I am trying to understand the best approach to converting an 3D object defined by a series of vector coordinates into a .fbx file in within a c++ language environment.
Lets use a simple example: say I have a simple wire-frame cube which exists as a series of 12 vectors (a cube has 12 vertices) which consist of a start and end 3D x, y, z co-ordinate e.g
int vec1[2][3] = {
{0, 0, 0},
{1, 0, 0}};
This is in a sense a mesh object although it is not in any standard .MESH file form.
My question is how best would I go about writing a code to convert this into the correct structure to be saved as an .fbx file.
Additionally I have found online much information regarding:
- fbx parsers
- fbx writers
- fbx sdk
However I do not believe these are exactly what I am looking for (please correct me if I am wrong). In my case, I would like in a sense to generate an .fbx file from scratch with no prior file type to begin with or convert from.
Any information on this topic such as a direct solution or even just the correct terminology that I can then use to direct my own more specific research, would be much appreciated. Kind Regards, Ichi.