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,