Пример #1
0
        public static void Export(System.Action <string> WriteLine, Mesh mesh, Matrix4x4 transform, List <string> Comments = null)
        {
            //	temp objects
            var MeshAnim = new AnimObject();

            MeshAnim.AddFrame(new Vector3(0, 0, 0), Quaternion.identity, 0);
            MeshAnim.AddFrame(new Vector3(0, 1000, 0), Quaternion.Euler(0, 90, 0), 1);
            MeshAnim.AddFrame(new Vector3(0, 0, 0), Quaternion.Euler(0, 180, 0), 2);
            MeshAnim.AddFrame(new Vector3(0, 1000, 0), Quaternion.Euler(0, 270, 0), 3);
            MeshAnim.AddFrame(new Vector3(0, 0, 0), Quaternion.Euler(0, 359, 0), 4);

            var AnimStack = new AnimStack("Take001", MeshAnim.GetStartTime(), MeshAnim.GetEndTime());

            var Cam = new FbxCamera("Camera1");


            Pop.AllocIfNull(ref Comments);
            Comments.Add("Using WIP PopX.FbxAscii exporter from @soylentgraham");

            var Header = GetHeaderProperty();

            Header.AddComment(Comments);
            Export(WriteLine, Header);

            var ConnectionManager = new FbxConnectionManager();
            var ObjectManager     = new FbxObjectManager();

            //var MeshObject = CreateFbxObject(mesh, transform, ObjectManager);
            var CameraObject    = CreateFbxObject(Cam, transform, ObjectManager, ConnectionManager);
            var AnimLayerObject = CreateAnimLayerObject(ObjectManager);
            var AnimStackObject = CreateAnimStackObject(AnimStack, ObjectManager);


            MakeAnimationNode(MeshAnim, CameraObject, AnimLayerObject, ObjectManager, ConnectionManager);

            ConnectionManager.Add(new FbxConnection(AnimLayerObject.TypeName, AnimLayerObject.ObjectName, AnimLayerObject, AnimStackObject.TypeName, AnimStackObject.ObjectName, AnimStackObject, FbxRelationType.OO));



            var Definitions = GetDefinitionsProperty(ObjectManager);

            Export(WriteLine, Definitions);

            Export(WriteLine, ObjectManager);



            //	fake connections after we've exported ObjectManager
            var SceneMesh = new Mesh();

            SceneMesh.name = "Root";
            var SceneMeshObject = CreateFbxObject(SceneMesh, Matrix4x4.identity, ObjectManager, FbxObjectManager.RootNodeIdent);

            //var MeshMaterialObject = CreateFbxObject_Material("DummyMaterial", ObjectManager);

            //ConnectionManager.Add(new FbxConnection( MeshObject, SceneMeshObject, FbxRelationType.OO));
            ConnectionManager.Add(new FbxConnection(CameraObject, SceneMeshObject, FbxRelationType.OO));
            //ConnectionManager.Add(new FbxConnection( MeshMaterialObject.TypeName, MeshMaterialObject.ObjectName, MeshMaterialObject, MeshObject.TypeName, MeshObject.ObjectName, MeshObject, FbxRelationType.OO));


            Export(WriteLine, ConnectionManager);
        }