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@ -102,12 +102,196 @@ win32:CONFIG(release, debug|release): LIBS += -L$$PWD/../LIBRARYNAME/Lib/ -lLIBR
![](https://help.autodesk.com/cloudhelp/2020/ENU/FBX-Developer-Help/images/scene_org.png)
FBX SDK场景图是通过`FbxScene`类抽象出来的。场景被组织为节点层次结构 ( `FbxNode`)。场景的根节点通过 访问`FbxScene::GetRootNode()`。场景元素(例如网格、灯光或相机)是通过将`FbxNode`与 的子类组合来定义的`FbxNodeAttribute`
使用Ansii方式输出就可以使用vscode直接查看内部数据结构。
- GlobalMaterial世界坐标矩阵
- LocalMaterial相对空间矩阵
## 动画
- 动画堆栈 ( `FbxAnimStack`)
- 动画层 ( `FbxAnimLayer`)
- 动画堆栈 ( `FbxAnimStack`):每一个**AnimStack**可以视为一个镜头,包含多个**FbxAnimLayer**。
- 动画层 ( `FbxAnimLayer`):每个**AnimLayer**中可以包含多个**FbxAnimCurve**。
- 动画曲线节点 ( `FbxAnimCurveNode`)
- 动画曲线 ( `FbxAnimCurve`)
- 动画曲线 ( `FbxAnimCurve`) 动画以曲线的方式存在。可以针对骨骼的Location、Rotation分别添加曲线。
- 动画曲线关键点 ( `FbxAnimCurveKey`)
UE导出的FBX相关属性为
```json
AnimationStack: 1767515526080, "AnimStack::Unreal Take", "" {
Properties70: {
P: "Description", "KString", "", "", "Animation Take for Unreal."
P: "LocalStop", "KTime", "Time", "",183205094709
}
}
AnimationLayer: 1770224712128, "AnimLayer::Base Layer", "" {
}
NodeAttribute: 1767517959504, "NodeAttribute::Root", "Root" {
TypeFlags: "Null", "Skeleton", "Root"
}
NodeAttribute: 1767517960848, "NodeAttribute::Pelvis", "LimbNode" {
TypeFlags: "Skeleton"
}
NodeAttribute: 1767517959696, "NodeAttribute::L_Hip", "LimbNode" {
TypeFlags: "Skeleton"
}
NodeAttribute: 1767517960080, "NodeAttribute::L_Knee", "LimbNode" {
TypeFlags: "Skeleton"
}
AnimationCurve: 1770213770432, "AnimCurve::", "" {
Default: 0
KeyVer: 4009
KeyTime: *120 {
a: 0,1539538600,3079077200,4618615800,6158154400,7697693000,9237231600,10776770200,12316308800,13855847400,15395386000,16934924600,18474463200,20014001800,21553540400,23093079000,24632617600,26172156200,27711694800,29251233400,30790772000,32330310600,33869849200,35409387800,36948926400,38488465000,40028003600,41567542200,43107080800,44646619400,46186158000,47725696600,49265235200,50804773800,52344312400,53883851000,55423389600,56962928200,58502466800,60042005400,61581544000,63121082600,64660621200,66200159800,67739698400,69279237000,70818775600,72358314200,73897852800,75437391400,76976930000,78516468600,80056007200,81595545800,83135084400,84674623000,86214161600,87753700200,89293238800,90832777400,92372316000,93911854600,95451393200,96990931800,98530470400,100070009000,101609547600,103149086200,104688624800,106228163400,107767702000,109307240600,110846779200,112386317800,113925856400,115465395000,117004933600,118544472200,120084010800,121623549400,123163088000,124702626600,126242165200,127781703800,129321242400,130860781000,132400319600,133939858200,135479396800,137018935400,138558474000,140098012600,141637551200,143177089800,144716628400,146256167000,147795705600,149335244200,150874782800,152414321400,153953860000,155493398600,157032937200,158572475800,160112014400,161651553000,163191091600,164730630200,166270168800,167809707400,169349246000,170888784600,172428323200,173967861800,175507400400,177046939000,178586477600,180126016200,181665554800,183205093400
}
KeyValueFloat: *120 {
a: -0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0
}
;KeyAttrFlags: Cubic|TangeantAuto|GenericTimeIndependent, Constant|ConstantStandard
KeyAttrFlags: *2 {
a: 8456,8194
}
;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightSlope:0, NextLeftSlope:0, RightWeight:0.333333, NextLeftWeight:0.333333, RightVelocity:0, NextLeftVelocity:0
KeyAttrDataFloat: *8 {
a: 0,0,218434821,0,0,0,218434821,0
}
KeyAttrRefCount: *2 {
a: 119,1
}
}
AnimationCurve: 1770213768992, "AnimCurve::", "" {
Default: 0
KeyVer: 4009
KeyTime: *120 {
a: 0,1539538600,3079077200,4618615800,6158154400,7697693000,9237231600,10776770200,12316308800,13855847400,15395386000,16934924600,18474463200,20014001800,21553540400,23093079000,24632617600,26172156200,27711694800,29251233400,30790772000,32330310600,33869849200,35409387800,36948926400,38488465000,40028003600,41567542200,43107080800,44646619400,46186158000,47725696600,49265235200,50804773800,52344312400,53883851000,55423389600,56962928200,58502466800,60042005400,61581544000,63121082600,64660621200,66200159800,67739698400,69279237000,70818775600,72358314200,73897852800,75437391400,76976930000,78516468600,80056007200,81595545800,83135084400,84674623000,86214161600,87753700200,89293238800,90832777400,92372316000,93911854600,95451393200,96990931800,98530470400,100070009000,101609547600,103149086200,104688624800,106228163400,107767702000,109307240600,110846779200,112386317800,113925856400,115465395000,117004933600,118544472200,120084010800,121623549400,123163088000,124702626600,126242165200,127781703800,129321242400,130860781000,132400319600,133939858200,135479396800,137018935400,138558474000,140098012600,141637551200,143177089800,144716628400,146256167000,147795705600,149335244200,150874782800,152414321400,153953860000,155493398600,157032937200,158572475800,160112014400,161651553000,163191091600,164730630200,166270168800,167809707400,169349246000,170888784600,172428323200,173967861800,175507400400,177046939000,178586477600,180126016200,181665554800,183205093400
}
KeyValueFloat: *120 {
a: 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
}
;KeyAttrFlags: Cubic|TangeantAuto|GenericTimeIndependent, Constant|ConstantStandard
KeyAttrFlags: *2 {
a: 8456,8194
}
;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightSlope:0, NextLeftSlope:0, RightWeight:0.333333, NextLeftWeight:0.333333, RightVelocity:0, NextLeftVelocity:0
KeyAttrDataFloat: *8 {
a: 0,0,218434821,0,0,0,218434821,0
}
KeyAttrRefCount: *2 {
a: 119,1
}
}
```
添加动画关键帧的方式
```c++
FbxAnimCurve* lCurve = lRoot->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
if (lCurve)
{
lCurve->KeyModifyBegin();
lTime.SetSecondDouble(0.0);
//添加时间
lKeyIndex = lCurve->KeyAdd(lTime);
//添加数值与插值模式
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(1.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 45.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(2.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, -45.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lTime.SetSecondDouble(3.0);
lKeyIndex = lCurve->KeyAdd(lTime);
lCurve->KeySetValue(lKeyIndex, 0.0);
lCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
lCurve->KeyModifyEnd();
}
```
### BindPose
遍历所有节点并对取得GlobalTransform矩阵最后添加到Pose里。
```c++
// Now create a bind pose with the link list
if (lClusteredFbxNodes.GetCount())
{
// A pose must be named. Arbitrarily use the name of the patch node.
FbxPose* lPose = FbxPose::Create(pScene,pPatch->GetName());
// default pose type is rest pose, so we need to set the type as bind pose
lPose->SetIsBindPose(true);
for (i=0; i<lClusteredFbxNodes.GetCount(); i++)
{
FbxNode* lKFbxNode = lClusteredFbxNodes.GetAt(i);
FbxMatrix lBindMatrix = lKFbxNode->EvaluateGlobalTransform();
lPose->Add(lKFbxNode, lBindMatrix);
}
// Add the pose to the scene
pScene->AddPose(lPose);
}
```
### ResetPose
```c++
void StoreRestPose(FbxScene* pScene, FbxNode* pSkeletonRoot)
{
// This example show an arbitrary rest pose assignment.
// This rest pose will set the bone rotation to the same value
// as time 1 second in the first stack of animation, but the
// position of the bone will be set elsewhere in the scene.
FbxString lNodeName;
FbxNode* lKFbxNode;
FbxMatrix lTransformMatrix;
FbxVector4 lT,lR,lS(1.0, 1.0, 1.0);
// Create the rest pose
FbxPose* lPose = FbxPose::Create(pScene,"A Bind Pose");
// Set the skeleton root node to the global position (10, 10, 10)
// and global rotation of 45deg along the Z axis.
lT.Set(10.0, 10.0, 10.0);
lR.Set( 0.0, 0.0, 45.0);
lTransformMatrix.SetTRS(lT, lR, lS);
// 添加Root骨骼矩阵到Pose中
lKFbxNode = pSkeletonRoot;
lPose->Add(lKFbxNode, lTransformMatrix, false /*GlobalMatrix*/);
// Set the lLimbNode1 node to the local position of (0, 40, 0)
// and local rotation of -90deg along the Z axis. This show that
// you can mix local and global coordinates in a rest pose.
lT.Set(0.0, 40.0, 0.0);
lR.Set(0.0, 0.0, -90.0);
lTransformMatrix.SetTRS(lT, lR, lS);
// 添加第二个骨骼节点到Pose中
lKFbxNode = lKFbxNode->GetChild(0);
lPose->Add(lKFbxNode, lTransformMatrix, true /*LocalMatrix*/);
// Set the lLimbNode2 node to the local position of (0, 40, 0)
// and local rotation of 45deg along the Z axis.
lT.Set(0.0, 40.0, 0.0);
lR.Set(0.0, 0.0, 45.0);
lTransformMatrix.SetTRS(lT, lR, lS);
// Add the skeleton second node to the pose
lKFbxNode = lKFbxNode->GetChild(0);
lNodeName = lKFbxNode->GetName();
lPose->Add(lKFbxNode, lTransformMatrix, true /*LocalMatrix*/);
// Now add the pose to the scene
pScene->AddPose(lPose);
}
```
## GlobalSettings
场景的轴系统、系统单位、环境照明和时间设置可以通过`FbxScene::GetGlobalSettings()`获取FbxGlobalSettings来进行定义。