本文整理汇总了C++中unfbx::FFbxImporter::ImportFromFile方法的典型用法代码示例。如果您正苦于以下问题:C++ FFbxImporter::ImportFromFile方法的具体用法?C++ FFbxImporter::ImportFromFile怎么用?C++ FFbxImporter::ImportFromFile使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类unfbx::FFbxImporter
的用法示例。
在下文中一共展示了FFbxImporter::ImportFromFile方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ImportSkeletalMeshLOD
void ImportSkeletalMeshLOD( class USkeletalMesh* SelectedSkelMesh, const FString& Filename, int32 LODLevel )
{
// Check the file extension for FBX. Anything that isn't .FBX is rejected
const FString FileExtension = FPaths::GetExtension(Filename);
const bool bIsFBX = FCString::Stricmp(*FileExtension, TEXT("FBX")) == 0;
if (bIsFBX)
{
#if WITH_APEX_CLOTHING
FClothingBackup ClothingBackup;
if(LODLevel == 0)
{
ApexClothingUtils::BackupClothingDataFromSkeletalMesh(SelectedSkelMesh, ClothingBackup);
}
#endif// #if WITH_APEX_CLOTHING
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
// don't import material and animation
UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
ImportOptions->bImportMaterials = false;
ImportOptions->bImportTextures = false;
ImportOptions->bImportAnimations = false;
if ( !FFbxImporter->ImportFromFile( *Filename, FPaths::GetExtension( Filename ) ) )
{
// Log the error message and fail the import.
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_ParseFailed", "FBX file parsing failed.")), FFbxErrors::Generic_FBXFileParseFailed);
}
else
{
bool bUseLODs = true;
int32 MaxLODLevel = 0;
TArray< TArray<FbxNode*>* > MeshArray;
TArray<FString> LODStrings;
TArray<FbxNode*>* MeshObject = NULL;;
// Populate the mesh array
FFbxImporter->FillFbxSkelMeshArrayInScene(FFbxImporter->Scene->GetRootNode(), MeshArray, false);
// Nothing found, error out
if (MeshArray.Num() == 0)
{
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, LOCTEXT("FBXImport_NoMesh", "No meshes were found in file.")), FFbxErrors::Generic_MeshNotFound);
FFbxImporter->ReleaseScene();
return;
}
MeshObject = MeshArray[0];
// check if there is LODGroup for this skeletal mesh
for (int32 j = 0; j < MeshObject->Num(); j++)
{
FbxNode* Node = (*MeshObject)[j];
if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
{
// get max LODgroup level
if (MaxLODLevel < (Node->GetChildCount() - 1))
{
MaxLODLevel = Node->GetChildCount() - 1;
}
}
}
// No LODs found, switch to supporting a mesh array containing meshes instead of LODs
if (MaxLODLevel == 0)
{
bUseLODs = false;
MaxLODLevel = SelectedSkelMesh->LODInfo.Num();
}
// Create LOD dropdown strings
LODStrings.AddZeroed(MaxLODLevel + 1);
LODStrings[0] = FString::Printf( TEXT("Base") );
for(int32 i = 1; i < MaxLODLevel + 1; i++)
{
LODStrings[i] = FString::Printf(TEXT("%d"), i);
}
int32 SelectedLOD = LODLevel;
if (SelectedLOD > SelectedSkelMesh->LODInfo.Num())
{
// Make sure they don't manage to select a bad LOD index
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("FBXImport_InvalidLODIdx", "Invalid mesh LOD index {0}, no prior LOD index exists"), FText::AsNumber(SelectedLOD))), FFbxErrors::Generic_Mesh_LOD_InvalidIndex);
}
else
{
TArray<FbxNode*> SkelMeshNodeArray;
if (bUseLODs || ImportOptions->bImportMorph)
{
for (int32 j = 0; j < MeshObject->Num(); j++)
{
FbxNode* Node = (*MeshObject)[j];
if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
{
if (Node->GetChildCount() > SelectedLOD)
{
SkelMeshNodeArray.Add(Node->GetChild(SelectedLOD));
//.........这里部分代码省略.........
示例2: ImportStaticMeshLOD
void ImportStaticMeshLOD( UStaticMesh* BaseStaticMesh, const FString& Filename, int32 LODLevel )
{
UE_LOG(LogExportMeshUtils, Log, TEXT("Fbx LOD loading"));
// logger for all error/warnings
// this one prints all messages that are stored in FFbxImporter
// this function seems to get called outside of FBX factory
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
UnFbx::FFbxLoggerSetter Logger(FFbxImporter);
// don't import materials
UnFbx::FBXImportOptions* ImportOptions = FFbxImporter->GetImportOptions();
ImportOptions->bImportMaterials = false;
ImportOptions->bImportTextures = false;
if ( !FFbxImporter->ImportFromFile( *Filename, FPaths::GetExtension( Filename ) ) )
{
// Log the error message and fail the import.
// @todo verify if the message works
FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error);
}
else
{
FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning);
bool bUseLODs = true;
int32 MaxLODLevel = 0;
TArray< TArray<FbxNode*>* > LODNodeList;
TArray<FString> LODStrings;
// Create a list of LOD nodes
PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), LODNodeList, MaxLODLevel, bUseLODs);
// No LODs, so just grab all of the meshes in the file
if (MaxLODLevel == 0)
{
bUseLODs = false;
MaxLODLevel = BaseStaticMesh->GetNumLODs();
// Create a list of meshes
PopulateFBXStaticMeshLODList(FFbxImporter, FFbxImporter->Scene->GetRootNode(), LODNodeList, MaxLODLevel, bUseLODs);
// Nothing found, error out
if (LODNodeList.Num() == 0)
{
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText(LOCTEXT("Prompt_NoMeshFound", "No meshes were found in file."))), FFbxErrors::Generic_Mesh_MeshNotFound);
FFbxImporter->ReleaseScene();
return;
}
}
// Display the LOD selection dialog
if (LODLevel > BaseStaticMesh->GetNumLODs())
{
// Make sure they don't manage to select a bad LOD index
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, FText::Format(LOCTEXT("Prompt_InvalidLODIndex", "Invalid mesh LOD index {0}, as no prior LOD index exists!"), FText::AsNumber(LODLevel))), FFbxErrors::Generic_Mesh_LOD_InvalidIndex);
}
else
{
// Import mesh
UStaticMesh* TempStaticMesh = NULL;
TempStaticMesh = (UStaticMesh*)FFbxImporter->ImportStaticMeshAsSingle(GetTransientPackage(), *(LODNodeList[bUseLODs? LODLevel: 0]), NAME_None, RF_NoFlags, NULL, BaseStaticMesh, LODLevel);
// Add imported mesh to existing model
if( TempStaticMesh )
{
// Update mesh component
BaseStaticMesh->MarkPackageDirty();
// Import worked
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(LOCTEXT("LODImportSuccessful", "Mesh for LOD {0} imported successfully!"), FText::AsNumber(LODLevel));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
else
{
// Import failed
FNotificationInfo NotificationInfo(FText::GetEmpty());
NotificationInfo.Text = FText::Format(LOCTEXT("LODImportFail", "Failed to import mesh for LOD {0}!"), FText::AsNumber( LODLevel ));
NotificationInfo.ExpireDuration = 5.0f;
FSlateNotificationManager::Get().AddNotification(NotificationInfo);
}
}
// Cleanup
for (int32 i = 0; i < LODNodeList.Num(); ++i)
{
delete LODNodeList[i];
}
}
FFbxImporter->ReleaseScene();
}
示例3: ReimportFbxAnimation
bool UEditorEngine::ReimportFbxAnimation( USkeleton* Skeleton, UAnimSequence* AnimSequence, UFbxAnimSequenceImportData* ImportData, const TCHAR* InFilename)
{
check(Skeleton);
GWarn->BeginSlowTask( LOCTEXT("ImportingFbxAnimations", "Importing FBX animations"), true );
UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance();
// logger for all error/warnings
// this one prints all messages that are stored in FFbxImporter
UnFbx::FFbxLoggerSetter Logger(FbxImporter);
const bool bPrevImportMorph = (AnimSequence->RawCurveData.FloatCurves.Num() > 0) ;
if ( ImportData )
{
// Prepare the import options
UFbxImportUI* ReimportUI = NewObject<UFbxImportUI>();
ReimportUI->MeshTypeToImport = FBXIT_Animation;
ReimportUI->bOverrideFullName = false;
ReimportUI->AnimSequenceImportData = ImportData;
ApplyImportUIToImportOptions(ReimportUI, *FbxImporter->ImportOptions);
}
else
{
FbxImporter->ImportOptions->ResetForReimportAnimation();
}
if ( !FbxImporter->ImportFromFile( InFilename, FPaths::GetExtension( InFilename ) ) )
{
// Log the error message and fail the import.
FbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error);
}
else
{
// Log the import message and import the mesh.
FbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning);
const FString Filename( InFilename );
// Get Mesh nodes array that bind to the skeleton system, then morph animation is imported.
TArray<FbxNode*> FBXMeshNodeArray;
FbxNode* SkeletonRoot = FbxImporter->FindFBXMeshesByBone(Skeleton->GetReferenceSkeleton().GetBoneName(0), true, FBXMeshNodeArray);
if (!SkeletonRoot)
{
FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_CouldNotFindFbxTrack", "Mesh contains {0} bone as root but animation doesn't contain the root track.\nImport failed."), FText::FromName(Skeleton->GetReferenceSkeleton().GetBoneName(0)))), FFbxErrors::Animation_CouldNotFindTrack);
FbxImporter->ReleaseScene();
GWarn->EndSlowTask();
return false;
}
// for now import all the time?
bool bImportMorphTracks = true;
// Check for blend shape curves that are not skinned. Unskinned geometry can still contain morph curves
if( bImportMorphTracks )
{
TArray<FbxNode*> MeshNodes;
FbxImporter->FillFbxMeshArray( FbxImporter->Scene->GetRootNode(), MeshNodes, FbxImporter );
for( int32 NodeIndex = 0; NodeIndex < MeshNodes.Num(); ++NodeIndex )
{
// Its possible the nodes already exist so make sure they are only added once
FBXMeshNodeArray.AddUnique( MeshNodes[NodeIndex] );
}
}
TArray<FbxNode*> SortedLinks;
FbxImporter->RecursiveBuildSkeleton(SkeletonRoot, SortedLinks);
if(SortedLinks.Num() == 0)
{
FbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, LOCTEXT("Error_CouldNotBuildValidSkeleton", "Could not create a valid skeleton from the import data that matches the given Skeletal Mesh. Check the bone names of both the Skeletal Mesh for this AnimSet and the animation data you are trying to import.")), FFbxErrors::Animation_CouldNotBuildSkeleton);
}
else
{
// find the correct animation based on import data
FbxAnimStack* CurAnimStack = nullptr;
//ignore the source animation name if there's only one animation in the file.
//this is to make it easier for people who use content creation programs that only export one animation and/or ones that don't allow naming animations
if (FbxImporter->Scene->GetSrcObjectCount(FbxCriteria::ObjectType(FbxAnimStack::ClassId)) > 1 && !ImportData->SourceAnimationName.IsEmpty())
{
CurAnimStack = FbxCast<FbxAnimStack>(FbxImporter->Scene->FindSrcObject(FbxCriteria::ObjectType(FbxAnimStack::ClassId), TCHAR_TO_UTF8(*ImportData->SourceAnimationName), 0));
}
else
{
CurAnimStack = FbxCast<FbxAnimStack>(FbxImporter->Scene->GetSrcObject(FbxCriteria::ObjectType(FbxAnimStack::ClassId), 0));
}
if (CurAnimStack)
{
// set current anim stack
int32 ResampleRate = DEFAULT_SAMPLERATE;
if (FbxImporter->ImportOptions->bResample)
{
ResampleRate = FbxImporter->GetMaxSampleRate(SortedLinks, FBXMeshNodeArray);
}
//.........这里部分代码省略.........
示例4: Filename
UAnimSequence * UEditorEngine::ImportFbxAnimation( USkeleton* Skeleton, UObject* Outer, UFbxAnimSequenceImportData* TemplateImportData, const TCHAR* InFilename, const TCHAR* AnimName, bool bImportMorphTracks )
{
check(Skeleton);
UAnimSequence * NewAnimation=NULL;
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
const bool bPrevImportMorph = FFbxImporter->ImportOptions->bImportMorph;
FFbxImporter->ImportOptions->bImportMorph = bImportMorphTracks;
if ( !FFbxImporter->ImportFromFile( InFilename, FPaths::GetExtension( InFilename ) ) )
{
// Log the error message and fail the import.
FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Error);
}
else
{
// Log the import message and import the mesh.
FFbxImporter->FlushToTokenizedErrorMessage(EMessageSeverity::Warning);
const FString Filename( InFilename );
// Get Mesh nodes array that bind to the skeleton system, then morph animation is imported.
TArray<FbxNode*> FBXMeshNodeArray;
FbxNode* SkeletonRoot = FFbxImporter->FindFBXMeshesByBone(Skeleton->GetReferenceSkeleton().GetBoneName(0), true, FBXMeshNodeArray);
if (!SkeletonRoot)
{
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Error, FText::Format(LOCTEXT("Error_CouldNotFindFbxTrack", "Mesh contains {0} bone as root but animation doesn't contain the root track.\nImport failed."), FText::FromName(Skeleton->GetReferenceSkeleton().GetBoneName(0)))), FFbxErrors::Animation_CouldNotFindRootTrack);
FFbxImporter->ReleaseScene();
return NULL;
}
// Check for blend shape curves that are not skinned. Unskinned geometry can still contain morph curves
if( bImportMorphTracks )
{
TArray<FbxNode*> MeshNodes;
FFbxImporter->FillFbxMeshArray( FFbxImporter->Scene->GetRootNode(), MeshNodes, FFbxImporter );
for( int32 NodeIndex = 0; NodeIndex < MeshNodes.Num(); ++NodeIndex )
{
// Its possible the nodes already exist so make sure they are only added once
FBXMeshNodeArray.AddUnique( MeshNodes[NodeIndex] );
}
}
TArray<FbxNode*> SortedLinks;
FFbxImporter->RecursiveBuildSkeleton(SkeletonRoot, SortedLinks);
if(SortedLinks.Num() == 0)
{
FFbxImporter->AddTokenizedErrorMessage(FTokenizedMessage::Create(EMessageSeverity::Warning, LOCTEXT("Error_CouldNotBuildValidSkeleton", "Could not create a valid skeleton from the import data that matches the given Skeletal Mesh. Check the bone names of both the Skeletal Mesh for this AnimSet and the animation data you are trying to import.")),
FFbxErrors::Animation_CouldNotBuildSkeleton);
}
else
{
NewAnimation = FFbxImporter->ImportAnimations( Skeleton, Outer, SortedLinks, AnimName, TemplateImportData, FBXMeshNodeArray);
if( NewAnimation )
{
// since to know full path, reimport will need to do same
UFbxAnimSequenceImportData* ImportData = UFbxAnimSequenceImportData::GetImportDataForAnimSequence(NewAnimation, TemplateImportData);
ImportData->Update(UFactory::CurrentFilename);
}
}
}
FFbxImporter->ImportOptions->bImportMorph = bPrevImportMorph;
FFbxImporter->ReleaseScene();
return NewAnimation;
}
示例5: Logger
UObject* UFbxFactory::FactoryCreateBinary
(
UClass* Class,
UObject* InParent,
FName Name,
EObjectFlags Flags,
UObject* Context,
const TCHAR* Type,
const uint8*& Buffer,
const uint8* BufferEnd,
FFeedbackContext* Warn,
bool& bOutOperationCanceled
)
{
if( bOperationCanceled )
{
bOutOperationCanceled = true;
FEditorDelegates::OnAssetPostImport.Broadcast(this, NULL);
return NULL;
}
FEditorDelegates::OnAssetPreImport.Broadcast(this, Class, InParent, Name, Type);
UObject* NewObject = NULL;
if ( bDetectImportTypeOnImport )
{
if ( !DetectImportType(UFactory::CurrentFilename) )
{
// Failed to read the file info, fail the import
FEditorDelegates::OnAssetPostImport.Broadcast(this, NULL);
return NULL;
}
}
// logger for all error/warnings
// this one prints all messages that are stored in FFbxImporter
UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance();
UnFbx::FFbxLoggerSetter Logger(FbxImporter);
EFBXImportType ForcedImportType = FBXIT_StaticMesh;
bool bIsObjFormat = false;
if( FString(Type).Equals(TEXT("obj"), ESearchCase::IgnoreCase ) )
{
bIsObjFormat = true;
}
bool bShowImportDialog = bShowOption && !GIsAutomationTesting;
bool bImportAll = false;
UnFbx::FBXImportOptions* ImportOptions = GetImportOptions(FbxImporter, ImportUI, bShowImportDialog, InParent->GetPathName(), bOperationCanceled, bImportAll, bIsObjFormat, bIsObjFormat, ForcedImportType );
bOutOperationCanceled = bOperationCanceled;
if( bImportAll )
{
// If the user chose to import all, we don't show the dialog again and use the same settings for each object until importing another set of files
bShowOption = false;
}
// For multiple files, use the same settings
bDetectImportTypeOnImport = false;
if (ImportOptions)
{
Warn->BeginSlowTask( NSLOCTEXT("FbxFactory", "BeginImportingFbxMeshTask", "Importing FBX mesh"), true );
if ( !FbxImporter->ImportFromFile( *UFactory::CurrentFilename, Type ) )
{
// Log the error message and fail the import.
Warn->Log(ELogVerbosity::Error, FbxImporter->GetErrorMessage() );
}
else
{
// Log the import message and import the mesh.
const TCHAR* errorMessage = FbxImporter->GetErrorMessage();
if (errorMessage[0] != '\0')
{
Warn->Log( errorMessage );
}
FbxNode* RootNodeToImport = NULL;
RootNodeToImport = FbxImporter->Scene->GetRootNode();
// For animation and static mesh we assume there is at lease one interesting node by default
int32 InterestingNodeCount = 1;
TArray< TArray<FbxNode*>* > SkelMeshArray;
bool bImportStaticMeshLODs = ImportUI->StaticMeshImportData->bImportMeshLODs;
bool bCombineMeshes = ImportUI->bCombineMeshes;
if ( ImportUI->MeshTypeToImport == FBXIT_SkeletalMesh )
{
FbxImporter->FillFbxSkelMeshArrayInScene(RootNodeToImport, SkelMeshArray, false);
InterestingNodeCount = SkelMeshArray.Num();
}
else if( ImportUI->MeshTypeToImport == FBXIT_StaticMesh )
{
FbxImporter->ApplyTransformSettingsToFbxNode(RootNodeToImport, ImportUI->StaticMeshImportData);
if( bCombineMeshes && !bImportStaticMeshLODs )
//.........这里部分代码省略.........
示例6: ImportFBXChunks
void FDestructibleMeshEditorViewportClient::ImportFBXChunks()
{
// Get the FBX that we want to import
TArray<FString> OpenFilenames;
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
bool bOpened = false;
if (DesktopPlatform != NULL)
{
bOpened = DesktopPlatform->OpenFileDialog(
NULL,
NSLOCTEXT("UnrealEd", "ImportMatineeSequence", "Import UnrealMatinee Sequence").ToString(),
*(FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_IMPORT)),
TEXT(""),
TEXT("FBX document|*.fbx"),
EFileDialogFlags::None,
OpenFilenames);
}
if (bOpened)
{
// Get the filename from dialog
FString ImportFilename = OpenFilenames[0];
FString FileName = OpenFilenames[0];
FEditorDirectories::Get().SetLastDirectory(ELastDirectory::GENERIC_IMPORT, FPaths::GetPath(FileName)); // Save path as default for next time.
const FString FileExtension = FPaths::GetExtension(FileName);
const bool bIsFBX = FCString::Stricmp(*FileExtension, TEXT("FBX")) == 0;
if (bIsFBX)
{
FlushRenderingCommands();
UnFbx::FFbxImporter* FFbxImporter = UnFbx::FFbxImporter::GetInstance();
if (FFbxImporter->ImportFromFile( *ImportFilename, FPaths::GetExtension( ImportFilename ) ) )
{
TArray<FbxNode*> FbxMeshArray;
FFbxImporter->FillFbxMeshArray(FFbxImporter->Scene->GetRootNode(), FbxMeshArray, FFbxImporter);
UFbxStaticMeshImportData* ImportData = NewObject<UFbxStaticMeshImportData>(GetTransientPackage(), NAME_None, RF_NoFlags, NULL);
TArray<UStaticMesh*> ChunkMeshes;
for (int32 i=0; i < FbxMeshArray.Num(); ++i)
{
UStaticMesh* TempStaticMesh = NULL;
TempStaticMesh = (UStaticMesh*)FFbxImporter->ImportStaticMesh(GetTransientPackage(), FbxMeshArray[i], NAME_None, RF_NoFlags, ImportData, 0);
ChunkMeshes.Add(TempStaticMesh);
}
UDestructibleMesh* DestructibleMesh = DestructibleMeshEditorPtr.Pin()->GetDestructibleMesh();
if (DestructibleMesh)
{
DestructibleMesh->SetupChunksFromStaticMeshes(ChunkMeshes);
}
}
FFbxImporter->ReleaseScene();
// Update the viewport
DestructibleMeshEditorPtr.Pin()->RefreshTool();
DestructibleMeshEditorPtr.Pin()->SetCurrentPreviewDepth(0xFFFFFFFF); // This will get clamped to the max depth
}
else
{
// Invalid filename
}
}
#if WITH_APEX
#endif // WITH_APEX
}
示例7: Reimport
EReimportResult::Type UReimportFbxSceneFactory::Reimport(UObject* Obj)
{
ReimportData = GetFbxSceneImportData(Obj);
if (!ReimportData)
{
return EReimportResult::Failed;
}
//We will call other factory store the filename value since UFactory::CurrentFilename is static
FbxImportFileName = ReimportData->SourceFbxFile;
UnFbx::FFbxImporter* FbxImporter = UnFbx::FFbxImporter::GetInstance();
UnFbx::FFbxLoggerSetter Logger(FbxImporter);
GWarn->BeginSlowTask(NSLOCTEXT("FbxSceneReImportFactory", "BeginReImportingFbxSceneTask", "ReImporting FBX scene"), true);
GlobalImportSettings = FbxImporter->GetImportOptions();
//Fill the original options
for (auto kvp : ReimportData->NameOptionsMap)
{
if (kvp.Key.Compare(DefaultOptionName) == 0)
{
SFbxSceneOptionWindow::CopyFbxOptionsToFbxOptions(kvp.Value, GlobalImportSettings);
NameOptionsMap.Add(kvp.Key, GlobalImportSettings);
}
else
{
NameOptionsMap.Add(kvp.Key, kvp.Value);
}
}
//Always convert the scene
GlobalImportSettings->bConvertScene = true;
GlobalImportSettings->bImportScene = ReimportData->bImportScene;
//Read the fbx and store the hierarchy's information so we can reuse it after importing all the model in the fbx file
if (!FbxImporter->ImportFromFile(*FbxImportFileName, FPaths::GetExtension(FbxImportFileName)))
{
// Log the error message and fail the import.
GWarn->Log(ELogVerbosity::Error, FbxImporter->GetErrorMessage());
FbxImporter->ReleaseScene();
FbxImporter = nullptr;
GWarn->EndSlowTask();
return EReimportResult::Failed;
}
FString PackageName = "";
Obj->GetOutermost()->GetName(PackageName);
Path = FPaths::GetPath(PackageName);
UnFbx::FbxSceneInfo SceneInfo;
//Read the scene and found all instance with their scene information.
FbxImporter->GetSceneInfo(FbxImportFileName, SceneInfo);
//Convert old structure to the new scene export structure
TSharedPtr<FFbxSceneInfo> SceneInfoPtr = ConvertSceneInfo(&SceneInfo);
//Get import material info
ExtractMaterialInfo(FbxImporter, SceneInfoPtr);
if (!ReimportData->bCreateFolderHierarchy)
{
for (TSharedPtr<FFbxMeshInfo> MeshInfo : SceneInfoPtr->MeshInfo)
{
FString AssetName = Path + TEXT("/") + MeshInfo->Name;
MeshInfo->SetOriginalImportPath(AssetName);
FString OriginalFullImportName = PackageTools::SanitizePackageName(AssetName);
OriginalFullImportName = OriginalFullImportName + TEXT(".") + PackageTools::SanitizePackageName(MeshInfo->Name);
MeshInfo->SetOriginalFullImportName(OriginalFullImportName);
}
}
else
{
TSet<uint64> AssetPathDone;
FString AssetPath = Path;
for (TSharedPtr<FFbxNodeInfo> NodeInfo : SceneInfoPtr->HierarchyInfo)
{
//Iterate the hierarchy and build the original path
RecursivelyCreateOriginalPath(FbxImporter, NodeInfo, AssetPath, AssetPathDone);
}
}
FillSceneHierarchyPath(SceneInfoPtr);
FbxSceneReimportStatusMap MeshStatusMap;
FbxSceneReimportStatusMap NodeStatusMap;
bool bCanReimportHierarchy = ReimportData->HierarchyType == (int32)EFBXSceneOptionsCreateHierarchyType::FBXSOCHT_CreateBlueprint && !ReimportData->BluePrintFullName.IsEmpty();
if (!GetFbxSceneReImportOptions(FbxImporter
, SceneInfoPtr
, ReimportData->SceneInfoSourceData
, GlobalImportSettings
, SceneImportOptions
, SceneImportOptionsStaticMesh
, NameOptionsMap
, MeshStatusMap
, NodeStatusMap
, bCanReimportHierarchy
, Path))
{
//User cancel the scene import
//.........这里部分代码省略.........