AssetStudio/AssetStudioFBX/AssetStudioFBX.cpp
2018-04-07 07:51:33 +08:00

51 lines
1.4 KiB
C++

#include <fbxsdk.h>
#include <fbxsdk/fileio/fbxiosettings.h>
#include "AssetStudioFBX.h"
namespace AssetStudio
{
char* Fbx::StringToCharArray(String^ s)
{
return (char*)(void*)Marshal::StringToHGlobalAnsi(s);
}
void Fbx::Init(FbxManager** pSdkManager, FbxScene** pScene)
{
*pSdkManager = FbxManager::Create();
if (!pSdkManager)
{
throw gcnew Exception(gcnew String("Unable to create the FBX SDK manager"));
}
FbxIOSettings* ios = FbxIOSettings::Create(*pSdkManager, IOSROOT);
(*pSdkManager)->SetIOSettings(ios);
FbxString lPath = FbxGetApplicationDirectory();
#if defined(FBXSDK_ENV_WIN)
FbxString lExtension = "dll";
#elif defined(FBXSDK_ENV_MAC)
FbxString lExtension = "dylib";
#elif defined(FBXSDK_ENV_LINUX)
FbxString lExtension = "so";
#endif
(*pSdkManager)->LoadPluginsDirectory(lPath.Buffer(), lExtension.Buffer());
*pScene = FbxScene::Create(*pSdkManager, "");
}
Vector3 Fbx::QuaternionToEuler(Quaternion q)
{
FbxAMatrix lMatrixRot;
lMatrixRot.SetQ(FbxQuaternion(q.X, q.Y, q.Z, q.W));
FbxVector4 lEuler = lMatrixRot.GetR();
return Vector3((float)lEuler[0], (float)lEuler[1], (float)lEuler[2]);
}
Quaternion Fbx::EulerToQuaternion(Vector3 v)
{
FbxAMatrix lMatrixRot;
lMatrixRot.SetR(FbxVector4(v.X, v.Y, v.Z));
FbxQuaternion lQuaternion = lMatrixRot.GetQ();
return Quaternion((float)lQuaternion[0], (float)lQuaternion[1], (float)lQuaternion[2], (float)lQuaternion[3]);
}
}