13 #ifndef _FBXSDK_FILEIO_COLLADA_WRITER_H_ 
   14 #define _FBXSDK_FILEIO_COLLADA_WRITER_H_ 
  102 #ifndef DOXYGEN_SHOULD_SKIP_THIS 
  122     xmlNode * ExportScene(
FbxScene* pScene);
 
  130     bool        ExportLibraries(xmlNode* pXmlNode);
 
  140     xmlNode* ExportNodeRecursive(xmlNode* pXmlNode, 
const FbxNode* pNode);
 
  146     void ExportVisualSceneMAX3DExtension(xmlNode * pExtraElement, 
FbxScene * pScene);
 
  152     void ExportVisualSceneFCOLLADAExtension(xmlNode * pExtraElement, 
FbxScene * pScene);
 
  161     xmlNode* ExportNode(xmlNode* pXmlNode, 
const FbxNode* pNode);
 
  170     bool ExportTransform(xmlNode* pXmlNode, 
const FbxNode* pNode);
 
  179     bool ExportNodeAttribute(xmlNode* pXmlNode, 
const FbxNode* pNode);
 
  187     xmlNode* CreateMeshLibrary(
const FbxNode* pNode);
 
  195     xmlNode* CreateCameraLibrary(
const FbxNode* pNode);
 
  203     xmlNode* CreateLightLibrary(
const FbxNode* pNode);
 
  211     xmlNode* ExportMesh(
const FbxNode* pNode);
 
  232     xmlNode*    ExportVertexPositions(xmlNode* pXmlNode, 
FbxMesh* pMesh, 
FbxString pMeshName, 
bool pInGeometry, 
bool pExportControlPoints);
 
  242     xmlNode*    ExportLayerElements(xmlNode* pXmlMesh, 
FbxMesh* pMesh, 
FbxString pName);
 
  263     xmlNode*    ExportUVs(xmlNode* pXmlNode, 
FbxMesh* pMesh, 
FbxString pName, 
int pLayerIndex);
 
  273     xmlNode*    ExportVertexColors(xmlNode* pXmlNode, 
FbxMesh* pMesh, 
FbxString pName, 
int pLayerIndex);
 
  281     xmlNode*    ExportVertices(xmlNode* pXmlNode, 
FbxMesh* pMesh, 
FbxString pName);
 
  293     xmlNode* ExportPolygons(xmlNode* pMeshElement, 
FbxMesh* pMesh, 
FbxString pMaterialName, 
int pMaterialIndexInNode, 
FbxString pName, 
bool pShape = 
false);
 
  300     bool        ExportMeshMaterials(
FbxMesh *pMesh, 
int pNbMat);
 
  331     bool        AddMaterialTextureInput(xmlNode *pXmlMaterial, 
FbxFileTexture *pTexture, 
FbxString pImageId, 
int pLayerIndex, 
int pLayerElementType);
 
  346     bool        ExportMeshTextures(
FbxMesh *pMesh);
 
  353     xmlNode* ExportCamera(
const FbxNode* pNode);
 
  360     xmlNode* ExportLight(
const FbxNode* pNode);
 
  364     void ExportSceneAmbient(xmlNode * pVisualSceneElement);
 
  371     bool        ExportController(
FbxMesh *pMesh);
 
  378     bool        ExportControllerShape(
FbxMesh *pMesh);
 
  387     xmlNode*    ExportJointWeights(xmlNode* pXmlNode, 
FbxMesh* pMesh, 
FbxString pExt);
 
  395     bool        UpdateMeshLibraryWithShapes(xmlNode* pXmlNode);
 
  402     bool        ExportAnimation(
FbxNode* pNode);
 
  409     bool        ExportAnimationCurves(
FbxNode* pNode, xmlNode* pAnimationNode);
 
  428     bool        ExportCurve(xmlNode* pAnimationNode, 
FbxAnimCurve* pCurve,
 
  429         const char* pChannelName, 
const char* pSubChannelName,
 
  430         bool pExportShape=
false, 
bool pExportIntensity=
false, 
bool pExportLib=
false);
 
  451     bool        NotZero(
double pD);
 
  458     bool IsTranslationAnimated(
const FbxNode *pNode);
 
  465     bool IsRotationAnimated(
const FbxNode *pNode);
 
  473     bool IsRotationAnimated(
const FbxNode *pNode, 
int pAxis);
 
  480     bool IsScaleAnimated(
const FbxNode *pNode);
 
  502     void        PreprocessNodeRecursive(
FbxNode* pNode);
 
  508     void ExportPropertyValue(
const FbxProperty & pProperty,
 
  509                              xmlNode * pParentElement);
 
  521     void AddNotificationError( 
FbxString pError );
 
  526     void AddNotificationWarning( 
FbxString pWarning );
 
  547     xmlNode*    mLibraryAnimation;
 
  548     xmlNode*    mLibraryCamera;
 
  549     xmlNode*    mLibraryController;
 
  550     xmlNode*    mLibraryGeometry;
 
  551     xmlNode*    mLibraryImage; 
 
  552     xmlNode*    mLibraryLight;
 
  553     xmlNode*    mLibraryMaterial;
 
  554     xmlNode*    mLibraryEffect;
 
  555     xmlNode*    mLibraryTexture;
 
  556     xmlNode*    mLibraryVisualScene;
 
The animation layer is a collection of animation curve nodes. 
 
This class describes image mapping on top of geometry. 
 
The Animation stack is a collection of animation layers. 
 
virtual bool PostprocessScene(FbxScene &pScene)
Process FBX scene after exporting FBX scene to Collada file. 
 
Array that stores pairs of FbxString and a pointer. 
 
This class contains material settings. 
 
Utility class to manipulate strings. 
 
FbxDocument is a base class for FbxScene and FbxLibrary classes. 
 
virtual bool PreprocessScene(FbxScene &pScene)
Process FBX scene before exporting FBX scene to Collada file. 
 
FbxWriterCollada(FbxManager &pManager, int pID, FbxStatus &pStatus)
Constructor. 
 
virtual ~FbxWriterCollada()
Destructor. 
 
This class facilitates the testing/reporting of errors. 
 
virtual void GetWriteOptions()
Get Collada export options settings. 
 
Class to export FBX scene into a Collada file. 
 
This class contains scene thumbnails and user-defined summary data. 
 
virtual bool FileClose()
Close file. 
 
Class to encapsulate time units. 
 
Represents an element in the scene graph. 
 
This class contains the description of a 3D scene. 
 
Base class of other writers used internally. 
 
virtual bool Write(FbxDocument *pDocument)
Export the FBX document to Collada file, according to the given options settings. ...
 
Class to hold user properties. 
 
A four double mathematic vector class. 
 
An animation curve, defined by a collection of keys (FbxAnimCurveKey), and indicating how a value cha...
 
This node attribute contains methods for accessing the properties of a camera. 
 
Class for interfacing with files, providing a similar interface for files independant of the OS or fi...
 
virtual bool IsFileOpen()
Check if current file is open. 
 
virtual bool FileCreate(char *pFileName)
Create and open file with the given name. 
 
A mesh is a geometry made of polygons.