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

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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.