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FbxGeometryConverter Class Reference

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Detailed Description

This class provides the functionality to convert geometry nodes attributes (FbxMesh, FbxNurbs and FbxPatch) and mainly focuses on the two major categories: Triangulation and conversion between NURBS and Patches surfaces.

Definition at line 37 of file fbxgeometryconverter.h.

#include <fbxgeometryconverter.h>

List of all members.

Public Member Functions

 FbxGeometryConverter (FbxManager *pManager)
 Constructor.
 ~FbxGeometryConverter ()
 Destructor.
void ReplaceNodeAttribute (FbxNode *pNode, FbxNodeAttribute *pNewNodeAttr)
 Replace node attribute with new one.
bool AddTriangulatedMeshGeometry (FbxNode *pNode, int pUVStepCoeff)
 Add a "triangulated mesh" geometry to the node.
bool SplitMeshPerMaterial (FbxMesh *pMesh)
 Split Mesh Per Material.
bool SplitMeshesPerMaterial (FbxScene *pScene)
 Split all the mesh in the scene.
bool CreateAndCopyLayerElement (FbxMesh *pNewMesh, FbxMesh *pRefMesh)
 Create LayerElement, and copy settings from pRefMesh to pNewMesh.
bool SetLayerElements (FbxMesh *pNewMesh, FbxMesh *pMesh, int pPolygonIndex, int pPolyPointIndex, int pLoopIndex, bool pIsSearched, bool pIsEndPolygon)
 Set Normals, UVs and Vertex Color, when building new mesh.
FbxMeshTriangulateMeshAdvance (FbxMesh const *pMesh, bool &pStatus)
 Triangulate a mesh(support without holes or with holes simple polygon)
FbxNodeMergeMeshes (FbxArray< FbxNode * > &pMeshNodes, const char *pNodeName, FbxScene *pScene)
 Merge multiple meshes to one mesh.

Static Public Member Functions

static void FbxTriangulation (int *Index, int pNumSide)
 FbxTriangulation.

Protected Member Functions

bool ComputePatchToMeshControlPointsWeightedMapping (FbxPatch *pSrcPatch, FbxMesh *pDstMesh, FbxWeightedMapping *pMapping, bool pSwapUV=false)
bool ComputeNurbsToMeshControlPointsWeightedMapping (FbxNurbsSurface *pSrcNurbs, FbxMesh *pDstMesh, FbxWeightedMapping *pMapping, bool pRescaleUVs=false, bool pSwapUV=false)
void InitializeWeightInControlPoints (FbxGeometryBase *pGeometry)
void InitializeWeightInNormals (FbxLayerContainer *pLayerContainer)
void TriangulateContinuousSurface (FbxMesh *pMesh, FbxSurfaceEvaluator *pSurface, FbxUInt pPointCountX, FbxUInt pPointCountY, bool ClockWise=false)
void CheckForZeroWeightInShape (FbxGeometry *pGeometry)
FbxMeshCreateMeshFromParametricSurface (FbxGeometry const *pGeometry)
FbxNurbsCreateNurbsFromPatch (FbxPatch *pPatch)
FbxNurbsSurfaceCreateNurbsSurfaceFromPatch (FbxPatch *pPatch)
void ConvertShapes (FbxGeometry const *pSource, FbxGeometry *pDestination, FbxSurfaceEvaluator *pEvaluator, int pUCount, int pVCount)
void ConvertShapes (FbxGeometry const *pSource, FbxGeometry *pDestination, FbxWeightedMapping *pSourceToDestinationMapping)
void ConvertClusters (FbxGeometry const *pSource, FbxGeometry *pDestination, FbxWeightedMapping *pSourceToDestinationMapping)
void ConvertClusters (FbxArray< FbxCluster * > const &pSourceClusters, int pSourceControlPointsCount, FbxArray< FbxCluster * > &pDestinationClusters, int pDestinationControlPointsCount, FbxWeightedMapping *pSourceToDestinationMapping)
void BuildClusterToSourceMapping (FbxArray< FbxCluster * > const &pSourceClusters, FbxWeightedMapping *pClusterToSourceMapping)
void CheckClusterToSourceMapping (FbxWeightedMapping *pClusterToSourceMapping)
void ConvertCluster (int pSourceClusterIndex, FbxWeightedMapping *pClusterToSourceMapping, FbxWeightedMapping *pSourceToDestinationMapping, FbxCluster *pDestinationCluster)
void DuplicateControlPoints (FbxArray< FbxVector4 > &pControlPoints, FbxArray< int > &pPolygonVertices)
void UpdatePolygon (FbxMesh *pNewMesh, FbxMesh const *pRefMesh, int pPolygonIndex, int *pNewIndex, int &pVerticeIndexMeshTriangulated, int &pPolygonIndexMeshTriangulated)
void UpdatePolygon (FbxMesh *pNewMesh, FbxMesh const *pRefMesh, int pPolygonIndex, int *pNewIndex, int &pVerticeIndexMeshTriangulated, int &pPolygonIndexMeshTriangulated, int pTriangleNum)
void ResizePolygon (FbxMesh *pNewMesh, int pNewCountVertices=0, int pNewCountPolygons=0, bool pClearFlag=true)
template<class T1 , class T2 >
void ConvertNurbs (T1 *pNewNurbs, T2 *pOldNurb)
bool CopyAnimationCurves (FbxNode *pNode, FbxGeometry *pNewGeometry)
bool FlipNurbsCurve (FbxNurbsCurve *pCurve) const
void FlipControlPoints (FbxGeometryBase *pPoints, int pUCount, int pVCount) const
bool ConvertMaterialReferenceMode (FbxMesh *pMeshRef) const
void RevertMaterialReferenceModeConversion (FbxMesh *pMeshRef) const

Protected Attributes

FbxManagermManager

Triangulation

FbxMeshTriangulateMesh (FbxMesh const *pMesh)
 Triangulate a mesh.
FbxMeshTriangulatePatch (FbxPatch const *pPatch)
 Triangulate a patch.
FbxMeshTriangulateNurbs (FbxNurbs const *pNurbs)
 Triangulate a nurb.
bool TriangulateInPlace (FbxNode *pNode)
 Triangulate a mesh, patch or nurb contained in a node and preserve the skins and shapes animation channels.
bool AddAlternateGeometry (FbxNode *pNode, FbxGeometry *pSrcGeom, FbxGeometry *pAltGeom, FbxWeightedMapping *pSrcToAltWeightedMapping, bool pConvertDeformations)
 Add an "alternate" geometry to the node.
bool ConvertGeometryAnimation (FbxNode *pNode, FbxGeometry *pSrcGeom, FbxGeometry *pDstGeom)
 Convert skins and shapes from source to destination geometry.
bool ComputeGeometryControlPointsWeightedMapping (FbxGeometry *pSrcGeom, FbxGeometry *pDstGeom, FbxWeightedMapping *pSrcToDstWeightedMapping, bool pSwapUV=false)
 Compute a "vertex-correspondence" table that helps passing from source to destination geometry.

Geometry Conversion

FbxNurbsConvertPatchToNurbs (FbxPatch *pPatch)
 Convert from patch to nurb.
bool ConvertPatchToNurbsInPlace (FbxNode *pNode)
 Convert a patch contained in a node to a nurb.
FbxNurbsSurfaceConvertPatchToNurbsSurface (FbxPatch *pPatch)
 Convert a patch to nurb surface.
bool ConvertPatchToNurbsSurfaceInPlace (FbxNode *pNode)
 Convert a patch contained in a node to a nurb surface.
FbxNurbsSurfaceConvertNurbsToNurbsSurface (FbxNurbs *pNurbs)
 Convert a FbxNurbs to a FbxNurbsSurface.
FbxNurbsConvertNurbsSurfaceToNurbs (FbxNurbsSurface *pNurbs)
 Convert a FbxNurbsSurface to a FbxNurbs.
bool ConvertNurbsToNurbsSurfaceInPlace (FbxNode *pNode)
 Convert a nurb, contained in a node, to a nurbs surface.
bool ConvertNurbsSurfaceToNurbsInPlace (FbxNode *pNode)
 Convert a nurb contained in a node to a nurbs surface.

Nurb UV and Links Swapping

FbxNurbsFlipNurbs (FbxNurbs *pNurbs, bool pSwapUV, bool pSwapClusters)
 Flip UV and/or skin clusters of a nurb.
FbxNurbsSurfaceFlipNurbsSurface (FbxNurbsSurface *pNurbs, bool pSwapUV, bool pSwapClusters)
 Flip UV and/or skin clusters of a nurb surface.

Normals By Polygon Vertex Emulation

bool EmulateNormalsByPolygonVertex (FbxMesh *pMesh)
 Emulate normals by polygon vertex mode for a mesh.
bool ComputeEdgeSmoothingFromNormals (FbxMesh *pMesh) const
 Create edge smoothing information from polygon-vertex mapped normals.
bool ComputePolygonSmoothingFromEdgeSmoothing (FbxMesh *pMesh, int pIndex=0) const
 Convert edge smoothing to polygon smoothing group.
bool ComputeEdgeSmoothingFromPolygonSmoothing (FbxMesh *pMesh, int pIndex=0) const
 Convert polygon smoothing group to edge smoothing.

Constructor & Destructor Documentation

Constructor.

Parameters:
pManagerSDK object manager.

Destructor.


Member Function Documentation

FbxMesh* TriangulateMesh ( FbxMesh const *  pMesh)

Triangulate a mesh.

Parameters:
pMeshPointer to the mesh to triangulate.
Returns:
Pointer to the new triangulated mesh.
Remarks:
This method creates a new mesh, leaving the source mesh unchanged.
FbxMesh* TriangulatePatch ( FbxPatch const *  pPatch)

Triangulate a patch.

Parameters:
pPatchPointer to the patch to triangulate.
Returns:
Pointer to the new triangulated mesh.
Remarks:
The current deformations (skins & shapes) on the patch are also converted and applied to the resulting mesh.
FbxMesh* TriangulateNurbs ( FbxNurbs const *  pNurbs)

Triangulate a nurb.

Parameters:
pNurbsPointer to the nurb to triangulate.
Returns:
Pointer to the new triangulated mesh.
Remarks:
The current deformations (skins and shapes) on the nurb are also converted and applied to the resulting mesh.
bool TriangulateInPlace ( FbxNode pNode)

Triangulate a mesh, patch or nurb contained in a node and preserve the skins and shapes animation channels.

Parameters:
pNodePointer to the node containing the geometry to triangulate.
Returns:
true on success, or false if the node attribute is not a mesh, a patch or a nurb.
Remarks:
See the remarks for functions TriangulateMesh(), TriangulatePatch() and TriangulateNurbs().
bool AddAlternateGeometry ( FbxNode pNode,
FbxGeometry pSrcGeom,
FbxGeometry pAltGeom,
FbxWeightedMapping pSrcToAltWeightedMapping,
bool  pConvertDeformations 
)

Add an "alternate" geometry to the node.

Parameters:
pNodePointer to the node containing the geometry.
pSrcGeomPointer to the source geometry.
pAltGeomPointer to the alternate geometry.
pSrcToAltWeightedMappingPointer to the weighted mapping table (optional).
pConvertDeformationsFlag used only if parameter pSrcToAltWeightedMapping is a valid pointer to a weighted mapping table. Set to true to convert deformations using the weighted mapping table.
Returns:
true on success, or false if the node attribute is not a mesh, a patch or a nurb.
Remarks:
Although this method is publicly available, its only use in the FBX SDK is internal to some of the conversion routines declared in this class.
bool ConvertGeometryAnimation ( FbxNode pNode,
FbxGeometry pSrcGeom,
FbxGeometry pDstGeom 
)

Convert skins and shapes from source to destination geometry.

Parameters:
pNodePointer to the node containing the geometry.
pSrcGeomPointer to the source geometry.
pDstGeomPointer to the destination geometry.
Returns:
true on success, false otherwise.
Remarks:
Source and destination geometry must belong to the same node and must be linked by a geometry weighted map.
Although this method is publicly available, its only use in the FBX SDK is internal to some of the conversion routines declared in this class.
bool ComputeGeometryControlPointsWeightedMapping ( FbxGeometry pSrcGeom,
FbxGeometry pDstGeom,
FbxWeightedMapping pSrcToDstWeightedMapping,
bool  pSwapUV = false 
)

Compute a "vertex-correspondence" table that helps passing from source to destination geometry.

Parameters:
pSrcGeomPointer to the source geometry.
pDstGeomPointer to the destination geometry.
pSrcToDstWeightedMappingPointer to the weighted mapping table.
pSwapUVSet to true to swap UVs.
Returns:
true on success, false if the function fails to compute the correspondence.
Remarks:
Skins and shapes are also converted to fit the alternate geometry.
FbxNurbs* ConvertPatchToNurbs ( FbxPatch pPatch)

Convert from patch to nurb.

Parameters:
pPatchPointer to the patch to convert.
Returns:
Created nurb or NULL if the conversion fails.
Remarks:
The patch must be of type eBSpline, eBezier or eLinear.
bool ConvertPatchToNurbsInPlace ( FbxNode pNode)

Convert a patch contained in a node to a nurb.

Use this function to preserve the patch's skins and shapes animation channels.

Parameters:
pNodePointer to the node containing the patch.
Returns:
true on success, false if the node attribute is not a patch.
Remarks:
The patch must be of type eBSpline, eBezier or eLinear.
FbxNurbsSurface* ConvertPatchToNurbsSurface ( FbxPatch pPatch)

Convert a patch to nurb surface.

Parameters:
pPatchPointer to the patch to convert.
Returns:
Created nurb surface or NULL if conversion fails.
Remarks:
The patch must be of type eBSpline, eBezier or eLinear.
bool ConvertPatchToNurbsSurfaceInPlace ( FbxNode pNode)

Convert a patch contained in a node to a nurb surface.

Use this function to preserve the patch's skins and shapes animation channels.

Parameters:
pNodePointer to the node containing the patch.
Returns:
true on success, false if the node attribute is not a patch.
Remarks:
The patch must be of type eBSpline, eBezier or eLinear.
FbxNurbsSurface* ConvertNurbsToNurbsSurface ( FbxNurbs pNurbs)

Convert a FbxNurbs to a FbxNurbsSurface.

Parameters:
pNurbsPointer to the original nurb
Returns:
A FbxNurbsSurface that is equivalent to the original nurb.
FbxNurbs* ConvertNurbsSurfaceToNurbs ( FbxNurbsSurface pNurbs)

Convert a FbxNurbsSurface to a FbxNurbs.

Parameters:
pNurbsPointer to the original nurbs surface
Returns:
A FbxNurbs that is equivalent to the original nurbs surface.
bool ConvertNurbsToNurbsSurfaceInPlace ( FbxNode pNode)

Convert a nurb, contained in a node, to a nurbs surface.

Use this function to preserve the nurb's skins and shapes animation channels.

Parameters:
pNodePointer to the node containing the nurb.
Returns:
true on success, false otherwise
bool ConvertNurbsSurfaceToNurbsInPlace ( FbxNode pNode)

Convert a nurb contained in a node to a nurbs surface.

Use this function to preserve the nurb's skins and shapes animation channels.

Parameters:
pNodePointer to the node containing the nurbs surface.
Returns:
true on success, false otherwise
FbxNurbs* FlipNurbs ( FbxNurbs pNurbs,
bool  pSwapUV,
bool  pSwapClusters 
)

Flip UV and/or skin clusters of a nurb.

Parameters:
pNurbsPointer to the Source nurb.
pSwapUVSet to true to swap the UVs.
pSwapClustersSet to true to swap the control point indices of clusters.
Returns:
A flipped FbxNurbs, or NULL if the function fails.
FbxNurbsSurface* FlipNurbsSurface ( FbxNurbsSurface pNurbs,
bool  pSwapUV,
bool  pSwapClusters 
)

Flip UV and/or skin clusters of a nurb surface.

Parameters:
pNurbsPointer to the Source nurb surface.
pSwapUVSet to true to swap the UVs.
pSwapClustersSet to true to swap the control point indices of clusters.
Returns:
A flipped FbxNurbsSurface, or NULL if the function fails.
bool EmulateNormalsByPolygonVertex ( FbxMesh pMesh)

Emulate normals by polygon vertex mode for a mesh.

Parameters:
pMeshPointer to the mesh object.
Returns:
true on success, false if the number of normals in the mesh and in its associated shapes don't match the number of polygon vertices.
Remarks:
For applications that only supports normals by control points, this function duplicates control points to equal the number of polygon vertices. skins and shapes are also converted. As preconditions:
  1. polygons must have been created
  2. the number of normals in the mesh and in its associated shapes must match the number of polygon vertices.
bool ComputeEdgeSmoothingFromNormals ( FbxMesh pMesh) const

Create edge smoothing information from polygon-vertex mapped normals.

Existing smoothing information is removed and edge data is created if none exists on the mesh.

Parameters:
pMeshThe mesh used to generate edge smoothing.
Returns:
true on success, false otherwise.
Remarks:
The edge smoothing data is placed on Layer 0 of the mesh. Normals do not need to be on Layer 0, since the first layer with per polygon vertex normals is used.
bool ComputePolygonSmoothingFromEdgeSmoothing ( FbxMesh pMesh,
int  pIndex = 0 
) const

Convert edge smoothing to polygon smoothing group.

Existing smoothing information is replaced.

Parameters:
pMeshThe mesh that contains the smoothing to be converted.
pIndexThe index of the layer smoothing to be converted.
Returns:
true on success, false otherwise.
Remarks:
The smoothing group is bitwise. Each bit of the integer represents one smoothing group. Therefore, there is a maximum of 32 smoothing groups.
bool ComputeEdgeSmoothingFromPolygonSmoothing ( FbxMesh pMesh,
int  pIndex = 0 
) const

Convert polygon smoothing group to edge smoothing.

Existing smoothing information is replaced.

Parameters:
pMeshThe mesh that contains the smoothing to be converted.
pIndexThe index of the layer smoothing to be converted
Returns:
true on success, false otherwise.
void ReplaceNodeAttribute ( FbxNode pNode,
FbxNodeAttribute pNewNodeAttr 
)

Replace node attribute with new one.

Parameters:
pNodePointer to the node which node attribute will be replaced.
pNewNodeAttrnew node attribute.
Remarks:
a)node attribute of all instance object will also be replaced; b)the old node attribute will be destroyed.
bool AddTriangulatedMeshGeometry ( FbxNode pNode,
int  pUVStepCoeff 
)

Add a "triangulated mesh" geometry to the node.

Parameters:
pNodePointer to the node containing the geometry.
pUVStepCoeffCoefficient factor for the U/V steps. Must be >= 1.
Returns:
true on success, false if the node attribute is not a mesh, a patch or a nurb.
Remarks:
The remarks relative to functions TriangulateMesh(), TriangulatePatch() , TriangulateNurbs() and TriangulateInPlace() are applicable.
bool SplitMeshPerMaterial ( FbxMesh pMesh)

Split Mesh Per Material.

Each split mesh only has a single material on it.

Parameters:
pMeshThe mesh that contains the smoothing to be converted.
Returns:
true on success, false otherwise.
Remarks:
It will work only on mesh that have material mapped "per-face" (Mapping Mode is FbxLayerElement::eByPolygon). It does NOT work on meshes with material mapped per-vertex/per-edge/etc. It will create as many meshes on output that there are materials applied to it. If one mesh have some polygons with material A, some polygons with material B, and some polygons with NO material, it should create 3 meshes after calling this function. The newly created meshes should be attached to the same FbxNode that hold the original FbxMesh. The original FbxMesh STAY UNCHANGED. Now, the new mesh will have Normals, UVs, vertex color, material and textures. Does NOT support multi-layered materials. The function will exit and return false if applied on a mesh containing multi-layered materials.
bool SplitMeshesPerMaterial ( FbxScene pScene)

Split all the mesh in the scene.

Parameters:
pSceneeach mesh in the scene will be split.
Returns:
true on success, false otherwise.
bool CreateAndCopyLayerElement ( FbxMesh pNewMesh,
FbxMesh pRefMesh 
)

Create LayerElement, and copy settings from pRefMesh to pNewMesh.

Parameters:
pNewMeshnew mesh to create layerElement.
pRefMeshreference mesh, to copy layerElement settings from it.
Returns:
true on success, false otherwise.
bool SetLayerElements ( FbxMesh pNewMesh,
FbxMesh pMesh,
int  pPolygonIndex,
int  pPolyPointIndex,
int  pLoopIndex,
bool  pIsSearched,
bool  pIsEndPolygon 
)

Set Normals, UVs and Vertex Color, when building new mesh.

Remarks:
If MappingMode is FbxLayerElement::eByPolygon, only pIsEndPolygon/pPolygonIndex are meaningful here, pIsSearched/pPolyPointIndex/pLoopIndex are not used here.
FbxMesh* TriangulateMeshAdvance ( FbxMesh const *  pMesh,
bool &  pStatus 
)

Triangulate a mesh(support without holes or with holes simple polygon)

Parameters:
pMeshPointer to the mesh to triangulate.
pStatusThe status is true if the triangulation is successful for the whole mesh.
Returns:
Pointer to the new triangulated mesh.
Remarks:
This method creates a new mesh, leaving the source mesh unchanged.
FbxNode* MergeMeshes ( FbxArray< FbxNode * > &  pMeshNodes,
const char *  pNodeName,
FbxScene pScene 
)

Merge multiple meshes to one mesh.

The method will merge: a) mesh vertex; b) mesh polygon; c) mesh edge; d) all mesh elements; only the layer 0 elements is merged. e) if there are skins for old mesh, merge these skins. The new skin clusters link to old skeletons.

Parameters:
pMeshNodesFBX nodes that hold multiple meshes. These meshes will be merged.
pNodeNameName of new mesh node.
pSceneThe scene that will contain the new mesh node.
Returns:
The new mesh node if merge successfully, otherwise NULL is returned.
Remarks:
This method creates a new mesh, leaving the source mesh unchanged. The transform of new mesh node is: translate (0, 0, 0), rotation (0, 0, 0), scale (1, 1, 1). For layer element material, normal, smoothing, UV set, vertex color, binormal, tangent and polygon group, if any mesh misses these element, the merge for this kind of element is skipped. For layer element crease, hole, visibility and user data, if any mesh has such element, the kind of element will be merged. The missing element will be filled with default values. For meshes with skin binding, if the pose of frame 0 is different with bind pose, the new mesh will be distorted.
static void FbxTriangulation ( int *  Index,
int  pNumSide 
) [static]

FbxTriangulation.

Parameters:
IndexOutput array of triangle indices
pNumSideInput number of sides of the polygon to triangulate -- Triangulation algorithm is strip, Sorting vertex index for strip in clockwise.

2 3 4 0----------0---------0 / ` / ` 5 1 / 0 0 / ` / ` / 0 0-----0-------------0 6 7 The result of this one will be [{0,1,2},{2,3,0},{0,3,7},{3,4,7},{7,4,6},{4,5,6}]

bool ComputePatchToMeshControlPointsWeightedMapping ( FbxPatch pSrcPatch,
FbxMesh pDstMesh,
FbxWeightedMapping pMapping,
bool  pSwapUV = false 
) [protected]
bool ComputeNurbsToMeshControlPointsWeightedMapping ( FbxNurbsSurface pSrcNurbs,
FbxMesh pDstMesh,
FbxWeightedMapping pMapping,
bool  pRescaleUVs = false,
bool  pSwapUV = false 
) [protected]
void InitializeWeightInControlPoints ( FbxGeometryBase pGeometry) [protected]
void InitializeWeightInNormals ( FbxLayerContainer pLayerContainer) [protected]
void TriangulateContinuousSurface ( FbxMesh pMesh,
FbxSurfaceEvaluator *  pSurface,
FbxUInt  pPointCountX,
FbxUInt  pPointCountY,
bool  ClockWise = false 
) [protected]
void CheckForZeroWeightInShape ( FbxGeometry pGeometry) [protected]
FbxMesh* CreateMeshFromParametricSurface ( FbxGeometry const *  pGeometry) [protected]
FbxNurbs* CreateNurbsFromPatch ( FbxPatch pPatch) [protected]
FbxNurbsSurface* CreateNurbsSurfaceFromPatch ( FbxPatch pPatch) [protected]
void ConvertShapes ( FbxGeometry const *  pSource,
FbxGeometry pDestination,
FbxSurfaceEvaluator *  pEvaluator,
int  pUCount,
int  pVCount 
) [protected]
void ConvertShapes ( FbxGeometry const *  pSource,
FbxGeometry pDestination,
FbxWeightedMapping pSourceToDestinationMapping 
) [protected]
void ConvertClusters ( FbxGeometry const *  pSource,
FbxGeometry pDestination,
FbxWeightedMapping pSourceToDestinationMapping 
) [protected]
void ConvertClusters ( FbxArray< FbxCluster * > const &  pSourceClusters,
int  pSourceControlPointsCount,
FbxArray< FbxCluster * > &  pDestinationClusters,
int  pDestinationControlPointsCount,
FbxWeightedMapping pSourceToDestinationMapping 
) [protected]
void BuildClusterToSourceMapping ( FbxArray< FbxCluster * > const &  pSourceClusters,
FbxWeightedMapping pClusterToSourceMapping 
) [protected]
void CheckClusterToSourceMapping ( FbxWeightedMapping pClusterToSourceMapping) [protected]
void ConvertCluster ( int  pSourceClusterIndex,
FbxWeightedMapping pClusterToSourceMapping,
FbxWeightedMapping pSourceToDestinationMapping,
FbxCluster pDestinationCluster 
) [protected]
void DuplicateControlPoints ( FbxArray< FbxVector4 > &  pControlPoints,
FbxArray< int > &  pPolygonVertices 
) [protected]
void UpdatePolygon ( FbxMesh pNewMesh,
FbxMesh const *  pRefMesh,
int  pPolygonIndex,
int *  pNewIndex,
int &  pVerticeIndexMeshTriangulated,
int &  pPolygonIndexMeshTriangulated 
) [protected]
void UpdatePolygon ( FbxMesh pNewMesh,
FbxMesh const *  pRefMesh,
int  pPolygonIndex,
int *  pNewIndex,
int &  pVerticeIndexMeshTriangulated,
int &  pPolygonIndexMeshTriangulated,
int  pTriangleNum 
) [protected]
void ResizePolygon ( FbxMesh pNewMesh,
int  pNewCountVertices = 0,
int  pNewCountPolygons = 0,
bool  pClearFlag = true 
) [protected]
void ConvertNurbs ( T1 *  pNewNurbs,
T2 *  pOldNurb 
) [protected]
bool CopyAnimationCurves ( FbxNode pNode,
FbxGeometry pNewGeometry 
) [protected]
bool FlipNurbsCurve ( FbxNurbsCurve pCurve) const [protected]
void FlipControlPoints ( FbxGeometryBase pPoints,
int  pUCount,
int  pVCount 
) const [protected]
bool ConvertMaterialReferenceMode ( FbxMesh pMeshRef) const [protected]
void RevertMaterialReferenceModeConversion ( FbxMesh pMeshRef) const [protected]

Member Data Documentation

FbxManager* mManager [protected]

The documentation for this class was generated from the following file:

FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter
FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter FbxGeometryConverter