protected void _PrintFbxScene(FbxScene obj, TextWriter writer) { writer.WriteLine(" RootNode = {0}", PrintObjectID(obj.GetRootNode())); writer.WriteLine(" AnimationEvaluator = {0}", PrintObjectID(obj.GetAnimationEvaluator())); writer.WriteLine(" CurrentAnimationStack = {0}", PrintObjectID(obj.GetCurrentAnimationStack())); writer.WriteLine(" Global Settings = {0}", PrintObjectID(obj.GetGlobalSettings())); int i; writer.WriteLine(" MaterialCount = {0}", obj.GetMaterialCount()); for (i = 0; i < obj.GetMaterialCount(); i++) { FbxSurfaceMaterial mat = obj.GetMaterial(i); writer.WriteLine(" #{0} {1}", i, PrintObjectID(mat)); } writer.WriteLine(" PoseCount = {0}", obj.GetPoseCount()); for (i = 0; i < obj.GetPoseCount(); i++) { FbxPose pose = obj.GetPose(i); writer.WriteLine(" #{0} {1}", i, PrintObjectID(pose)); } writer.WriteLine(" TextureCount = {0}", obj.GetTextureCount()); for (i = 0; i < obj.GetTextureCount(); i++) { FbxTexture texture = obj.GetTexture(i); writer.WriteLine(" #{0} {1}", i, PrintObjectID(texture)); } writer.WriteLine(" NodeCount = {0}", obj.GetNodeCount()); for (i = 0; i < obj.GetNodeCount(); i++) { FbxNode node = obj.GetNode(i); writer.WriteLine(" #{0} {1}", i, PrintObjectID(node)); } }
protected void _AcceptFbxPose(FbxPose pose, ISet <object> visitedObjects) { int i; for (i = 0; i < pose.GetCount(); i++) { Accept(pose.GetNode(i), visitedObjects); } }
public bool AddPose(FbxPose pPose) { if (this.Poses.Contains(pPose)) { return(false); } this.ConnectSrcObject(pPose); return(true); }
protected void _PrintFbxPose(FbxPose obj, TextWriter writer) { writer.WriteLine(" IsBindPose = {0}", obj.IsBindPose()); writer.WriteLine(" GetCount = {0}", obj.GetCount()); int i; for (i = 0; i < obj.GetCount(); i++) { FbxPoseInfo pi = obj.PoseInfos[i]; writer.WriteLine(" #{0} {1}", i, RenderPoseInfo(pi)); } }
protected void PrintFbxPose(FbxPose obj, TextWriter writer) { _PrintFbxPose(obj, writer); }
public virtual void Visit(FbxPose pose) { }
public bool RemovePose(FbxPose pPose) { return(this.DisconnectSrcObject(pPose)); }
protected void AcceptFbxPose(FbxPose obj, ISet <object> visitedObjects = null) { Visit(obj); _AcceptFbxPose(obj, visitedObjects); }
public virtual void Visit(FbxPose obj) { }