最近学习fbx sdk,算是学习笔记吧
1.如何得到node的变换矩阵
KFbxNode myNode; // A properly initialized node object // Get the node’s default TRS properties fbxDouble3 myNodeLclTranslation = myNode->LclTranslation.Get(); fbxDouble3 myNodeLclRotation = myNode->LclRotation.Get(); fbxDouble3 myNodeLclScaling = myNode->LclScaling.Get();
文档里面有说明,这个得到的节点是local节点,local节点是相对于parenet节点的,很多引擎的场景管理都是采用这样的方式
2. 如何得到node的全局变换矩阵
KFbxAnimEvaluator* mySceneEvaluator = myScene->getEvaluator(); // Get node’s default TRS properties as a transformation matrix KFbxXMatrix& myNodeDefaultGlobalTransform = mySceneEvaluator->GetNodeGlobalTransform(myNode); // Get transform containing node’s actual TRS properties at a point in time Ktime myTime; // Defaults to myTime=0 KFbxXMatrix& myNodeActualGlobalTransform = mySceneEvaluator->GetNodeGlobalTransform(myNode, myTime);
今天就大概写写,很多年都没有更新blog了,