Open Reality Reference Guide
 
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fbfbx.h
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1#ifndef __FBFBX_H__
2#define __FBFBX_H__
3/**************************************************************************
4 Copyright (c) 1994 - 2009 Autodesk, Inc. and/or its licensors.
5 All Rights Reserved.
6
7 The coded instructions, statements, computer programs, and/or related
8 material (collectively the "Data") in these files contain unpublished
9 information proprietary to Autodesk, Inc. and/or its licensors, which is
10 protected by Canada and United States of America federal copyright law
11 and by international treaties.
12
13 The Data may not be disclosed or distributed to third parties, in whole
14 or in part, without the prior written consent of Autodesk, Inc.
15 ("Autodesk").
16
17 THE DATA IS PROVIDED "AS IS" AND WITHOUT WARRANTY.
18 ALL WARRANTIES ARE EXPRESSLY EXCLUDED AND DISCLAIMED. AUTODESK MAKES NO
19 WARRANTY OF ANY KIND WITH RESPECT TO THE DATA, EXPRESS, IMPLIED OR
20 ARISING BY CUSTOM OR TRADE USAGE, AND DISCLAIMS ANY IMPLIED WARRANTIES
21 OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR
22 PURPOSE OR USE. WITHOUT LIMITING THE FOREGOING, AUTODESK DOES NOT
23 WARRANT THAT THE OPERATION OF THE DATA WILL BE UNINTERRUPTED OR ERROR
24 FREE.
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27 OR SUPPLIERS ("AUTODESK GROUP") BE LIABLE FOR ANY LOSSES, DAMAGES OR
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30 OF PROFITS, REVENUE OR DATA, COST OF COVER OR CONSEQUENTIAL LOSSES OR
31 DAMAGES OF ANY KIND), HOWEVER CAUSED, AND REGARDLESS OF THE THEORY OF
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35 BEEN ADVISED OF THE POSSIBILITY OF SUCH LOSS OR DAMAGE.
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37**************************************************************************/
38
47#include <kaydaradef.h>
48#ifndef FBSDK_DLL
52 #define FBSDK_DLL K_DLLIMPORT
53#endif
54
55#include <fbsdk/fbcomponent.h>
56#include <fbsdk/fbfbxoptions.h>
57
58#ifdef FBSDKUseNamespace
59 namespace FBSDKNamespace {
60#endif
61
63// FBFbx
66#if !defined(K_NO_CHARACTER)
68#endif
71
74
82public:
89 FBFbxObject(HIObject pObject);
90
94 void FieldWriteBegin(const char *pFieldName);
95
98
103 bool FieldReadBegin(const char *pFieldName);
104
107
112
114
117 void FieldWriteI( int pValue );
118 void FieldWriteC( const char *pValue );
119 void FieldWriteD( double pValue );
121
123
127 void FieldWriteI( const char *pFieldName, int pValue );
128 void FieldWriteC( const char *pFieldName, const char *pValue );
129 void FieldWriteD( const char *pFieldName, double pValue );
131
133
137 const char* FieldReadC();
138 double FieldReadD();
140
142
146 int FieldReadI(const char *pFieldName, int pDefault=0);
147 const char* FieldReadC(const char *pFieldName, const char* pDefault="");
148 double FieldReadD(const char *pFieldName, double pDefault=0);
150
155 void FieldWriteObjectReference (const char* pFieldName,FBComponent* pObject);
156
161
168 HIObject FieldReadObjectReference (const char * pFieldName);
169
176
183
190 void FieldWriteBlockBegin (const char *pFieldName);
191
194
199
204
207
212 const char* GetFullFilePath(const char *pFilename);
213};
214
215#ifdef FBSDKUseNamespace
216 }
217#endif
218
219#endif
A character is the link between a motion source and a character model.
MotionBuilder SDK base class.
FBX file interface.
Definition fbfbx.h:80
void FieldReadEnd()
End of field reading.
int FieldReadI(const char *pFieldName, int pDefault=0)
Read data from field pFieldName.
void FieldWriteEnd()
End of field writing.
void FieldWriteBlockEnd()
Finish writing a block of data.
void FieldWriteBegin(const char *pFieldName)
Begin writing a field named pFieldName.
void FieldWriteBlockBegin(const char *pFieldName)
Begin writing a block in the FBX file.
bool FieldReadIsBlock()
Is current reading a block of data?
bool FieldReadBegin(const char *pFieldName)
Begin reading from a field named pFieldName.
void FieldWriteI(const char *pFieldName, int pValue)
Write data to field pFieldName.
void FieldWriteObjectReference(const char *pFieldName, FBComponent *pObject)
Write an object reference (handle) to the field pFieldName.
void FieldReadBlockEnd()
Finish reading data from a block.
bool FieldReadBlockBegin()
Begin reading a block of data.
int FieldReadGetCount()
Get the number of items to read for the current field.
void FieldWriteObjectReference(FBComponent *pObject)
Write an object reference (handle) to the current field.
void FieldWriteI(int pValue)
Write data to the current field.
const char * GetFullFilePath(const char *pFilename)
Get the full file path for pFilename.
HIObject FieldReadObjectReference()
Read an object reference from the current field.
HIObject FieldReadObjectReference(const char *pFieldName)
Read an object reference from the field pFieldName.
int FieldReadI()
Read data from the current field.
void FieldWriteBlockBegin()
Begin writing a block in the FBX file.
FBFbxObject(HIObject pObject)
Constructor.
Model class.
Definition fbmodel.h:274
Option parameters for plotting.
Access to the MotionBuilder scene.
Definition fbscene.h:281
Basic class definitions.
#define __FBClassDeclare(Name, Parent)
For internal use only.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
#define FB_DEFINE_COMPONENT(DllTag, Type)
Define a component and give it the ability to be a property.
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Definition fbtypes.h:62
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Definition fbtypes.h:68