【发布时间】:2018-05-24 23:54:24
【问题描述】:
我正在尝试使用 Autodesk FBXSDK 编写文件保存应用程序。我使用欧拉旋转可以正常工作,但我需要更新它以使用四元数。
相关函数为:
bool CreateScene(FbxScene* pScene, double lFocalLength, int startFrame)
{
//Create Camera
FbxNode* lMyCameraNode = FbxNode::Create(pScene, "p_camera");
//connect camera node to root node
FbxNode* lRootNode = pScene->GetRootNode();
lRootNode->ConnectSrcObject(lMyCameraNode);
FbxCamera* lMyCamera = FbxCamera::Create(pScene, "Root_camera");
lMyCameraNode->SetNodeAttribute(lMyCamera);
// Create an animation stack
FbxAnimStack* myAnimStack = FbxAnimStack::Create(pScene, "My stack");
// Create the base layer (this is mandatory)
FbxAnimLayer* pAnimLayer = FbxAnimLayer::Create(pScene, "Layer0");
myAnimStack->AddMember(pAnimLayer);
// Get the camera’s curve node for local translation.
FbxAnimCurveNode* myAnimCurveNodeRot = lMyCameraNode->LclRotation.GetCurveNode(pAnimLayer, true);
//create curve nodes
FbxAnimCurve* myRotXCurve = NULL;
FbxAnimCurve* myRotYCurve = NULL;
FbxAnimCurve* myRotZCurve = NULL;
FbxTime lTime; // For the start and stop keys. int lKeyIndex = 0; // Index for the keys that define the curve
// Get the animation curve for local rotation of the camera.
myRotXCurve = lMyCameraNode->LclRotation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
myRotYCurve = lMyCameraNode->LclRotation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
myRotZCurve = lMyCameraNode->LclRotation.GetCurve(pAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);
//This to add keys, per frame.
float frameNumber = startFrame;
for (int i = 0; i < rec.size(); i++)
{
lTime.SetFrame(frameNumber); //frame number
//rx
lKeyIndex = myRotXCurve->KeyAdd(lTime);
myRotXCurve->KeySet(lKeyIndex, lTime, recRotX[i], FbxAnimCurveDef::eInterpolationLinear);
//ry
lKeyIndex = myRotYCurve->KeyAdd(lTime);
myRotYCurve->KeySet(lKeyIndex, lTime, recRotY[i], FbxAnimCurveDef::eInterpolationLinear);
//rz
lKeyIndex = myRotZCurve->KeyAdd(lTime);
myRotZCurve->KeySet(lKeyIndex, lTime, recRotZ[i], FbxAnimCurveDef::eInterpolationLinear);
frameNumber += 1;
}
return true;
}
理想情况下,我希望在这里传入四元数数据,而不是欧拉 x、y、z 值。 fbxsdk可以做到这一点吗?还是我需要先转换我的四元数数据,然后继续传入欧拉? 谢谢。
【问题讨论】:
标签: c++ quaternions autodesk fbx