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IN NO EVENT SHALL AUTODESK, ITS AFFILIATES, PARENT COMPANIES, LICENSORS OR SUPPLIERS ("AUTODESK GROUP") BE LIABLE FOR ANY LOSSES, DAMAGES OR EXPENSES OF ANY KIND (INCLUDING WITHOUT LIMITATION PUNITIVE OR MULTIPLE DAMAGES OR OTHER SPECIAL, DIRECT, INDIRECT, EXEMPLARY, INCIDENTAL, LOSS OF PROFITS, REVENUE OR DATA, COST OF COVER OR CONSEQUENTIAL LOSSES OR DAMAGES OF ANY KIND), HOWEVER CAUSED, AND REGARDLESS OF THE THEORY OF LIABILITY, WHETHER DERIVED FROM CONTRACT, TORT (INCLUDING, BUT NOT LIMITED TO, NEGLIGENCE), OR OTHERWISE, ARISING OUT OF OR RELATING TO THE DATA OR ITS USE OR ANY OTHER PERFORMANCE, WHETHER OR NOT AUTODESK HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH LOSS OR DAMAGE. **************************************************************************************/ // // Illustrates how to get/set pivots, how to convert pivots // and how to query local and global transform. // //Steps: // 1. Initialize FBX SDK object. // 2. Create default animation stack and animation layer. // 3. Create a pyramid mesh and attach it to a node. // 4. Set pivots. // 5. Add animation to the pyramid node. // 6. Evaluate the local and global transform. // 7. Save the scene before pivot converting. // 8. Convert the animation to reset pivots. // 9. Save the scene after pivot converting. // #include <fbxsdk.h> #include "../Common/Common.h" #include "../Common/AnimationUtility.h" #include "../Common/GeometryUtility.h" const char * SAMPLE_FILENAME_BEFORE_CONVECTION = "pivot_before_convection.fbx"; const char * SAMPLE_FILENAME_AFTER_CONVECTION = "pivot_after_convection.fbx"; const char * PYRAMID_NAME = "Pyramid"; const double KEY_TIME[] = {0.0, 0.5, 1.0}; const float KEY_VALUE[] = {0.0, 90.0, 180.0}; int main(int argc, char** argv) { KFbxSdkManager* lSdkManager = NULL; KFbxScene* lScene = NULL; // Prepare the FBX SDK. InitializeSdkObjects(lSdkManager, lScene); // Create a animation stack and layer for the scene KFbxAnimStack * lAnimStack; KFbxAnimLayer * lAnimLayer = CreateDefaultAnimStackAndLayer(lScene, lAnimStack); // Create a pyramid mesh whose bottom width is 4 and height is 4. // Attach this pyramid to a node and as a child of the root node of the scene KFbxNode * lPyramidNode = CreatePyramid(lScene, PYRAMID_NAME, 4, 4); // Enable pivot lPyramidNode->SetRotationActive(true); // Set the rotation pivot at the center of the pyramid lPyramidNode->SetRotationPivot(KFbxNode::eSOURCE_SET, KFbxVector4(0, 2, 0)); // Add a post rotation for the pyramid lPyramidNode->SetPostRotation(KFbxNode::eSOURCE_SET, KFbxVector4(0, 0, -90)); // Animate the Y channel of the local rotation KFbxAnimCurve * lAnimCurve = lPyramidNode->LclRotation.GetCurve<KFbxAnimCurve>(lAnimLayer, "Y", true); if (lAnimCurve) { const int lKeyCount = sizeof(KEY_TIME)/sizeof(double); for (int lKeyIndex = 0; lKeyIndex < lKeyCount; ++lKeyIndex) { KTime lTime; KFbxAnimCurveKey lKey; lTime.SetSecondDouble(KEY_TIME[lKeyIndex]); lKey.Set(lTime, KEY_VALUE[lKeyIndex]); lAnimCurve->KeyAdd(lTime, lKey); } } // Query the local transform and global transform of the pyramid node at 0.5 second KTime lTime; lTime.SetSecondDouble(0.5); KFbxXMatrix lLocalTransform = lPyramidNode->EvaluateLocalTransform(lTime); KFbxXMatrix lGlobalTransform = lPyramidNode->EvaluateGlobalTransform(lTime); // Save the scene before pivot converting SaveScene(lSdkManager, lScene, SAMPLE_FILENAME_BEFORE_CONVECTION); // Set the target of pivot converting // Reset the rotation pivot and post rotation, and maintain the animation lPyramidNode->SetPivotState(KFbxNode::eSOURCE_SET, KFbxNode::ePIVOT_STATE_ACTIVE); lPyramidNode->SetPivotState(KFbxNode::eDESTINATION_SET, KFbxNode::ePIVOT_STATE_ACTIVE); lPyramidNode->SetPostRotation(KFbxNode::eDESTINATION_SET, KFbxVector4(0, 0, 0)); lPyramidNode->SetRotationPivot(KFbxNode::eDESTINATION_SET, KFbxVector4(0, 0, 0)); // Convert the animation between source pivot set and destination pivot set with a frame rate of 30 per second lScene->GetRootNode()->ConvertPivotAnimationRecursive(lAnimStack->GetName(), KFbxNode::eDESTINATION_SET, 30.0); // Copy the rotation pivot and post rotation from destination set to source set in order to save them in file lPyramidNode->SetRotationPivot(KFbxNode::eSOURCE_SET, KFbxVector4(0, 0, 0)); lPyramidNode->SetPostRotation(KFbxNode::eSOURCE_SET, KFbxVector4(0, 0, 0)); // Save the scene after pivot converting SaveScene(lSdkManager, lScene, SAMPLE_FILENAME_AFTER_CONVECTION); // Destroy all objects created by the FBX SDK. DestroySdkObjects(lSdkManager); return 0; }