Common/GeometryUtility.cxx

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#include "GeometryUtility.h"

KFbxNode * CreatePyramid(KFbxScene * pScene, const char * pName, double pBottomWidth, double pHeight)
{
    KFbxMesh * lPyramid = KFbxMesh::Create(pScene, pName);

    // Calculate the vertices of the pyramid
    const double lBottomWidthHalf = pBottomWidth / 2;
    const KFbxVector4 PyramidControlPointArray[] = 
    {
        KFbxVector4(0, pHeight, 0),
        KFbxVector4(lBottomWidthHalf, 0, lBottomWidthHalf),
        KFbxVector4(lBottomWidthHalf, 0, -lBottomWidthHalf),
        KFbxVector4(-lBottomWidthHalf, 0, -lBottomWidthHalf),
        KFbxVector4(-lBottomWidthHalf, 0, lBottomWidthHalf)
    };

    // Initialize and set the control points of the mesh
    const int lControlPointCount = sizeof(PyramidControlPointArray) / sizeof(KFbxVector4);
    lPyramid->InitControlPoints(lControlPointCount);
    for (int lIndex = 0; lIndex < lControlPointCount; ++lIndex)
    {
        lPyramid->SetControlPointAt(PyramidControlPointArray[lIndex], lIndex);
    }

    // Set the control point indices of the bottom side of the pyramid
    lPyramid->BeginPolygon();
    lPyramid->AddPolygon(1);
    lPyramid->AddPolygon(4);
    lPyramid->AddPolygon(3);
    lPyramid->AddPolygon(2);
    lPyramid->EndPolygon();

    // Set the control point indices of the front side of the pyramid
    lPyramid->BeginPolygon();
    lPyramid->AddPolygon(0);
    lPyramid->AddPolygon(1);
    lPyramid->AddPolygon(2);
    lPyramid->EndPolygon();

    // Set the control point indices of the left side of the pyramid
    lPyramid->BeginPolygon();
    lPyramid->AddPolygon(0);
    lPyramid->AddPolygon(2);
    lPyramid->AddPolygon(3);
    lPyramid->EndPolygon();

    // Set the control point indices of the back side of the pyramid
    lPyramid->BeginPolygon();
    lPyramid->AddPolygon(0);
    lPyramid->AddPolygon(3);
    lPyramid->AddPolygon(4);
    lPyramid->EndPolygon();

    // Set the control point indices of the right side of the pyramid
    lPyramid->BeginPolygon();
    lPyramid->AddPolygon(0);
    lPyramid->AddPolygon(4);
    lPyramid->AddPolygon(1);
    lPyramid->EndPolygon();

    // Attach the mesh to a node
    KFbxNode * lPyramidNode = KFbxNode::Create(pScene, pName);
    lPyramidNode->SetNodeAttribute(lPyramid);

    // Set this node as a child of the root node
    pScene->GetRootNode()->AddChild(lPyramidNode);

    return lPyramidNode;
}