docs: update

This commit is contained in:
Li Yanxu 2025-01-15 23:27:36 +08:00
parent b1ba5a346c
commit 3d6856b3f8
1 changed files with 32 additions and 39 deletions

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@ -144,51 +144,44 @@ We currently depend on the open source projects
and [fmt](https://github.com/fmtlib/fmt);
all of which are automatically downloaded and/or built.
**At present, only version 2019.2 of the FBX SDK is supported**. The
**At present, only version 2020.3.7 of the FBX SDK is supported**. The
build system will not successfully locate any other version.
### Linux and MacOS X
Your development environment will need to have:
- build essentials (gcc for Linux, clang for Mac)
- cmake
- python 3.\* and associated pip3/pip command
- zstd
Then, compilation on Unix machines will look something like:
```
# Determine SDK location & build settings for Linux vs (Recent) Mac OS X
> if [[ "$OSTYPE" == "darwin"* ]]; then
export CONAN_CONFIG="-s compiler=apple-clang -s compiler.version=10.0 -s compiler.libcxx=libc++"
export FBXSDK_TARBALL="https://github.com/zellski/FBXSDK-Darwin/archive/2019.2.tar.gz"
elif [[ "$OSTYPE" == "linux"* ]]; then
export CONAN_CONFIG="-s compiler.libcxx=libstdc++11"
export FBXSDK_TARBALL="https://github.com/zellski/FBXSDK-Linux/archive/2019.2.tar.gz"
else
echo "This snippet only handles Mac OS X and Linux."
fi
# Fetch Project
> git clone https://github.com/facebookincubator/FBX2glTF.git
> cd FBX2glTF
# Fetch and unpack FBX SDK
> curl -sL "${FBXSDK_TARBALL}" | tar xz --strip-components=1 --include */sdk/
# Then decompress the contents
> zstd -d -r --rm sdk
# Install and configure Conan, if needed
> pip3 install conan # or sometimes just "pip"; you may need to install Python/PIP
> conan remote add --force bincrafters https://api.bintray.com/conan/bincrafters/public-conan
# Initialize & run build
> conan install . -i build -s build_type=Release ${CONAN_CONFIG}
> conan build . -bf build
1. Init vcpkg root
```shell
git clone https://github.com/microsoft/vcpkg
export VCPKG_ROOT=/path/to/vcpkg
export PATH=${VCPKG_ROOT}:${PATH}
```
If all goes well, you will end up with a statically linked executable in `./build/FBX2glTF`.
2. Init Autodesk SDK 2020.3.7
```shell
wget https://damassets.autodesk.net/content/dam/autodesk/www/files/fbx202037_fbxsdk_gcc_linux.tar.gz # Linux
wget https://damassets.autodesk.net/content/dam/autodesk/www/files/fbx202037_fbxsdk_clang_mac.pkg.tgz # macOS
tar -xvf /path/to/AutodeskFBXSDK
# Install using pkg if macOS
# Install using shell command if Linux
echo "yes\n\n" | ./fbx202037_fbxsdk_gcc_linux /path/to/autodeskfbxsdk/install
cp /path/to/autodeskfbxsdk/install/include sdk/Linux/2020.3.7
cp /path/to/autodeskfbxsdk/install/lib sdk/Linux/2020.3.7
```
3. Run cmake
```shell
cmake .
```
4. Run make
```shell
make -j$(nproc)
```
5. Test
```shell
# if we prepared fbx in /input.fbx
./FBX2glTF ./FBX2glTF --binary --verbose --keep-attribute --draco --input /input.fbx --output /output.glb
```
### Windows