importexport/impexpgames/orimpexpgames_engine.cxx

importexport/impexpgames/orimpexpgames_engine.cxx
/***************************************************************************************
Autodesk(R) Open Reality(R) Samples
(C) 2009 Autodesk, Inc. and/or its licensors
All rights reserved.
AUTODESK SOFTWARE LICENSE AGREEMENT
Autodesk, Inc. licenses this Software to you only upon the condition that
you accept all of the terms contained in the Software License Agreement ("Agreement")
that is embedded in or that is delivered with this Software. By selecting
the "I ACCEPT" button at the end of the Agreement or by copying, installing,
uploading, accessing or using all or any portion of the Software you agree
to enter into the Agreement. A contract is then formed between Autodesk and
either you personally, if you acquire the Software for yourself, or the company
or other legal entity for which you are acquiring the software.
AUTODESK, INC., MAKES NO WARRANTY, EITHER EXPRESS OR IMPLIED, INCLUDING BUT
NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR
PURPOSE REGARDING THESE MATERIALS, AND MAKES SUCH MATERIALS AVAILABLE SOLELY ON AN
"AS-IS" BASIS.
IN NO EVENT SHALL AUTODESK, INC., BE LIABLE TO ANYONE FOR SPECIAL, COLLATERAL,
INCIDENTAL, OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH OR ARISING OUT OF PURCHASE
OR USE OF THESE MATERIALS. THE SOLE AND EXCLUSIVE LIABILITY TO AUTODESK, INC.,
REGARDLESS OF THE FORM OF ACTION, SHALL NOT EXCEED THE PURCHASE PRICE OF THE
MATERIALS DESCRIBED HEREIN.
Autodesk, Inc., reserves the right to revise and improve its products as it sees fit.
Autodesk and Open Reality are registered trademarks or trademarks of Autodesk, Inc.,
in the U.S.A. and/or other countries. All other brand names, product names, or
trademarks belong to their respective holders.
GOVERNMENT USE
Use, duplication, or disclosure by the U.S. Government is subject to restrictions as
set forth in FAR 12.212 (Commercial Computer Software-Restricted Rights) and
DFAR 227.7202 (Rights in Technical Data and Computer Software), as applicable.
Manufacturer is Autodesk, Inc., 10 Duke Street, Montreal, Quebec, Canada, H3C 2L7.
***************************************************************************************/
#include "orimpexpgames_engine.h"
/************************************************
* Export engine constructor.
************************************************/
ORGamesExportEngine::ORGamesExportEngine()
{
mFile = NULL;
mExportGlobalInfo = true;
mExportModels = true;
mExportAnimation = true;
mExportMesh = true;
mExportDevices = true;
mExportConstraints = true;
mExportCameras = true;
mExportLights = true;
mExportTextures = true;
mExportMaterials = true;
mExportTakes = true;
mExportMedia = true;
mExportSelected = true;
}
/************************************************
* Export engine destructor.
************************************************/
ORGamesExportEngine::~ORGamesExportEngine()
{
}
/************************************************
* Export to given filename.
************************************************/
void ORGamesExportEngine::Export(const char* pFilename)
{
mFile = fopen( pFilename, "wt" );
if( mFile )
{
ExportGlobalInfo ();
ExportModels ();
ExportConstraints ();
ExportDevices ();
ExportMaterials ();
ExportMedia ();
ExportTakes ();
ExportTextures ();
fclose( mFile );
}
}
/************************************************
* Export global information.
************************************************/
void ORGamesExportEngine::ExportGlobalInfo()
{
if( mExportGlobalInfo )
{
int i;
FileHeaderOpen("Global Info");
fprintf( mFile, "Computer Name :\t%s\n", (const char*)mSystem.ComputerName );
fprintf( mFile, "Application Version :\t%lf\n", ((double)mSystem.Version)/1000.0 );
fprintf( mFile, "System Time :\t%s\n", (const char*)mSystem.SystemTime.AsString() );
fprintf( mFile, "Local Time :\t%s\n", (const char*)mSystem.LocalTime.AsString() );
fprintf( mFile, "Images Path :\t%s\n", (const char*)mSystem.PathImages );
fprintf( mFile, "Mesh Path :\t%s\n", (const char*)mSystem.PathMeshs );
fprintf( mFile, "Comm Ports :\t[" );
for( i=0; i< mSystem.CommPorts.GetCount(); i++ )
{
fprintf( mFile, "%d", mSystem.CommPorts[i] );
if( i != mSystem.CommPorts.GetCount() -1 )
{
fprintf( mFile, "," );
}
}
fprintf( mFile, "]\n" );
if( (const char*)mApplication.FBXFileName )
{
fprintf( mFile, "Current File :\t%s\n\n", (const char*) mApplication.FBXFileName );
}
FileHeaderClose();
}
}
/************************************************
* Export models.
************************************************/
void ORGamesExportEngine::ExportModels()
{
int i;
if( mExportModels )
{
FileHeaderOpen("Models");
ExportModel( mSystem.SceneRootModel );
FileHeaderClose();
}
if( mExportCameras )
{
FileHeaderOpen("Cameras");
for( i=0; i< mSystem.Scene->Cameras.GetCount(); i++ )
{
ExportModel(mSystem.Scene->Cameras[i], false, false);
}
FileHeaderClose();
}
if( mExportLights )
{
FileHeaderOpen("Lights");
for( i=0; i<mSystem.Scene->Lights.GetCount(); i++ )
{
ExportModel(mSystem.Scene->Lights[i], false, false);
}
FileHeaderClose();
}
}
/************************************************
* Export constraints.
************************************************/
void ORGamesExportEngine::ExportConstraints()
{
if( mExportConstraints )
{
int i,j;
FBConstraint* lConstraint;
FBConstraintManager* lConstraintMgr = &FBConstraintManager::TheOne();
FileHeaderOpen("Constraints");
fprintf( mFile, "Constraint Types :\n" );
for( i = 0; i < lConstraintMgr->TypeGetCount(); i++ )
{
fprintf( mFile, "\t%s\n", (const char*)lConstraintMgr->TypeGetName( i ) );
}
for( j=0; j<mSystem.Scene->Constraints.GetCount(); j++)
{
lConstraint = mSystem.Scene->Constraints[j];
fprintf( mFile, "\t%s\n", (const char*)lConstraint->Name );
ExportPropertyList( lConstraint, 2 );
}
FileHeaderClose();
}
}
/************************************************
* Export devices.
************************************************/
void ORGamesExportEngine::ExportDevices()
{
if( mExportDevices )
{
int i;
FBDevice* lDevice;
FileHeaderOpen("Devices");
for( i=0; i<mSystem.Scene->Devices.GetCount(); i++ )
{
lDevice = mSystem.Scene->Devices[i];
fprintf( mFile, "%s\n", (const char*)lDevice->Name );
ExportPropertyList( lDevice, 2 );
}
FileHeaderClose();
}
}
/************************************************
* Export textures.
************************************************/
void ORGamesExportEngine::ExportTextures()
{
if( mExportTextures )
{
int i;
FBTexture* lTexture;
FileHeaderOpen("Textures");
for( i=0; i<mSystem.Scene->Textures.GetCount(); i++ )
{
lTexture = mSystem.Scene->Textures[i];
fprintf( mFile, "%s\n", (const char*)lTexture->Name );
ExportTexture( lTexture );
ExportPropertyList( lTexture );
}
FileHeaderClose();
}
}
/************************************************
* Export materials.
************************************************/
void ORGamesExportEngine::ExportMaterials()
{
if( mExportMaterials )
{
int i;
FBMaterial* lMaterial;
FileHeaderOpen("Materials");
for( i=0; i<mSystem.Scene->Materials.GetCount(); i++ )
{
lMaterial = mSystem.Scene->Materials[i];
fprintf( mFile, "%s\n", (const char*)lMaterial->Name );
ExportMaterial( lMaterial );
ExportPropertyList( lMaterial );
}
FileHeaderClose();
}
}
/************************************************
* Export media.
************************************************/
void ORGamesExportEngine::ExportMedia()
{
if( mExportMedia )
{
int i;
FBVideoClip* lVideo;
FileHeaderOpen("Media");
for( i=0; i<mSystem.Scene->VideoClips.GetCount(); i++)
{
lVideo = mSystem.Scene->VideoClips[i];
fprintf( mFile, "%s\n", (const char*)lVideo->Name );
ExportPropertyList( lVideo );
}
FileHeaderClose();
}
}
/************************************************
* Export takes.
************************************************/
void ORGamesExportEngine::ExportTakes()
{
if( mExportTakes )
{
int i;
FBTake* lTake;
FileHeaderOpen("Takes");
for( i=0; i<mSystem.Scene->Takes.GetCount(); i++ )
{
lTake = mSystem.Scene->Takes[i];
fprintf( mFile, "%s\n", (const char*)lTake->Name );
ExportPropertyList( lTake );
}
FileHeaderClose();
}
}
/************************************************
* Export the information for a given model.
************************************************/
void ORGamesExportEngine::ExportModel( FBModel* pModel, bool pRecursive, bool pIgnoreLightsCameras )
{
if( ! mExportSelected || ( mExportSelected && pModel->Selected ) )
{
bool lLightCam = pModel->Is( FBCamera::TypeInfo ) || pModel->Is( FBLight::TypeInfo ) ;
if( !lLightCam || !pIgnoreLightsCameras )
{
fprintf( mFile, "%s\n", (const char*)pModel->Name );
if( mExportProperties )
{
ExportPropertyList( pModel );
}
if( pModel->Is( FBModelOptical::TypeInfo ) )
{
ExportOpticalModelInfo( (FBModelOptical*) pModel );
}
if( mExportAnimation )
{
ExportAnimationNodes( pModel->AnimationNode, pModel->Name );
}
if( mExportMesh )
{
ExportMesh( pModel );
}
if( mExportMaterials )
{
ExportMaterials( pModel );
}
fprintf( mFile, "\n" );
}
}
if( pRecursive )
{
int i;
for( i=0; i<pModel->Children.GetCount(); i++ )
{
ExportModel( pModel->Children[i] );
}
}
}
/************************************************
* Export the property list for a given component.
************************************************/
void ORGamesExportEngine::ExportPropertyList( FBComponent* pComponent, int pTabNumber )
{
int i;
FBProperty* lProperty;
FBString lString;
char lBuffer[50] = "<No String Value Representation>";
for( i=0;i<pTabNumber; i++ )
{
fprintf( mFile, "\t" );
}
for( i=0;i<pComponent->PropertyList.GetCount();i++)
{
lProperty = pComponent->PropertyList[i];
lString = lProperty->AsString()?lProperty->AsString():lBuffer;
fprintf( mFile, "%s\t%s\n", (char*)lProperty->GetName(), (char*)lString );
}
}
/************************************************
* Export an animation node..
************************************************/
void ORGamesExportEngine::ExportAnimationNodes(FBAnimationNode* pNode, const char *pParentName)
{
int i;
FBString lName;
FBString lTimeString;
FBTime lTime;
FBFCurve* lCurve = NULL;
int lKeyCount;
lName = pParentName;
lName += "/";
lName += pNode->Name;
if(pNode->Nodes.GetCount()==0)
{
//leaf node: export animation data
fprintf(mFile,"\tNode name:%s UserName:%s\n",(const char *)lName, (const char *)pNode->UserName);
lCurve = pNode->FCurve;
if(lCurve)
{
lKeyCount = lCurve->Keys.GetCount();
fprintf(mFile,"\t\t%d Key Frames\n", lKeyCount);
for(int i=0;i<lKeyCount;i++)
{
lTime = lCurve->Keys[i].Time;
lTimeString = (char *)lTime.GetTimeString();
fprintf(mFile,"\t\tKeyIndex[%d]: Time[%s] Val[%lf] Deriv[%.2lf,%.2lf] TCB[%lf,%lf,%lf]\n",
i,
(char *)lTimeString,
(double)lCurve->Keys[i].Value,
(double)lCurve->Keys[i].LeftDerivative,
(double)lCurve->Keys[i].RightDerivative,
(double)lCurve->Keys[i].Tension,
(double)lCurve->Keys[i].Continuity,
(double)lCurve->Keys[i].Bias
);
}
fprintf( mFile, "\n" );
}
else
{
fprintf( mFile, "\t\tNode has no recorded data\n" );
}
}
// recurse through children
for(i=0;i<pNode->Nodes.GetCount();i++)
{
ExportAnimationNodes(pNode->Nodes[i], (char *)lName) ;
}
}
/************************************************
* Export a mesh.
************************************************/
void ORGamesExportEngine::ExportMesh( FBModel* pModel )
{
// Get the mesh from the model
FBModelVertexData* lModelVertexData = pModel->ModelVertexData;
//
//Vertices
//
int lVertexCount = lModelVertexData->GetVertexCount();
FBVertex* lVertices = (FBVertex*)lModelVertexData->GetVertexArray(kFBGeometryArrayID_Point, false /*need original non deformed data*/);
FBNormal* lNormals = (FBNormal*)lModelVertexData->GetVertexArray(kFBGeometryArrayID_Normal, false /*need original non deformed data*/);
FBUV* lUVs = (FBUV*)lModelVertexData->GetUVSetArray();
int* lIndexes = lModelVertexData->GetIndexArray();
fprintf( mFile, "\tVertices :\tCount=%d\n", lVertexCount );
for(int i=0;i<lVertexCount;i++)
{
fprintf(mFile,"\t\tVertex[%3d] P=[%.2lf,%.2lf,%.2lf] N=[%.2lf,%.2lf,%.2lf] UV=[%.2lf,%.2lf]\n",
i,
lVertices[i][0],lVertices[i][1],lVertices[i][2],
lNormals[i][0],lNormals[i][1],lNormals[i][2],
lUVs[i][0],lUVs[i][1]);
}
//
//Sub Patches
//
int lSubPatchCount = lModelVertexData->GetSubPatchCount();
fprintf( mFile, "\tSubPatch :\tCount=%d\n", lSubPatchCount );
for(int i=0;i<lSubPatchCount;i++)
{
bool lSkip = false;
switch (lModelVertexData->GetSubPatchPrimitiveType(i))
{
case kFBGeometry_POINTS: fprintf(mFile,"\t\t Points[%d] Vert=[",i); break;
case kFBGeometry_LINES: fprintf(mFile,"\t\t Lines[%d] Vert=[",i); break;
case kFBGeometry_LINE_LOOP: fprintf(mFile,"\t\t Line_Loop[%d] Vert=[",i); break;
case kFBGeometry_LINE_STRIP: fprintf(mFile,"\t\t Line_Strip[%d] Vert=[",i); break;
case kFBGeometry_TRIANGLES: fprintf(mFile,"\t\t Triangles[%d] Vert=[",i); break;
case kFBGeometry_TRIANGLE_STRIP: fprintf(mFile,"\t\t Triangle_Strip[%d] Vert=[",i); break;
case kFBGeometry_TRIANGLE_FAN: fprintf(mFile,"\t\t Triangle_Fan[%d] Vert=[",i); break;
case kFBGeometry_QUADS: fprintf(mFile,"\t\t Quads[%d] Vert=[",i); break;
case kFBGeometry_QUADS_STRIP: fprintf(mFile,"\t\t Quads_Strip[%d] Vert=[",i); break;
case kFBGeometry_POLYGON: fprintf(mFile,"\t\t Polygon[%d] Vert=[",i); break;
default: lSkip = true;
}
if (lSkip)
continue;
const int lSubPatchIndexOffset = lModelVertexData->GetSubPatchIndexOffset(i);
const int lSubPatchIndexEnd = lSubPatchIndexOffset + lModelVertexData->GetSubPatchIndexSize(i);
for(int j=lSubPatchIndexOffset;j<lSubPatchIndexEnd;j++)
{
fprintf(mFile,"%d ",lIndexes[j]);
}
fprintf(mFile,"] MatId=[%d]\n",lModelVertexData->GetSubPatchMaterialId(i));
}
}
/************************************************
* Export the materials on a model.
************************************************/
void ORGamesExportEngine::ExportMaterials( FBModel* pModel )
{
int lMaterialCount;
int i;
FBMaterial* lMaterial;
lMaterialCount = pModel->Materials.GetCount();
//
//Materials
//
fprintf( mFile, "\tMaterials :\tCount=%d\n", lMaterialCount );
for(i=0;i< lMaterialCount;i++)
{
lMaterial = pModel->Materials[i];
fprintf(mFile,"\t\tMaterial[%s] ",(const char *)(lMaterial->Name));
fprintf(mFile,"Id[%d]\n",i);
ExportMaterial( lMaterial );
}
}
/************************************************
* Export an optical model.
************************************************/
void ORGamesExportEngine::ExportOpticalModelInfo( FBModelOptical* pModel )
{
FBTime lStart,lStop,lPeriod;
FBModelMarkerOptical* lMarker = NULL;
double x,y,z,o;
int i,f,lFrameCount;
lStart = pModel->SamplingStart;
lStop = pModel->SamplingStop;
lPeriod = pModel->SamplingPeriod;
fprintf(mFile,"\tAnimation: start:%s stop:%s period: %lf (%lf Hz)\n",
(char *) lStart.GetTimeString(),
(char *) lStop.GetTimeString(),
(double) lPeriod.GetMilliSeconds(),
1.0/(double) lPeriod.GetMilliSeconds());
if(pModel->ExportSetup())
{
for(i=0;i< pModel->Children.GetCount();i++)
{
lMarker = (FBModelMarkerOptical*)pModel->Children[i];
lFrameCount = lMarker->ExportBegin();
fprintf(mFile,"\tMarker[%d]: name:%s length:%d frames\n",i,(const char *)lMarker->Name,lFrameCount);
for(f=0;f< lFrameCount;f++)
{
if(lMarker->ExportKey( &x,&y,&z,&o))
{
fprintf(mFile,"\t\tframe[%d]= [%.2lf,%.2lf,%.2lf,%.2lf]\n",f, x,y,z,o);
}
else
{
fprintf(mFile,"\t\t------------Error at frame %d\n",f);
}
}
lMarker->ExportEnd();
}
}
}
/************************************************
* Export a material.
************************************************/
void ORGamesExportEngine::ExportMaterial( FBMaterial* pMaterial )
{
fprintf(mFile,"\t\tMaterial[%s]\t",(const char *)(pMaterial->Name));
FBColor lPropColorValue;
float lPropDoubleValue;
FBTexture* lPropTex;
lPropColorValue = pMaterial->Ambient;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureAmbient);
fprintf(mFile,"AmbientValue=[%.2lf,%.2lf,%.2lf] AmbientTex=[%s]\n", lPropColorValue[0], lPropColorValue[1],lPropColorValue[2], lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropDoubleValue = pMaterial->AmbientFactor;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureAmbientFactor);
fprintf(mFile,"AmbientFactorValue=[%.2lf] AmbientTex=[%s]\n", lPropDoubleValue, lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropColorValue = pMaterial->Emissive;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureEmissive);
fprintf(mFile,"EmissiveValue=[%.2lf,%.2lf,%.2lf] EmissiveTex=[%s]\n", lPropColorValue[0], lPropColorValue[1],lPropColorValue[2], lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropDoubleValue = pMaterial->EmissiveFactor;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureEmissiveFactor);
fprintf(mFile,"EmissiveFactorValue=[%.2lf] EmissiveTex=[%s]\n", lPropDoubleValue, lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropColorValue = pMaterial->Diffuse;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureDiffuse);
fprintf(mFile,"DiffuseValue=[%.2lf,%.2lf,%.2lf] DiffuseTex=[%s]\n", lPropColorValue[0], lPropColorValue[1],lPropColorValue[2], lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropDoubleValue = pMaterial->DiffuseFactor;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureDiffuseFactor);
fprintf(mFile,"DiffuseFactorValue=[%.2lf] DiffuseFactorTex=[%s]\n", lPropDoubleValue, lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropColorValue = pMaterial->TransparentColor;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureTransparent);
fprintf(mFile,"TransparentColorValue=[%.2lf,%.2lf,%.2lf] TransparentColorTex=[%s]\n", lPropColorValue[0], lPropColorValue[1],lPropColorValue[2], lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropDoubleValue = pMaterial->TransparencyFactor;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureTransparentFactor);
fprintf(mFile,"TransparencyFactorValue=[%.2lf] TransparencyFactorTex=[%s]\n", lPropDoubleValue, lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropColorValue = pMaterial->Bump;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureBump);
fprintf(mFile,"BumpValue=[%.2lf,%.2lf,%.2lf] BumpTex=[%s]\n", lPropColorValue[0], lPropColorValue[1],lPropColorValue[2], lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropColorValue = pMaterial->NormalMap;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureNormalMap);
fprintf(mFile,"NormalMapValue=[%.2lf,%.2lf,%.2lf] NormalMapTex=[%s]\n", lPropColorValue[0], lPropColorValue[1],lPropColorValue[2], lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropColorValue = pMaterial->Specular;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureSpecular);
fprintf(mFile,"SpecularValue=[%.2lf,%.2lf,%.2lf] SpecularTex=[%s]\n", lPropColorValue[0], lPropColorValue[1],lPropColorValue[2], lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropDoubleValue = pMaterial->SpecularFactor;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureSpecularFactor);
fprintf(mFile,"SpecularFactorValue=[%.2lf] SpecularFactorTex=[%s]\n", lPropDoubleValue, lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropDoubleValue = pMaterial->Shininess;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureShiness);
fprintf(mFile,"ShininessValue=[%.2lf] ShininessTex=[%s]\n", lPropDoubleValue, lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropColorValue = pMaterial->Reflection;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureReflection);
fprintf(mFile,"ReflectionValue=[%.2lf,%.2lf,%.2lf] ReflectionTex=[%s]\n", lPropColorValue[0], lPropColorValue[1],lPropColorValue[2], lPropTex? (const char*)(lPropTex->Name) : NULL);
lPropDoubleValue = pMaterial->ReflectionFactor;
lPropTex = pMaterial->GetTexture(kFBMaterialTextureReflectionFactor);
fprintf(mFile,"ReflectionFactorValue=[%.2lf] ReflectionFactorTex=[%s]\n", lPropDoubleValue, lPropTex? (const char*)(lPropTex->Name) : NULL);
}
/************************************************
* Export a texture.
************************************************/
void ORGamesExportEngine::ExportTexture( FBTexture* pTexture )
{
// get the file path when pTexture contain a valid video clip, which is file based.
const char* lFilename = "NotFileBased";
if( pTexture != NULL && pTexture->Video != NULL )
{
FBVideoClip* lVideoClip = FBCast<FBVideoClip>(pTexture->Video);
if( lVideoClip != NULL )
{
lFilename = lVideoClip->Filename;
}
}
fprintf(mFile,"\t\tTexture[%s] File: %s, res:[%dx%d]\n",
(const char *)(pTexture->Name),
lFilename,
(int)pTexture->Width,
(int)pTexture->Height);
}
/************************************************
* Open a section header in the file.
************************************************/
void ORGamesExportEngine::FileHeaderOpen( const char* pHeader )
{
fprintf( mFile, "====================================================================================\n" );
fprintf( mFile, " %s\n", pHeader );
fprintf( mFile, "_______________________________________________________\n" );
}
/************************************************
* Close a section in the file.
************************************************/
void ORGamesExportEngine::FileHeaderClose()
{
fprintf( mFile, "====================================================================================\n" );
}