Exemplo n.º 1
0
        public void TestGetIOPluginRegistry()
        {
            // pretty much just want to check that it doesn't crash
            var ioPluginRegistry = m_fbxManager.GetIOPluginRegistry();

            Assert.IsInstanceOf <FbxIOPluginRegistry> (ioPluginRegistry);
        }
Exemplo n.º 2
0
    public void WriteToFile(string Filename)
    {
        int  Major, Minor, Revision;
        bool Status = true;

        int  FileFormat  = -1;
        bool bEmbedMedia = false;

        // Create an exporter.
        FbxExporter Exporter = FbxExporter.Create(SdkManager, "");

        // set file format
        // Write in fall back format if pEmbedMedia is true
        FileFormat = SdkManager.GetIOPluginRegistry().GetNativeWriterFormat();
        FbxIOSettings IOS_REF = SdkManager.GetIOSettings();

        // Set the export states. By default, the export states are always set to
        // true except for the option eEXPORT_TEXTURE_AS_EMBEDDED. The code below
        // shows how to change these states.


        IOS_REF.SetBoolProp(fbx_wrapper.EXP_FBX_MATERIAL, true);
        IOS_REF.SetBoolProp(fbx_wrapper.EXP_FBX_TEXTURE, true);
        IOS_REF.SetBoolProp(fbx_wrapper.EXP_FBX_EMBEDDED, bEmbedMedia);
        IOS_REF.SetBoolProp(fbx_wrapper.EXP_FBX_SHAPE, true);
        IOS_REF.SetBoolProp(fbx_wrapper.EXP_FBX_GOBO, true);
        IOS_REF.SetBoolProp(fbx_wrapper.EXP_FBX_ANIMATION, true);
        IOS_REF.SetBoolProp(fbx_wrapper.EXP_FBX_GLOBAL_SETTINGS, true);

        string CompatibilitySetting = fbx_wrapper.FBX_2013_00_COMPATIBLE;

        if (!Exporter.SetFileExportVersion(new FbxString(CompatibilitySetting), FbxSceneRenamer.ERenamingMode.eNone))
        {
            Debug.LogWarning("Call to KFbxExporter::SetFileExportVersion(FBX_2013_00_COMPATIBLE) to export 2013 fbx file format failed.\n");
        }

        //// Initialize the exporter by providing a filename.
        if (!Exporter.Initialize(Filename, FileFormat, SdkManager.GetIOSettings()))
        {
            Debug.LogWarning("Call to KFbxExporter::Initialize() failed.\n");
            string errorString = Exporter.GetStatus().GetErrorString();
            Debug.LogWarning("Error returned:" + errorString);
            return;
        }

        //FbxManager.GetFileFormatVersion(Major, Minor, Revision);

        // Export the scene.
        Status = Exporter.Export(Scene);

        if (!Status)
        {
            string errorString = Exporter.GetStatus().GetErrorString();
            Debug.LogWarning("Error returned:" + errorString);
        }
        Clear();

        return;
    }
Exemplo n.º 3
0
        public void TestBasics()
        {
            using (FbxManager manager = FbxManager.Create()) {
                int fileFormat = manager.GetIOPluginRegistry().FindWriterIDByDescription("FBX ascii (*.fbx)");
                Assert.GreaterOrEqual(fileFormat, 0);  // just check that it is something other than -1

                // test an invalid format
                fileFormat = manager.GetIOPluginRegistry().FindWriterIDByDescription("invalid format");
                Assert.AreEqual(-1, fileFormat);

                // test null
                Assert.That(() => { manager.GetIOPluginRegistry().FindWriterIDByDescription(null); }, Throws.Exception.TypeOf <System.ArgumentNullException>());

                // test dispose
                // TODO: Dispose doesn't really seem useful here, should we do anything about it?
                manager.GetIOPluginRegistry().Dispose();
                fileFormat = manager.GetIOPluginRegistry().FindWriterIDByDescription("invalid format");
                Assert.AreEqual(-1, fileFormat);
            }
        }
Exemplo n.º 4
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);
        }
    }