/************************************************************************************** Copyright (C) 2001 - 2010 Autodesk, Inc. and/or its licensors. All Rights Reserved. The coded instructions, statements, computer programs, and/or related material (collectively the "Data") in these files contain unpublished information proprietary to Autodesk, Inc. and/or its licensors, which is protected by Canada and United States of America federal copyright law and by international treaties. The Data may not be disclosed or distributed to third parties, in whole or in part, without the prior written consent of Autodesk, Inc. ("Autodesk"). THE DATA IS PROVIDED "AS IS" AND WITHOUT WARRANTY. ALL WARRANTIES ARE EXPRESSLY EXCLUDED AND DISCLAIMED. AUTODESK MAKES NO WARRANTY OF ANY KIND WITH RESPECT TO THE DATA, EXPRESS, IMPLIED OR ARISING BY CUSTOM OR TRADE USAGE, AND DISCLAIMS ANY IMPLIED WARRANTIES OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE OR USE. WITHOUT LIMITING THE FOREGOING, AUTODESK DOES NOT WARRANT THAT THE OPERATION OF THE DATA WILL BE UNINTERRUPTED OR ERROR FREE. IN NO EVENT SHALL AUTODESK, ITS AFFILIATES, PARENT COMPANIES, LICENSORS OR SUPPLIERS ("AUTODESK GROUP") BE LIABLE FOR ANY LOSSES, DAMAGES OR EXPENSES OF ANY KIND (INCLUDING WITHOUT LIMITATION PUNITIVE OR MULTIPLE DAMAGES OR OTHER SPECIAL, DIRECT, INDIRECT, EXEMPLARY, INCIDENTAL, LOSS OF PROFITS, REVENUE OR DATA, COST OF COVER OR CONSEQUENTIAL LOSSES OR DAMAGES OF ANY KIND), HOWEVER CAUSED, AND REGARDLESS OF THE THEORY OF LIABILITY, WHETHER DERIVED FROM CONTRACT, TORT (INCLUDING, BUT NOT LIMITED TO, NEGLIGENCE), OR OTHERWISE, ARISING OUT OF OR RELATING TO THE DATA OR ITS USE OR ANY OTHER PERFORMANCE, WHETHER OR NOT AUTODESK HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH LOSS OR DAMAGE. **************************************************************************************/ // use the fbxsdk.h #include <fbxsdk.h> //use FBX namespace #include <fbxfilesdk/fbxfilesdk_nsuse.h> // to create a basic scene bool CreateScene(); // to save a scene to a FBX file bool Export( const char* pFilename, int pFileFormat ); // to save a scene to a FBX file bool SaveScene( KFbxSdkManager* pSdkManager, KFbxDocument* pScene, const char* pFilename, int pFileFormat, bool pEmbedMedia ); // to get filters for the <Save file> dialog (description + file extention) const char *GetWriterSFNFilters(); // to get a file extention for a WriteFileFormat const char *GetFileFormatExt( const int pWriteFileFormat ); // to create an instance of the SDK manager bool InitializeSdkObjects( KFbxSdkManager*& pSdkManager, KFbxScene*& pScene ); // to destroy an instance of the SDK manager void DestroySdkObjects( KFbxSdkManager* pSdkManager ); // to get the root node const KFbxNode* GetRootNode(); // to get the root node name const char * GetRootNodeName(); // create a new cube under the root node void CreateCube(bool pWithMaterial, bool pWithTexture, bool pAnimate); // remove all cubes from the scene void RemoveCubes(); // to get a string from the node name and attribute type KString GetNodeNameAndAttributeTypeName( const KFbxNode* pNode ); // to get a string from the node default translation values KString GetDefaultTranslationInfo( const KFbxNode* pNode ); // to get a string with info about material, texture, animation KString GetNodeInfo( const KFbxNode* pNode ); // Create a marker to use a point of interest for the camera. KFbxNode* CreateMarker( KFbxScene* pScene, char* pName ); // Create a camera KFbxNode* CreateCamera( KFbxScene* pScene, char* pName ); // Create a cube mesh KFbxNode* CreateCubeMesh( KFbxScene* pScene, char* pName ); // Create texture void CreateTexture( KFbxScene* pScene ); // Create material void CreateMaterial( KFbxScene* pScene ); // Add materials to a mesh void AddMaterials( KFbxMesh* pMesh ); void SetCameraPointOfInterest( KFbxNode* pCamera, KFbxNode* pPointOfInterest ); void SetMarkerDefaultPosition( KFbxNode* pMarker ); void SetCameraDefaultPosition( KFbxNode* pCamera ); void AnimateCamera( KFbxNode* pCamera, KFbxAnimLayer* pAnimLayer ); void AnimateCube( KFbxNode* pCube, KFbxAnimLayer* pAnimLayer, int pRotAxe ); void CreateCubeDetailed( char* pCubeName, double pX, double pY, double pZ, int pRotateAxe, bool pWithMaterial, bool pWithTexture, bool pAnim ); void SetInitialCubeData();