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C++ FFbxImporter::ImportStaticMeshAsSingle方法代码示例

本文整理汇总了C++中unfbx::FFbxImporter::ImportStaticMeshAsSingle方法的典型用法代码示例。如果您正苦于以下问题:C++ FFbxImporter::ImportStaticMeshAsSingle方法的具体用法?C++ FFbxImporter::ImportStaticMeshAsSingle怎么用?C++ FFbxImporter::ImportStaticMeshAsSingle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unfbx::FFbxImporter的用法示例。


在下文中一共展示了FFbxImporter::ImportStaticMeshAsSingle方法的2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: 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();
	}
开发者ID:VZout,项目名称:Team6UnrealEngine,代码行数:93,代码来源:FbxMeshUtils.cpp

示例2: Logger


//.........这里部分代码省略.........
					int32 NumLODGroups = 0;
					InterestingNodeCount = FbxImporter->GetFbxMeshCount(RootNodeToImport,bCountLODGroupMeshes,NumLODGroups);

					// if there were LODs in the file, do not combine meshes even if requested
					if( bImportStaticMeshLODs && bCombineMeshes )
					{
						bCombineMeshes = NumLODGroups == 0;
					}
				}
			}

		
			if (InterestingNodeCount > 1)
			{
				// the option only works when there are only one asset
				ImportOptions->bUsedAsFullName = false;
			}

			const FString Filename( UFactory::CurrentFilename );
			if (RootNodeToImport && InterestingNodeCount > 0)
			{  
				int32 NodeIndex = 0;

				int32 ImportedMeshCount = 0;
				UStaticMesh* NewStaticMesh = NULL;
				if ( ImportUI->MeshTypeToImport == FBXIT_StaticMesh )  // static mesh
				{
					if (bCombineMeshes)
					{
						TArray<FbxNode*> FbxMeshArray;
						FbxImporter->FillFbxMeshArray(RootNodeToImport, FbxMeshArray, FbxImporter);
						if (FbxMeshArray.Num() > 0)
						{
							NewStaticMesh = FbxImporter->ImportStaticMeshAsSingle(InParent, FbxMeshArray, Name, Flags, ImportUI->StaticMeshImportData, NULL, 0);
						}

						ImportedMeshCount = NewStaticMesh ? 1 : 0;
					}
					else
					{
						TArray<UObject*> AllNewAssets;
						UObject* Object = RecursiveImportNode(FbxImporter,RootNodeToImport,InParent,Name,Flags,NodeIndex,InterestingNodeCount, AllNewAssets);

						NewStaticMesh = Cast<UStaticMesh>( Object );

						// Make sure to notify the asset registry of all assets created other than the one returned, which will notify the asset registry automatically.
						for ( auto AssetIt = AllNewAssets.CreateConstIterator(); AssetIt; ++AssetIt )
						{
							UObject* Asset = *AssetIt;
							if ( Asset != NewStaticMesh )
							{
								FAssetRegistryModule::AssetCreated(Asset);
								Asset->MarkPackageDirty();
							}
						}

						ImportedMeshCount = AllNewAssets.Num();
					}

					// Importing static mesh sockets only works if one mesh is being imported
					if( ImportedMeshCount == 1 && NewStaticMesh )
					{
						FbxImporter->ImportStaticMeshSockets( NewStaticMesh );
					}

					NewObject = NewStaticMesh;
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:67,代码来源:FbxFactory.cpp


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