#include <fbxclonemanager.h>
The clone manager is a utility for cloning entire networks of FbxObject.
Options are available for specifying how the clones inherit the connections of the original.
Networks of FbxObject (inter-connected objects by OO, OP, PO or PP connections) can be cloned. How the connections of clones are handled depends on mSrcPolicy and mExternalDstPolicy.
To clone FbxObject instances and their dependents, put them into a CloneSet and pass the CloneSet to this class:
FbxCloneManager cloneManager; FbxCloneManager::CloneSet cloneSet; FbxCloneManager::CloneSetElement defaultCloneOptions(FbxCloneManager::sConnectToClone, FbxCloneManager::sConnectToOriginal, FbxObject::eDeepClone); cloneSet.Insert(someObject, defaultCloneOptions); cloneManager.AddDependents(cloneSet, someObject, defaultCloneOptions); cloneManager.Clone(cloneSet, scene)
Definition at line 46 of file fbxclonemanager.h.
Classes |
|
| struct | CloneSetElement |
| This represents an element in
FbxCloneManager::CloneSet to be cloned. More... |
|
| class | ObjectCompare |
| Functor to compare object pointers. More... |
|
Public Types |
|
| typedef
FbxMap< FbxObject *, CloneSetElement, ObjectCompare > |
CloneSet |
| The CloneSet is a collection of pointers to
objects that will be cloned in
Clone() Attached to each object is a
CloneSetElement. |
|
Public Member Functions |
|
| FbxCloneManager () | |
| Constructor. |
|
| virtual | ~FbxCloneManager () |
| Destructor. |
|
| virtual bool | Clone (CloneSet &pSet, FbxObject *pContainer=NULL) const |
| Clone all objects in the set using the given
policies for duplication of connections. |
|
| virtual void | AddDependents (CloneSet &pSet, const FbxObject *pObject, const CloneSetElement &pCloneOptions=CloneSetElement(), FbxCriteria pTypes=FbxCriteria::ObjectType(FbxObject::ClassId), int pDepth=sMaximumCloneDepth) const |
| Add all dependents of the given object to
the CloneSet. |
|
Static Public Member Functions |
|
| static FbxObject * | Clone (const FbxObject *pObject, FbxObject *pContainer=NULL) |
| This function simplifies the process of
cloning one object and all its depedency graph by automatically
preparing the CloneSet and calling the Clone method using the code
below: |
|
Static Public Attributes |
|
| static const int | sMaximumCloneDepth |
| Maximum depth to clone dependents. |
|
| static const int | sConnectToOriginal |
| Connect to objects that are connected to
original object. |
|
| static const int | sConnectToClone |
| Connect to clones of objects that are
connected to original object. |
|
| typedef FbxMap<FbxObject*,CloneSetElement,ObjectCompare> CloneSet |
The CloneSet is a collection of pointers to objects that will be cloned in Clone() Attached to each object is a CloneSetElement.
Its member variables dictate how the corresponding object will be cloned, and how it will inherit connections on the original object.
Definition at line 124 of file fbxclonemanager.h.
| FbxCloneManager | ( | ) |
Constructor.
| virtual ~FbxCloneManager | ( | ) | [virtual] |
Destructor.
This function simplifies the process of cloning one object and all its depedency graph by automatically preparing the CloneSet and calling the Clone method using the code below:
FbxCloneManager cloneManager; FbxCloneManager::CloneSet cloneSet; FbxCloneManager::CloneSetElement defaultCloneOptions(FbxCloneManager::sConnectToClone, 0, FbxObject::eDeepClone); cloneSet.Insert(pObject, defaultCloneOptions); cloneManager.AddDependents(cloneSet, pObject, defaultCloneOptions); cloneManager.Clone(cloneSet, pContainer)
| pObject | Object to clone. |
| pContainer | This object (typically a scene or document) will contain the new clones. |
NULL the
cloned object should be manually connected to the scene if it is to
be saved to disk.For example:
FbxNode* lN = FbxNode::Create(lScene, "Clone");
if (lN)
{
lN->LclTranslation.Set(FbxDouble3(50,0,0));
lScene->GetRootNode()->AddChild(lN);
FbxObject* cn = NULL;
FbxObject* n = lScene->FindSrcObject("Mesh");
if (n) cn = FbxCloneManager::Clone(n, lN);
}
will generate the following (unexpected) dependency graph:
"Clone" (FbxNode)
/ \
/ \
"Mesh" (FbxNode) -- mesh (FbxNodeAttribute)
To generate the (expected) graph:
"Clone" (FbxNode)
|
"Mesh" (FbxNode)
|
mesh (FbxNodeAttribute)
The correct code to use is:
FbxNode* lN = FbxNode::Create(lScene, "Clone");
if (lN)
{
lN->LclTranslation.Set(FbxDouble3(50,0,0));
lScene->GetRootNode()->AddChild(lN);
FbxObject* cn = NULL;
FbxObject* n = lScene->FindSrcObject("Mesh");
if (n) cn = FbxCloneManager::Clone(n);
if (cn) lN->AddChild((FbxNode*)cn);
}
Clone all objects in the set using the given policies for duplication of connections.
Each CloneSetElement in the set will have its mObjectClone pointer set to the newly created clone.
| pSet | Set of objects to clone |
| pContainer | This object (typically a scene or document) will contain the new clones |
| virtual void AddDependents | ( | CloneSet & | pSet, |
| const FbxObject * | pObject, | ||
| const CloneSetElement & | pCloneOptions = CloneSetElement(), |
||
| FbxCriteria | pTypes =
FbxCriteria::ObjectType(FbxObject::ClassId), |
||
| int | pDepth = sMaximumCloneDepth |
||
| ) | const [virtual] |
Add all dependents of the given object to the CloneSet.
Dependents of items already in the set are ignored to prevent infinite recursion on cyclic dependencies.
| pSet | The set to add items. |
| pObject | Object to add dependents to |
| pCloneOptions | |
| pTypes | Types of dependent objects to consider |
| pDepth | Maximum recursive depth. Valid range is [0,sMaximumCloneDepth] |
const int sMaximumCloneDepth
[static] |
Maximum depth to clone dependents.
Definition at line 51 of file fbxclonemanager.h.
const int sConnectToOriginal
[static] |
Connect to objects that are connected to original object.
This is a flag to mSrcPolicy or mExternalDstPolicy.
Definition at line 56 of file fbxclonemanager.h.
const int sConnectToClone
[static] |
Connect to clones of objects that are connected to original object.
(only if those original objects are also in the clone set) This is a flag to mSrcPolicy.
Definition at line 62 of file fbxclonemanager.h.