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Remove unused function.
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1 changed files with 0 additions and 112 deletions
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@ -99,118 +99,6 @@ bool SaveScene(FbxManager* pManager, FbxDocument* pScene, const char* pFilename,
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return lStatus;
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}
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bool LoadScene(FbxManager* pManager, FbxDocument* pScene, const char* pFilename)
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{
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int lFileMajor, lFileMinor, lFileRevision;
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int lSDKMajor, lSDKMinor, lSDKRevision;
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//int lFileFormat = -1;
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int i, lAnimStackCount;
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bool lStatus;
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char lPassword[1024];
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// Get the file version number generate by the FBX SDK.
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FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision);
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// Create an importer.
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FbxImporter* lImporter = FbxImporter::Create(pManager, "");
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// Initialize the importer by providing a filename.
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const bool lImportStatus = lImporter->Initialize(pFilename, -1, pManager->GetIOSettings());
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lImporter->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);
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if (!lImportStatus)
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{
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FbxString error = lImporter->GetStatus().GetErrorString();
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FBXSDK_printf("Call to FbxImporter::Initialize() failed.\n");
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FBXSDK_printf("Error returned: %s\n\n", error.Buffer());
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if (lImporter->GetStatus().GetCode() == FbxStatus::eInvalidFileVersion)
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{
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FBXSDK_printf("FBX file format version for this FBX SDK is %d.%d.%d\n", lSDKMajor, lSDKMinor, lSDKRevision);
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FBXSDK_printf("FBX file format version for file '%s' is %d.%d.%d\n\n", pFilename, lFileMajor, lFileMinor, lFileRevision);
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}
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return false;
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}
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FBXSDK_printf("FBX file format version for this FBX SDK is %d.%d.%d\n", lSDKMajor, lSDKMinor, lSDKRevision);
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if (lImporter->IsFBX())
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{
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FBXSDK_printf("FBX file format version for file '%s' is %d.%d.%d\n\n", pFilename, lFileMajor, lFileMinor, lFileRevision);
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// From this point, it is possible to access animation stack information without
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// the expense of loading the entire file.
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FBXSDK_printf("Animation Stack Information\n");
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lAnimStackCount = lImporter->GetAnimStackCount();
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FBXSDK_printf(" Number of Animation Stacks: %d\n", lAnimStackCount);
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FBXSDK_printf(" Current Animation Stack: \"%s\"\n", lImporter->GetActiveAnimStackName().Buffer());
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FBXSDK_printf("\n");
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for (i = 0; i < lAnimStackCount; i++)
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{
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FbxTakeInfo* lTakeInfo = lImporter->GetTakeInfo(i);
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FBXSDK_printf(" Animation Stack %d\n", i);
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FBXSDK_printf(" Name: \"%s\"\n", lTakeInfo->mName.Buffer());
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FBXSDK_printf(" Description: \"%s\"\n", lTakeInfo->mDescription.Buffer());
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// Change the value of the import name if the animation stack should be imported
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// under a different name.
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FBXSDK_printf(" Import Name: \"%s\"\n", lTakeInfo->mImportName.Buffer());
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// Set the value of the import state to false if the animation stack should be not
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// be imported.
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FBXSDK_printf(" Import State: %s\n", lTakeInfo->mSelect ? "true" : "false");
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FBXSDK_printf("\n");
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}
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// Set the import states. By default, the import states are always set to
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// true. The code below shows how to change these states.
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IOS_REF.SetBoolProp(IMP_FBX_MATERIAL, true);
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IOS_REF.SetBoolProp(IMP_FBX_TEXTURE, true);
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IOS_REF.SetBoolProp(IMP_FBX_LINK, true);
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IOS_REF.SetBoolProp(IMP_FBX_SHAPE, true);
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IOS_REF.SetBoolProp(IMP_FBX_GOBO, true);
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IOS_REF.SetBoolProp(IMP_FBX_ANIMATION, true);
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IOS_REF.SetBoolProp(IMP_FBX_GLOBAL_SETTINGS, true);
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}
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// Import the scene.
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lStatus = lImporter->Import(pScene);
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if (lStatus == false && lImporter->GetStatus().GetCode() == FbxStatus::ePasswordError)
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{
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FBXSDK_printf("Please enter password: ");
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lPassword[0] = '\0';
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FBXSDK_CRT_SECURE_NO_WARNING_BEGIN
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scanf("%s", lPassword);
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FBXSDK_CRT_SECURE_NO_WARNING_END
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FbxString lString(lPassword);
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IOS_REF.SetStringProp(IMP_FBX_PASSWORD, lString);
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IOS_REF.SetBoolProp(IMP_FBX_PASSWORD_ENABLE, true);
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lStatus = lImporter->Import(pScene);
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if (lStatus == false && lImporter->GetStatus().GetCode() == FbxStatus::ePasswordError)
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{
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FBXSDK_printf("\nPassword is wrong, import aborted.\n");
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}
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}
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// Destroy the importer.
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lImporter->Destroy();
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return lStatus;
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}
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void ConvertScene(FbxScene* lScene, AxisSystem as)
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{
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switch (as)
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