FBX C++ API Reference
Copyright (C) 2015 Autodesk, Inc.
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// The example illustrates how to:
// 1) get a stereo camera from a scene
// 2) evaluate left/right camera
// 3) get local/global matrix of left and right camera
// 4) create stereo camera set
// 5) connect left/right and stereo
// 1. initialize FBX sdk object.
// 2. load fbx scene form the specified file.
// 3. Get root node of the scene.
// 4. Recursively traverse each node in the scene.
// 5. Detect and get stereo camera by from node attribute type.
// 6. Get left and right camera.
// 7. Evaluate left/right camera.
// 8. Get local/global matrix of left and right camera.
// 9. Create stereo camera set after extracting stereo camera.
// 10. Connect left/right and stereo.
// 11. Get the updated values via connections.
// 12. Destroy all objects.
#include <fbxsdk.h>
#include "../Common/Common.h"
#define SAMPLE_FILENAME "StereoCamera.fbx"
void PrintMatrix(const FbxAMatrix& pMatrix);
void GetStereoCameraInfo(FbxNode* pNode);
void CreateStereoCamera(FbxScene* pScene);
static bool gVerbose = true;
int main(int argc, char** argv)
FbxManager* lSdkManager = NULL;
FbxScene* lScene = NULL;
bool lResult;
// Prepare the FBX SDK.
InitializeSdkObjects(lSdkManager, lScene);
// Load the scene.
// The example can take a FBX file as an argument.
FbxString lFilePath("");
for( int i = 1, c = argc; i < c; ++i )
if( FbxString(argv[i]) == "-test" ) gVerbose = false;
else if( lFilePath.IsEmpty() ) lFilePath = argv[i];
if( lFilePath.IsEmpty() ) lFilePath = SAMPLE_FILENAME;
FBXSDK_printf("\n\nFile: %s\n\n", lFilePath.Buffer());
lResult = LoadScene(lSdkManager, lScene, lFilePath.Buffer());
if(lResult == false)
FBXSDK_printf("\n\nAn error occurred while loading the scene...");
FBX_ASSERT_NOW("null scene");
//get root node of the fbx scene
FbxNode* lRootNode = lScene->GetRootNode();
//This function illustrates how to get stereo camera info from scene.
//create your own stereo camera set
//Destroy all objects created by the FBX SDK.
DestroySdkObjects(lSdkManager, lResult);
return 0;
//This function illustrates how to get stereo camera info from scene.
void GetStereoCameraInfo(FbxNode* pNode)
//detect stereo camera by node attribute type
//get stereo camera
FbxCameraStereo* lStereoCamera = (FbxCameraStereo*)pNode->GetNodeAttribute();
//once we get the FbxCameraStereo, its connection has already been done.
//it's easy to get its left and right camera
//get left camera
FbxCamera* lLeftCamera = lStereoCamera->GetLeftCamera();
FbxString lLeftName = lLeftCamera->GetName();
FBXSDK_printf("left camera: %s\n", lLeftName.Buffer());
//get right camera
FbxCamera* lRightCamera = lStereoCamera->GetRightCamera();
FbxString lRightName = lRightCamera->GetName();
FBXSDK_printf("right camera: %s\n", lRightName.Buffer());
//FBX SDK support reevaluation functionality
//reevaluate left/right camera
double lLeftOffsetX = lStereoCamera->ReevaluateLeftCameraFilmOffsetX();
FBXSDK_printf("reevaluated left camera film offset: %f\n", lLeftOffsetX);
double lLeftFbxOffsetX = lLeftCamera->FilmOffsetX.Get();
FBXSDK_printf("The original FBX left camera film offset: %f\n", lLeftFbxOffsetX);
double lRightOffsetX = lStereoCamera->ReevaluateRightCameraFilmOffsetX();
FBXSDK_printf("reevaluated right camera film offset: %f\n", lRightOffsetX);
double lRightFbxOffsetX = lRightCamera->FilmOffsetX.Get();
FBXSDK_printf("The original FBX right camera film offset: %f\n", lRightFbxOffsetX);
//get local/global matrix of left and right camera
//Then you can get their Translate, Rotate and Scale info.
FbxAMatrix lLeft_localMatrix = lStereoCamera->GetLeftCameraLocalMatrix();
FbxAMatrix lRight_localMatrix = lStereoCamera->GetRightCameraLocalMatrix();
FbxAMatrix lLeft_globalMatrix = lStereoCamera->GetLeftCameraGlobalMatrix();
FbxAMatrix lRight_globalMatrix = lStereoCamera->GetRightCameraGlobalMatrix();
//print the local and global TRS for left camera
FBXSDK_printf("===local TRS of left camera===\n");
FBXSDK_printf("===global TRS of left camera===\n");
//print the local and global TRS for right camera
FBXSDK_printf("===local TRS of right camera===\n");
FBXSDK_printf("===global TRS of right camera===\n");
}// end if pNode->GetNodeAttribute()
//recursively traverse each node in the scene
int i, lCount = pNode->GetChildCount();
for (i = 0; i < lCount; i++)
//print the TRS for the given matrix
void PrintMatrix(const FbxAMatrix& pMatrix)
if( !gVerbose ) return;
//print the TRS
FBXSDK_printf(" T : %f %f %f %f\n",
pMatrix.GetT()[3] );
FBXSDK_printf(" R : %f %f %f %f\n",
pMatrix.GetR()[3] );
FBXSDK_printf(" S : %f %f %f %f\n",
pMatrix.GetS()[3] );
//This function illustrates how to create and connect stereo camera.
void CreateStereoCamera(FbxScene* pScene)
//create a fbx node for stereo camera
FbxNode* lMyStereoNode = FbxNode::Create(pScene,"myStereoNode");
//create a cameraStereo, it's a node attribute of stereo camera node.
FbxCameraStereo* lMyStereoCamera = FbxCameraStereo::Create(pScene,"myStereoCamera");
//set stereoCamera as a node attribute of the FBX node.
lMyStereoNode->SetNodeAttribute (lMyStereoCamera);
//create a camera(node attribute), it will be left camera of stereo
FbxCamera* lLeftCamera = FbxCamera::Create(pScene, "leftCamera");
//create a camera(node attribute), it will be right camera of stereo
FbxCamera* lRightCamera = FbxCamera::Create(pScene, "rightCamera");
//add left camera to stereo
//add right camera to stereo
//During FBXSDK reevaluating, if ConnectProperties() is called,
//left and right camera property will be connected to stereo camera.
//It's used to connect the left/right camera property [FocalLength, FarPlane, NearPlane, FilmWidth,
//FilmHeight, FilmSqueezeRatio] to stereo camera.
//If these properties of stereo camera have been modified by SDK,
//FBX will not automatically sync and update the corresponding properties of left/right camera.
//However, you could get the newest property of left/right camera since ConnectProperties() is called.
//To get the newest property value, please use lLeft_Camera->FocalLength.GetSrcProperty().Get(&lNewValue, ...);
//Then you can update your left/right camera properties, for example, lLeftCamera->FocalLength.Set(lNewValue);
//test the connection
//get the focal length value of left camera.
double lFocalLength_Left = lLeftCamera->FocalLength.Get();
FBXSDK_printf("FocalLength of left camera: %f\n", lFocalLength_Left);
double lFocalLength_Left_src = 0;
//get source property of left focal length, it should be stereo focal length.
FbxProperty lLeftSrcLengthProperty = lLeftCamera->FocalLength.GetSrcProperty();
lFocalLength_Left_src = lLeftSrcLengthProperty.Get<FbxDouble>();
FBXSDK_printf("Initialized FocalLength of left camera source: %f\n", lFocalLength_Left_src);
//modify the FocalLength of stereo camera
//get the FocalLength of left camera. It's 34.89 now.
//But it should be updated to 3.33 since stereo FocalLength has changed.
//FBX doesn't sync it from stereo camera
lFocalLength_Left = lLeftCamera->FocalLength.Get();
FBXSDK_printf("FocalLength of left camera: %f\n", lFocalLength_Left);
//get the newest value from connected property.
lFocalLength_Left_src = lLeftSrcLengthProperty.Get<FbxDouble>();
FBXSDK_printf("FocalLength of left camera source: %f\n", lFocalLength_Left_src);