以下是一个将FBX数据转换为PLY数据的C++代码示例:

#include <iostream>
#include <fstream>
#include <vector>

// FBX SDK
#include <fbxsdk.h>

// PLY header
const std::string PLY_HEADER = "ply\n"
                                "format ascii 1.0\n"
                                "element vertex %d\n"
                                "property float x\n"
                                "property float y\n"
                                "property float z\n"
                                "element face %d\n"
                                "property list uchar int vertex_indices\n"
                                "end_header\n";

void ConvertFBXtoPLY(const char* fbxFile, const char* plyFile) {
    // Initialize the FBX SDK
    FbxManager* manager = FbxManager::Create();
    FbxIOSettings* ios = FbxIOSettings::Create(manager, IOSROOT);
    manager->SetIOSettings(ios);

    // Import the FBX file
    FbxImporter* importer = FbxImporter::Create(manager, "");
    if (!importer->Initialize(fbxFile, -1, manager->GetIOSettings())) {
        std::cerr << "Failed to initialize FBX importer." << std::endl;
        return;
    }

    // Create a scene
    FbxScene* scene = FbxScene::Create(manager, "Scene");
    importer->Import(scene);
    importer->Destroy();

    // Convert the scene to a triangulated mesh
    FbxGeometryConverter converter(manager);
    converter.Triangulate(scene, true);

    // Get the mesh node
    FbxNode* rootNode = scene->GetRootNode();
    FbxNode* meshNode = rootNode->GetChild(0); // Assuming the first child is the mesh node
    FbxMesh* mesh = meshNode->GetMesh();

    // Get the vertex positions
    FbxVector4* vertices = mesh->GetControlPoints();
    int vertexCount = mesh->GetControlPointsCount();

    // Get the face indices
    int faceCount = mesh->GetPolygonCount();
    int* indices = mesh->GetPolygonVertices();

    // Open the output PLY file
    std::ofstream ply(plyFile);
    if (!ply) {
        std::cerr << "Failed to open PLY file for writing." << std::endl;
        return;
    }

    // Write the PLY header
    ply << format(PLY_HEADER.c_str(), vertexCount, faceCount);

    // Write the vertices
    for (int i = 0; i < vertexCount; i++) {
        ply << vertices[i].mData[0] << " " << vertices[i].mData[1] << " " << vertices[i].mData[2] << "\n";
    }

    // Write the faces
    int faceIndex = 0;
    for (int i = 0; i < faceCount; i++) {
        int numVertices = mesh->GetPolygonSize(i);
        ply << numVertices << " ";
        for (int j = 0; j < numVertices; j++) {
            ply << indices[faceIndex + j] << " ";
        }
        faceIndex += numVertices;
        ply << "\n";
    }

    // Close the PLY file
    ply.close();

    // Clean up the FBX SDK
    manager->Destroy();
}

int main() {
    const char* fbxFile = "input.fbx";
    const char* plyFile = "output.ply";

    ConvertFBXtoPLY(fbxFile, plyFile);

    return 0;
}

请注意,上述代码仅用于演示目的,实际使用时可能需要进行错误处理和其他适应情况的修改。此外,代码中使用的FBX SDK版本为2019.5,如果您使用的是不同版本的FBX SDK,可能需要进行相应的修改

fbx数据转换为ply数据的C++代码

原文地址: https://www.cveoy.top/t/topic/hHTD 著作权归作者所有。请勿转载和采集!

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