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A simple, easy-to-use and fast C++ library to open and read FBX binary files.

CMake 8.56% C++ 91.44%
cpp fbx fbx-parser fbx-loader fbx-files model-loader model-loading graphics graphics-library cpp17-library

fbximport's Introduction

FBXImport

A simple, easy-to-use and fast C++ library to open and read FBX binary files.

Installation

Simply add this project to your own, through git submodule or by installing the project on your machine and using the provided find_package script. Then add importer/include to your included directories and add FBXImport to your linking process and include FBX/FBXImport.h.

add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/FBXImport)

add_executable(test main.cpp)
target_link_libraries(test FBXImport)
target_include_directories(test PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/FBXImport/importer/include)

Todo

  • Animation support

Importing models

Loading a model from a file is as easy as including FBX/FBXImport.h and calling FBX::importFile.

#include <FBX/FBXImport.h>
#include <FBX/TriangulateProcess.h>

const auto &result = FBX::importFile(path, std::set<FBX::Process*>{new FBX::TriangulateProcess()});

Example using GLM

#include <FBX/FBXImport.h>
#include <FBX/TriangulateProcess.h>
#include <glm/glm.hpp>

const auto &result = FBX::importFile(path, std::set<FBX::Process*>{new FBX::TriangulateProcess()}); // Triangulate all models in the scene.
for (const auto &fbxModel : fbxScene->models) {
    std::vector<glm::vec3> vertices;
    std::vector<uint32_t> indices;
    std::vector<glm::vec2> uvs;

    vertices.reserve(fbxModel->mesh->vertices.size());
    for (const auto &v : fbxModel->mesh->vertices)
        vertices.emplace_back(v.x, v.y, v.z);

    indices.reserve(fbxModel->mesh->indexCount);
    for (const auto &face : fbxModel->mesh->faces) {
        if (face.indices.size() != 3) {
            continue; // Skip dots and lines, which cannot be triangulated by the triangulation process.
        }

        indices.push_back(face[0]);
        indices.push_back(face[1]);
        indices.push_back(face[2]);
    }

    uvs.reserve(fbxModel->mesh->uvs.size());
    for (const auto &uv : fbxModel->mesh->uvs)
        uvs.emplace_back(uv.x, 1.0f - uv.y); // Flip Y-coordinate for usage in Vulkan.
}

Creating your own processes

You can create and apply your own processes by extending from FBX/Process.h and adding it to the set of processes in your FBX::importFile call. For example, after creating a process called MyProcess you would call

FBX::importFile(path, std::set<Process*>{new MyProcess()});

which will apply the process MyProcess on every mesh in the file.

fbximport's People

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fbximport's Issues

Invalid use of readuInt

Hi,

It seems that you use readuInt everytime.
Whatever the version is, the use of stream.read<uint32_t>(); is mandatory to have the file loader properly in some cases:

Some parts need to be rewritten:
std::vector Decoder::readArray() {
size_t arraySize = stream.read<uint32_t>();
size_t encoding = stream.read<uint32_t>();
size_t completeLength = stream.read<uint32_t>();

instead of

std::vector Decoder::readArray() {
size_t arraySize = readuInt();
size_t encoding = readuInt();
size_t completeLength = readuInt();

case 'R': {
const auto &data = stream.read(stream.read<uint32_t>());
instead of
case 'R': {
const auto &data = stream.read(readuInt(););

case 'S': {
const auto &data = stream.read(stream.read<uint32_t>());
instead of
case 'S': {
const auto &data = stream.read(readuInt(););

With thoses fixes, your code can read any file

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