffer = oper.VertexBuffers[element.Source];
                            positions = buffer.ExtractChannel <Vector3F>(element.Offset);
                        }
                    }

                    //Normal
                    {
                        if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Normal, out VertexElement element) && element.Type == VertexElementType.Float3)
                        {
                            var buffer = oper.VertexBuffers[element.Source];
                            normals = buffer.ExtractChannel <Vector3F>(element.Offset);
                        }
                    }

                    //TexCoord
                    for (var channel = VertexElementSemantic.TextureCoordinate0; channel <= VertexElementSemantic.TextureCoordinate3; channel++)
                    {
                        if (oper.VertexStructure.GetElementBySemantic(channel, out VertexElement element) && element.Type == VertexElementType.Float2)
                        {
                            var buffer = oper.VertexBuffers[element.Source];
                            texCoords.Add(buffer.ExtractChannel <Vector2F>(element.Offset));
                        }
                    }

                    //Color
                    {
                        if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Color0, out VertexElement element))
                        {
                            if (element.Type == VertexElementType.Float4)
                            {
                                var buffer = oper.VertexBuffers[element.Source];
                                var values = buffer.ExtractChannel <Vector4F>(element.Offset);
                                colors = new ColorValue[positions.Length];
                                int destIndex = 0;
                                foreach (var p in values)
                                {
                                    colors[destIndex++] = p.ToColorValue();
                                }
                            }
                            else if (element.Type == VertexElementType.ColorABGR)
                            {
                                //!!!!check

                                var buffer = oper.VertexBuffers[element.Source];
                                var values = buffer.ExtractChannel <uint>(element.Offset);
                                colors = new ColorValue[positions.Length];
                                int destIndex = 0;
                                foreach (var p in values)
                                {
                                    colors[destIndex++] = new ColorValue(ColorByte.FromABGR(p));
                                }
                            }
                            else if (element.Type == VertexElementType.ColorARGB)
                            {
                                //!!!!check

                                var buffer = oper.VertexBuffers[element.Source];
                                var values = buffer.ExtractChannel <uint>(element.Offset);
                                colors = new ColorValue[positions.Length];
                                int destIndex = 0;
                                foreach (var p in values)
                                {
                                    colors[destIndex++] = new ColorValue(ColorByte.FromARGB(p));
                                }
                            }
                        }
                    }

                    //Tangent, Binormal
                    if (normals != null)
                    {
                        if (oper.VertexStructure.GetElementBySemantic(VertexElementSemantic.Tangent, out VertexElement element) && element.Type == VertexElementType.Float4)
                        {
                            var buffer    = oper.VertexBuffers[element.Source];
                            var tangents4 = buffer.ExtractChannel <Vector4F>(element.Offset);

                            tangents  = new Vector3F[tangents4.Length];
                            binormals = new Vector3F[tangents4.Length];

                            int destIndex = 0;
                            foreach (var p in tangents4)
                            {
                                tangents[destIndex]  = p.ToVector3F();
                                binormals[destIndex] = Vector3F.Cross(p.ToVector3F(), normals[destIndex]) * p.W;
                                destIndex++;
                            }
                        }
                    }

                    //indices
                    int[] indices = null;
                    if (oper.IndexBuffer != null)
                    {
                        indices = oper.IndexBuffer.Indices;
                    }


                    //create geometry

                    var geometryName = "Geometry " + nOper.ToString();
                    var mesh         = FbxMesh.Create(scene, geometryName);

                    mesh.InitControlPoints(positions.Length);

                    FbxLayerElementNormal elementNormals = null;
                    if (normals != null)
                    {
                        elementNormals = mesh.CreateElementNormal();
                        elementNormals.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                        elementNormals.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
                    }

                    FbxLayerElementVertexColor elementColors = null;
                    if (colors != null)
                    {
                        elementColors = mesh.CreateElementVertexColor();
                        elementColors.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                        elementColors.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
                    }

                    FbxLayerElementTangent elementTangents = null;
                    if (tangents != null)
                    {
                        elementTangents = mesh.CreateElementTangent();
                        elementTangents.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                        elementTangents.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
                    }

                    FbxLayerElementBinormal elementBinormals = null;
                    if (binormals != null)
                    {
                        elementBinormals = mesh.CreateElementBinormal();
                        elementBinormals.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                        elementBinormals.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);
                    }

                    var uvElements = new List <FbxLayerElementUV>();
                    for (int uvIndex = 0; uvIndex < texCoords.Count; uvIndex++)
                    {
                        var pUVElement = mesh.CreateElementUV("texcoord" + uvIndex.ToString());
                        pUVElement.SetMappingMode(FbxLayerElement.EMappingMode.eByControlPoint);
                        pUVElement.SetReferenceMode(FbxLayerElement.EReferenceMode.eDirect);

                        uvElements.Add(pUVElement);
                    }

                    for (int n = 0; n < positions.Length; n++)
                    {
                        mesh.SetControlPointAt(ToFbxVector4(positions[n]), n);

                        if (normals != null)
                        {
                            elementNormals.GetDirectArray().Add(ToFbxVector4(normals[n]));
                        }

                        for (int uvIndex = 0; uvIndex < texCoords.Count; uvIndex++)
                        {
                            var texCoord = texCoords[uvIndex][n];
                            texCoord.Y = 1.0f - texCoord.Y;
                            uvElements[uvIndex].GetDirectArray().Add(ToFbxVector2(texCoord));
                        }

                        if (colors != null)
                        {
                            elementColors.GetDirectArray().Add(ToFbxColor(colors[n]));
                        }

                        if (tangents != null)
                        {
                            elementTangents.GetDirectArray().Add(ToFbxVector4(tangents[n]));
                        }

                        if (binormals != null)
                        {
                            elementBinormals.GetDirectArray().Add(ToFbxVector4(binormals[n]));
                        }
                    }

                    if (normals != null)
                    {
                        mesh.GetLayer(0).SetNormals(elementNormals);
                    }
                    if (colors != null)
                    {
                        mesh.GetLayer(0).SetVertexColors(elementColors);
                    }
                    if (tangents != null)
                    {
                        mesh.GetLayer(0).SetTangents(elementTangents);
                    }
                    if (binormals != null)
                    {
                        mesh.GetLayer(0).SetBinormals(elementBinormals);
                    }


                    int polygonCount = indices.Length / 3;
                    for (int i = 0; i < polygonCount; i++)
                    {
                        mesh.BeginPolygon(-1, -1, -1, false);
                        for (int j = 0; j < 3; j++)
                        {
                            int currentIndex = i * 3 + j;
                            int vertexIndex  = indices[currentIndex];
                            mesh.AddPolygon(vertexIndex);
                        }
                        mesh.EndPolygon();
                    }

                    var node = FbxNode.Create(scene, geometryName);
                    node.SetNodeAttribute(mesh);

                    scene.GetRootNode().AddChild(mesh.GetNode());
                }

                //save

                exporter = FbxExporter.Create(manager, "");
                if (!exporter.Initialize(realFileName, -1, manager.GetIOSettings()))
                {
                    error = "Can't initialize FBX exporter.";
                    return(false);
                }

                if (!exporter.Export(scene))
                {
                    error = "Export to FBX failed.";
                    return(false);
                }
            }
            finally
            {
                try { scene?.Destroy(); } catch { }
                try { exporter?.Destroy(); } catch { }
                try { setting?.Destroy(); } catch { }
                try { manager?.Destroy(); } catch { }
            }

            foreach (var op in operations)
            {
                op.DisposeBuffers();
            }

            error = "";
            return(true);
        }
コード例 #21
0
ファイル: Program.cs プロジェクト: zwiglm/NeoAxisEngine
        void Run()
        {
            FbxManager    manager = FbxManager.Create();
            FbxIOSettings setting = FbxIOSettings.Create(manager, "IOSRoot");

            //fbxiosettingspath.h
            //PostProcessSteps.CalculateTangentSpace = #define EXP_TANGENTSPACE				EXP_GEOMETRY "|" IOSN_TANGENTS_BINORMALS
            //PostProcessSteps.JoinIdenticalVertices = #define IOSN_DXF_WELD_VERTICES           "WeldVertices"
            //PostProcessSteps.Triangulate = #define IOSN_TRIANGULATE                "Triangulate"
            //PostProcessSteps.RemoveComponent =
            //PostProcessSteps.GenerateSmoothNormals =
            //setting.AddProperty()
            setting.SetBoolProp("Import|AdvOptGrp|Dxf|WeldVertices", true);
            setting.SetBoolProp("Triangulate", true);

            manager.SetIOSettings(setting);

            FbxImporter impoter = FbxImporter.Create(manager, "");

            bool status = impoter.Initialize(@"1.fbx", -1, setting);

            Log.Info(status);

            if (!status)
            {
                return;
            }

            FbxScene scene = FbxScene.Create(manager, "scene1");

            status = impoter.Import(scene);
            Log.Info(status);


            int numTrack = scene.GetSrcObjectCount(FbxCriteria.ObjectType(FbxAnimStack.ClassId));

            Log.Info("num stack " + numTrack);

            FbxObject obj = scene.GetSrcObject(FbxCriteria.ObjectType(FbxAnimStack.ClassId), 0);

            FbxAnimStack stack = FbxAnimStack.Cast(obj);

            if (stack == null)
            {
                Log.Error("can not get anim stack!");
                return;
            }

            FbxCriteria cri      = FbxCriteria.ObjectTypeStrict(FbxAnimLayer.ClassId);
            int         numLayer = stack.GetMemberCount(cri);

            Log.Info("anim layer count : " + numLayer);

            FbxAnimLayer layer = null;

            if (numLayer > 0)
            {
                FbxObject layerobj = stack.GetMember(cri, 0);
                layer = FbxAnimLayer.Cast(layerobj);
                if (layer == null)
                {
                    Log.Error("anim layer is null!");
                    return;
                }

                Log.Info("anim layer name " + layer.GetName());
            }


            Log.Info("node count " + scene.GetNodeCount());
            for (int i = 0; i < scene.GetNodeCount(); i++)
            {
                FbxNode node = scene.GetNode(i);
                Log.Info("node " + i + " " + node.GetName() + " ChildCount:" + node.GetChildCount());

                //----------------
                //node.LclTranslation.IsAnimated
                //----------------
                //ToDo :

                if (node.LclTranslation.IsAnimated(layer))
                {
                    FbxAnimCurveNode curveNode = node.LclTranslation.GetCurveNode(layer);
                    if (curveNode == null)
                    {
                        Log.Error("curve node is null");
                    }
                    else
                    {
                        for (int c = 0; c < curveNode.GetCurveCount(0); c++)
                        {
                            FbxAnimCurve curve = curveNode.GetCurve(0, (uint)c);
                            if (curve != null)
                            {
                                Log.Info("curve " + curve.GetName());
                                Log.Info("key count " + curve.KeyGetCount());
                                FbxAnimCurveKey key = curve.KeyGet(0);
                                FbxTime         t   = key.GetTime();
                                Log.Info("key " + t.GetTimeString() + " value " + key.GetValue());
                            }
                        }
                    }
                }



                if (node.GetNodeAttribute() != null)
                {
                    Log.Info("got attribu");
                    FbxNodeAttribute att = node.GetNodeAttribute();
                    PrintAttribute(manager, att);
                }
                else
                {
                    Log.Info("att count " + node.GetNodeAttributeCount());
                    for (int j = 0; j < node.GetNodeAttributeCount(); j++)
                    {
                        FbxNodeAttribute att = node.GetNodeAttributeByIndex(j);
                        PrintAttribute(manager, att);
                    }
                }

                FbxVector4    rot = node.GetPostRotation(FbxNode.EPivotSet.eSourcePivot);
                FbxQuaternion q;
            }
        }
コード例 #22
0
            /// <summary>
            /// Export all the objects in the set.
            /// Return the number of objects in the set that we exported.
            /// </summary>
            public int ExportAll(IEnumerable <UnityEngine.Object> unityExportSet)
            {
                // Create the FBX manager
                using (var fbxManager = FbxManager.Create())
                {
                    // Configure the IO settings.
                    fbxManager.SetIOSettings(FbxIOSettings.Create(fbxManager, Globals.IOSROOT));

                    // Create the exporter
                    var fbxExporter = FbxExporter.Create(fbxManager, "Exporter");

                    // Initialize the exporter.
                    int fileFormat = fbxManager.GetIOPluginRegistry().FindWriterIDByDescription("FBX ascii (*.fbx)");

                    bool status = fbxExporter.Initialize(LastFilePath, fileFormat, fbxManager.GetIOSettings());
                    // Check that initialization of the fbxExporter was successful
                    if (!status)
                    {
                        return(0);
                    }

                    // By default, FBX exports in its most recent version. You might want to specify
                    // an older version for compatibility with other applications.
                    fbxExporter.SetFileExportVersion("FBX201400");

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

                    // create scene info
                    FbxDocumentInfo fbxSceneInfo = FbxDocumentInfo.Create(fbxManager, "SceneInfo");

                    // set some scene info values
                    fbxSceneInfo.mTitle    = Title;
                    fbxSceneInfo.mSubject  = Subject;
                    fbxSceneInfo.mAuthor   = "Unity Technologies";
                    fbxSceneInfo.mRevision = "1.0";
                    fbxSceneInfo.mKeywords = Keywords;
                    fbxSceneInfo.mComment  = Comments;

                    fbxScene.SetSceneInfo(fbxSceneInfo);

                    FbxNode fbxRootNode = fbxScene.GetRootNode();

                    // export set of object
                    foreach (var obj in unityExportSet)
                    {
                        var unityGo = GetGameObject(obj);

                        if (unityGo)
                        {
                            this.ExportComponents(unityGo, fbxScene, fbxRootNode);
                        }
                    }

                    // Export the scene to the file.
                    status = fbxExporter.Export(fbxScene);

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

                    if (!status)
                    {
                        return(0);
                    }
                }
                return(NumNodes);
            }
コード例 #23
0
            /// <summary>
            /// Export all the objects in the set.
            /// Return the number of objects in the set that we exported.
            /// </summary>
            public int ExportAll(IEnumerable <UnityEngine.Object> unityExportSet)
            {
                // Create the FBX manager; it cleans everything up at the end of the using block.
                using (var fbxManager = FbxManager.Create())
                {
                    // Configure the IO settings.
                    fbxManager.SetIOSettings(FbxIOSettings.Create(fbxManager, Globals.IOSROOT));

                    // Create the exporter
                    var fbxExporter = FbxExporter.Create(fbxManager, "Exporter");

                    // Initialize the exporter.
                    int  fileFormat = fbxManager.GetIOPluginRegistry().FindWriterIDByDescription("FBX ascii (*.fbx)");
                    bool status     = fbxExporter.Initialize(LastFilePath, fileFormat, fbxManager.GetIOSettings());
                    // Check that initialization of the fbxExporter was successful
                    if (!status)
                    {
                        return(0);
                    }

                    // Set compatibility to 2014
                    fbxExporter.SetFileExportVersion("FBX201400");

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

                    // create scene info
                    FbxDocumentInfo fbxSceneInfo = FbxDocumentInfo.Create(fbxManager, "SceneInfo");

                    // set some scene info values
                    fbxSceneInfo.mTitle    = Title;
                    fbxSceneInfo.mSubject  = Subject;
                    fbxSceneInfo.mAuthor   = "Unity Technologies";
                    fbxSceneInfo.mRevision = "1.0";
                    fbxSceneInfo.mKeywords = Keywords;
                    fbxSceneInfo.mComment  = Comments;

                    fbxScene.SetSceneInfo(fbxSceneInfo);

                    var fbxSettings = fbxScene.GetGlobalSettings();
                    fbxSettings.SetSystemUnit(FbxSystemUnit.m); // Unity unit is meters

                    // While Unity is Y-up, Z-forward, left-handed, the FBX SDK can't convert to
                    // right-handed. So we just lie and say that we're right-handed like Maya.
                    fbxSettings.SetAxisSystem(FbxAxisSystem.MayaYUp);

                    FbxNode fbxRootNode = fbxScene.GetRootNode();

                    // export set of objects
                    foreach (var obj in unityExportSet)
                    {
                        var unityGo = GetGameObject(obj);
                        if (!unityGo)
                        {
                            continue;
                        }

                        ExportComponents(unityGo, fbxScene, fbxRootNode);
                    }

                    // Export the scene to the file.
                    status = fbxExporter.Export(fbxScene);

                    return(status == true ? NumNodes : 0);
                }
            }
コード例 #24
0
            /// <summary>
            /// Export all the objects in the set.
            /// Return the number of objects in the set that we exported.
            /// </summary>
            public int ExportAll(IEnumerable <UnityEngine.Object> unityExportSet)
            {
                // Create the FBX manager
                using (var fbxManager = FbxManager.Create())
                {
                    // Configure the IO settings.
                    fbxManager.SetIOSettings(FbxIOSettings.Create(fbxManager, Globals.IOSROOT));

                    // Create the exporter
                    var fbxExporter = FbxExporter.Create(fbxManager, "Exporter");

                    // Initialize the exporter.
                    int  fileFormat = fbxManager.GetIOPluginRegistry().FindWriterIDByDescription("FBX ascii (*.fbx)");
                    bool status     = fbxExporter.Initialize(LastFilePath, fileFormat, fbxManager.GetIOSettings());
                    // Check that initialization of the fbxExporter was successful
                    if (!status)
                    {
                        return(0);
                    }

                    // By default, FBX exports in its most recent version. You might want to specify
                    // an older version for compatibility with other applications.
                    fbxExporter.SetFileExportVersion("FBX201400");

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

                    // create scene info
                    FbxDocumentInfo fbxSceneInfo = FbxDocumentInfo.Create(fbxManager, "SceneInfo");

                    // set some scene info values
                    fbxSceneInfo.mTitle    = Title;
                    fbxSceneInfo.mSubject  = Subject;
                    fbxSceneInfo.mAuthor   = "Unity Technologies";
                    fbxSceneInfo.mRevision = "1.0";
                    fbxSceneInfo.mKeywords = Keywords;
                    fbxSceneInfo.mComment  = Comments;

                    fbxScene.SetSceneInfo(fbxSceneInfo);

                    var fbxSettings = fbxScene.GetGlobalSettings();
                    /// Set system units : Unity unit is meters
                    fbxSettings.SetSystemUnit(FbxSystemUnit.m);
                    /// Set axis system : Unity Y Up, Z Forward, X Right (left-handed with odd parity)
                    /// The Maya axis system has Y up, Z forward, X Left (right handed system with odd parity).
                    /// We export right-handed for Maya because ConvertScene can't switch handedness:
                    /// https://forums.autodesk.com/t5/fbx-forum/get-confused-with-fbxaxissystem-convertscene/td-p/4265472
                    /// NOTE: models will flipped about the -X axis.
                    fbxSettings.SetAxisSystem(FbxAxisSystem.MayaYUp);

                    FbxNode fbxRootNode = fbxScene.GetRootNode();

                    // export set of object
                    foreach (var obj in unityExportSet)
                    {
                        var unityGo = GetGameObject(obj);

                        if (unityGo)
                        {
                            this.ExportComponents(unityGo, fbxScene, fbxRootNode);
                        }
                    }

                    // Export animations
                    ExportAllAnimation(fbxScene);

                    // Set the scene's ambient lighting.
                    SetAmbientLighting(fbxScene);

                    // Export the scene to the file.
                    status = fbxExporter.Export(fbxScene);

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

                    if (!status)
                    {
                        return(0);
                    }
                }
                return(NumNodes);
            }
コード例 #25
0
        public virtual void TestBasics()
        {
            using (var iobase = CreateObject()) { iobase.Initialize("/no/such/file.fbx"); }
            using (var iobase = CreateObject()) { iobase.Initialize("/no/such/file.fbx", -1); }
            using (var iobase = CreateObject()) { iobase.Initialize("/no/such/file.fbx", -1, FbxIOSettings.Create(Manager, "")); }
            using (var iobase = CreateObject()) { iobase.Initialize("/no/such/file.fbx", -1, null); }

            using (var iobase = CreateObject()) {
                Assert.IsFalse(iobase.GetStatus().Error());
                iobase.Initialize("/no/such/file.fbx");
                Assert.AreEqual("/no/such/file.fbx", iobase.GetFileName());
            }
        }
コード例 #26
0
ファイル: ImportFBX.cs プロジェクト: yf885188/NeoAxisEngine
        //static bool ContainsMeshesRecursive( Node node )
        //{
        //	if( node.HasMeshes )
        //		return true;
        //	foreach( var child in node.Children )
        //	{
        //		if( ContainsMeshesRecursive( child ) )
        //			return true;
        //	}
        //	return false;
        //}

        public static void DoImport(Settings settings, out string error)
        {
            error = "(NO ERROR MESSAGE)";
            LoadNativeLibrary();

            FbxManager    manager  = null;
            FbxIOSettings setting  = null;
            FbxImporter   importer = null;
            FbxScene      scene    = null;

            try
            {
                manager = FbxManager.Create();
                setting = FbxIOSettings.Create(manager, "IOSRoot");
                manager.SetIOSettings(setting);

                importer = FbxImporter.Create(manager, "");
                var realFileName = VirtualPathUtility.GetRealPathByVirtual(settings.virtualFileName);
                //VirtualFileStream stream = null;
                //ToDo : FromStream
                bool status;
                if (!string.IsNullOrEmpty(realFileName) && File.Exists(realFileName))
                {
                    status = importer.Initialize(realFileName, -1, setting);
                }
                else
                {
                    error = "File is not exists.";
                    return;
                    //throw new NotImplementedException();
                    //ToDo : ....
                    //stream = VirtualFile.Open( settings.virtualFileName );
                    //FbxStream fbxStream = null;
                    //SWIGTYPE_p_void streamData = null;

                    //status = impoter.Initialize( fbxStream, streamData, -1, setting );
                }

                if (!status)
                {
                    return;
                }

                scene  = FbxScene.Create(manager, "scene1");
                status = importer.Import(scene);
                if (!status)
                {
                    return;
                }

                error = "";
                var importContext = new ImportContext();
                importContext.manager       = manager;
                importContext.scene         = scene;
                importContext.settings      = settings;
                importContext.directoryName = Path.GetDirectoryName(settings.virtualFileName);

                ImportScene(importContext);

                ////create meshes (Scene mode)
                //if( settings.component.Mode.Value == Component_Import3D.ModeEnum.Scene /*&& scene.HasMeshes && scene.MeshCount != 0 */)
                //{
                //	importContext.meshesGroup = settings.component.GetComponentByName( "Meshes" ) as Component_Mesh;
                //	if( importContext.meshesGroup == null )
                //	{
                //		importContext.meshesGroup = settings.component.CreateComponent<Component>( -1, false );
                //		importContext.meshesGroup.Name = "Meshes";
                //	}
                //	else
                //		importContext.meshesGroup.Enabled = false;
                //}

                ////enable groups
                //if( importContext.meshesGroup != null )
                //	importContext.meshesGroup.Enabled = true;
                //if( importContext.sceneObjectsGroup != null )
                //	importContext.sceneObjectsGroup.Enabled = true;

                //stream?.Dispose();
            }
            finally
            {
                //Особенности удаления.
                //Создается через функцию: impoter = FbxImporter.Create(manager, "");
                //В таких случаях(создание не через конструктор, а возврат указателя из функции) SWIG задает флажок что объект не владеет ссылкой, поэтому Dispose ничего не делает.
                //Хотя в SWIG можно задать в конфигурации: %newobject FbxImporter::Create; Тогда объект будет владеть ссылкой. Но все равно в С++ наследники FbxObject не имеют public destructor
                //поэтому в Dispose вставлен: throw new MethodAccessException("C++ destructor does not have public access"). Поэтому удалять только через Destroy.

                try { scene?.Destroy(); } catch { }
                try { importer?.Destroy(); } catch { }
                try { setting?.Destroy(); } catch { }
                try { manager?.Destroy(); } catch { }
            }
        }
コード例 #27
0
        public static void PackAnimations(string path, GameObject meshObject)
        {
            List <AnimationClip> clips = new List <AnimationClip>();
            List <ModelImporterClipAnimation> clipDatas = new List <ModelImporterClipAnimation>();

            var info     = new DirectoryInfo(path);
            var fileInfo = info.GetFiles();

            foreach (var file in fileInfo)
            {
                if (file.Extension == ".fbx" || file.Extension == ".FBX")
                {
                    string        relativePath = path + "/" + file.Name;
                    AnimationClip clip         = AssetDatabase.LoadAssetAtPath <AnimationClip>(relativePath);
                    //Debug.Log(relativePath);
                    if (clip != null)
                    {
                        clips.Add(clip);
                    }
                    if (alwaysFalse)
                    {
                        ModelImporter importer = AssetDatabase.LoadAssetAtPath <ModelImporter>(relativePath);
                        if (importer != null)
                        {
                            clipDatas.AddRange(importer.clipAnimations);
                        }
                    }
                }
            }
            Debug.Log(clips.Count);

            //---getting all curves/keyframes---
            if (alwaysFalse)
            {
                AnimationClip collectiveClip = new AnimationClip();
                Dictionary <string, Container> collectiveCurves = new Dictionary <string, Container>();
                float timeOffset = 0f;
                float maxTime    = 0f;
                for (int i = 0; i < clips.Count; i++)
                {
                    var bindings = AnimationUtility.GetCurveBindings(clips[i]);
                    Debug.Log("Clip[i] Count of bindings: " + bindings.Length);
                    foreach (var binding in bindings)
                    {
                        Debug.Log(binding.propertyName + ": Path: " + binding.path);
                        if (!collectiveCurves.ContainsKey(binding.propertyName))
                        {
                            collectiveCurves.Add(binding.propertyName, new Container(binding.type, binding.path));
                        }
                        var curveToWriteTo  = collectiveCurves[binding.propertyName];
                        var curveToReadFrom = AnimationUtility.GetEditorCurve(clips[i], binding);
                        //Debug.Log("Keys: " + curve.keys.Length);
                        maxTime = Mathf.Max(maxTime, curveToReadFrom.GetLastKey().time);
                        for (int frame = 0; frame < curveToReadFrom.length; frame++)
                        {
                            var keyFrame = curveToReadFrom.keys[frame];
                            keyFrame.time += timeOffset;
                            curveToWriteTo.curve.AddKey(keyFrame);
                        }
                        //collectiveClip.SetCurve()
                    }
                    timeOffset += maxTime;
                }

                foreach (var kvp in collectiveCurves)
                {
                    collectiveClip.SetCurve(kvp.Value.path, kvp.Value.typeOf, kvp.Key, kvp.Value.curve);
                }
            }

            //---instantiating go and adding animation component
            GameObject clone = Instantiate(meshObject);

            clone.name = meshObject.name;
            if (alwaysFalse)
            {
                var anim = clone.AddComponent <Animation>();
                AnimationUtility.SetAnimationClips(anim, clips.ToArray());
            }
            if (true)
            {
                var anim = clone.GetComponent <Animator>();
                if (!anim)
                {
                    anim = clone.AddComponent <Animator>();
                }
                var controller = AnimatorController.CreateAnimatorControllerAtPath(path + "/temp.controller");
                foreach (var clip in clips)
                {
                    controller.AddMotion(clip);
                }

                anim.runtimeAnimatorController = controller;
            }

            if (alwaysFalse)
            {
                var fbxManager = FbxManager.Create();
                var settings   = fbxManager.GetIOSettings();
                var exporter   = FbxExporter.Create(fbxManager, "name");
                //exporter.
            }
            if (true)
            {
                ModelExporter.ExportObject(path + "/combined.fbx", clone);
            }

            if (alwaysFalse)
            {
                using (FbxManager fbxManager = FbxManager.Create())
                {
                    // configure IO settings.
                    var settings = FbxIOSettings.Create(fbxManager, Globals.IOSROOT);
                    fbxManager.SetIOSettings(settings);
                    // Export the scene
                    using (FbxExporter exporter = FbxExporter.Create(fbxManager, "myExporter"))
                    {
                        // Initialize the exporter.
                        bool status = exporter.Initialize("combindObjects", -1, fbxManager.GetIOSettings());

                        // Create a new scene to export
                        FbxScene scene = FbxScene.Create(fbxManager, "myScene");
                        //FbxObject obj = FbxObject.Create(fbxManager, "combinedThings");
                        // Export the scene to the file.
                        exporter.Export(scene);
                    }
                }
            }


            //AssetDatabase.CreateAsset(collectiveClip, path + "/combined.anim");
            //AssetDatabase.SaveAssets();

            //Animation newAnimation = GetComponent<Animation>();
            //Debug.Log(newAnimation.name);
            //AnimationUtility.SetAnimationClips(newAnimation, clips.ToArray());
            //AssetDatabase.CreateAsset(newAnimation, path + "/combined.fbx");
            //AssetDatabase.CreateAsset(clips, path + "/testasset.fbx");
        }
コード例 #28
0
    public void TestWriteEmptyFbxFile()
    {
        /*
         * Runtime test that writes an fbx scene file in the directory where the
         * player is (temp folder while running tests)
         */

        // Build the fbx scene file path
        // (player/player_data/emptySceneFromRuntime.fbx)
        string fbxFilePath = Application.dataPath;

        fbxFilePath = Path.Combine(fbxFilePath, "emptySceneFromRuntime.fbx");

        // The file should not exist. We are running the test from the Test
        // Runner, which should always create a new player with its own fresh
        // data directory
        FileInfo fbxFileInfo = new FileInfo(fbxFilePath);

        Assert.That(!fbxFileInfo.Exists, string.Format("\"{0}\" already exists but the test did not create it yet", fbxFilePath));

        using (var fbxManager = FbxManager.Create())
        {
            FbxIOSettings fbxIOSettings = FbxIOSettings.Create(fbxManager, Globals.IOSROOT);

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

            // Create the exporter
            var fbxExporter = FbxExporter.Create(fbxManager, "Exporter");

            // Initialize the exporter.
            int  fileFormat = fbxManager.GetIOPluginRegistry().FindWriterIDByDescription("FBX ascii (*.fbx)");
            bool status     = fbxExporter.Initialize(fbxFilePath, fileFormat, fbxIOSettings);

            Assert.That(status, string.Format("failed to initialize exporter, reason:D {0}",
                                              fbxExporter.GetStatus().GetErrorString()));
            // Create a scene
            var fbxScene = FbxScene.Create(fbxManager, "Scene");

            // create scene info
            FbxDocumentInfo fbxSceneInfo = FbxDocumentInfo.Create(fbxManager, "SceneInfo");

            // set some scene info values
            fbxSceneInfo.mTitle    = "emptySceneFromRuntime";
            fbxSceneInfo.mSubject  = "Exported from a Unity runtime while testing in play mode";
            fbxSceneInfo.mAuthor   = "Unity Technologies";
            fbxSceneInfo.mRevision = "1.0";
            fbxSceneInfo.mKeywords = "export fbx runtime player play mode";
            fbxSceneInfo.mComment  = "This is to test the capability of exporting from a Unity runtime, using the FBX SDK C# bindings";

            fbxScene.SetSceneInfo(fbxSceneInfo);

            // Export the scene to the file.
            status = fbxExporter.Export(fbxScene);
            Assert.That(status, string.Format("Failed to export scene, reason: {0}",
                                              fbxExporter.GetStatus().GetErrorString()));

            // cleanup
            fbxScene.Destroy();
            fbxExporter.Destroy();
        }

        // Test that the file exists
        fbxFileInfo = new FileInfo(fbxFilePath);
        Assert.That(fbxFileInfo.Exists, string.Format("\"{0}\" was not created", fbxFilePath));
    }
コード例 #29
0
        void Run()
        {
            FbxManager    manager = FbxManager.Create();
            FbxIOSettings setting = FbxIOSettings.Create(manager, "IOSRoot");

            manager.SetIOSettings(setting);

            FbxImporter impoter = FbxImporter.Create(manager, "");

            bool status = impoter.Initialize(@"D:\develop\FbxWrapper\1.fbx", -1, setting);

            Log.Info(status);

            if (!status)
            {
                return;
            }

            FbxScene scene = FbxScene.Create(manager, "scene1");

            status = impoter.Import(scene);
            Log.Info(status);


            int numTrack = scene.GetSrcObjectCount(FbxAnimStack.ClassId);

            Log.Info("num stack " + numTrack);

            FbxObject obj = scene.GetSrcObject(FbxAnimStack.ClassId, 0);

            FbxAnimStack stack = FbxAnimStack.Cast(obj);

            if (stack == null)
            {
                Log.Error("can not get anim stack!");
                return;
            }

            FbxCriteria cri      = FbxCriteria.ObjectTypeStrict(FbxAnimLayer.ClassId);
            int         numLayer = stack.GetMemberCount(cri);

            Log.Info("anim layer count : " + numLayer);

            FbxAnimLayer layer = null;

            if (numLayer > 0)
            {
                FbxObject layerobj = stack.GetMember(cri, 0);
                layer = FbxAnimLayer.Cast(layerobj);
                if (layer == null)
                {
                    Log.Error("anim layer is null!");
                    return;
                }

                Log.Info("anim layer name " + layer.GetName());
            }


            Log.Info("node count " + scene.GetNodeCount());
            for (int i = 0; i < scene.GetNodeCount(); i++)
            {
                FbxNode node = scene.GetNode(i);
                Log.Info("node " + i + " " + node.GetName());

                if (node.LclTranslation.IsAnimated(layer))
                {
                    FbxAnimCurveNode curveNode = node.LclTranslation.GetCurveNode(layer);
                    if (curveNode == null)
                    {
                        Log.Error("curve node is null");
                    }
                    else
                    {
                        for (int c = 0; c < curveNode.GetCurveCount(0); c++)
                        {
                            FbxAnimCurve curve = curveNode.GetCurve(0, (uint)c);
                            if (curve != null)
                            {
                                Log.Info("curve " + curve.GetName());
                                Log.Info("key count " + curve.KeyGetCount());
                                FbxAnimCurveKey key = curve.KeyGet(0);
                                FbxTime         t   = key.GetTime();
                                Log.Info("key " + t.GetTimeString() + " value " + key.GetValue());
                            }
                        }
                    }
                }



                if (node.GetNodeAttribute() != null)
                {
                    Log.Info("got attribu");
                    FbxNodeAttribute att = node.GetNodeAttribute();
                    PrintAttribute(att);
                }
                else
                {
                    Log.Info("att count " + node.GetNodeAttributeCount());
                    for (int j = 0; j < node.GetNodeAttributeCount(); j++)
                    {
                        FbxNodeAttribute att = node.GetNodeAttributeByIndex(j);
                        PrintAttribute(att);
                    }
                }

                FbxVector4    rot = node.GetPostRotation(FbxNode.EPivotSet.eSourcePivot);
                FbxQuaternion q;
            }
        }
コード例 #30
0
            /// <summary>
            /// Export all the objects in the set.
            /// Return the number of objects in the set that we exported.
            /// </summary>
            public int ExportAll(IEnumerable <UnityEngine.Object> unityExportSet)
            {
                // Create the FBX manager
                using (var fbxManager = FbxManager.Create())
                {
                    // Configure IO settings.
                    fbxManager.SetIOSettings(FbxIOSettings.Create(fbxManager, Globals.IOSROOT));

                    // Create the exporter
                    var fbxExporter = FbxExporter.Create(fbxManager, "Exporter");

                    // Initialize the exporter.
                    int  fileFormat = fbxManager.GetIOPluginRegistry().FindWriterIDByDescription("FBX ascii (*.fbx)");
                    bool status     = fbxExporter.Initialize(LastFilePath, fileFormat, fbxManager.GetIOSettings());

                    // Check that initialization of the fbxExporter was successful
                    if (!status)
                    {
                        return(0);
                    }

                    // By default, FBX exports in its most recent version. You might want to specify
                    // an older version for compatibility with other applications.
                    fbxExporter.SetFileExportVersion("FBX201400");

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

                    // create scene info
                    FbxDocumentInfo fbxSceneInfo = FbxDocumentInfo.Create(fbxManager, "SceneInfo");

                    // set some scene info values
                    fbxSceneInfo.mTitle    = Title;
                    fbxSceneInfo.mSubject  = Subject;
                    fbxSceneInfo.mAuthor   = "Unity Technologies";
                    fbxSceneInfo.mRevision = "1.0";
                    fbxSceneInfo.mKeywords = Keywords;
                    fbxSceneInfo.mComment  = Comments;

                    fbxScene.SetSceneInfo(fbxSceneInfo);

                    var fbxSettings = fbxScene.GetGlobalSettings();
                    fbxSettings.SetSystemUnit(FbxSystemUnit.m); // Unity unit is meters

                    // The Unity axis system has Y up, Z forward, X to the right.
                    // Export as Maya axis system.
                    fbxSettings.SetAxisSystem(FbxAxisSystem.MayaYUp);

                    FbxNode fbxRootNode = fbxScene.GetRootNode();

                    // export set of objects
                    foreach (var obj in unityExportSet)
                    {
                        var unityGo = GetGameObject(obj);

                        if (unityGo)
                        {
                            var unityGoIOSettings = unityGo.GetComponent <FbxSharp.IOSettings> ();
                            if (unityGoIOSettings)
                            {
                                if (unityGoIOSettings.SystemUnit == FbxSharp.SystemUnitType.m)
                                {
                                    fbxSettings.SetSystemUnit(FbxSystemUnit.m);
                                }
                                if (unityGoIOSettings.AxisSystem == FbxSharp.AxisSystemType.Unity)
                                {
                                    Debug.Log("setting unity axis system");
                                    fbxSettings.SetAxisSystem(UnityAxisSystem);
                                }
                            }

                            this.ExportComponents(unityGo, fbxScene, fbxRootNode);
                        }
                    }

                    // Export the scene to the file.
                    status = fbxExporter.Export(fbxScene);

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

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