/**************************************************************************************** Copyright (C) 2015 Autodesk, Inc. All rights reserved. Use of this software is subject to the terms of the Autodesk license agreement provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. ****************************************************************************************/ // use the fbxsdk.h #include // 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( FbxManager* pSdkManager, FbxDocument* pScene, const char* pFilename, int pFileFormat, bool pEmbedMedia ); // to get filters for the 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( FbxManager*& pSdkManager, FbxScene*& pScene ); // to destroy an instance of the SDK manager void DestroySdkObjects( FbxManager* pSdkManager, bool pExitStatus ); // to get the root node const FbxNode* GetRootNode(); // to get the root node name const char * GetRootNodeName(); // create a new cube under the root node void CreateCube(bool pWithTexture, bool pAnimate); // remove all cubes from the scene void RemoveCubes(); // to get a string from the node name and attribute type FbxString GetNodeNameAndAttributeTypeName( const FbxNode* pNode ); // to get a string from the node default translation values FbxString GetDefaultTranslationInfo( const FbxNode* pNode ); // to get a string with info about material, texture, animation FbxString GetNodeInfo( const FbxNode* pNode ); // Create a marker to use a point of interest for the camera. FbxNode* CreateMarker( FbxScene* pScene, char* pName ); // Create a camera FbxNode* CreateCamera( FbxScene* pScene, char* pName ); // Create a cube mesh FbxNode* CreateCubeMesh( FbxScene* pScene, char* pName ); // Create texture void CreateTexture( FbxScene* pScene ); // Create material void CreateMaterial( FbxScene* pScene ); // Add materials to a mesh void AddMaterials( FbxMesh* pMesh ); void SetCameraPointOfInterest( FbxNode* pCamera, FbxNode* pPointOfInterest ); void SetMarkerDefaultPosition( FbxNode* pMarker ); void SetCameraDefaultPosition( FbxNode* pCamera ); void AnimateCamera( FbxNode* pCamera, FbxAnimLayer* pAnimLayer ); void AnimateCube( FbxNode* pCube, FbxAnimLayer* pAnimLayer, int pRotAxe ); void CreateCubeDetailed( char* pCubeName, double pX, double pY, double pZ, int pRotateAxe, bool pWithTexture, bool pAnim ); void SetInitialCubeData();