#include "../Common/Common.h"
#define SAMPLE_FILENAME "Layers.fbx"
#define BACKGROUND_IMAGE_NAME "Spotty"
#define BACKGROUND_IMAGE "spotty.jpg"
#define GEO1_IMAGE_NAME "One"
#define GEO1_IMAGE "1.jpg"
#define GEO2_IMAGE_NAME "Waffle"
#define GEO2_IMAGE "waffle.jpg"
typedef double Vector4[4];
typedef double Vector2[2];
int main(int argc, char** argv)
{
bool lResult;
InitializeSdkObjects(lSdkManager, lScene);
FbxNode* lCube = CreateCube(lScene,
"Cube");
const char* lSampleFileName =
NULL;
for( int i = 1; i < argc; ++i )
{
if( FBXSDK_stricmp(argv[i], "-test") == 0 ) continue;
else if( !lSampleFileName ) lSampleFileName = argv[i];
}
if( !lSampleFileName ) lSampleFileName = SAMPLE_FILENAME;
lResult = SaveScene(lSdkManager, lScene, lSampleFileName);
if(lResult == false)
{
FBXSDK_printf("\n\nAn error occurred while saving the scene...\n");
DestroySdkObjects(lSdkManager, lResult);
return 0;
}
DestroySdkObjects(lSdkManager, lResult);
return 0;
}
{
static int vtxId[24] = {
0,1,2,3,
1,5,6,2,
5,4,7,6,
4,0,3,7,
0,4,5,1,
3,2,6,7
};
static Vector4 lControlPoints[8] = {
{ -50.0, 0.0, 50.0, 1.0}, { 50.0, 0.0, 50.0, 1.0}, { 50.0,100.0, 50.0, 1.0}, { -50.0,100.0, 50.0, 1.0},
{ -50.0, 0.0, -50.0, 1.0}, { 50.0, 0.0, -50.0, 1.0}, { 50.0,100.0, -50.0, 1.0}, { -50.0,100.0, -50.0, 1.0}
};
static Vector4 lNormals[8] = {
{-0.577350258827209,-0.577350258827209, 0.577350258827209, 1.0},
{ 0.577350258827209,-0.577350258827209, 0.577350258827209, 1.0},
{ 0.577350258827209, 0.577350258827209, 0.577350258827209, 1.0},
{-0.577350258827209, 0.577350258827209, 0.577350258827209, 1.0},
{-0.577350258827209,-0.577350258827209,-0.577350258827209, 1.0},
{ 0.577350258827209,-0.577350258827209,-0.577350258827209, 1.0},
{ 0.577350258827209, 0.577350258827209,-0.577350258827209, 1.0},
{-0.577350258827209, 0.577350258827209,-0.577350258827209, 1.0}
};
static Vector2 lUVs0[14] = {
{ 0.0, 0.0},
{ 1.0, 0.0},
{ 0.0, 1.0},
{ 1.0, 1.0},
{ 0.0, 2.0},
{ 1.0, 2.0},
{ 0.0, 3.0},
{ 1.0, 3.0},
{ 0.0, 4.0},
{ 1.0, 4.0},
{ 2.0, 0.0},
{ 2.0, 1.0},
{-1.0, 0.0},
{-1.0, 1.0}
};
static Vector2 lUVs1[14] = {
{ 0.0, 1.0},
{ 1.0, 0.0},
{ 0.0, 0.0},
{ 1.0, 1.0}
};
static int uvsId[24] = {
0,1,3,2,2,3,5,4,4,5,7,6,6,7,9,8,1,10,11,3,12,0,2,13
};
static Vector4 lColors[8] = {
{1.0, 1.0, 1.0, 1.0},
{1.0, 1.0, 0.0, 1.0},
{1.0, 0.0, 1.0, 1.0},
{0.0, 1.0, 1.0, 1.0},
{0.0, 0.0, 1.0, 1.0},
{1.0, 0.0, 0.0, 1.0},
{0.0, 1.0, 0.0, 1.0},
{0.0, 0.0, 0.0, 1.0},
};
memcpy((
void*)vertex, (
void*)lControlPoints, 8*
sizeof(
FbxVector4));
int vId = 0;
for (int f=0; f<6; f++)
{
for (int v=0; v<4; v++)
}
for (int n=0; n<8; n++)
for (int c=0; c<8; c++)
lVertexColorElement->
GetDirectArray().Add(
FbxColor(lColors[c][0]*.8, lColors[c][1]*0.8, lColors[c][2]*.8, lColors[c][3]*.8));
FBX_ASSERT( lUVElement0 !=
NULL);
int i;
for (i = 0; i<14; i++)
for (i = 0; i<24; i++)
for (i = 0; i < 6; i++ )
{
lMaterialName += i;
}
lTexture[0] = CreateTexture(pScene, BACKGROUND_IMAGE_NAME, BACKGROUND_IMAGE);
FBX_ASSERT( lUVElement1 !=
NULL);
for (i = 0; i <4; i++)
for (i = 0; i<24; i++)
lTexture[1] = CreateTexture(pScene, GEO1_IMAGE_NAME, GEO1_IMAGE);
FBX_ASSERT( lUVElement2 !=
NULL);
*lUVElement2 = *lUVElement0;
lTexture[2] = CreateTexture(pScene, GEO2_IMAGE_NAME, GEO2_IMAGE);
for (i = 0; i < 3; i++)
{
if (i < 2)
{
}
}
lMaterial[0]->
Diffuse.ConnectSrcObject(lLayeredTexture[0]);
for (i = 1; i < 6; i++)
return lNode;
}
{
return lTexture;
}