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title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
---|---|---|---|---|
FBX相关笔记 | 2023-11-06 11:45:14 | ⭐ |
FBX SDK setup for Qt
https://help.autodesk.com/view/FBX/2020/ENU/?guid=FBX_Developer_Help_welcome_to_the_fbx_sdk_html
使用之前建议仔细查看文档。FBX Sdk有三种库,分别为动态链接库(dll + lib)、静态链接库(/MD)、静态链接库(/MT)。
- 动态链接库:使用Qt的导入库功能,导入动态库之后,只需要再添加一行
DEFINES += FBXSDK_SHARED
即可。例如:
QT += core gui
greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
CONFIG += c++17
DEFINES += FBXSDK_SHARED
# You can make your code fail to compile if it uses deprecated APIs.
# In order to do so, uncomment the following line.
#DEFINES += QT_DISABLE_DEPRECATED_BEFORE=0x060000 # disables all the APIs deprecated before Qt 6.0.0
SOURCES += \
Common/Common.cpp \
main.cpp \
mainwindow.cpp
HEADERS += \
Common/Common.h \
mainwindow.h
FORMS += \
mainwindow.ui
# Default rules for deployment.
qnx: target.path = /tmp/$${TARGET}/bin
else: unix:!android: target.path = /opt/$${TARGET}/bin
!isEmpty(target.path): INSTALLS += target
win32:CONFIG(release, debug|release): LIBS += -L$$PWD/FBXSdk/lib/vs2022/x64/release/ -llibfbxsdk
else:win32:CONFIG(debug, debug|release): LIBS += -L$$PWD/FBXSdk/lib/vs2022/x64/debug/ -llibfbxsdk
INCLUDEPATH += $$PWD/FBXSdk/lib/vs2022/x64/debug
DEPENDPATH += $$PWD/FBXSdk/lib/vs2022/x64/debug
INCLUDEPATH += $$PWD/FBXSdk/include
- 静态链接库(/MD):使用Qt的导入库功能,导入静态库之后,
- 静态链接库(/MT):使用Qt的导入库功能,导入静态库之后,
Qt相关设置添加
https://blog.csdn.net/libaineu2004/article/details/105718847 Qt在pro中设置运行时库MT、MTd、MD、MDd,重点关注QMAKE_CFLAGS
多线程调试Dll (/MDd) 对应的是MD_DynamicDebug 多线程Dll (/MD) 对应的是MD_DynamicRelease 多线程(/MT) 对应的是MD_StaticRelease 多线程(/MTd)对应的是MD_StaticDebug
/NODEFAULTLIB:library
win32:CONFIG(release, debug|release): LIBS += -L$$PWD/../LIBRARYNAME/Lib/ -lLIBRARY /NODEFAULTLIB:library
Ubuntu安装需要额外安装(Qt)
sudo apt install --reinstall libgl-dev
新版本fbxsdk需要自己link xml2库,所以需要手动安装一下
sudo apt-get install libxml2-dev
sudo apt-get install libxml2
之后再qt的pro中添加LIBS += -lxml2
即可。
之后运行程序会提示# (error while loading shared libraries: libfbxsdk.so: cannot open shared object file: No) 这是因为Linux的动态链接库寻找方式与windows不同所致,我们需要添加lib搜索路径: 使用VSCode打开/etc/ld.so.conf ,输入libfbxsdk.so的路径,再运行ldconfig,即可解决问题
1> vim /etc/ld.so.conf //在新的一行中加入库文件所在目录
2> /usr/lib //添加的目录路径
3> /usr/local/lib //添加的目录路径
3> ldconfig //更新/etc/ld.so.cache文件
参考 https://blog.csdn.net/sinat_14854721/article/details/111191139
另一种思路就是使用linuxdeployqt,打成类似MAC的APP包
FBX结构
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
):动画数据最顶层容器,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
):动画关键帧。
每个动画数据都存在对应的节点的属性中(Maya中可以给Shape的属性K帧),可以通过类似lAnimCurve = pNode->LclTranslation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y);
的方式取得动画曲线。
UE导出的FBX相关属性为:
添加动画关键帧的方式
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。
// 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
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。