#include "GeometryUtility.h"
FbxNode * CreatePyramid(
FbxScene * pScene, 
const char * pName, 
double pBottomWidth, 
double pHeight)
 
{
    
    const double lBottomWidthHalf = pBottomWidth / 2;
    {
        FbxVector4(lBottomWidthHalf, 0, lBottomWidthHalf),
 
        FbxVector4(lBottomWidthHalf, 0, -lBottomWidthHalf),
 
        FbxVector4(-lBottomWidthHalf, 0, -lBottomWidthHalf),
 
        FbxVector4(-lBottomWidthHalf, 0, lBottomWidthHalf)
 
    };
    
    const int lControlPointCount = 
sizeof(PyramidControlPointArray) / 
sizeof(
FbxVector4);
 
    for (int lIndex = 0; lIndex < lControlPointCount; ++lIndex)
    {
    }
    
    
    
    
    
    
    
    return lPyramidNode;
}
typedef double Vector4[4];
typedef double Vector2[2];
{
    
    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] = {
        { -5.0,  0.0,  5.0, 1.0}, {  5.0,  0.0,  5.0, 1.0}, {  5.0,10.0,  5.0, 1.0},    { -5.0,10.0,  5.0, 1.0}, 
        { -5.0,  0.0, -5.0, 1.0}, {  5.0,  0.0, -5.0, 1.0}, {  5.0,10.0, -5.0, 1.0},    { -5.0,10.0, -5.0, 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 lUVs[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
    };
    
    
    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++)
    
    
    
    FBX_ASSERT( lUVElement1 != 
NULL);
 
    for (int i = 0; i <4; i++)
    for (int i = 0; i<24; i++)
    return lNode;
}