FbxGeometryConverter Member List

This is the complete list of members for FbxGeometryConverter, including all inherited members.
AddAlternateGeometry(FbxNode *pNode, FbxGeometry *pSrcGeom, FbxGeometry *pAltGeom, FbxWeightedMapping *pSrcToAltWeightedMapping, bool pConvertDeformations)FbxGeometryConverter
AddTriangulatedMeshGeometry(FbxNode *pNode, int pUVStepCoeff)FbxGeometryConverter
BuildClusterToSourceMapping(FbxArray< FbxCluster * > const &pSourceClusters, FbxWeightedMapping *pClusterToSourceMapping)FbxGeometryConverter [protected]
CheckClusterToSourceMapping(FbxWeightedMapping *pClusterToSourceMapping)FbxGeometryConverter [protected]
CheckForZeroWeightInShape(FbxGeometry *pGeometry)FbxGeometryConverter [protected]
ComputeEdgeSmoothingFromNormals(FbxMesh *pMesh) const FbxGeometryConverter
ComputeEdgeSmoothingFromPolygonSmoothing(FbxMesh *pMesh, int pIndex=0) const FbxGeometryConverter
ComputeGeometryControlPointsWeightedMapping(FbxGeometry *pSrcGeom, FbxGeometry *pDstGeom, FbxWeightedMapping *pSrcToDstWeightedMapping, bool pSwapUV=false)FbxGeometryConverter
ComputeNurbsToMeshControlPointsWeightedMapping(FbxNurbsSurface *pSrcNurbs, FbxMesh *pDstMesh, FbxWeightedMapping *pMapping, bool pRescaleUVs=false, bool pSwapUV=false)FbxGeometryConverter [protected]
ComputePatchToMeshControlPointsWeightedMapping(FbxPatch *pSrcPatch, FbxMesh *pDstMesh, FbxWeightedMapping *pMapping, bool pSwapUV=false)FbxGeometryConverter [protected]
ComputePolygonSmoothingFromEdgeSmoothing(FbxMesh *pMesh, int pIndex=0) const FbxGeometryConverter
ConvertCluster(int pSourceClusterIndex, FbxWeightedMapping *pClusterToSourceMapping, FbxWeightedMapping *pSourceToDestinationMapping, FbxCluster *pDestinationCluster)FbxGeometryConverter [protected]
ConvertClusters(FbxGeometry const *pSource, FbxGeometry *pDestination, FbxWeightedMapping *pSourceToDestinationMapping)FbxGeometryConverter [protected]
ConvertClusters(FbxArray< FbxCluster * > const &pSourceClusters, int pSourceControlPointsCount, FbxArray< FbxCluster * > &pDestinationClusters, int pDestinationControlPointsCount, FbxWeightedMapping *pSourceToDestinationMapping)FbxGeometryConverter [protected]
ConvertGeometryAnimation(FbxNode *pNode, FbxGeometry *pSrcGeom, FbxGeometry *pDstGeom)FbxGeometryConverter
ConvertMaterialReferenceMode(FbxMesh *pMeshRef) const FbxGeometryConverter [protected]
ConvertNurbs(T1 *pNewNurbs, T2 *pOldNurb)FbxGeometryConverter [protected]
ConvertNurbsSurfaceToNurbs(FbxNurbsSurface *pNurbs)FbxGeometryConverter
ConvertNurbsSurfaceToNurbsInPlace(FbxNode *pNode)FbxGeometryConverter
ConvertNurbsToNurbsSurface(FbxNurbs *pNurbs)FbxGeometryConverter
ConvertNurbsToNurbsSurfaceInPlace(FbxNode *pNode)FbxGeometryConverter
ConvertPatchToNurbs(FbxPatch *pPatch)FbxGeometryConverter
ConvertPatchToNurbsInPlace(FbxNode *pNode)FbxGeometryConverter
ConvertPatchToNurbsSurface(FbxPatch *pPatch)FbxGeometryConverter
ConvertPatchToNurbsSurfaceInPlace(FbxNode *pNode)FbxGeometryConverter
ConvertShapes(FbxGeometry const *pSource, FbxGeometry *pDestination, FbxSurfaceEvaluator *pEvaluator, int pUCount, int pVCount)FbxGeometryConverter [protected]
ConvertShapes(FbxGeometry const *pSource, FbxGeometry *pDestination, FbxWeightedMapping *pSourceToDestinationMapping)FbxGeometryConverter [protected]
CopyAnimationCurves(FbxNode *pNode, FbxGeometry *pNewGeometry)FbxGeometryConverter [protected]
CreateAndCopyLayerElement(FbxMesh *pNewMesh, FbxMesh *pRefMesh)FbxGeometryConverter
CreateMeshFromParametricSurface(FbxGeometry const *pGeometry)FbxGeometryConverter [protected]
CreateNurbsFromPatch(FbxPatch *pPatch)FbxGeometryConverter [protected]
CreateNurbsSurfaceFromPatch(FbxPatch *pPatch)FbxGeometryConverter [protected]
DuplicateControlPoints(FbxArray< FbxVector4 > &pControlPoints, FbxArray< int > &pPolygonVertices)FbxGeometryConverter [protected]
EmulateNormalsByPolygonVertex(FbxMesh *pMesh)FbxGeometryConverter
FbxGeometryConverter(FbxManager *pManager)FbxGeometryConverter
FbxTriangulation(int *Index, int pNumSide)FbxGeometryConverter [static]
FlipControlPoints(FbxGeometryBase *pPoints, int pUCount, int pVCount) const FbxGeometryConverter [protected]
FlipNurbs(FbxNurbs *pNurbs, bool pSwapUV, bool pSwapClusters)FbxGeometryConverter
FlipNurbsCurve(FbxNurbsCurve *pCurve) const FbxGeometryConverter [protected]
FlipNurbsSurface(FbxNurbsSurface *pNurbs, bool pSwapUV, bool pSwapClusters)FbxGeometryConverter
InitializeWeightInControlPoints(FbxGeometryBase *pGeometry)FbxGeometryConverter [protected]
InitializeWeightInNormals(FbxLayerContainer *pLayerContainer)FbxGeometryConverter [protected]
MergeMeshes(FbxArray< FbxNode * > &pMeshNodes, const char *pNodeName, FbxScene *pScene)FbxGeometryConverter
mManagerFbxGeometryConverter [protected]
ReplaceNodeAttribute(FbxNode *pNode, FbxNodeAttribute *pNewNodeAttr)FbxGeometryConverter
ResizePolygon(FbxMesh *pNewMesh, int pNewCountVertices=0, int pNewCountPolygons=0, bool pClearFlag=true)FbxGeometryConverter [protected]
RevertMaterialReferenceModeConversion(FbxMesh *pMeshRef) const FbxGeometryConverter [protected]
SetLayerElements(FbxMesh *pNewMesh, FbxMesh *pMesh, int pPolygonIndex, int pPolyPointIndex, int pLoopIndex, bool pIsSearched, bool pIsEndPolygon)FbxGeometryConverter
SplitMeshesPerMaterial(FbxScene *pScene)FbxGeometryConverter
SplitMeshPerMaterial(FbxMesh *pMesh)FbxGeometryConverter
TriangulateContinuousSurface(FbxMesh *pMesh, FbxSurfaceEvaluator *pSurface, FbxUInt pPointCountX, FbxUInt pPointCountY, bool ClockWise=false)FbxGeometryConverter [protected]
TriangulateInPlace(FbxNode *pNode)FbxGeometryConverter
TriangulateMesh(FbxMesh const *pMesh)FbxGeometryConverter
TriangulateMeshAdvance(FbxMesh const *pMesh, bool &pStatus)FbxGeometryConverter
TriangulateNurbs(FbxNurbs const *pNurbs)FbxGeometryConverter
TriangulatePatch(FbxPatch const *pPatch)FbxGeometryConverter
UpdatePolygon(FbxMesh *pNewMesh, FbxMesh const *pRefMesh, int pPolygonIndex, int *pNewIndex, int &pVerticeIndexMeshTriangulated, int &pPolygonIndexMeshTriangulated)FbxGeometryConverter [protected]
UpdatePolygon(FbxMesh *pNewMesh, FbxMesh const *pRefMesh, int pPolygonIndex, int *pNewIndex, int &pVerticeIndexMeshTriangulated, int &pPolygonIndexMeshTriangulated, int pTriangleNum)FbxGeometryConverter [protected]
~FbxGeometryConverter()FbxGeometryConverter