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

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

UObject* UFbxFactory::ImportANode(void* VoidFbxImporter, void* VoidNode, UObject* InParent, FName InName, EObjectFlags Flags, int32& NodeIndex, int32 Total, UObject* InMesh, int LODIndex)
{
	UnFbx::FFbxImporter* FFbxImporter = (UnFbx::FFbxImporter*)VoidFbxImporter;
	FbxNode* Node = (FbxNode*)VoidNode;

	UObject* NewObject = NULL;
	FName OutputName = FFbxImporter->MakeNameForMesh(InName.ToString(), Node);
	
	{
		// skip collision models
		FbxString NodeName(Node->GetName());
		if ( NodeName.Find("UCX") != -1 || NodeName.Find("MCDCX") != -1 ||
			 NodeName.Find("UBX") != -1 || NodeName.Find("USP") != -1 )
		{
			return NULL;
		}

		NewObject = FFbxImporter->ImportStaticMesh( InParent, Node, OutputName, Flags, ImportUI->StaticMeshImportData, Cast<UStaticMesh>(InMesh), LODIndex );
	}

	if (NewObject)
	{
		NodeIndex++;
		FFormatNamedArguments Args;
		Args.Add( TEXT("NodeIndex"), NodeIndex );
		Args.Add( TEXT("ArrayLength"), Total );
		GWarn->StatusUpdate( NodeIndex, Total, FText::Format( NSLOCTEXT("UnrealEd", "Importingf", "Importing ({NodeIndex} of {ArrayLength})"), Args ) );
	}

	return NewObject;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:31,代码来源:FbxFactory.cpp

示例2: Logger


//.........这里部分代码省略.........
					
						int32 LODIndex;
						bool bImportSkeletalMeshLODs = ImportUI->SkeletalMeshImportData->bImportMeshLODs;
						for (LODIndex = 0; LODIndex < MaxLODLevel; LODIndex++)
						{
							if ( !bImportSkeletalMeshLODs && LODIndex > 0) // not import LOD if UI option is OFF
							{
								break;
							}
						
							TArray<FbxNode*> SkelMeshNodeArray;
							for (int32 j = 0; j < NodeArray.Num(); j++)
							{
								FbxNode* Node = NodeArray[j];
								if (Node->GetNodeAttribute() && Node->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
								{
									if (Node->GetChildCount() > LODIndex)
									{
										SkelMeshNodeArray.Add(Node->GetChild(LODIndex));
									}
									else // in less some LODGroups have less level, use the last level
									{
										SkelMeshNodeArray.Add(Node->GetChild(Node->GetChildCount() - 1));
									}
								}
								else
								{
									SkelMeshNodeArray.Add(Node);
								}
							}
						
							if (LODIndex == 0 && SkelMeshNodeArray.Num() != 0)
							{
								FName OutputName = FbxImporter->MakeNameForMesh(Name.ToString(), SkelMeshNodeArray[0]);

								USkeletalMesh* NewMesh = FbxImporter->ImportSkeletalMesh( InParent, SkelMeshNodeArray, OutputName, Flags, ImportUI->SkeletalMeshImportData, &bOperationCanceled );
								NewObject = NewMesh;

								if(bOperationCanceled)
								{
									// User cancelled, clean up and return
									FbxImporter->ReleaseScene();
									Warn->EndSlowTask();
									bOperationCanceled = true;
									return nullptr;
								}

								if ( NewMesh && ImportUI->bImportAnimations )
								{
									// We need to remove all scaling from the root node before we set up animation data.
									// Othewise some of the global transform calculations will be incorrect.
									FbxImporter->RemoveTransformSettingsFromFbxNode(RootNodeToImport, ImportUI->SkeletalMeshImportData);
									FbxImporter->SetupAnimationDataFromMesh(NewMesh, InParent, SkelMeshNodeArray, ImportUI->AnimSequenceImportData, OutputName.ToString());

									// Reapply the transforms for the rest of the import
									FbxImporter->ApplyTransformSettingsToFbxNode(RootNodeToImport, ImportUI->SkeletalMeshImportData);
								}
							}
							else if (NewObject) // the base skeletal mesh is imported successfully
							{
								USkeletalMesh* BaseSkeletalMesh = Cast<USkeletalMesh>(NewObject);
								FName LODObjectName = NAME_None;
								USkeletalMesh *LODObject = FbxImporter->ImportSkeletalMesh( GetTransientPackage(), SkelMeshNodeArray, LODObjectName, RF_NoFlags, ImportUI->SkeletalMeshImportData, &bOperationCanceled );
								bool bImportSucceeded = !bOperationCanceled && FbxImporter->ImportSkeletalMeshLOD(LODObject, BaseSkeletalMesh, LODIndex, false);

								if (bImportSucceeded)
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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