Remove unused function.

This commit is contained in:
lzwdgc 2020-12-08 22:03:47 +03:00
parent f62ea935f6
commit e2228f51c1

View file

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