13 #ifndef _FBXSDK_SCENE_GEOMETRY_NODE_H_
14 #define _FBXSDK_SCENE_GEOMETRY_NODE_H_
85 const FbxNode* GetParent()
const;
106 int GetChildCount(
bool pRecursive =
false)
const;
118 const FbxNode* GetChild(
int pIndex)
const;
127 FbxNode* FindChild(
const char* pName,
bool pRecursive=
true,
bool pInitial=
false);
157 void SetTarget(
FbxNode* pNode);
167 void SetPostTargetRotation(
FbxVector4 pVector);
177 void SetTargetUp(
FbxNode* pNode);
212 void SetVisibility(
bool pIsVisible);
219 bool GetVisibility()
const;
240 void SetShadingMode(EShadingMode pShadingMode);
245 EShadingMode GetShadingMode()
const;
278 int GetNodeAttributeCount()
const;
284 int GetDefaultNodeAttributeIndex()
const;
292 bool SetDefaultNodeAttributeIndex(
int pIndex,
FbxStatus* pStatus =
NULL);
357 FbxLODGroup* GetLodGroup();
466 FbxSubDiv* GetSubdiv();
671 void SetPivotState(EPivotSet pPivotSet, EPivotState pPivotState);
679 void GetPivotState(EPivotSet pPivotSet, EPivotState& pPivotState)
const;
692 void GetRotationOrder(EPivotSet pPivotSet,
EFbxRotationOrder& pRotationOrder)
const;
703 void SetUseRotationSpaceForLimitOnly(EPivotSet pPivotSet,
bool pUseForLimitOnly);
709 bool GetUseRotationSpaceForLimitOnly(EPivotSet pPivotSet)
const;
716 void SetRotationActive(
bool pVal);
721 bool GetRotationActive()
const;
745 void SetRotationStiffness(
FbxVector4 pRotationStiffness);
760 void SetMinDampRange(
FbxVector4 pMinDampRange);
775 void SetMaxDampRange(
FbxVector4 pMaxDampRange);
790 void SetMinDampStrength(
FbxVector4 pMinDampStrength);
805 void SetMaxDampStrength(
FbxVector4 pMaxDampStrength);
817 void SetPreferedAngle(
FbxVector4 pPreferedAngle);
829 void SetRotationOffset(EPivotSet pPivotSet,
FbxVector4 pVector);
836 const FbxVector4& GetRotationOffset(EPivotSet pPivotSet)
const;
844 void SetRotationPivot(EPivotSet pPivotSet,
FbxVector4 pVector);
852 const FbxVector4& GetRotationPivot(EPivotSet pPivotSet)
const;
860 void SetPreRotation(EPivotSet pPivotSet,
FbxVector4 pVector);
868 const FbxVector4& GetPreRotation(EPivotSet pPivotSet)
const;
876 void SetPostRotation(EPivotSet pPivotSet,
FbxVector4 pVector);
884 const FbxVector4& GetPostRotation(EPivotSet pPivotSet)
const;
891 void SetScalingOffset(EPivotSet pPivotSet,
FbxVector4 pVector);
898 const FbxVector4& GetScalingOffset(EPivotSet pPivotSet)
const;
906 void SetScalingPivot(EPivotSet pPivotSet,
FbxVector4 pVector);
914 const FbxVector4& GetScalingPivot(EPivotSet pPivotSet)
const;
924 void SetGeometricTranslation(EPivotSet pPivotSet,
FbxVector4 pVector);
930 FbxVector4 GetGeometricTranslation(EPivotSet pPivotSet)
const;
940 void SetGeometricRotation(EPivotSet pPivotSet,
FbxVector4 pVector);
946 FbxVector4 GetGeometricRotation(EPivotSet pPivotSet)
const;
956 void SetGeometricScaling(EPivotSet pPivotSet,
FbxVector4 pVector);
962 FbxVector4 GetGeometricScaling(EPivotSet pPivotSet)
const;
1001 void ConvertPivotAnimationRecursive(
FbxAnimStack* pAnimStack, EPivotSet pConversionTarget,
double pFrameRate,
bool pKeyReduce=
true);
1016 void ResetPivotSetAndConvertAnimation(
double pFrameRate=30.0,
bool pKeyReduce=
false,
bool pToNodeCenter=
true,
bool pForceResetLimits=
false);
1115 int GetCharacterLinkCount()
const;
1129 bool GetCharacterLink(
int pIndex,
FbxCharacter** pCharacter,
int* pCharacterLinkType,
int* pNodeId,
int* pNodeSubId);
1142 int FindCharacterLink(
FbxCharacter* pCharacter,
int pCharacterLinkType,
int pNodeId,
int pNodeSubId)
const;
1182 int GetMaterialCount()
const;
1192 void RemoveAllMaterials();
1199 int GetMaterialIndex(
const char* pName)
const;
1929 #ifndef DOXYGEN_SHOULD_SKIP_THIS
1938 mRotationOffset =
NULL;
1939 mRotationPivot =
NULL;
1940 mPreRotation =
NULL;
1941 mPostRotation =
NULL;
1942 mScalingOffset =
NULL;
1943 mScalingPivot =
NULL;
1944 mGeometricTranslation =
NULL;
1945 mGeometricRotation =
NULL;
1946 mGeometricScaling =
NULL;
1949 ~Pivot() { Reset(); }
1963 mRotationSpaceForLimitOnly =
false;
1968 inline const FbxVector4& GetRotationOffset()
const {
return (mRotationOffset) ? *mRotationOffset : sZeroVector; }
1969 inline void SetRotationOffset(
const FbxVector4& pV)
1971 if( !mRotationOffset )
1973 #if defined(__GNUC__) && (__GNUC__ < 4)
1974 mRotationOffset = FbxNew< FbxVector4 >((
FbxVector4&)pV);
1976 mRotationOffset = FbxNew< FbxVector4 >(pV);
1981 *mRotationOffset = pV;
1985 inline const FbxVector4& GetRotationPivot()
const {
return (mRotationPivot) ? *mRotationPivot : sZeroVector; }
1986 inline void SetRotationPivot(
const FbxVector4& pV)
1988 if( !mRotationPivot )
1990 #if defined(__GNUC__) && (__GNUC__ < 4)
1991 mRotationPivot = FbxNew< FbxVector4 >((
FbxVector4&)pV);
1993 mRotationPivot = FbxNew< FbxVector4 >(pV);
1998 *mRotationPivot = pV;
2002 inline const FbxVector4& GetPreRotation()
const {
return (mPreRotation) ? *mPreRotation : sZeroVector; }
2003 inline void SetPreRotation(
const FbxVector4& pV)
2007 #if defined(__GNUC__) && (__GNUC__ < 4)
2008 mPreRotation = FbxNew< FbxVector4 >((
FbxVector4&)pV);
2010 mPreRotation = FbxNew< FbxVector4 >(pV);
2019 inline const FbxVector4& GetPostRotation()
const {
return (mPostRotation) ? *mPostRotation : sZeroVector; }
2020 inline void SetPostRotation(
const FbxVector4& pV)
2022 if( !mPostRotation )
2024 #if defined(__GNUC__) && (__GNUC__ < 4)
2025 mPostRotation = FbxNew< FbxVector4 >((
FbxVector4&)pV);
2027 mPostRotation = FbxNew< FbxVector4 >(pV);
2032 *mPostRotation = pV;
2036 inline const FbxVector4& GetScalingOffset()
const {
return (mScalingOffset) ? *mScalingOffset : sZeroVector; }
2037 inline void SetScalingOffset(
const FbxVector4& pV)
2039 if( !mScalingOffset )
2041 #if defined(__GNUC__) && (__GNUC__ < 4)
2042 mScalingOffset = FbxNew< FbxVector4 >((
FbxVector4&)pV);
2044 mScalingOffset = FbxNew< FbxVector4 >(pV);
2049 *mScalingOffset = pV;
2053 inline const FbxVector4& GetScalingPivot()
const {
return (mScalingPivot) ? *mScalingPivot : sZeroVector; }
2054 inline void SetScalingPivot(
const FbxVector4& pV)
2056 if( !mScalingPivot )
2058 #if defined(__GNUC__) && (__GNUC__ < 4)
2059 mScalingPivot = FbxNew< FbxVector4 >((
FbxVector4&)pV);
2061 mScalingPivot = FbxNew< FbxVector4 >(pV);
2066 *mScalingPivot = pV;
2070 inline const FbxVector4& GetGeometricTranslation()
const {
return (mGeometricTranslation) ? *mGeometricTranslation : sZeroVector; }
2071 inline void SetGeometricTranslation(
const FbxVector4& pV)
2073 if( !mGeometricTranslation )
2075 #if defined(__GNUC__) && (__GNUC__ < 4)
2076 mGeometricTranslation = FbxNew< FbxVector4 >((
FbxVector4&)pV);
2078 mGeometricTranslation = FbxNew< FbxVector4 >(pV);
2083 *mGeometricTranslation = pV;
2087 inline const FbxVector4& GetGeometricRotation()
const {
return (mGeometricRotation) ? *mGeometricRotation : sZeroVector; }
2088 inline void SetGeometricRotation(
const FbxVector4& pV)
2090 if( !mGeometricRotation )
2092 #if defined(__GNUC__) && (__GNUC__ < 4)
2093 mGeometricRotation = FbxNew< FbxVector4 >((
FbxVector4&)pV);
2095 mGeometricRotation = FbxNew< FbxVector4 >(pV);
2100 *mGeometricRotation = pV;
2104 inline const FbxVector4& GetGeometricScaling()
const {
return (mGeometricScaling) ? *mGeometricScaling : sOneVector; }
2105 inline void SetGeometricScaling(
const FbxVector4& pV)
2107 if( !mGeometricScaling )
2109 #if defined(__GNUC__) && (__GNUC__ < 4)
2110 mGeometricScaling = FbxNew< FbxVector4 >((
FbxVector4&)pV);
2112 mGeometricScaling = FbxNew< FbxVector4 >(pV);
2117 *mGeometricScaling = pV;
2122 inline void SetRotationOrder(
EFbxRotationOrder pROrder) { mRotationOrder = pROrder; }
2123 inline bool GetRotationSpaceForLimitOnly()
const {
return mRotationSpaceForLimitOnly; }
2124 inline void SetRotationSpaceForLimitOnly(
bool pVal) { mRotationSpaceForLimitOnly = pVal; }
2125 inline EFbxQuatInterpMode GetQuaternionInterpolate()
const {
return mQuaternionInterpolate; }
2126 inline void SetQuaternionInterpolate(
EFbxQuatInterpMode pVal) { mQuaternionInterpolate = pVal; }
2141 bool mRotationSpaceForLimitOnly;
2151 for(
int i = 0; i < 2; i++ )
2153 mIsDefault[i] =
true;
2167 FBX_ASSERT(
id == 0 ||
id == 1);
2168 if (mPivot[
id] ==
NULL && mIsDefault[
id])
2170 smDefaultPivot.SetPivotState(mPivotState[
id]);
2171 return smDefaultPivot;
2175 mPivot[id] = FbxNew< Pivot >();
2177 FBX_ASSERT(mPivot[
id] !=
NULL);
2179 mPivot[id]->SetPivotState(mPivotState[
id]);
2184 #define MACRO_PIVOT_VECTOR_FCTS(name, defVect) \
2185 inline const FbxVector4& Get##name(int id) const \
2187 FBX_ASSERT(id == 0 || id == 1); \
2188 Pivot* p = mPivot[id]; \
2189 if (p == NULL) p = &smDefaultPivot; \
2190 return p->Get##name(); \
2192 inline void Set##name(int id, const FbxVector4& pV) \
2194 FBX_ASSERT(id == 0 || id == 1); \
2195 if (mIsDefault[id] && pV[0] == defVect[0] && pV[1] == defVect[1] && pV[2] == defVect[2]) return; \
2196 mIsDefault[id] = false; \
2197 Get(id).Set##name(pV); \
2200 MACRO_PIVOT_VECTOR_FCTS(RotationOffset, Pivot::sZeroVector);
2201 MACRO_PIVOT_VECTOR_FCTS(RotationPivot, Pivot::sZeroVector);
2202 MACRO_PIVOT_VECTOR_FCTS(PreRotation, Pivot::sZeroVector);
2203 MACRO_PIVOT_VECTOR_FCTS(PostRotation, Pivot::sZeroVector);
2204 MACRO_PIVOT_VECTOR_FCTS(ScalingOffset, Pivot::sZeroVector);
2205 MACRO_PIVOT_VECTOR_FCTS(ScalingPivot, Pivot::sZeroVector);
2206 MACRO_PIVOT_VECTOR_FCTS(GeometricTranslation, Pivot::sZeroVector);
2207 MACRO_PIVOT_VECTOR_FCTS(GeometricRotation, Pivot::sZeroVector);
2208 MACRO_PIVOT_VECTOR_FCTS(GeometricScaling, Pivot::sOneVector);
2210 #define MACRO_PIVOT_BOOL_FCTS(name) \
2211 inline bool Get##name(int id) const \
2213 FBX_ASSERT(id == 0 || id == 1); \
2214 Pivot* p = mPivot[id]; \
2215 if (p == NULL) p = &smDefaultPivot; \
2216 return p->Get##name(); \
2218 inline void Set##name(int id, bool pV) \
2220 FBX_ASSERT(id == 0 || id == 1); \
2221 mIsDefault[id] = false; \
2222 Get(id).Set##name(pV); \
2225 MACRO_PIVOT_BOOL_FCTS(RotationSpaceForLimitOnly);
2229 FBX_ASSERT(
id == 0 ||
id == 1);
2230 Pivot* p = mPivot[id];
2231 if (p ==
NULL) p = &smDefaultPivot;
2232 return p->GetQuaternionInterpolate();
2237 FBX_ASSERT(
id == 0 ||
id == 1);
2241 mIsDefault[id] =
false;
2242 Get(
id).SetQuaternionInterpolate(pV);
2247 FBX_ASSERT(
id == 0 ||
id == 1);
2248 Pivot* p = mPivot[id];
2249 if (p ==
NULL) p = &smDefaultPivot;
2250 return p->GetRotationOrder();
2255 FBX_ASSERT(
id == 0 ||
id == 1);
2258 if (mIsDefault[
id] && pROrder ==
eEulerXYZ)
return;
2259 mIsDefault[id] =
false;
2260 Get(
id).SetRotationOrder(pROrder);
2265 FBX_ASSERT(
id == 0 ||
id == 1);
2266 return mPivotState[id];
2271 FBX_ASSERT(
id == 0 ||
id == 1);
2273 mPivotState[id] = pVal;
2275 mPivot[id]->SetPivotState(pVal);
2278 #undef MACRO_PIVOT_VECTOR_FCTS
2279 #undef MACRO_PIVOT_BOOL_FCTS
2283 smDefaultPivot.Reset();
2284 for (
int i = 0; i < 2; i++)
2286 mIsDefault[i] =
true;
2288 if (mPivot[i]) mPivot[i]->Reset();
2296 static Pivot smDefaultPivot;
2302 bool operator==(LinkToCharacter& pLinkToCharacter)
2304 if (mCharacter == pLinkToCharacter.mCharacter &&
2305 mType == pLinkToCharacter.mType &&
2306 mIndex == pLinkToCharacter.mIndex &&
2307 mSubIndex == pLinkToCharacter.mSubIndex)
2320 void AddChildName(
char* pChildName);
2321 char* GetChildName(
FbxUInt pIndex)
const;
2322 FbxUInt GetChildNameCount()
const;
2328 Pivots& GetPivots();
2330 void UpdatePivotsAndLimitsFromProperties();
2331 void UpdatePropertiesFromPivotsAndLimits();
2333 void SetRotationActiveProperty(
bool pVal);
2334 void PivotSetToMBTransform(EPivotSet pPivotSet);
2336 int AddCharacterLink(
FbxCharacter* pCharacter,
int pCharacterLinkType,
int pNodeId,
int pNodeSubId);
2337 int RemoveCharacterLink(
FbxCharacter* pCharacter,
int pCharacterLinkType,
int pNodeId,
int pNodeSubId);
2340 FbxNode* DeepCloneWithNodeAttributes();
2343 virtual const char* GetTypeName()
const;
2345 virtual bool PropertyNotify(EPropertyNotifyType pType,
FbxProperty& pProperty);
2354 ECullingType mCullingType;
2355 bool mCorrectInheritType;
2358 virtual void Construct(
const FbxObject* pFrom);
2359 virtual void ConstructProperties(
bool pForceSet);
2360 virtual void Destruct(
bool pRecursive);
2368 void ResetLimitsRecursive(
FbxNode* pNode);
2370 void ConvertPivotAnimationRecurseLoop(
FbxAnimStack* pAnimStack,
const EPivotSet pConversionTarget,
const double pFrameRate,
const bool pKeyReduce, GeomInstSet& pGeomInstSet);
2371 void ConvertPivotAnimation(
FbxAnimStack* pAnimStack,
const EPivotSet pConversionTarget,
const double pFrameRate,
const bool pKeyReduce, GeomInstSet& pGeomInstSet);
2372 bool ConvertPivotAnimation_SetupMatrixConverter(
FbxAnimCurveFilterMatrixConverter& pConverter,
const EPivotSet& pSrcSet,
const EPivotSet& pDstSet,
const double pFrameRate,
const bool pKeyReduce, GeomInstSet& pGeomInstSet);
2373 void ConvertPivotAnimation_ApplyGeometryPivot(
const EPivotSet& pSrcSet,
const EPivotSet& pDstSet, GeomInstSet& pGeomInstSet);
FbxPropertyT< FbxEuler::EOrder > RotationOrder
This property contains the rotation order information of the node.
The animation layer is a collection of animation curve nodes.
#define FBXSDK_OBJECT_DECLARE(Class, Parent)
Macro used to declare a new class derived from FbxObject.
FbxPropertyT< EFbxQuatInterpMode > QuaternionInterpolate
This property contains the quaternion interpolate flag of the node.
Solid geometries rendered with the scene lights.
FBX SDK environment definition.
The Animation stack is a collection of animation layers.
The source pivot context.
FbxPropertyT< FbxBool > ScalingMinY
This property enables or disables the limit on scaling Y.
FbxPropertyT< FbxBool > TranslationMaxX
This property enables or disables the limit on translation X.
FbxPropertyT< FbxDouble3 > RotationMax
This property sets the maximum rotation values the object can occupy on each individual axis...
FbxPropertyT< FbxBool > RotationMaxY
This property enables or disables the limit on rotation Y.
FbxPropertyT< FbxBool > TranslationMaxY
This property enables or disables the limit on translation Y.
EPivotSet
Pivot context identifier.
EFbxQuatInterpMode
Quaternion interpolation modes.
FbxPropertyT< FbxBool > RotationSpaceForLimitOnly
This property contains the rotation space for limit only flag of the node.
Array that stores pairs of FbxString and a pointer.
This class contains material settings.
This node attribute contains the properties of an optical reference.
FbxPropertyT< FbxBool > ScalingMinX
This property activates or disables the limit on scaling X.
FbxPropertyT< FbxDouble3 > ScalingPivot
This property contains the scaling pivot information of the node.
Matrix conversion filter.
void FbxDelete(T *p)
Deletion policy for pointer template classes that uses the FbxDelete() function.
This node attribute contains methods for accessing the properties of a camera switcher.
This class facilitates the testing/reporting of errors.
FbxPropertyT< FbxBool > TranslationMinY
This property enables or disables the limit on translation Y.
FbxPropertyT< FbxBool > VisibilityInheritance
This property contains the visibility inheritance flag that allow applications to modify the Visibili...
Do not evaluate using quaternion interpolation.
FbxPropertyT< FbxDouble3 > ScalingOffset
This property contains the scaling offset information of the node.
The pivot context with this state is not used during the node transform computation but can be access...
FbxPropertyT< FbxReference > UpVectorProperty
This property contains the up vector property of the node.
FbxPropertyT< FbxDouble3 > GeometricTranslation
This property contains geometric translation information of the node.
FbxPropertyT< FbxDouble > PreferedAngleX
This property contains the x component of the preferred angle of the node.
This node attribute contains the properties of a marker.
FbxPropertyT< FbxDouble > MaxDampStrengthZ
This property contains the z component of the maximum damp strength of the node.
The pivot context with this state is affecting the node's transform computation.
#define FBXSDK_TIME_INFINITE
FbxPropertyT< FbxBool > ScalingMinZ
This property enables or disables the limit on scaling Z.
FbxPropertyT< FbxDouble > MinDampRangeY
This property contains the y component of the minimum damp range angles of the node.
FbxPropertyT< FbxDouble3 > RotationMin
This property sets the minimum rotation values the object can occupy on each individual axis...
FbxPropertyT< FbxDouble3 > LclScaling
This property contains the scaling information of the node.
FbxPropertyT< FbxDouble3 > PostRotation
This property contains post-rotation information of the node.
FbxPropertyT< FbxTransform::EInheritType > InheritType
This property contains inherit type information of the node.
FbxPropertyT< FbxInt > DefaultAttributeIndex
This property contains default attribute index information of the node.
#define EFbxRotationOrder
Rotation order flags.
FbxPropertyT< FbxDouble > Visibility
This property contains the visibility information of the node.
FbxPropertyT< FbxDouble > AxisLen
This property contains axis length information of the node.
EFbxType
Type identifier constants.
FbxPropertyT< FbxBool > RotationActive
This property enables or disables the limit on rotation.
Class to encapsulate time units.
FbxPropertyT< FbxDouble3 > PreRotation
This property contains pre-rotation information of the node.
FbxPropertyT< FbxDouble > RotationStiffnessY
This property contains the y value of the rotation stiffness of the node.
The base class of most FBX objects.
FbxPropertyT< FbxDouble > MaxDampRangeZ
This property contains the z component of the maximum damp range angles of the node.
FbxLimits defines a limit range for one transform component, either translation, rotation or scaling...
FbxPropertyT< FbxBool > TranslationMinZ
This property enables or disables the limit on translation Z.
FbxPropertyT< FbxBool > ScalingActive
This property enables or disables the limit on scaling.
FbxPropertyT< FbxDouble > MaxDampStrengthX
This property contains the x component of the maximum damp strength of the node.
EShadingMode
Shading modes.
FbxTrimNurbsSurface describes a NURBS surface with regions trimmed or cut away with trimming boundari...
Represents an element in the scene graph.
A patch is a type of node attribute with parametric surface.
FbxPropertyT< FbxDouble > MinDampStrengthY
This property contains the y component of the minimum damp strength of the node.
FbxPropertyT< FbxBool > TranslationActive
This property enables or disables the limit on translation.
This node attribute contains methods for accessing the properties of a light.
FbxPropertyT< FbxDouble > MinDampRangeX
This property contains the x component of the minimum damp range angles of the node.
FbxPropertyT< FbxDouble3 > ScalingMax
This property sets the maximum scaling values the object can occupy on each individual axis...
FbxPropertyT< FbxBool > RotationMaxX
This property enables or disables the limit on rotation X.
FbxPropertyT< FbxBool > Show
This property contains the show information of the node.
FbxPropertyT< FbxDouble > MinDampRangeZ
This property contains the z component of the minimum damp range angles of the node.
This class implements an efficient set based on value comparison, which stores values.
A NURBS surface is a type of parametric geometry.
FbxPropertyT< FbxDouble3 > RotationOffset
This property contains the rotation offset information of the node.
FbxPropertyT< FbxBool > TranslationMaxZ
This property enables or disables the limit on translation Z.
FbxPropertyT< FbxDouble3 > LclTranslation
This property contains the translation information of the node.
FbxPropertyT< FbxDouble > MaxDampRangeY
This property contains the y component of the maximum damp range angles of the node.
FbxPropertyT< FbxDouble3 > GeometricRotation
This property contains geometric rotation information of the node.
FbxPropertyT< FbxBool > RotationMinY
This property enables or disables the limit on rotation Y.
FbxPropertyT< FbxReference > LookAtProperty
This property contains lookat property of the node.
FbxPropertyT< FbxDouble3 > TranslationMax
This property sets the maximum translation values the object can occupy on each individual axis...
FbxPropertyT< FbxBool > TranslationMinX
This property enables or disables the limit on translation X.
FbxPropertyT< FbxBool > ScalingMaxX
This property enables or disables the limit on scaling X.
FbxPropertyT< FbxDouble3 > TranslationMin
This property sets the minimum translation values the object can occupy on each individual axis...
The principal interface for animation evaluators.
EFbxType FbxTypeOf(const FbxEuler::EOrder &)
FbxPropertyT< FbxDouble > MinDampStrengthZ
This property contains the z component of the minimum damp strength of the node.
Class to hold user properties.
FbxPropertyT< FbxBool > LODBox
This property contains level of detail mode information of the node.
A four double mathematic vector class.
FBX SDK affine matrix class.
FbxPropertyT< FbxDouble > MinDampStrengthX
This property contains the x component of the minimum damp strength of the node.
Solid geometries rendered faceted - using the system light.
#define FBX_SAFE_DELETE(p)
FbxPropertyT< FbxDouble > PreferedAngleY
This property contains the y component of the preferred angle of the node.
This node attribute contains methods for accessing the properties of a camera.
FbxPropertyT< FbxDouble3 > GeometricScaling
This property contains geometric scaling information of the node.
FbxPropertyT< FbxBool > RotationMinX
This property enables or disables the limit on rotation X.
FbxPropertyT< FbxDouble > PreferedAngleZ
This property contains the z component of the preferred angle of the node.
A NURBS surface is a type of parametric geometry.
A Non-Uniform Rational B-Spline (NURBS) curve is a type of parametric geometry.
This node attribute contains the properties of a null node.
A cached effect is a type of node attribute to represent certain type of effect by an cache object...
FbxPropertyT< FbxBool > Freeze
This property contains manipulation state information of the node.
This class specializes a node attribute to represent the elements forming "bone" chains.
A Character is a person or animal with pre-defined skeleton system.
Class to encapsulate time intervals.
The base class of geometric objects that support control point deformations (e.g. ...
FbxPropertyT< FbxDouble > RotationStiffnessZ
This property contains the z value of the rotation stiffness of the node.
FbxPropertyT< FbxDouble3 > ScalingMin
This property sets the minimum scaling values the object can occupy on each individual axis...
FbxPropertyT< FbxBool > ScalingMaxY
This property enables or disables the limit on scaling Y.
FbxPropertyT< FbxBool > RotationMinZ
This property enables or disables the limit on rotation Z.
FbxPropertyT< FbxDouble3 > LclRotation
This property contains the rotation information of the node.
FbxPropertyT< FbxDouble > RotationStiffnessX
This property contains the x value of the rotation stiffness of the node.
Solid geometries rendered with smooth textured surfaces - using system light.
FbxPropertyT< FbxDouble3 > RotationPivot
This property contains the rotation pivot information of the node.
This class is the base class to all types of node attributes.
FbxPropertyT< FbxDouble > MaxDampRangeX
This property contains the x component of the maximum damp range angles of the node.
FbxPropertyT< FbxDouble > MaxDampStrengthY
This property contains the y component of the maximum damp strength of the node.
FbxPropertyT< FbxBool > RotationMaxZ
This property enables or disables the limit on rotation Z.
FbxPropertyT< FbxBool > NegativePercentShapeSupport
This property contains negative percent shape support information of the node.
This template class is used to contain user properties of specific data types.
FbxPropertyT< FbxBool > ScalingMaxZ
This property enables or disables the limit on scaling Z.
Solid geometries rendered with smooth surfaces - using the system light.
A line is a geometry made of points.
EPivotState
Pivot context state.
Geometries displayed in wire frame.
A mesh is a geometry made of polygons.
This node attribute contains methods for accessing the properties of a stereo camera.