我在尝试使用fbx sdk从fbx文件中获取信息时遇到困难。我在maya中创建了一个带有纹理的fbx模型。我想要做的就是在代码中找到所用纹理的完整文件名...
这里有一些代码:
void Model::GetFbxInfo(FbxNode* Node)
{
int numKids = Node->GetChildCount();
FbxNode* childNode = 0;
for (int i = 0; i < numKids; i++)
{
childNode = Node->GetChild(i);
FbxMesh* mesh = childNode->GetMesh();
if (mesh != NULL)
{
// get vertices, indices, uv, etc
// some more code...
// get vertices, indices, uv, etc
//================= Texture ========================================
int materialCount = childNode->GetSrcObjectCount<FbxSurfaceMaterial>();
for (int index = 0; index < materialCount; index++)
{
FbxSurfaceMaterial* material = (FbxSurfaceMaterial*)childNode->GetSrcObject<FbxSurfaceMaterial>(index);
if (material != NULL)
{
LOG(INFO) << "\nmaterial: " << material->GetName() << std::endl;
// This only gets the material of type sDiffuse, you probably need to traverse all Standard Material Property by its name to get all possible textures.
FbxProperty prop = material->FindProperty(FbxSurfaceMaterial::sDiffuse);
// Check if it's layeredtextures
int layeredTextureCount = prop.GetSrcObjectCount<FbxLayeredTexture>();
if (layeredTextureCount > 0)
{
for (int j = 0; j < layeredTextureCount; j++)
{
FbxLayeredTexture* layered_texture = FbxCast<FbxLayeredTexture>(prop.GetSrcObject<FbxLayeredTexture>(j));
int lcount = layered_texture->GetSrcObjectCount<FbxTexture>();
for (int k = 0; k < lcount; k++)
{
FbxTexture* texture = FbxCast<FbxTexture>(layered_texture->GetSrcObject<FbxTexture>(k));
// Then, you can get all the properties of the texture, include its name
const char* textureName = texture->GetName();
LOG(INFO) << textureName;
}
}
}
else
{
// Directly get textures
int textureCount = prop.GetSrcObjectCount<FbxTexture>();
for (int j = 0; j < textureCount; j++)
{
FbxTexture* texture = FbxCast<FbxTexture>(prop.GetSrcObject<FbxTexture>(j));
// Then, you can get all the properties of the texture, include its name
const char* textureName = texture->GetName();
LOG(INFO) << textureName;
FbxProperty p = texture->RootProperty.Find("Filename");
LOG(INFO) << p.Get<FbxString>() << std::endl;
HRESULT hr;
D3DX11CreateTextureFromFile(Game::GetInstance()->GetRenderer()->GetDevice(), textureName, 0, 0, &m_texture, &hr);
if(FAILED(hr))
{
std::string message;
message.append("Load Texture: ");
message.append(texture->GetName());
message.append(" failed");
SHOWMESSAGEBOX(hr, message.c_str());
}
}
}
}
}
this->GetFbxInfo(childNode);
}
}
}
它是一个漫反射的非层次纹理...所以else分支很重要... textureCount是1 - 所以找到了纹理,但文件名和纹理getname只返回“file1”
这是我正在加载的ascii-fbx文件中的一段数据
Video: 900530112, "Video::file1", "Clip" {
Type: "Clip"
Properties70: {
P: "Path", "KString", "XRefUrl", "", "D:/Dropbox/Projects/MyModel/MyTexture.jpg"
}
UseMipMap: 0
Filename: "D:/Dropbox/Projects/MyModel/MyTexture.jpg"
RelativeFilename: "MyTexture.jpg"
}
Texture: 785759328, "Texture::file1", "" {
Type: "TextureVideoClip"
Version: 202
TextureName: "Texture::file1"
Properties70: {
P: "CurrentTextureBlendMode", "enum", "", "",0
P: "UVSet", "KString", "", "", "map1"
P: "UseMaterial", "bool", "", "",1
}
Media: "Video::file1"
FileName: "D:/Dropbox/Projects/MyModel/MyTexture.jpg"
RelativeFilename: "MyTexture.jpg"
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}
任何人都可以帮助我理解我做错了吗?
THX!
答案 0 :(得分:6)
要将你的fbxtexture转换为fbxfiletexture ...然后getfilename