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 AcceptScene(FbxScene scene, ISet <object> visitedObjects) { AcceptDocument(scene, visitedObjects); Visit(scene); // GenericNodeCount // CharacterCount // CharacterPoseCount int i; for (i = 0; i < scene.GetPoseCount(); i++) { Accept(scene.GetPose(i), visitedObjects); } for (i = 0; i < scene.GetMaterialCount(); i++) { Accept(scene.GetMaterial(i), visitedObjects); } for (i = 0; i < scene.GetTextureCount(); i++) { Accept(scene.GetTexture(i), visitedObjects); } for (i = 0; i < scene.GetNodeCount(); i++) { Accept(scene.GetNode(i), visitedObjects); } //for (i = 0; i < scene.GetGeometryCount(); i++) //{ // Accept(scene.GetGeometry(i)); //} //for (i = 0; i < scene.GetVideoCount(); i++) //{ // Accept(scene.GetVideo(i)); //} if (scene.GetRootNode() != null) { Accept(scene.GetRootNode(), visitedObjects); } // other stuff }