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https://github.com/aelurum/AssetStudio.git
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improved model export
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@ -1,5 +1,7 @@
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#pragma once
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#include <fbxsdk.h>
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#ifdef IOS_REF
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#undef IOS_REF
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#define IOS_REF (*(pSdkManager->GetIOSettings()))
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@ -48,14 +50,14 @@ namespace AssetStudio {
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{
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public:
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static void Export(String^ path, IImported^ imported, bool eulerFilter, float filterPrecision, bool allFrames, bool allBones, bool skins, float boneSize, float scaleFactor, bool flatInbetween, int versionIndex, bool isAscii);
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static void ExportMorph(String^ path, IImported^ imported, bool morphMask, bool flatInbetween, bool skins, float boneSize, float scaleFactor, int versionIndex, bool isAscii);
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private:
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HashSet<String^>^ frameNames;
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bool exportSkins;
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float boneSize;
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IImported^ imported;
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HashSet<String^>^ framePaths;
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Dictionary<ImportedFrame^, size_t>^ frameToNode;
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List<ImportedFrame^>^ meshFrames;
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char* cDest;
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FbxManager* pSdkManager;
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@ -63,24 +65,22 @@ namespace AssetStudio {
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FbxExporter* pExporter;
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FbxArray<FbxSurfacePhong*>* pMaterials;
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FbxArray<FbxFileTexture*>* pTextures;
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FbxArray<FbxNode*>* pMeshNodes;
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FbxPose* pBindPose;
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Exporter(String^ path, IImported^ imported, bool allFrames, bool allBones, bool skins, float boneSize, float scaleFactor, int versionIndex, bool isAscii, bool normals);
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Exporter(String^ path, IImported^ imported, bool allFrames, bool allBones, bool skins, float boneSize, float scaleFactor, int versionIndex, bool isAscii);
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~Exporter();
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void Exporter::LinkTexture(ImportedMaterialTexture^ texture, FbxFileTexture* pTexture, FbxProperty& prop);
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void SetJointsNode(FbxNode* pNode, HashSet<String^>^ boneNames, bool allBones);
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void SetJointsNode(ImportedFrame^ frame, HashSet<String^>^ bonePaths, bool allBones);
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HashSet<String^>^ SearchHierarchy();
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void SearchHierarchy(ImportedFrame^ frame, HashSet<String^>^ exportFrames);
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void SetJointsFromImportedMeshes(bool allBones);
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void ExportFrame(FbxNode* pParentNode, ImportedFrame^ frame);
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void ExportMesh(FbxNode* pFrameNode, ImportedMesh^ meshList, bool normals);
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FbxNode* FindNodeByPath(String ^ path);
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void ExportMesh(FbxNode* pFrameNode, ImportedMesh^ meshList);
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FbxFileTexture* ExportTexture(ImportedTexture^ matTex);
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void ExportAnimations(bool eulerFilter, float filterValue, bool flatInbetween);
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void ExportKeyframedAnimation(ImportedKeyframedAnimation^ parser, FbxString& kTakeName, FbxAnimCurveFilterUnroll* eulerFilter, float filterPrecision, bool flatInbetween);
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void ExportMorphs(IImported^ imported, bool morphMask, bool flatInbetween);
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void ExportMorphs(bool morphMask, bool flatInbetween);
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};
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};
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}
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