FBX C++ API Reference
MyOwnWriterReader/MyOwnWriter.cxx
/****************************************************************************************
Copyright (C) 2015 Autodesk, Inc.
All rights reserved.
Use of this software is subject to the terms of the Autodesk license agreement
provided at the time of installation or download, or which otherwise accompanies
this software in either electronic or hard copy form.
****************************************************************************************/
#include "MyOwnWriter.h"
MyOwnWriter::MyOwnWriter(FbxManager &pManager, int pID):
FbxWriter(pManager, pID, FbxStatusGlobal::GetRef()),
mFilePointer(NULL),
mManager(&pManager)
{
}
MyOwnWriter::~MyOwnWriter()
{
FileClose();
}
// Create a file stream with pFileName
bool MyOwnWriter::FileCreate(char* pFileName)
{
if(mFilePointer != NULL)
{
FileClose();
}
FBXSDK_fopen(mFilePointer,pFileName,"w");
if(mFilePointer == NULL)
{
return false;
}
return true;
}
// Close the file stream
bool MyOwnWriter::FileClose()
{
if(mFilePointer != NULL)
{
fclose(mFilePointer);
return true;
}
return false;
}
// Check whether the file stream is open.
bool MyOwnWriter::IsFileOpen()
{
if(mFilePointer != NULL)
return true;
return false;
}
// Get the file stream options
void MyOwnWriter::GetWriteOptions()
{
}
// Write file with stream options
bool MyOwnWriter::Write(FbxDocument* pDocument)
{
if (!pDocument)
{
GetStatus().SetCode(FbxStatus::eFailure, "Invalid document handle");
return false;
}
FbxScene* lScene = FbxCast<FbxScene>(pDocument);
bool lIsAScene = (lScene != NULL);
bool lResult = false;
if(lIsAScene)
{
PreprocessScene(*lScene);
FBXSDK_printf("I'm in my own writer\n");
FbxNode* lRootNode = lScene->GetRootNode();
PrintHierarchy(lRootNode);
PostprocessScene(*lScene);
lResult = true;
}
return lResult;
}
// Write out Node Hierarchy recursively
void MyOwnWriter::PrintHierarchy(FbxNode* pStartNode)
{
FbxNode* lChildNode;
const char* lParentName = pStartNode->GetName();
for(int i = 0; i<pStartNode->GetChildCount(); i++)
{
lChildNode = pStartNode->GetChild(i);
const char* lChildName = lChildNode->GetName();
FBXSDK_fprintf(mFilePointer,"%s%s%s%s%s%s%s","\"",lChildName,"\"",", parent is ","\"",lParentName,"\"\n");
}
int lNodeChildCount = pStartNode->GetChildCount ();
while (lNodeChildCount > 0)
{
lNodeChildCount--;
lChildNode = pStartNode->GetChild (lNodeChildCount);
PrintHierarchy(lChildNode);
}
}
// Pre-process the scene before write it out
bool MyOwnWriter::PreprocessScene(FbxScene& /*pScene*/)
{
FBXSDK_printf("I'm in pre-process\n");
return true;
}
// Post-process the scene after write it out
bool MyOwnWriter::PostprocessScene(FbxScene& /*pScene*/)
{
FBXSDK_printf("I'm in post process\n");
return true;
}