{/'title/':/'FBX to PLY Converter: C++ Code Example/',/'description/':/'This C++ code demonstrates how to convert FBX data to PLY format using the FBX SDK. It covers importing an FBX file, triangulating the mesh, extracting vertex positions and face indices, and writing the data to a PLY file./',/'keywords/':/'FBX, PLY, C++, conversion, 3D model, FBX SDK, triangulate, mesh, vertex, face, indices/',/'content/':/'#include ///'iostream///'//n#include ///'fstream///'//n#include ///'vector///'//n//n// FBX SDK//n#include ///'fbxsdk.h///'//n//n// PLY header//nconst 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///';//n//nvoid ConvertFBXtoPLY(const char* fbxFile, const char* plyFile) {//n // Initialize the FBX SDK//n FbxManager* manager = FbxManager::Create();//n FbxIOSettings* ios = FbxIOSettings::Create(manager, IOSROOT);//n manager->SetIOSettings(ios);//n//n // Import the FBX file//n FbxImporter* importer = FbxImporter::Create(manager, ///'///');//n if (!importer->Initialize(fbxFile, -1, manager->GetIOSettings())) {//n std::cerr << ///'Failed to initialize FBX importer.///' << std::endl;//n return;//n }//n//n // Create a scene//n FbxScene* scene = FbxScene::Create(manager, ///'Scene///');//n importer->Import(scene);//n importer->Destroy();//n//n // Convert the scene to a triangulated mesh//n FbxGeometryConverter converter(manager);//n converter.Triangulate(scene, true);//n//n // Get the mesh node//n FbxNode* rootNode = scene->GetRootNode();//n FbxNode* meshNode = rootNode->GetChild(0); // Assuming the first child is the mesh node//n FbxMesh* mesh = meshNode->GetMesh();//n//n // Get the vertex positions//n FbxVector4* vertices = mesh->GetControlPoints();//n int vertexCount = mesh->GetControlPointsCount();//n//n // Get the face indices//n int faceCount = mesh->GetPolygonCount();//n int* indices = mesh->GetPolygonVertices();//n//n // Open the output PLY file//n std::ofstream ply(plyFile);//n if (!ply) {//n std::cerr << ///'Failed to open PLY file for writing.///' << std::endl;//n return;//n }//n//n // Write the PLY header//n ply << format(PLY_HEADER.c_str(), vertexCount, faceCount);//n//n // Write the vertices//n for (int i = 0; i < vertexCount; i++) {//n ply << vertices[i].mData[0] << ///' ///' << vertices[i].mData[1] << ///' ///' << vertices[i].mData[2] << ///'//n///';//n }//n//n // Write the faces//n int faceIndex = 0;//n for (int i = 0; i < faceCount; i++) {//n int numVertices = mesh->GetPolygonSize(i);//n ply << numVertices << ///' ///' ;//n for (int j = 0; j < numVertices; j++) {//n ply << indices[faceIndex + j] << ///' ///' ;//n }//n faceIndex += numVertices;//n ply << ///'//n///';//n }//n//n // Close the PLY file//n ply.close();//n//n // Clean up the FBX SDK//n manager->Destroy();//n}//n//nint main() {//n const char* fbxFile = ///'input.fbx///';//n const char* plyFile = ///'output.ply///';//n//n ConvertFBXtoPLY(fbxFile, plyFile);//n//n return 0;//n}//n/


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