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.