Start tracking and using FBX2glTF version.
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3c8cad4730
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@ -18,6 +18,8 @@
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#include <Windows.h>
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#include <Windows.h>
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#endif
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#endif
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const std::string FBX2GLTF_VERSION = "0.9.5";
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#include <fmt/printf.h>
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#include <fmt/printf.h>
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#include <fbxsdk.h>
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#include <fbxsdk.h>
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@ -1077,7 +1077,7 @@ ModelData *Raw2Gltf(
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json glTFJson {
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json glTFJson {
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{ "asset", {
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{ "asset", {
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{ "generator", "FBX2glTF" },
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{ "generator", "FBX2glTF v" + FBX2GLTF_VERSION },
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{ "version", "2.0" }}},
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{ "version", "2.0" }}},
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{ "scene", rootScene.ix }
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{ "scene", rootScene.ix }
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};
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};
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@ -34,7 +34,8 @@ int main(int argc, char *argv[])
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{
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{
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cxxopts::Options options(
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cxxopts::Options options(
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"FBX2glTF",
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"FBX2glTF",
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"FBX2glTF 2.0: Generate a glTF 2.0 representation of an FBX model.");
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fmt::sprintf("FBX2glTF %s: Generate a glTF 2.0 representation of an FBX model.", FBX2GLTF_VERSION)
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);
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std::string inputPath;
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std::string inputPath;
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std::string outputPath;
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std::string outputPath;
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@ -98,11 +99,7 @@ int main(int argc, char *argv[])
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}
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}
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if (options.count("version")) {
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if (options.count("version")) {
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fmt::printf(
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fmt::printf("FBX2glTF version %s\nCopyright (c) 2016-2017 Oculus VR, LLC.\n", FBX2GLTF_VERSION);
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R"(
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FBX2glTF version 2.0
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Copyright (c) 2016-2017 Oculus VR, LLC.
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)");
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return 0;
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return 0;
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}
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}
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