#include "AssetStudioFBX.h" namespace AssetStudio { void Fbx::Exporter::Export(String^ path, IImported^ imported, bool eulerFilter, float filterPrecision, bool allNodes, bool skins, bool animation, bool blendShape, bool castToBone, float boneSize, float scaleFactor, int versionIndex, bool isAscii) { FileInfo^ file = gcnew FileInfo(path); DirectoryInfo^ dir = file->Directory; if (!dir->Exists) { dir->Create(); } String^ currentDir = Directory::GetCurrentDirectory(); Directory::SetCurrentDirectory(dir->FullName); auto name = Path::GetFileName(path); Exporter^ exporter = gcnew Exporter(name, imported, allNodes, skins, castToBone, boneSize, scaleFactor, versionIndex, isAscii); if (blendShape) { exporter->ExportMorphs(); } if (animation) { exporter->ExportAnimations(eulerFilter, filterPrecision); } exporter->pExporter->Export(exporter->pScene); delete exporter; Directory::SetCurrentDirectory(currentDir); } Fbx::Exporter::Exporter(String^ name, IImported^ imported, bool allNodes, bool skins, bool castToBone, float boneSize, float scaleFactor, int versionIndex, bool isAscii) { this->imported = imported; exportSkins = skins; this->boneSize = boneSize; cDest = NULL; pSdkManager = NULL; pScene = NULL; pExporter = NULL; pMaterials = NULL; pTextures = NULL; pin_ptr pSdkManagerPin = &pSdkManager; pin_ptr pScenePin = &pScene; Init(pSdkManagerPin, pScenePin); IOS_REF.SetBoolProp(EXP_FBX_MATERIAL, true); IOS_REF.SetBoolProp(EXP_FBX_TEXTURE, true); IOS_REF.SetBoolProp(EXP_FBX_EMBEDDED, false); 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); FbxGlobalSettings& globalSettings = pScene->GetGlobalSettings(); globalSettings.SetSystemUnit(FbxSystemUnit(scaleFactor)); if (imported->AnimationList->Count > 0) { auto ani = imported->AnimationList[0]; if (ani->SampleRate == 60.0f) { globalSettings.SetTimeMode(FbxTime::eFrames60); } } cDest = StringToUTF8(name); pExporter = FbxExporter::Create(pScene, ""); int pFileFormat = 0; if (versionIndex == 0) { pFileFormat = 3; if (isAscii) { pFileFormat = 4; } } else { pExporter->SetFileExportVersion(FBXVersion[versionIndex]); if (isAscii) { pFileFormat = 1; } } if (!pExporter->Initialize(cDest, pFileFormat, pSdkManager->GetIOSettings())) { throw gcnew Exception(gcnew String("Failed to initialize FbxExporter: ") + gcnew String(pExporter->GetStatus().GetErrorString())); } framePaths = nullptr; if (!allNodes) { framePaths = SearchHierarchy(); if (!framePaths) { return; } } pBindPose = FbxPose::Create(pScene, "BindPose"); pScene->AddPose(pBindPose); frameToNode = gcnew Dictionary(); meshFrames = imported->MeshList != nullptr ? gcnew List() : nullptr; ExportFrame(pScene->GetRootNode(), imported->RootFrame); if (imported->MeshList != nullptr) { SetJointsFromImportedMeshes(castToBone); pMaterials = new FbxArray(); pTextures = new FbxArray(); pMaterials->Reserve(imported->MaterialList->Count); pTextures->Reserve(imported->TextureList->Count); for (int i = 0; i < meshFrames->Count; i++) { auto meshFram = meshFrames[i]; FbxNode* meshNode = (FbxNode*)frameToNode[meshFram]; ImportedMesh^ mesh = ImportedHelpers::FindMesh(meshFram->Path, imported->MeshList); ExportMesh(meshNode, mesh); } } else { SetJointsNode(imported->RootFrame, nullptr, true); } } Fbx::Exporter::~Exporter() { imported = nullptr; if (framePaths != nullptr) { framePaths->Clear(); } if (frameToNode != nullptr) { frameToNode->Clear(); } if (meshFrames != nullptr) { meshFrames->Clear(); } if (pMaterials != NULL) { delete pMaterials; } if (pTextures != NULL) { delete pTextures; } if (pExporter != NULL) { pExporter->Destroy(); } if (pScene != NULL) { pScene->Destroy(); } if (pSdkManager != NULL) { pSdkManager->Destroy(); } if (cDest != NULL) { delete cDest; } } void Fbx::Exporter::SetJointsNode(ImportedFrame^ frame, HashSet^ bonePaths, bool castToBone) { size_t pointer; if (frameToNode->TryGetValue(frame, pointer)) { auto pNode = (FbxNode*)pointer; if (castToBone) { FbxSkeleton* pJoint = FbxSkeleton::Create(pScene, ""); pJoint->Size.Set(FbxDouble(boneSize)); pJoint->SetSkeletonType(FbxSkeleton::eLimbNode); pNode->SetNodeAttribute(pJoint); } else if (bonePaths->Contains(frame->Path)) { FbxSkeleton* pJoint = FbxSkeleton::Create(pScene, ""); pJoint->Size.Set(FbxDouble(boneSize)); pJoint->SetSkeletonType(FbxSkeleton::eLimbNode); pNode->SetNodeAttribute(pJoint); pJoint = FbxSkeleton::Create(pScene, ""); pJoint->Size.Set(FbxDouble(boneSize)); pJoint->SetSkeletonType(FbxSkeleton::eLimbNode); pNode->GetParent()->SetNodeAttribute(pJoint); } else { FbxNull* pNull = FbxNull::Create(pScene, ""); if (pNode->GetChildCount() > 0) { pNull->Look.Set(FbxNull::eNone); } pNode->SetNodeAttribute(pNull); } } for (int i = 0; i < frame->Count; i++) { SetJointsNode(frame[i], bonePaths, castToBone); } } HashSet^ Fbx::Exporter::SearchHierarchy() { if (imported->MeshList == nullptr || imported->MeshList->Count == 0) { return nullptr; } HashSet^ exportFrames = gcnew HashSet(); SearchHierarchy(imported->RootFrame, exportFrames); return exportFrames; } void Fbx::Exporter::SearchHierarchy(ImportedFrame^ frame, HashSet^ exportFrames) { ImportedMesh^ meshListSome = ImportedHelpers::FindMesh(frame->Path, imported->MeshList); if (meshListSome != nullptr) { ImportedFrame^ parent = frame; while (parent != nullptr) { exportFrames->Add(parent->Path); parent = parent->Parent; } List^ boneList = meshListSome->BoneList; if (boneList != nullptr) { for (int i = 0; i < boneList->Count; i++) { if (!exportFrames->Contains(boneList[i]->Path)) { ImportedFrame^ boneParent = imported->RootFrame->FindFrameByPath(boneList[i]->Path); while (boneParent != nullptr) { exportFrames->Add(boneParent->Path); boneParent = boneParent->Parent; } } } } } for (int i = 0; i < frame->Count; i++) { SearchHierarchy(frame[i], exportFrames); } } void Fbx::Exporter::SetJointsFromImportedMeshes(bool castToBone) { if (!exportSkins) { return; } HashSet^ bonePaths = gcnew HashSet(); for (int i = 0; i < imported->MeshList->Count; i++) { ImportedMesh^ meshList = imported->MeshList[i]; List^ boneList = meshList->BoneList; if (boneList != nullptr) { for (int j = 0; j < boneList->Count; j++) { ImportedBone^ bone = boneList[j]; bonePaths->Add(bone->Path); } } } SetJointsNode(imported->RootFrame, bonePaths, castToBone); } void Fbx::Exporter::ExportFrame(FbxNode* pParentNode, ImportedFrame^ frame) { if (framePaths == nullptr || framePaths->Contains(frame->Path)) { FbxNode* pFrameNode; WITH_MARSHALLED_STRING ( pName, frame->Name, pFrameNode = FbxNode::Create(pScene, pName); ); pFrameNode->LclScaling.Set(FbxDouble3(frame->LocalScale.X, frame->LocalScale.Y, frame->LocalScale.Z)); pFrameNode->LclRotation.Set(FbxDouble3(frame->LocalRotation.X, frame->LocalRotation.Y, frame->LocalRotation.Z)); pFrameNode->LclTranslation.Set(FbxDouble3(frame->LocalPosition.X, frame->LocalPosition.Y, frame->LocalPosition.Z)); pFrameNode->SetPreferedAngle(pFrameNode->LclRotation.Get()); pParentNode->AddChild(pFrameNode); pBindPose->Add(pFrameNode, pFrameNode->EvaluateGlobalTransform()); if (imported->MeshList != nullptr && ImportedHelpers::FindMesh(frame->Path, imported->MeshList) != nullptr) { meshFrames->Add(frame); } frameToNode->Add(frame, (size_t)pFrameNode); for (int i = 0; i < frame->Count; i++) { ExportFrame(pFrameNode, frame[i]); } } } void Fbx::Exporter::ExportMesh(FbxNode* pFrameNode, ImportedMesh^ iMesh) { List^ boneList = iMesh->BoneList; bool hasBones; if (exportSkins && boneList != nullptr) { hasBones = boneList->Count > 0; } else { hasBones = false; } FbxArray* pClusterArray = nullptr; try { if (hasBones) { pClusterArray = new FbxArray(boneList->Count); for (int i = 0; i < boneList->Count; i++) { auto bone = boneList[i]; if (bone->Path != nullptr) { auto frame = imported->RootFrame->FindFrameByPath(bone->Path); auto boneNode = (FbxNode*)frameToNode[frame]; FbxString lClusterName = boneNode->GetNameOnly() + FbxString("Cluster"); FbxCluster* pCluster = FbxCluster::Create(pScene, lClusterName.Buffer()); pCluster->SetLink(boneNode); pCluster->SetLinkMode(FbxCluster::eTotalOne); pClusterArray->Add(pCluster); } else { pClusterArray->Add(NULL); } } } FbxMesh* pMesh = FbxMesh::Create(pScene, pFrameNode->GetName()); pFrameNode->SetNodeAttribute(pMesh); int vertexCount = 0; for (int i = 0; i < iMesh->SubmeshList->Count; i++) { vertexCount += iMesh->SubmeshList[i]->VertexList->Count; } pMesh->InitControlPoints(vertexCount); FbxVector4* pControlPoints = pMesh->GetControlPoints(); FbxGeometryElementNormal* lGeometryElementNormal = NULL; if (iMesh->hasNormal) { lGeometryElementNormal = pMesh->CreateElementNormal(); lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint); lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect); } if (iMesh->hasUV[0]) { auto lGeometryElementUV = pMesh->CreateElementUV("UV0", FbxLayerElement::eTextureDiffuse); lGeometryElementUV->SetMappingMode(FbxGeometryElement::eByControlPoint); lGeometryElementUV->SetReferenceMode(FbxGeometryElement::eDirect); } if (iMesh->hasUV[1]) { auto lGeometryElementUV = pMesh->CreateElementUV("UV1", FbxLayerElement::eTextureNormalMap); lGeometryElementUV->SetMappingMode(FbxGeometryElement::eByControlPoint); lGeometryElementUV->SetReferenceMode(FbxGeometryElement::eDirect); } /*for (int uv = 0; uv < 8; uv++) { if (iMesh->hasUV[uv]) { auto lGeometryElementUV = pMesh->CreateElementUV(FbxString("UV") + FbxString(uv)); lGeometryElementUV->SetMappingMode(FbxGeometryElement::eByControlPoint); lGeometryElementUV->SetReferenceMode(FbxGeometryElement::eDirect); } }*/ FbxGeometryElementTangent* lGeometryElementTangent = NULL; if (iMesh->hasTangent) { lGeometryElementTangent = pMesh->CreateElementTangent(); lGeometryElementTangent->SetMappingMode(FbxGeometryElement::eByControlPoint); lGeometryElementTangent->SetReferenceMode(FbxGeometryElement::eDirect); } FbxGeometryElementVertexColor* lGeometryElementVertexColor = NULL; if (iMesh->hasColor) { lGeometryElementVertexColor = pMesh->CreateElementVertexColor(); lGeometryElementVertexColor->SetMappingMode(FbxGeometryElement::eByControlPoint); lGeometryElementVertexColor->SetReferenceMode(FbxGeometryElement::eDirect); } FbxGeometryElementMaterial* lGeometryElementMaterial = pMesh->CreateElementMaterial(); lGeometryElementMaterial->SetMappingMode(FbxGeometryElement::eByPolygon); lGeometryElementMaterial->SetReferenceMode(FbxGeometryElement::eIndexToDirect); int firstVertex = 0; for (int i = 0; i < iMesh->SubmeshList->Count; i++) { ImportedSubmesh^ meshObj = iMesh->SubmeshList[i]; List^ vertexList = meshObj->VertexList; List^ faceList = meshObj->FaceList; int materialIndex = 0; ImportedMaterial^ mat = ImportedHelpers::FindMaterial(meshObj->Material, imported->MaterialList); if (mat != nullptr) { char* pMatName = NULL; try { pMatName = StringToUTF8(mat->Name); int foundMat = -1; for (int j = 0; j < pMaterials->GetCount(); j++) { FbxSurfacePhong* pMatTemp = pMaterials->GetAt(j); if (strcmp(pMatTemp->GetName(), pMatName) == 0) { foundMat = j; break; } } FbxSurfacePhong* pMat; if (foundMat >= 0) { pMat = pMaterials->GetAt(foundMat); } else { FbxString lShadingName = "Phong"; Color diffuse = mat->Diffuse; Color ambient = mat->Ambient; Color emissive = mat->Emissive; Color specular = mat->Specular; Color reflection = mat->Reflection; pMat = FbxSurfacePhong::Create(pScene, pMatName); pMat->Diffuse.Set(FbxDouble3(diffuse.R, diffuse.G, diffuse.B)); //pMat->DiffuseFactor.Set(FbxDouble(diffuse.A)); pMat->Ambient.Set(FbxDouble3(ambient.R, ambient.G, ambient.B)); //pMat->AmbientFactor.Set(FbxDouble(ambient.A)); pMat->Emissive.Set(FbxDouble3(emissive.R, emissive.G, emissive.B)); //pMat->EmissiveFactor.Set(FbxDouble(emissive.A)); pMat->Specular.Set(FbxDouble3(specular.R, specular.G, specular.B)); //pMat->SpecularFactor.Set(FbxDouble(specular.A)); pMat->Reflection.Set(FbxDouble3(reflection.R, reflection.G, reflection.B)); //pMat->ReflectionFactor.Set(FbxDouble(reflection.A)); pMat->Shininess.Set(FbxDouble(mat->Shininess)); pMat->TransparencyFactor.Set(FbxDouble(mat->Transparency)); pMat->ShadingModel.Set(lShadingName); pMaterials->Add(pMat); } materialIndex = pFrameNode->AddMaterial(pMat); bool hasTexture = false; for each (ImportedMaterialTexture ^ texture in mat->Textures) { auto pTexture = ExportTexture(ImportedHelpers::FindTexture(texture->Name, imported->TextureList)); if (pTexture != NULL) { if (texture->Dest == 0) { LinkTexture(texture, pTexture, pMat->Diffuse); hasTexture = true; } else if (texture->Dest == 1) { LinkTexture(texture, pTexture, pMat->NormalMap); hasTexture = true; } else if (texture->Dest == 2) { LinkTexture(texture, pTexture, pMat->Specular); hasTexture = true; } else if (texture->Dest == 3) { LinkTexture(texture, pTexture, pMat->Bump); hasTexture = true; } } } if (hasTexture) { pFrameNode->SetShadingMode(FbxNode::eTextureShading); } } finally { delete pMatName; } } for (int j = 0; j < vertexList->Count; j++) { ImportedVertex^ iVertex = vertexList[j]; Vector3 vertex = iVertex->Vertex; pControlPoints[j + firstVertex] = FbxVector4(vertex.X, vertex.Y, vertex.Z, 0); if (iMesh->hasNormal) { Vector3 normal = iVertex->Normal; lGeometryElementNormal->GetDirectArray().Add(FbxVector4(normal.X, normal.Y, normal.Z, 0)); } //for (int uv = 0; uv < 8; uv++) for (int uv = 0; uv < 2; uv++) { if (iMesh->hasUV[uv]) { auto m_UV = iVertex->UV[uv]; auto lGeometryElementUV = pMesh->GetElementUV(uv); lGeometryElementUV->GetDirectArray().Add(FbxVector2(m_UV[0], m_UV[1])); } } if (iMesh->hasTangent) { Vector4 tangent = iVertex->Tangent; lGeometryElementTangent->GetDirectArray().Add(FbxVector4(tangent.X, tangent.Y, tangent.Z, tangent.W)); } if (iMesh->hasColor) { auto color = iVertex->Color; lGeometryElementVertexColor->GetDirectArray().Add(FbxColor(color.R, color.G, color.B, color.A)); } if (hasBones && iVertex->BoneIndices != nullptr) { auto boneIndices = iVertex->BoneIndices; auto weights4 = iVertex->Weights; for (int k = 0; k < 4; k++) { if (boneIndices[k] < boneList->Count && weights4[k] > 0) { FbxCluster* pCluster = pClusterArray->GetAt(boneIndices[k]); if (pCluster) { pCluster->AddControlPointIndex(j + firstVertex, weights4[k]); } } } } } for (int j = 0; j < faceList->Count; j++) { ImportedFace^ face = faceList[j]; pMesh->BeginPolygon(materialIndex); pMesh->AddPolygon(face->VertexIndices[0] + firstVertex); pMesh->AddPolygon(face->VertexIndices[1] + firstVertex); pMesh->AddPolygon(face->VertexIndices[2] + firstVertex); pMesh->EndPolygon(); } firstVertex += vertexList->Count; } if (hasBones) { FbxSkin* pSkin = FbxSkin::Create(pScene, ""); FbxAMatrix lMeshMatrix = pFrameNode->EvaluateGlobalTransform(); for (int j = 0; j < boneList->Count; j++) { FbxCluster* pCluster = pClusterArray->GetAt(j); if (pCluster) { auto boneMatrix = boneList[j]->Matrix; FbxAMatrix lBoneMatrix; for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { lBoneMatrix.mData[m][n] = boneMatrix[m, n]; } } pCluster->SetTransformMatrix(lMeshMatrix); pCluster->SetTransformLinkMatrix(lMeshMatrix * lBoneMatrix.Inverse()); pSkin->AddCluster(pCluster); } } if (pSkin->GetClusterCount() > 0) { pMesh->AddDeformer(pSkin); } } } finally { if (pClusterArray != NULL) { delete pClusterArray; } } } FbxFileTexture* Fbx::Exporter::ExportTexture(ImportedTexture^ matTex) { FbxFileTexture* pTex = NULL; if (matTex != nullptr) { String^ matTexName = matTex->Name; char* pTexName = NULL; try { pTexName = StringToUTF8(matTexName); int foundTex = -1; for (int i = 0; i < pTextures->GetCount(); i++) { FbxFileTexture* pTexTemp = pTextures->GetAt(i); if (strcmp(pTexTemp->GetName(), pTexName) == 0) { foundTex = i; break; } } if (foundTex >= 0) { pTex = pTextures->GetAt(foundTex); } else { pTex = FbxFileTexture::Create(pScene, pTexName); pTex->SetFileName(pTexName); pTex->SetTextureUse(FbxTexture::eStandard); pTex->SetMappingType(FbxTexture::eUV); pTex->SetMaterialUse(FbxFileTexture::eModelMaterial); pTex->SetSwapUV(false); pTex->SetTranslation(0.0, 0.0); pTex->SetScale(1.0, 1.0); pTex->SetRotation(0.0, 0.0); pTextures->Add(pTex); FileInfo^ file = gcnew FileInfo(matTex->Name); BinaryWriter^ writer = gcnew BinaryWriter(file->Create()); writer->Write(matTex->Data); writer->Close(); } } finally { delete pTexName; } } return pTex; } void Fbx::Exporter::LinkTexture(ImportedMaterialTexture^ texture, FbxFileTexture* pTexture, FbxProperty& prop) { pTexture->SetTranslation(texture->Offset.X, texture->Offset.Y); pTexture->SetScale(texture->Scale.X, texture->Scale.Y); prop.ConnectSrcObject(pTexture); } void Fbx::Exporter::ExportAnimations(bool eulerFilter, float filterPrecision) { auto importedAnimationList = imported->AnimationList; if (importedAnimationList == nullptr) { return; } FbxAnimCurveFilterUnroll* lFilter = eulerFilter ? new FbxAnimCurveFilterUnroll() : NULL; for (int i = 0; i < importedAnimationList->Count; i++) { auto importedAnimation = importedAnimationList[i]; FbxString kTakeName; if (importedAnimation->Name) { WITH_MARSHALLED_STRING ( pClipName, importedAnimation->Name, kTakeName = FbxString(pClipName); ); } else { kTakeName = FbxString("Take") + FbxString(i); } ExportKeyframedAnimation(importedAnimation, kTakeName, lFilter, filterPrecision); } } void Fbx::Exporter::ExportKeyframedAnimation(ImportedKeyframedAnimation^ parser, FbxString& kTakeName, FbxAnimCurveFilterUnroll* eulerFilter, float filterPrecision) { List^ pAnimationList = parser->TrackList; char* lTakeName = kTakeName.Buffer(); FbxAnimStack* lAnimStack = FbxAnimStack::Create(pScene, lTakeName); FbxAnimLayer* lAnimLayer = FbxAnimLayer::Create(pScene, "Base Layer"); lAnimStack->AddMember(lAnimLayer); for (int j = 0; j < pAnimationList->Count; j++) { ImportedAnimationKeyframedTrack^ keyframeList = pAnimationList[j]; if (keyframeList->Path == nullptr) { continue; } auto frame = imported->RootFrame->FindFrameByPath(keyframeList->Path); if (frame != nullptr) { FbxNode* pNode = (FbxNode*)frameToNode[frame]; FbxAnimCurve* lCurveSX = pNode->LclScaling.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true); FbxAnimCurve* lCurveSY = pNode->LclScaling.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true); FbxAnimCurve* lCurveSZ = pNode->LclScaling.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true); FbxAnimCurve* lCurveRX = pNode->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true); FbxAnimCurve* lCurveRY = pNode->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true); FbxAnimCurve* lCurveRZ = pNode->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true); FbxAnimCurve* lCurveTX = pNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true); FbxAnimCurve* lCurveTY = pNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true); FbxAnimCurve* lCurveTZ = pNode->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true); lCurveSX->KeyModifyBegin(); lCurveSY->KeyModifyBegin(); lCurveSZ->KeyModifyBegin(); lCurveRX->KeyModifyBegin(); lCurveRY->KeyModifyBegin(); lCurveRZ->KeyModifyBegin(); lCurveTX->KeyModifyBegin(); lCurveTY->KeyModifyBegin(); lCurveTZ->KeyModifyBegin(); FbxTime lTime; for each (auto Scaling in keyframeList->Scalings) { lTime.SetSecondDouble(Scaling->time); lCurveSX->KeySet(lCurveSX->KeyAdd(lTime), lTime, Scaling->value.X); lCurveSY->KeySet(lCurveSY->KeyAdd(lTime), lTime, Scaling->value.Y); lCurveSZ->KeySet(lCurveSZ->KeyAdd(lTime), lTime, Scaling->value.Z); } for each (auto Rotation in keyframeList->Rotations) { lTime.SetSecondDouble(Rotation->time); lCurveRX->KeySet(lCurveRX->KeyAdd(lTime), lTime, Rotation->value.X); lCurveRY->KeySet(lCurveRY->KeyAdd(lTime), lTime, Rotation->value.Y); lCurveRZ->KeySet(lCurveRZ->KeyAdd(lTime), lTime, Rotation->value.Z); } for each (auto Translation in keyframeList->Translations) { lTime.SetSecondDouble(Translation->time); lCurveTX->KeySet(lCurveTX->KeyAdd(lTime), lTime, Translation->value.X); lCurveTY->KeySet(lCurveTY->KeyAdd(lTime), lTime, Translation->value.Y); lCurveTZ->KeySet(lCurveTZ->KeyAdd(lTime), lTime, Translation->value.Z); } lCurveSX->KeyModifyEnd(); lCurveSY->KeyModifyEnd(); lCurveSZ->KeyModifyEnd(); lCurveRX->KeyModifyEnd(); lCurveRY->KeyModifyEnd(); lCurveRZ->KeyModifyEnd(); lCurveTX->KeyModifyEnd(); lCurveTY->KeyModifyEnd(); lCurveTZ->KeyModifyEnd(); if (eulerFilter) { FbxAnimCurve* lCurve[3]; lCurve[0] = lCurveRX; lCurve[1] = lCurveRY; lCurve[2] = lCurveRZ; eulerFilter->Reset(); eulerFilter->SetQualityTolerance(filterPrecision); eulerFilter->Apply(lCurve, 3); } //BlendShape if (keyframeList->BlendShape != nullptr) { FbxString channelName; WITH_MARSHALLED_STRING ( pClipName, keyframeList->BlendShape->ChannelName, channelName = FbxString(pClipName); ); auto lGeometry = (FbxGeometry*)pNode->GetNodeAttribute(); int lBlendShapeDeformerCount = lGeometry->GetDeformerCount(FbxDeformer::eBlendShape); if (lBlendShapeDeformerCount > 0) { FbxBlendShape* lBlendShape = (FbxBlendShape*)lGeometry->GetDeformer(0, FbxDeformer::eBlendShape); int lBlendShapeChannelCount = lBlendShape->GetBlendShapeChannelCount(); for (int lChannelIndex = 0; lChannelIndex < lBlendShapeChannelCount; ++lChannelIndex) { FbxBlendShapeChannel* lChannel = lBlendShape->GetBlendShapeChannel(lChannelIndex); FbxString lChannelName = lChannel->GetNameOnly(); if (lChannelName == channelName) { FbxAnimCurve* lAnimCurve = lGeometry->GetShapeChannel(0, lChannelIndex, lAnimLayer, true); lAnimCurve->KeyModifyBegin(); for each (auto keyframe in keyframeList->BlendShape->Keyframes) { lTime.SetSecondDouble(keyframe->time); int lKeyIndex = lAnimCurve->KeyAdd(lTime); lAnimCurve->KeySetValue(lKeyIndex, keyframe->value); lAnimCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic); } lAnimCurve->KeyModifyEnd(); } } } } } } } void Fbx::Exporter::ExportMorphs() { if (imported->MeshList == nullptr) { return; } for each (ImportedMorph ^ morph in imported->MorphList) { auto frame = imported->RootFrame->FindFrameByPath(morph->Path); if (frame != nullptr) { FbxNode* pNode = (FbxNode*)frameToNode[frame]; FbxMesh* pMesh = pNode->GetMesh(); FbxBlendShape* lBlendShape = FbxBlendShape::Create(pScene, pMesh->GetNameOnly() + FbxString("BlendShape")); pMesh->AddDeformer(lBlendShape); for (int i = 0; i < morph->Channels->Count; i++) { auto channel = morph->Channels[i]; FbxBlendShapeChannel* lBlendShapeChannel; WITH_MARSHALLED_STRING ( pChannelName, channel->Name, lBlendShapeChannel = FbxBlendShapeChannel::Create(pScene, pChannelName); ); lBlendShape->AddBlendShapeChannel(lBlendShapeChannel); for each (ImportedMorphKeyframe ^ keyframe in channel->KeyframeList) { FbxShape* lShape = FbxShape::Create(pScene, FbxString(keyframe->Weight)); lBlendShapeChannel->AddTargetShape(lShape, keyframe->Weight); auto vectorCount = pMesh->GetControlPointsCount(); FbxVector4* orilVector4 = pMesh->GetControlPoints(); lShape->InitControlPoints(vectorCount); FbxVector4* lVector4 = lShape->GetControlPoints(); for (int j = 0; j < vectorCount; j++) { auto vertex = orilVector4[j]; lVector4[j] = FbxVector4(vertex); } for (int j = 0; j < keyframe->VertexList->Count; j++) { auto index = keyframe->VertexList[j]->Index; auto vertex = keyframe->VertexList[j]->Vertex->Vertex; lVector4[index] = FbxVector4(vertex.X, vertex.Y, vertex.Z, 0); } } } } } } }