1 #ifndef __FBPAPPLICATION_H__ 2 #define __FBPAPPLICATION_H__ 43 #include <kaydaradef.h> 48 #define FBSDK_DLL K_DLLIMPORT 54 #ifdef FBSDKUseNamespace 103 kFBBatchStatusSuccess,
105 kFBBatchStatusCharacterNotSpecified,
106 kFBBatchStatusCharacterNotCharacterized,
107 kFBBatchStatusCharacterHasNoReference,
108 kFBBatchStatusInputActorNotSpecified,
109 kFBBatchStatusActorInputMarkersetNotSpecified,
110 kFBBatchStatusActorInputMarkersetHasNoReferenceModel,
111 kFBBatchStatusActorInputMarkersetNotCorrectlyAssociated,
112 kFBBatchStatusInputCharacterNotCharacterized,
113 kFBBatchStatusInputCharacterHasNoReference,
114 kFBBatchStatusInputDirectoryNotValid,
115 kFBBatchStatusAsfSkeletonFileNotSpecified,
116 kFBBatchStatusCantOpenAsfSkeletonFile,
117 kFBBatchStatusOutputDirectoryNotValid
138 #if !defined(K_NO_CHARACTER) 167 kFBRotationFilterNone,
168 kFBRotationFilterGimbleKiller,
169 kFBRotationFilterUnroll
176 kFBPlotTangentModeSmooth,
177 kFBPlotTangentModeSmoothClamp,
178 kFBPlotTangentModeSpline,
179 kFBPlotTangentModeSplineClamp,
180 kFBPlotTangentModeAuto
207 #if !defined(K_NO_AUDIO) 233 #if !defined(K_NO_CHARACTER) 236 #if !defined(K_NO_ACTOR) 239 #if !defined(K_NO_CHARACTER) 242 #if !defined(K_NO_ACTOR) 255 #if !defined(K_NO_ONECLICK) 293 virtual void Add ( HICallback pOwner, kICallbackHandler pHandler );
294 virtual void Remove ( HICallback pOwner, kICallbackHandler pHandler );
330 bool Minimize(
bool pBlocking=
true);
338 void UpdateAllWidgets();
344 void FlushEventQueue();
351 bool FileNew(
bool pAskUser =
false,
bool pClearSceneName =
true);
361 bool FileOpen(
const char* pFilename,
bool pShowUIMsg =
false,
FBFbxOptions* pOptions = NULL );
369 bool FileOpen(
void* pBuffer, kULong pBufferLength );
379 bool GetMaxFrameCount(
void* pBuffer, kULong pBufferLength, kLong* pFrameCount,
int pTimeScale);
391 bool FileMerge(
const char* pFilename,
bool pShowUIMsg =
false,
FBFbxOptions* pOptions = NULL );
417 bool FileAppend(
const char* pFilename,
bool pShowUIMsg =
false,
FBFbxOptions* pOptions = NULL );
425 bool FileSave(
const char* pFilename = NULL,
FBFbxOptions* pOptions = NULL );
432 void FileExit(
bool pSave =
false,
int pExitCode = 0);
449 bool FileImport(
FBString pFilename,
bool pMatchModels =
false,
bool pCreateUnmatchedModels =
true );
472 bool FileExport(
FBString pFilename );
503 #if !defined(K_NO_CHARACTER) 527 bool IsValidBatchFile(
const char* pFilename );
529 #if !defined(K_NO_ONECLICK) 539 bool OneClickUpdateCurrentScene();
544 bool OneClickAddToCurrentScene();
548 void OneClickSelectPreviouslySentObject();
565 #if !defined(K_NO_AUDIO) 579 bool ExecuteScript(
FBString pFilename);
585 K_DEPRECATED_2016
void SwitchViewerCamera(
FBCamera &pCamera );
589 #if !defined(K_NO_ACTOR) 592 #if !defined(K_NO_CHARACTER) 602 const char* GetSceneTitle();
607 void SetSceneTitle(
const char* pTitle);
611 const char* GetSceneSubject();
616 void SetSceneSubject(
const char* pSubject);
620 const char* GetSceneAuthor();
625 void SetSceneAuthor(
const char* pAuthor);
629 const char* GetSceneKeywords();
634 void SetSceneKeywords(
const char* pKeywords);
638 const char* GetSceneRevisionNumber();
643 void SetSceneRevisionNumber(
const char* pRevNumber);
647 const char* GetSceneComment();
652 void SetSceneComment(
const char* pComment);
735 #ifdef FBSDKUseNamespace bool mPlotAllTakes
Should we plot all takes?
FBTimeSpan TimeSpan
Property: Start and stop selection time to render.
#define __FBClassDeclare(Name, Parent)
For internal use only.
FBPropertyString FilePath
Read Only Property: Path to the file that will be opened/merged.
FBPropertyEvent OnFileNewCompleted
Event: A File New has been completed.
K_DLLIMPORT void FBMergeTransactionFileRefEditEnd()
Call to end merge transaction with File Reference edit.
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
FBBatchProcessType mProcessType
What process should be done? Load, Save or Both.
FBBatchFileFormat mOutputFileFormat
File format of the output files.
File format for Acclaim AMC.
bool mPlotLockedProperties
Should we plot locked properties?
FBViewerMode
Different viewer modes for the 3D viewer.
bool mUseSingleTake
Use only one take to convert all files.
FBCharacter * mCharacter
The character to receive the animation.
FBBatchFileFormat mInputFileFormat
File format of the input files.
Save only the batch takes.
FBPropertyEvent OnFileSave
Event: A File Save has been requested, nothing has been saved yet.
FBAudioRateMode RateMode
Property: Rate mode for number of samples per second. 44100 hz default,8000, 11025,12000,16000,22050,24000,32000,44100,48000,64000,88200,96000 available for audio render.
FBBatchStatus
Different return values of the Batch process.
A take is a container for animation in a scene.
bool mUseConstantKeyReducer
Should we use a constant key reducer with the filter?
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
K_DLLIMPORT bool FBMergeTransactionFileRefEditIsOn()
Call to tell if system is during File Reference Edit Merge transaction.
bool mPlotToCharacter
To plot the animation on the character.
FBString OutputFileName
Property: Audio Render destination file.
FBAudioBitDepthMode BitDepthMode
Property: Bit depth for one sample of audio. 8, 16 and 24 bits available for audio render...
bool mPlotAuxEffectors
Should we plot aux effectors?
K_DLLIMPORT void FBMergeTransactionBegin()
Call to begin the transaction for merging multiple files.
Customize file loading and saving.
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
FBPropertyString FBXFileName
Read Write Property: Current scene filename.
K_DLLIMPORT void FBMergeTransactionFileRefEditBegin()
Call to begin the transaction for merging multiple files and applying File Reference edit at the same...
bool mStartAnimationAtZero
Set the time of all loaded files to 0.
FBString mOutputDirectory
The directory containning the output files.
bool mKeepCharacterConstraint
To keep the character constaint when saving.
Creates custom cameras and manages system cameras.
Customize motion file loading.
K_DLLIMPORT void FBPreventUIUpdateBegin()
Call to prevent UI updates when creating/deleting/renaming objects.
bool mPlotTranslationOnRootOnly
Should we plot the translation on root only?
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
bool mKeepDummyBones
To keep dummy bones.
PropertyEvent: Event when a file is about to be opened/merged.
PropertyEvent: Base event class.
bool mFrameAnimation
Set timeline start and end time to corespond with the start and end of animation. ...
FBApplication is used mainly to manage files.
bool mConstantKeyReducerKeepOneKey
Should the constant key reducer keep at least one key?
File format for Motion Analysis TRC.
FBPlotTangentMode
The tangent mode for plotted curve.
File format for Biovision BVH.
File format for Motion Analysis HTR.
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Save the takes in different files.
FBPropertyEvent OnFileOpen
Event: A File Open has been requested, nothing has been loaded yet.
Event that is called before a file open/merge.
FBRotationFilter
Rotation filters.
FBPropertyActor CurrentActor
Read Write Property: Indicate the current actor, as used by the character tool. Can be NULL...
class K_DLLIMPORT FBArrayTemplate< FBModel * > FBModelList
typedef class FBSDK_DLL FBArrayTemplate<FBModel*> FBModelList;
#define FBSDKNamespace
FBSDKNamespace define.
bool mPreciseTimeDiscontinuities
Should we use precise time discontinuities?
bool mPlotOnFrame
Should we plot on frame?
FBBatchOnTakeExist mOnTakeExistAction
Action to perform when a take already exist while in a batch process.
FBPropertyEvent OnFileSaveCompleted
Event: A File Save has been completed.
FBString mSkeletonFile
The Skeleton file (for Acclaim AMC files).
Property class: const char * (String).
K_DLLIMPORT bool FBMergeTransactionIsOn()
Call to tell if system is during Merge transaction.
FBBatchOnTakeExist
Different actions to perform when a take already exist while in a batch process.
Option parameters for the batch process.
K_DLLIMPORT bool FBPreventUIUpdateIsOn()
Call to tell if UI updates are blocked.
FBBatchOnContainsBatchTakes mOnContainsBatchTakesAction
Action to perform when a scene already contains batch takes while in a batch process.
bool mOverwriteScaling
Set the scaling to a default setting of 1.0.
FBOneClickApplication
Possible application for One-Click interop with MotionBuilder.
FBTime mPlotPeriod
The plot period (1/fps).
FBBatchFileFormat
Different file formats for the batch.
FBPropertyEvent OnFileMerge
Event: A File Merge has been requested, nothing has been loaded yet.
bool mEvaluateDeformation
Should we evaluate deformation while plotting? This is useful when there is a dependency with the def...
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
FBPropertyEvent OnFileExit
Event: A File Exit as been requested, nothing has been destroyed yet.
bool mUseBatchSuffix
Add a batch suffix to the name of the files.
bool mPlotToControlSet
To plot the animation on the control set.
FBAudioRateMode
Enum FBAudioRateMode.
FBAudioChannelMode ChannelMode
Property: Audio render channel number, 1 for Mono(left channel right channel render mixed to one chan...
FBPropertyEventOverrideFileOpen OnOverrideFileOpen
Event: Called when a file is about to be opened/merged. The user can override the process with his ow...
Video Grabbing Options structure.
File format for FBX (animation only).
FBAudioChannelMode
Enum FBAudioChannelMode.
FBBatchProcessType
Different process type for the batch.
FBBatchOnContainsBatchTakes
Different actions to perform when a scene already contains batch takes while in a batch process...
FBPropertyCharacter CurrentCharacter
Read Write Property: Indicate the current character, as used by the character tool. Can be NULL. If not null, CurrentActor must be null, as the character tool works on only one item at a time.
MotionBuilder SDK base class.
FBPropertyEvent OnFileNew
Event: A File New has been requested, nothing has been destroyed yet.
bool mWriteRate
Write frame rate in Acclaim AMC files.
K_DLLIMPORT void FBPreventUIUpdateEnd()
Call to end blocking the UI updates.
File format for Vicon C3D.
bool mWriteTranslation
Write translation animation data included with Acclaim AMC files.
K_DLLIMPORT void FBMergeTransactionEnd()
Call to end the merge transaction.
FBRotationFilter mRotationFilterToApply
The rotation filter to apply.
Audio Render Options structure.
FBPropertyEvent OnFileOpenCompleted
Event: A File Open has been completed.
Option parameters for plotting.
FBAudioBitDepthMode
Enum FBAudioBitDepthMode.
FBActor is used to link motion data to a character.
A character is the link between a motion source and a character model.
FBString mInputDirectory
The directory containning the input files.
FBPlotTangentMode mPlotTangentMode
The tangent mode for plotted curve.
Load the files and plot the character with every take.
FBPropertyBool WillOverride
Read Write Property: Set to true for handling the file load, false by default. If the return value is...