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- FbxNode *node = scene->GetRootNode()->GetChild(0);
- FbxGeometryConverter fbx_converter(node->GetFbxManager());
- fbx_converter.Triangulate(node->GetNodeAttribute(), true);
- mesh = node->GetMesh();
- int num_vertices = mesh->GetPolygonVertexCount();
- FbxVector4 *fbx_vertices = mesh->GetControlPoints();
- int *fbx_triangle_vertices = mesh->GetPolygonVertices();
- double x, y, z;
- vector<vertex> vertices;
- for (int vertex_index = 0; vertex_index < num_vertices; ++vertex_index)
- {
- int index = fbx_triangle_vertices[vertex_index];
- x = (double)fbx_vertices[index][0];
- y = (double)fbx_vertices[index][1];
- z = (double)fbx_vertices[index][2];
- vertices.push_back(vertex(vector3(x, y, z), material(color(1, 0.5, 0.5), 0, 0, 0, 0, 1, 0)));
- }
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