13 #ifndef _FBXSDK_SCENE_POSE_H_ 
   14 #define _FBXSDK_SCENE_POSE_H_ 
  104     void SetIsBindPose(
bool pIsBindPose);
 
  119     int GetCount()
 const { 
return mPoseInfo.GetCount(); }
 
  128     int Add(
FbxNode* pNode, 
const FbxMatrix& pMatrix, 
bool pLocalMatrix = 
false, 
bool pMultipleBindPose = 
true);
 
  133     void Remove(
int pIndex);
 
  148     FbxNode* GetNode(
int pIndex) 
const;
 
  156     const FbxMatrix& GetMatrix(
int pIndex)       
const;
 
  163     bool IsLocalMatrix(
int pIndex) 
const;
 
  174             eInitialNameComponent = 1,  
 
  175             eCurrentNameComponent = 2,  
 
  176             eAllNameComponents = 3      
 
  184         int Find(
const FbxNameHandler& pNodeName, 
char pCompareWhat = eAllNameComponents) 
const;
 
  190         int Find(
const FbxNode* pNode) 
const;
 
  287         bool IsValidBindPose(
FbxNode* pRoot, 
double pMatrixCmpTolerance=0.0001, 
FbxStatus* pStatus = 
NULL);
 
  323 #ifndef DOXYGEN_SHOULD_SKIP_THIS 
  326     virtual void Destruct(
bool pRecursive);
 
  330     virtual const char* GetTypeName() 
const;
 
  334     bool                ValidateParams(
const FbxNode* pNode, 
const FbxMatrix& pMatrix, 
int& pPos);
 
  336     bool                LocalValidateParams(
const FbxNode* pNode, 
const FbxMatrix& pMatrix, 
int& pPos);
 
  341     void                UpdatePosInfoList();
 
  346     bool                        mPoseInfoIsDirty;
 
#define FBXSDK_OBJECT_DECLARE(Class, Parent)
Macro used to declare a new class derived from FbxObject. 
 
FbxMatrix mMatrix
Transform matrix of the node. 
 
FBX SDK environment definition. 
 
FbxArray< FbxPoseInfo * > PoseInfoList
 
virtual FbxObject & Copy(const FbxObject &pObject)
Copy an object content into this object. 
 
This class accumulates user notifications and sends them to any device opened by the derived classes...
 
FbxNode * mNode
FBX node, which may be skeleton or geometry (skinned) node. 
 
bool mMatrixIsLocal
If true, the transform matrix above is defined in local coordinates. 
 
This class facilitates the testing/reporting of errors. 
 
This structure contains the description of a named pose. 
 
bool IsRestPose() const 
Pose identifier flag. 
 
The base class of most FBX objects. 
 
Represents an element in the scene graph. 
 
bool IsBindPose() const 
Pose identifier flag. 
 
This class contains the description of a 3D scene. 
 
This class contains the description of a Pose and provide some methods to access Pose info in one FBX...
 
virtual void Construct(const FbxObject *pFrom)
Optional constructor override, automatically called by default constructor. 
 
FbxArray< FbxPose * > PoseList
 
FbxArray< FbxNode * > NodeList
 
ENameComponent
This structure defines the strategy of comparing FBX node name. 
 
A name is a case-sensitive string ID of a property, a node, a node attribute, a texture, etc. 
 
virtual void Destruct(bool pRecursive)
Optional destructor override, automatically called by default destructor. 
 
FBX SDK basic 4x4 double matrix class. 
 
This template class is used to contain user properties of specific data types. 
 
virtual void ConstructProperties(bool pForceSet)
Optional property constructor override, automatically called by default constructor. 
 
int GetCount() const 
Get number of stored items.