13 #ifndef _FBXSDK_FILEIO_FBX_WRITER_FBX5_H_
14 #define _FBXSDK_FILEIO_FBX_WRITER_FBX5_H_
53 bool WriteAnimation(
FbxScene& pScene);
55 void WriteTakeNode(KFCurveNode* pCurveNode,
bool pRescaleShininess);
56 bool WriteTakeNode(
FbxObject& pObj,
FbxAnimLayer* pAnimLayer,
const char* pBlockName,
bool pRescaleShininess =
false);
61 bool WriteExtensionSection(
FbxScene& pScene,
int pMediaCount);
65 bool WriteCameraSwitcher(
FbxScene& pScene);
68 void WriteGoboSection(
FbxScene& pScene);
71 void WriteCharacter(
FbxScene& pScene);
72 void WriteCharacter(
FbxScene& pScene,
int pCharacterIndex);
73 void WriteCharacterLinkGroup(
FbxCharacter& pCharacter,
int pCharacterGroupId,
FbxScene& pScene,
bool pBackwardCompatible);
74 void WriteCharacterLink(
FbxCharacter& pCharacter,
int pCharacterNodeId,
FbxScene& pScene,
bool pBackwardCompatible);
77 void WriteControlSetLinkGroup(
FbxControlSet& pControlSet,
int pCharacterGroupId,
FbxScene& pScene,
bool pBackwardCompatible);
82 int WriteCharacterPose(
FbxScene& pScene);
88 void WriteConstraint(
FbxScene& pScene);
90 void WriteGlobalLightSettings(
FbxScene& pScene);
91 void WriteShadowPlane(
FbxScene& pScene);
92 void WriteShadowPlaneSection(
FbxScene& pScene);
93 void WriteAmbientColor(
FbxScene& pScene);
94 void WriteFogOption(
FbxScene& pScene);
96 void WriteGlobalCameraAndTimeSettings(
FbxScene& pScene);
98 bool WriteMedia(
FbxScene& pScene,
bool pMediaEmbedded,
int& pMediaCount);
99 bool WriteMediaClip(
FbxString& pFileName,
bool pEmbeddedMedia);
100 void WriteDefaultMedia();
102 bool WriteNode (
FbxNode& pNode);
103 bool WriteNodeBegin (
FbxNode& pNode);
104 bool WriteNodeParameters (
FbxNode& pNode);
105 bool WriteNodeVersion (
FbxNode& pNode);
106 bool WriteNodeShading (
FbxNode& pNode);
107 bool WriteNodeAnimationSettings (
FbxNode& pNode);
108 bool WriteNodeCullingType (
FbxNode& pNode);
109 bool WriteNodeLimits (
FbxNode& pNode);
110 bool WriteNodeProperties (
FbxNode& pNode);
111 bool WriteNodeTarget (
FbxNode& pNode);
112 bool WriteNodeAnimatedProperties(
FbxNode& pNode);
113 bool WriteNodeAttribute (
FbxNode& pNode);
114 bool WriteNodeDefaultAttributes (
FbxNode& pNode);
115 bool WriteNodeChildrenList (
FbxNode& pNode);
116 bool WriteNodeEnd (
FbxNode& pNode);
118 bool WriteNull (
FbxNull* pNull );
120 bool WriteMarker (
FbxNode& pNode );
122 bool WriteCamera (
FbxCamera& pCamera,
bool pIsProducerCamera =
false );
126 bool WriteLight (
FbxLight& pLight );
129 bool WriteGeometryLayer (
FbxGeometry& pGeometry );
130 bool WriteGeometryTextureLayer (
FbxGeometry& pGeometry,
int pIndex );
132 bool WriteMesh (
FbxMesh& pMesh );
133 bool WriteMeshVertices (
FbxMesh& pMesh );
134 bool WriteMeshNormals (
FbxMesh& pMesh );
135 bool WriteMeshMaterial (
FbxMesh& pMesh );
136 bool WriteMeshTexture (
FbxMesh& pMesh );
137 bool WriteMeshGeometryUVInfo (
FbxMesh& pMesh );
138 bool WriteMeshPolyVertexIndex (
FbxMesh& pMesh );
139 bool WriteMeshPolyGroupIndex (
FbxMesh& pMesh );
140 bool WriteMeshVertexColors (
FbxMesh& pMesh );
142 bool WriteNurb (
FbxNurbs& pNurbs );
144 bool WritePatch (
FbxPatch& pPatch );
145 bool WritePatchType (
FbxPatch& pPatch,
int pType );
150 bool WriteSkeletonLimbNode (
FbxSkeleton& pSkeleton );
151 bool WriteSkeletonEffector (
FbxSkeleton& pSkeleton );
160 bool WriteProperties(
FbxObject* pObject);
165 void ConvertShapeNamesToV5Format(
FbxNode& pNode);
166 void RevertShapeNamesToV6Format (
FbxNode& pNode);
168 void WritePassword();
170 void FindAnimatedChannels(
FbxScene& pScene);
171 void ClearAnimatedChannels();
173 void WriteSceneGenericPersistenceSection(
FbxScene& pScene);
175 void ForceKFCurveNodesOnTRS(
FbxNode* pNode);
176 void SetPivotStateRecursive(
FbxNode* pNode);
189 struct TextureAnimatedChannels
197 struct SurfaceMaterialAnimatedChannels
The animation layer is a collection of animation curve nodes.
This class describes image mapping on top of geometry.
virtual bool FileCreate(char *pFileName)
Creates a new file.
virtual bool PreprocessScene(FbxScene &pScene)
Pre-processes the scene.
A gobo is a filter placed over a spot light to project light patterns through fog on a surface...
FbxWriterFbx5(FbxManager &pManager, FbxExporter &pExporter, int pID, FbxStatus &pStatus)
virtual bool FileClose()
Closes the file.
Abstract class for implementing I/O operations through a stream of data.
This class contains material settings.
Utility class to manipulate strings.
FbxDocument is a base class for FbxScene and FbxLibrary classes.
This node attribute contains the properties of an optical reference.
Class for clusters (links).
This node attribute contains methods for accessing the properties of a camera switcher.
This class facilitates the testing/reporting of errors.
virtual bool IsFileOpen()
Test if the file is open.
This class contains scene thumbnails and user-defined summary data.
A character pose is a character and an associated hierarchy of nodes.
The base class of most FBX objects.
Represents an element in the scene graph.
Class to export SDK objects into an FBX file.
A patch is a type of node attribute with parametric surface.
This node attribute contains methods for accessing the properties of a light.
virtual bool PostprocessScene(FbxScene &pScene)
Post-processes the scene.
This class contains the description of a 3D scene.
virtual void GetWriteOptions()
Setup write options.
This class contains the description of a Pose and provide some methods to access Pose info in one FBX...
virtual bool SupportsStreams() const
Returns true if this writer supports FbxStream I/O.
Base class of other writers used internally.
virtual bool Write(FbxDocument *pDocument)
Writes content to the specified file with given stream options.
A shape describes the deformation on a set of control points, which is similar to the cluster deforme...
void SetExportMode(EExportMode pMode)
FbxIO represents an FBX file.
This node attribute contains methods for accessing the properties of a camera.
A NURBS surface is a type of parametric geometry.
This node attribute contains the properties of a null node.
This class contains all methods to either set-up an exported control rig or query information on an i...
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.
The base class of geometric objects that support control point deformations (e.g. ...
Class to manipulate a map that can contain multiple times the same key.
Simple class to hold RGBA values of a thumbnail image.
A mesh is a geometry made of polygons.