/**************************************************************************************** Copyright (C) 2015 Autodesk, Inc. All rights reserved. Use of this software is subject to the terms of the Autodesk license agreement provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. ****************************************************************************************/ #include "SDK_Utility.h" // declare global FbxManager* gSdkManager = NULL; FbxScene* gScene = NULL; FbxFileTexture* gTexture = NULL; FbxSurfacePhong* gMaterial = NULL; int gCubeNumber = 1; // Cube Number int gCubeRotationAxis = 1; // Cube Rotation Axis 0==X, 1==Y, 2==Z double gCubeXPos = 0.0; // initial CubXPos double gCubeYPos = 20.0; // initial CubeYPos double gCubeZPos = 0.0; // initial CubeZPos FbxAnimLayer* gAnimLayer = NULL; // holder of animation curves FbxString* gAppPath = NULL; // path where the application started #ifdef IOS_REF #undef IOS_REF #define IOS_REF (*(pSdkManager->GetIOSettings())) #endif bool InitializeSdkObjects(FbxManager*& pManager, FbxScene*& pScene) { //The first thing to do is to create the FBX Manager which is the object allocator for almost all the classes in the SDK pManager = FbxManager::Create(); if( !pManager ) { FBXSDK_printf("Error: Unable to create FBX Manager!\n"); exit(1); } else FBXSDK_printf("Autodesk FBX SDK version %s\n", pManager->GetVersion()); //Create an IOSettings object. This object holds all import/export settings. FbxIOSettings* ios = FbxIOSettings::Create(pManager, IOSROOT); pManager->SetIOSettings(ios); //Create an FBX scene. This object holds most objects imported/exported from/to files. pScene = FbxScene::Create(pManager, "My Scene"); if( !pScene ) { FBXSDK_printf("Error: Unable to create FBX scene!\n"); exit(1); } return true; } void DestroySdkObjects(FbxManager* pManager, bool pExitStatus) { //Delete the FBX Manager. All the objects that have been allocated using the FBX Manager and that haven't been explicitly destroyed are also automatically destroyed. if( pManager ) pManager->Destroy(); if( pExitStatus ) FBXSDK_printf("Program Success!\n"); } // to create a basic scene bool CreateScene() { // Initialize the FbxManager and the FbxScene if(InitializeSdkObjects(gSdkManager, gScene) == false) { return false; } // set the animation stack and use the unique AnimLayer to support all the animation FbxAnimStack* lAnimStack = FbxAnimStack::Create(gScene, "Animation stack camera animation"); gAnimLayer = FbxAnimLayer::Create(gScene, "Base Layer"); lAnimStack->AddMember(gAnimLayer); // create a marker FbxNode* lMarker = CreateMarker(gScene, "Marker"); // create a camera FbxNode* lCamera = CreateCamera(gScene, "Camera"); // create a single texture shared by all cubes CreateTexture(gScene); // create a material shared by all faces of all cubes CreateMaterial(gScene); // set the camera point of interest on the marker SetCameraPointOfInterest(lCamera, lMarker); // set the marker position SetMarkerDefaultPosition(lMarker); // set the camera position SetCameraDefaultPosition(lCamera); // animate the camera AnimateCamera(lCamera, gAnimLayer); // build a minimum scene graph FbxNode* lRootNode = gScene->GetRootNode(); lRootNode->AddChild(lMarker); lRootNode->AddChild(lCamera); // set camera switcher as the default camera gScene->GetGlobalSettings().SetDefaultCamera((char *)lCamera->GetName()); return true; } // create a new cube void CreateCube(bool pWithTexture, bool pAnimate) { // make a new cube name FbxString lCubeName = "Cube number "; lCubeName += FbxString(gCubeNumber); // create a new cube CreateCubeDetailed( lCubeName.Buffer(), gCubeXPos, gCubeYPos, gCubeZPos, gCubeRotationAxis, pWithTexture, pAnimate ); // compute for next cube creation gCubeNumber++; // cube number // set next pos if(gCubeXPos >= 0.0) { gCubeXPos += 50.0; gCubeXPos *= -1.0; gCubeRotationAxis++; // change rotation axis } else { gCubeXPos *= -1.0; } // go up gCubeYPos += 30.0; if(gCubeRotationAxis > 2) gCubeRotationAxis = 0; // cube rotation } // to remove cubes only void RemoveCubes() { if(gSdkManager == NULL) return; // get the node count int nc = gScene->GetNodeCount(); // we want to keep the root node, the marker node and the camera node if(nc <= 3) return; // remove other nodes (cube nodes) // start from the end for(int i=nc-1; i >= 3; i--) { FbxNode *node = gScene->GetNode(i); gScene->RemoveNode(node); // remove animation FbxAnimCurveNode* lCurveNode = node->LclRotation.GetCurveNode(gAnimLayer); if(lCurveNode != NULL) { lCurveNode->Destroy(true); } // remove from memory node->Destroy(true); } // reset cube data SetInitialCubeData(); } // create a new cube void CreateCubeDetailed( char* pCubeName, double pX, double pY, double pZ, int pRotateAxe, bool pWithTexture, bool pAnimate ) { FbxNode* lCube = CreateCubeMesh(gScene, pCubeName); // set the cube position lCube->LclTranslation.Set(FbxVector4(pX, pY, pZ)); if(pAnimate) { AnimateCube(lCube, gAnimLayer, pRotateAxe); } if(pWithTexture) { // if we asked to create the cube with a texture, we need // a material present because the texture connects to the // material DiffuseColor property AddMaterials(lCube->GetMesh()); } gScene->GetRootNode()->AddChild(lCube); } // to save a scene to a FBX file bool Export( const char* pFilename, int pFileFormat ) { return SaveScene(gSdkManager, gScene, pFilename, pFileFormat, true); // true -> embed texture file } // to save a scene to a FBX file bool SaveScene(FbxManager* pSdkManager, FbxDocument* pScene, const char* pFilename, int pFileFormat, bool pEmbedMedia) { if(pSdkManager == NULL) return false; if(pScene == NULL) return false; if(pFilename == NULL) return false; bool lStatus = true; // Create an exporter. FbxExporter* lExporter = FbxExporter::Create(pSdkManager, ""); if( pFileFormat < 0 || pFileFormat >= pSdkManager->GetIOPluginRegistry()->GetWriterFormatCount() ) { // Write in fall back format if pEmbedMedia is true pFileFormat = pSdkManager->GetIOPluginRegistry()->GetNativeWriterFormat(); if (!pEmbedMedia) { //Try to export in ASCII if possible int lFormatIndex, lFormatCount = pSdkManager->GetIOPluginRegistry()->GetWriterFormatCount(); for (lFormatIndex=0; lFormatIndexGetIOPluginRegistry()->WriterIsFBX(lFormatIndex)) { FbxString lDesc =pSdkManager->GetIOPluginRegistry()->GetWriterFormatDescription(lFormatIndex); char *lASCII = "ascii"; if (lDesc.Find(lASCII)>=0) { pFileFormat = lFormatIndex; break; } } } } } // Initialize the exporter by providing a filename. if(lExporter->Initialize(pFilename, pFileFormat, pSdkManager->GetIOSettings() ) == false) { return false; } // 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(EXP_FBX_MATERIAL, true); IOS_REF.SetBoolProp(EXP_FBX_TEXTURE, true); IOS_REF.SetBoolProp(EXP_FBX_EMBEDDED, pEmbedMedia); IOS_REF.SetBoolProp(EXP_FBX_SHAPE, true); IOS_REF.SetBoolProp(EXP_FBX_GOBO, true); IOS_REF.SetBoolProp(EXP_FBX_ANIMATION, true); IOS_REF.SetBoolProp(EXP_FBX_GLOBAL_SETTINGS, true); // Export the scene. lStatus = lExporter->Export(pScene); // Destroy the exporter. lExporter->Destroy(); return lStatus; } // to get the filters for the dialog (description + file extention) const char *GetWriterSFNFilters() { int nbWriters = gSdkManager->GetIOPluginRegistry()->GetWriterFormatCount(); FbxString s; int i=0; for(i=0; i < nbWriters; i++) { s += gSdkManager->GetIOPluginRegistry()-> GetWriterFormatDescription(i); s += "|*."; s += gSdkManager->GetIOPluginRegistry()-> GetWriterFormatExtension(i); s += "|"; } // replace | by \0 int nbChar = int(strlen(s.Buffer())) + 1; char *filter = new char[ nbChar ]; memset(filter, 0, nbChar); FBXSDK_strcpy(filter, nbChar, s.Buffer()); for(i=0; i < int(strlen(s.Buffer())); i++) { if(filter[i] == '|') { filter[i] = 0; } } // the caller must delete this allocated memory return filter; } // to get a file extention for a WriteFileFormat const char *GetFileFormatExt( const int pWriteFileFormat ) { char *buf = new char[10]; memset(buf, 0, 10); // add a starting point . buf[0] = '.'; const char * ext = gSdkManager->GetIOPluginRegistry()-> GetWriterFormatExtension(pWriteFileFormat); FBXSDK_strcat(buf, 10, ext); // the caller must delete this allocated memory return buf; } // to get the root node const FbxNode* GetRootNode() { return gScene->GetRootNode(); } // to get the root node name const char * GetRootNodeName() { return GetRootNode()->GetName(); } // to get a string from the node name and attribute type FbxString GetNodeNameAndAttributeTypeName(const FbxNode* pNode) { FbxString s = pNode->GetName(); FbxNodeAttribute::EType lAttributeType; if(pNode->GetNodeAttribute() == NULL) { s += " (No node attribute type)"; } else { lAttributeType = (pNode->GetNodeAttribute()->GetAttributeType()); switch (lAttributeType) { case FbxNodeAttribute::eMarker: s += " (Marker)"; break; case FbxNodeAttribute::eSkeleton: s += " (Skeleton)"; break; case FbxNodeAttribute::eMesh: s += " (Mesh)"; break; case FbxNodeAttribute::eCamera: s += " (Camera)"; break; case FbxNodeAttribute::eLight: s += " (Light)"; break; case FbxNodeAttribute::eBoundary: s += " (Boundary)"; break; case FbxNodeAttribute::eOpticalMarker: s += " (Optical marker)"; break; case FbxNodeAttribute::eOpticalReference: s += " (Optical reference)"; break; case FbxNodeAttribute::eCameraSwitcher: s += " (Camera switcher)"; break; case FbxNodeAttribute::eNull: s += " (Null)"; break; case FbxNodeAttribute::ePatch: s += " (Patch)"; break; case FbxNodeAttribute::eNurbs: s += " (NURB)"; break; case FbxNodeAttribute::eNurbsSurface: s += " (Nurbs surface)"; break; case FbxNodeAttribute::eNurbsCurve: s += " (NURBS curve)"; break; case FbxNodeAttribute::eTrimNurbsSurface: s += " (Trim nurbs surface)"; break; case FbxNodeAttribute::eUnknown: s += " (Unidentified)"; break; } } return s; } // to get a string from the node default translation values FbxString GetDefaultTranslationInfo( const FbxNode* pNode ) { FbxVector4 v4; v4 = ((FbxNode*)pNode)->LclTranslation.Get(); return FbxString("Translation (X,Y,Z): ") + FbxString(v4[0]) + ", " + FbxString(v4[1]) + ", " + FbxString(v4[2]); } // to get a string with info about material, texture, animation FbxString GetNodeInfo( const FbxNode* pNode ) { FbxString s; // check for texture int lMaterialCount = pNode->GetMaterialCount(); FbxSurfacePhong* lMaterial = NULL; bool lTextureExist = false; if( lMaterialCount > 0) { for( int i = 0; i < lMaterialCount; ++i) { lMaterial = (FbxSurfacePhong*)pNode->GetMaterial( i); if( lMaterial->Diffuse.GetSrcObjectCount() > 0) { lTextureExist = true; break; } } } if( lTextureExist) s+= "[Texture: Yes] "; else s+= "[Texture: No] "; // check for animation bool anim = false; FbxAnimCurveNode* lCurveNode = NULL; // check rotation FCurve node lCurveNode =((FbxNode* )pNode)->LclRotation.GetCurveNode(gAnimLayer); if(lCurveNode != NULL) anim = true; // check Translation FCurve node lCurveNode = ((FbxNode* )pNode)->LclTranslation.GetCurveNode(gAnimLayer); if(lCurveNode != NULL) anim = true; if(anim == true) { s+= "[Animation: Yes] "; } else { s+= "[Animation: No] "; } return s; } // Create a marker to use a point of interest for the camera. FbxNode* CreateMarker(FbxScene* pScene, char* pName) { FbxMarker* lMarker = FbxMarker::Create(pScene,pName); FbxNode* lNode = FbxNode::Create(pScene,pName); lNode->SetNodeAttribute(lMarker); return lNode; } // Create a camera. FbxNode* CreateCamera(FbxScene* pScene, char* pName) { FbxCamera* lCamera = FbxCamera::Create(pScene,pName); // Set camera property for a classic TV projection with aspect ratio 4:3 lCamera->SetFormat(FbxCamera::eNTSC); FbxNode* lNode = FbxNode::Create(pScene,pName); lNode->SetNodeAttribute(lCamera); return lNode; } // Set target of the camera. void SetCameraPointOfInterest(FbxNode* pCamera, FbxNode* pPointOfInterest) { // Set the camera to always point at this node. pCamera->SetTarget(pPointOfInterest); } // Set marker default position. void SetMarkerDefaultPosition(FbxNode* pMarker) { // The marker is positioned above the origin. There is no rotation and no scaling. pMarker->LclTranslation.Set(FbxVector4(0.0, 40.0, 0.0)); pMarker->LclRotation.Set(FbxVector4(0.0, 0.0, 0.0)); pMarker->LclScaling.Set(FbxVector4(1.0, 1.0, 1.0)); } // Compute the camera position. void SetCameraDefaultPosition(FbxNode* pCamera) { // set the initial camera position FbxVector4 lCameraLocation(0.0, 200.0, -100.0); pCamera->LclTranslation.Set(lCameraLocation); } // The camera move on X and Y axis. void AnimateCamera(FbxNode* pCamera, FbxAnimLayer* pAnimLayer) { FbxAnimCurve* lCurve = NULL; FbxTime lTime; int lKeyIndex = 0; pCamera->LclTranslation.GetCurveNode(pAnimLayer, true); // X translation. lCurve = pCamera->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true); if (lCurve) { lCurve->KeyModifyBegin(); lTime.SetSecondDouble(0.0); lKeyIndex = lCurve->KeyAdd(lTime); lCurve->KeySet(lKeyIndex, lTime, 0.0, FbxAnimCurveDef::eInterpolationLinear); lTime.SetSecondDouble(20.0); lKeyIndex = lCurve->KeyAdd(lTime); lCurve->KeySet(lKeyIndex, lTime, 500.0, FbxAnimCurveDef::eInterpolationLinear); lCurve->KeyModifyEnd(); } // Y translation. lCurve = pCamera->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true); if (lCurve) { lCurve->KeyModifyBegin(); lTime.SetSecondDouble(0.0); lKeyIndex = lCurve->KeyAdd(lTime); lCurve->KeySet(lKeyIndex, lTime, 0.0, FbxAnimCurveDef::eInterpolationLinear); lTime.SetSecondDouble(20.0); lKeyIndex = lCurve->KeyAdd(lTime); lCurve->KeySet(lKeyIndex, lTime, 800.0, FbxAnimCurveDef::eInterpolationLinear); lCurve->KeyModifyEnd(); } } // The cube rotate on X or Y or Z. void AnimateCube(FbxNode* pCube, FbxAnimLayer* pAnimLayer, int pRotAxe) { FbxAnimCurve* lCurve = NULL; FbxTime lTime; int lKeyIndex = 0; pCube->LclRotation.GetCurveNode(pAnimLayer, true); if(pRotAxe == 0) lCurve = pCube->LclRotation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true); else if(pRotAxe == 1) lCurve = pCube->LclRotation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true); else if(pRotAxe == 2) lCurve = pCube->LclRotation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true); if (lCurve) { lCurve->KeyModifyBegin(); lTime.SetSecondDouble(0.0); lKeyIndex = lCurve->KeyAdd(lTime); lCurve->KeySet(lKeyIndex, lTime, 0.0, FbxAnimCurveDef::eInterpolationLinear); lTime.SetSecondDouble(20.0); lKeyIndex = lCurve->KeyAdd(lTime); lCurve->KeySet(lKeyIndex, lTime, -3500, FbxAnimCurveDef::eInterpolationLinear); lCurve->KeyModifyEnd(); } } // Create a cube mesh. FbxNode* CreateCubeMesh(FbxScene* pScene, char* pName) { int i, j; FbxMesh* lMesh = FbxMesh::Create(pScene,pName); FbxVector4 lControlPoint0(-50, 0, 50); FbxVector4 lControlPoint1(50, 0, 50); FbxVector4 lControlPoint2(50, 100, 50); FbxVector4 lControlPoint3(-50, 100, 50); FbxVector4 lControlPoint4(-50, 0, -50); FbxVector4 lControlPoint5(50, 0, -50); FbxVector4 lControlPoint6(50, 100, -50); FbxVector4 lControlPoint7(-50, 100, -50); FbxVector4 lNormalXPos(1, 0, 0); FbxVector4 lNormalXNeg(-1, 0, 0); FbxVector4 lNormalYPos(0, 1, 0); FbxVector4 lNormalYNeg(0, -1, 0); FbxVector4 lNormalZPos(0, 0, 1); FbxVector4 lNormalZNeg(0, 0, -1); // Create control points. lMesh->InitControlPoints(24); FbxVector4* lControlPoints = lMesh->GetControlPoints(); lControlPoints[0] = lControlPoint0; lControlPoints[1] = lControlPoint1; lControlPoints[2] = lControlPoint2; lControlPoints[3] = lControlPoint3; lControlPoints[4] = lControlPoint1; lControlPoints[5] = lControlPoint5; lControlPoints[6] = lControlPoint6; lControlPoints[7] = lControlPoint2; lControlPoints[8] = lControlPoint5; lControlPoints[9] = lControlPoint4; lControlPoints[10] = lControlPoint7; lControlPoints[11] = lControlPoint6; lControlPoints[12] = lControlPoint4; lControlPoints[13] = lControlPoint0; lControlPoints[14] = lControlPoint3; lControlPoints[15] = lControlPoint7; lControlPoints[16] = lControlPoint3; lControlPoints[17] = lControlPoint2; lControlPoints[18] = lControlPoint6; lControlPoints[19] = lControlPoint7; lControlPoints[20] = lControlPoint1; lControlPoints[21] = lControlPoint0; lControlPoints[22] = lControlPoint4; lControlPoints[23] = lControlPoint5; // We want to have one normal for each vertex (or control point), // so we set the mapping mode to eByControlPoint. FbxGeometryElementNormal* lGeometryElementNormal= lMesh->CreateElementNormal(); lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint); // Set the normal values for every control point. lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect); lGeometryElementNormal->GetDirectArray().Add(lNormalZPos); lGeometryElementNormal->GetDirectArray().Add(lNormalZPos); lGeometryElementNormal->GetDirectArray().Add(lNormalZPos); lGeometryElementNormal->GetDirectArray().Add(lNormalZPos); lGeometryElementNormal->GetDirectArray().Add(lNormalXPos); lGeometryElementNormal->GetDirectArray().Add(lNormalXPos); lGeometryElementNormal->GetDirectArray().Add(lNormalXPos); lGeometryElementNormal->GetDirectArray().Add(lNormalXPos); lGeometryElementNormal->GetDirectArray().Add(lNormalZNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalZNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalZNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalZNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalXNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalXNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalXNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalXNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalYPos); lGeometryElementNormal->GetDirectArray().Add(lNormalYPos); lGeometryElementNormal->GetDirectArray().Add(lNormalYPos); lGeometryElementNormal->GetDirectArray().Add(lNormalYPos); lGeometryElementNormal->GetDirectArray().Add(lNormalYNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalYNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalYNeg); lGeometryElementNormal->GetDirectArray().Add(lNormalYNeg); // Array of polygon vertices. int lPolygonVertices[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23 }; // Create UV for Diffuse channel. FbxGeometryElementUV* lUVDiffuseElement = lMesh->CreateElementUV( "DiffuseUV"); FBX_ASSERT( lUVDiffuseElement != NULL); lUVDiffuseElement->SetMappingMode(FbxGeometryElement::eByPolygonVertex); lUVDiffuseElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect); FbxVector2 lVectors0(0, 0); FbxVector2 lVectors1(1, 0); FbxVector2 lVectors2(1, 1); FbxVector2 lVectors3(0, 1); lUVDiffuseElement->GetDirectArray().Add(lVectors0); lUVDiffuseElement->GetDirectArray().Add(lVectors1); lUVDiffuseElement->GetDirectArray().Add(lVectors2); lUVDiffuseElement->GetDirectArray().Add(lVectors3); //Now we have set the UVs as eIndexToDirect reference and in eByPolygonVertex mapping mode //we must update the size of the index array. lUVDiffuseElement->GetIndexArray().SetCount(24); // Create polygons. Assign texture and texture UV indices. for(i = 0; i < 6; i++) { // all faces of the cube have the same texture lMesh->BeginPolygon(-1, -1, -1, false); for(j = 0; j < 4; j++) { // Control point index lMesh->AddPolygon(lPolygonVertices[i*4 + j]); // update the index array of the UVs that map the texture to the face lUVDiffuseElement->GetIndexArray().SetAt(i*4+j, j); } lMesh->EndPolygon (); } // create a FbxNode FbxNode* lNode = FbxNode::Create(pScene,pName); // set the node attribute lNode->SetNodeAttribute(lMesh); // set the shading mode to view texture lNode->SetShadingMode(FbxNode::eTextureShading); // rescale the cube lNode->LclScaling.Set(FbxVector4(0.3, 0.3, 0.3)); // return the FbxNode return lNode; } // Create a global texture for cube. void CreateTexture(FbxScene* pScene) { gTexture = FbxFileTexture::Create(pScene,"Diffuse Texture"); // Resource file must be in the application's directory. FbxString lTexPath = gAppPath ? *gAppPath + "\\Crate.jpg" : ""; // Set texture properties. gTexture->SetFileName(lTexPath.Buffer()); gTexture->SetTextureUse(FbxTexture::eStandard); gTexture->SetMappingType(FbxTexture::eUV); gTexture->SetMaterialUse(FbxFileTexture::eModelMaterial); gTexture->SetSwapUV(false); gTexture->SetTranslation(0.0, 0.0); gTexture->SetScale(1.0, 1.0); gTexture->SetRotation(0.0, 0.0); } // Create global material for cube. void CreateMaterial(FbxScene* pScene) { FbxString lMaterialName = "material"; FbxString lShadingName = "Phong"; FbxDouble3 lBlack(0.0, 0.0, 0.0); FbxDouble3 lRed(1.0, 0.0, 0.0); FbxDouble3 lDiffuseColor(0.75, 0.75, 0.0); gMaterial = FbxSurfacePhong::Create(pScene, lMaterialName.Buffer()); // Generate primary and secondary colors. gMaterial->Emissive .Set(lBlack); gMaterial->Ambient .Set(lRed); gMaterial->Diffuse .Set(lDiffuseColor); gMaterial->TransparencyFactor .Set(40.5); gMaterial->ShadingModel .Set(lShadingName); gMaterial->Shininess .Set(0.5); // the texture need to be connected to the material on the corresponding property if (gTexture) gMaterial->Diffuse.ConnectSrcObject(gTexture); } void AddMaterials(FbxMesh* pMesh) { // Set material mapping. FbxGeometryElementMaterial* lMaterialElement = pMesh->CreateElementMaterial(); lMaterialElement->SetMappingMode(FbxGeometryElement::eByPolygon); lMaterialElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect); //get the node of mesh, add material for it. FbxNode* lNode = pMesh->GetNode(); if(lNode == NULL) return; lNode->AddMaterial(gMaterial); // We are in eByPolygon, so there's only need for 6 index (a cube has 6 polygons). lMaterialElement->GetIndexArray().SetCount(6); // Set the Index 0 to 6 to the material in position 0 of the direct array. for(int i=0; i<6; ++i) lMaterialElement->GetIndexArray().SetAt(i,0); } // Reset camera values void SetInitialCubeData() { gCubeNumber = 1; // Cube Number gCubeRotationAxis = 1; // Cube Rotation Axis 0==X, 1==Y, 2==Z gCubeXPos = 0.0; // initial CubXPos gCubeYPos = 20.0; // initial CubeYPos gCubeZPos = 0.0; // initial CubeZPos }