FBX2glTF/sdk/Windows/2019.2/samples/UI Examples/SceneTreeView/SDK_Utility.cxx

211 lines
6.9 KiB
C++
Executable File

/****************************************************************************************
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"
#ifdef IOS_REF
#undef IOS_REF
#define IOS_REF (*(pSdkManager->GetIOSettings()))
#endif
// declare global
FbxManager* gSdkManager = NULL;
FbxScene* gScene = NULL;
bool LoadFBXScene(
const char *pFbxFilePath
)
{
// Load the scene.
if( LoadScene(gSdkManager, gScene, pFbxFilePath ) == false ) return false;
return true;
}
// Creates an instance of the SDK manager
// and use the SDK manager to create a new scene
void InitializeSdkManagerAndScene()
{
// Create the FBX SDK memory manager object.
// The SDK Manager allocates and frees memory
// for almost all the classes in the SDK.
gSdkManager = FbxManager::Create();
// create an IOSettings object
FbxIOSettings * ios = FbxIOSettings::Create(gSdkManager, IOSROOT );
gSdkManager->SetIOSettings(ios);
gScene = FbxScene::Create(gSdkManager,"");
}
// to destroy an instance of the SDK manager
void DestroySdkObjects(
FbxManager* pSdkManager,
bool pExitStatus
)
{
// Delete the FBX SDK manager. All the objects that have been allocated
// using the FBX SDK manager and that haven't been explicitly destroyed
// are automatically destroyed at the same time.
if( pSdkManager ) pSdkManager->Destroy();
if( pExitStatus ) FBXSDK_printf("Program Success!\n");
}
// to get the filters for the <Open file> dialog (description + file extention)
const char *GetReaderOFNFilters()
{
int nbReaders = gSdkManager->GetIOPluginRegistry()->GetReaderFormatCount();;
FbxString s;
int i = 0;
for(i=0; i < nbReaders; i++)
{
s += gSdkManager->GetIOPluginRegistry()->GetReaderFormatDescription(i);
s += "|*.";
s += gSdkManager->GetIOPluginRegistry()->GetReaderFormatExtension(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 read a file using an FBXSDK reader
bool LoadScene(
FbxManager *pSdkManager,
FbxScene *pScene,
const char *pFbxFilePath
)
{
bool lStatus;
// Create an importer.
FbxImporter* lImporter = FbxImporter::Create(pSdkManager,"");
// Initialize the importer by providing a filename.
bool lImportStatus = lImporter->Initialize(pFbxFilePath, -1, pSdkManager->GetIOSettings() );
if( !lImportStatus )
{
// Destroy the importer
lImporter->Destroy();
return false;
}
if (lImporter->IsFBX())
{
// Set the import states. By default, the import states are always set to
// true. The code below shows how to change these states.
IOS_REF.SetBoolProp(IMP_FBX_MATERIAL, true);
IOS_REF.SetBoolProp(IMP_FBX_TEXTURE, true);
IOS_REF.SetBoolProp(IMP_FBX_LINK, true);
IOS_REF.SetBoolProp(IMP_FBX_SHAPE, true);
IOS_REF.SetBoolProp(IMP_FBX_GOBO, true);
IOS_REF.SetBoolProp(IMP_FBX_ANIMATION, true);
IOS_REF.SetBoolProp(IMP_FBX_GLOBAL_SETTINGS, true);
}
// Import the scene
lStatus = lImporter->Import(pScene);
// Destroy the importer
lImporter->Destroy();
return lStatus;
}
// 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 from the node visibility value
FbxString GetNodeVisibility(
const FbxNode* pNode
)
{
return FbxString("Visibility: ") + (pNode->GetVisibility() ? "Yes":"No");
}