Свойство | Type | Description | |
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m_ConvertDiffuse | TEXTURE_CONVERSION_TYPES | ||
m_ConvertNormal | TEXTURE_CONVERSION_TYPES | ||
m_ConvertRegular | TEXTURE_CONVERSION_TYPES | ||
m_JPEGQuality | int | ||
m_Material2Parameters | Scene.Materials.MaterialParameters>.Dictionary | ||
m_MaterialsDatabase | |||
m_MinUVsCount | int | ||
m_NoTangentSpaceAction | NO_TANGENT_SPACE_ACTION | ||
m_ScaleFactor | float | ||
m_Scene | FBX.Scene.Scene | ||
m_TargetTexturesBaseDirectory | |||
m_TempMesh2FinalMesh | Scene.Nodes.Mesh>.Dictionary | ||
m_Textures | List |
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m_bCompactIdenticalMeshes | bool | ||
m_bCompactUVs | bool | ||
m_bConsolidateMeshes | bool | ||
m_bConsolidateSplitByColor | bool | ||
m_bConsolidateSplitBySMG | bool | ||
m_bConsolidateSplitByUV | bool | ||
m_bExportAnimations | bool | ||
m_bGenerateBoundingBoxes | bool | ||
m_bGenerateMipMapsDiffuse | bool | ||
m_bGenerateMipMapsNormal | bool | ||
m_bGenerateMipMapsRegular | bool | ||
m_bGenerateTangentSpace | bool | ||
m_bGenerateTriangleStrips | bool | ||
m_bResetXForm | bool | ||
m_bStoreHDRVertexColors | bool |
Méthode | Description | |
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Load ( |
Loads a FBX file into a temp scene representation (which may already contain meshes and materials, don't care)
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Load ( |
Converts a FBX file into a temp scene representation (which may already contain meshes and materials, don't care)
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SceneLoader ( ) : System |
Méthode | Description | |
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BuildConsolidatedMeshes ( ) : void |
Optimizes the existing meshes and build the primitives necessary for runtime display This will attempt to compact identical meshes and also consolidate mesh primitives
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CreateCamera ( FBXImporter _FBXCamera, Scene _Parent ) : Scene.Nodes.Camera |
Creates a Cirrus camera node
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CreateLight ( FBXImporter _FBXLight, Scene _Parent ) : Scene.Nodes.Light |
Creates a Cirrus light node
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CreateMesh ( FBXImporter _FBXMesh, Scene _Parent ) : Scene.Nodes.Mesh |
Creates a Cirrus mesh node
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CreateTextureParameter ( FBXImporter _Material, string _PropertyName, Scene _MaterialParameters, string _ParameterName ) : bool |
Creates a texture parameter from a material property that contains a texture (e.g. DiffuseColor, SpecularColor, etc.)
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CreateTextureParameter ( FBXImporter _Material, string _PropertyName, Scene _MaterialParameters, string _ParameterName, string _OpacityPropertyName ) : bool | ||
PostProcessNodes ( Scene _Node ) : void |
Post-processes nodes, attaches light and camera targets, that kind of stuff
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ProcessMaterials ( FBXImporter _Materials ) : void |
Attempts to map FBX materials to render techniques
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RecurseProcessNode ( FBXImporter _FBXNode, Scene _ParentNode ) : void |
Processes a FBX node and converts it into a Cirrus object
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protected BuildConsolidatedMeshes ( ) : void | ||
Résultat | void |
protected CreateCamera ( FBXImporter _FBXCamera, Scene _Parent ) : Scene.Nodes.Camera | ||
_FBXCamera | FBXImporter | |
_Parent | Scene | |
Résultat | Scene.Nodes.Camera |
protected CreateLight ( FBXImporter _FBXLight, Scene _Parent ) : Scene.Nodes.Light | ||
_FBXLight | FBXImporter | |
_Parent | Scene | |
Résultat | Scene.Nodes.Light |
protected CreateMesh ( FBXImporter _FBXMesh, Scene _Parent ) : Scene.Nodes.Mesh | ||
_FBXMesh | FBXImporter | |
_Parent | Scene | |
Résultat | Scene.Nodes.Mesh |
protected CreateTextureParameter ( FBXImporter _Material, string _PropertyName, Scene _MaterialParameters, string _ParameterName ) : bool | ||
_Material | FBXImporter | |
_PropertyName | string | |
_MaterialParameters | Scene | |
_ParameterName | string | |
Résultat | bool |
protected CreateTextureParameter ( FBXImporter _Material, string _PropertyName, Scene _MaterialParameters, string _ParameterName, string _OpacityPropertyName ) : bool | ||
_Material | FBXImporter | |
_PropertyName | string | |
_MaterialParameters | Scene | |
_ParameterName | string | |
_OpacityPropertyName | string | |
Résultat | bool |
public Load ( |
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_FileName | The name of the FBX file to load | |
_Scene | FBX | The cirrus scene into which we should store the data |
Résultat | void |
public Load ( |
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_FileName | The name of the FBX file to load | |
_Scene | FBX | The cirrus scene into which we should store the data |
_ScaleFactor | float | The scale factor to apply to the entire scene /// By default, internal MAX units can be considered as centimeters so if you create a scene whose dimensions of a one meter box are 100x100x100, you /// will want to use a scale factor of 0.01. /// FBX offers the possibility of scaling but does a shitty job at it as it doesn't even rescale other dimensions like near/far clips or ranges for lights /// and camera, which plain sucks. |
_Materials | An optional materials database containing informations about materials required by the scene | |
Résultat | void |
protected PostProcessNodes ( Scene _Node ) : void | ||
_Node | Scene | |
Résultat | void |
protected ProcessMaterials ( FBXImporter _Materials ) : void | ||
_Materials | FBXImporter | The list of materials to process |
Résultat | void |
protected RecurseProcessNode ( FBXImporter _FBXNode, Scene _ParentNode ) : void | ||
_FBXNode | FBXImporter | |
_ParentNode | Scene | |
Résultat | void |
protected TEXTURE_CONVERSION_TYPES m_ConvertDiffuse | ||
Résultat | TEXTURE_CONVERSION_TYPES |
protected TEXTURE_CONVERSION_TYPES m_ConvertNormal | ||
Résultat | TEXTURE_CONVERSION_TYPES |
protected TEXTURE_CONVERSION_TYPES m_ConvertRegular | ||
Résultat | TEXTURE_CONVERSION_TYPES |
protected Dictionary |
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Résultat | Scene.Materials.MaterialParameters>.Dictionary |
protected MaterialsDatabase,FBX.SceneLoader m_MaterialsDatabase | ||
Résultat |
protected NO_TANGENT_SPACE_ACTION m_NoTangentSpaceAction | ||
Résultat | NO_TANGENT_SPACE_ACTION |
protected DirectoryInfo,System.IO m_TargetTexturesBaseDirectory | ||
Résultat |
protected Dictionary |
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Résultat | Scene.Nodes.Mesh>.Dictionary |
protected bool m_bCompactIdenticalMeshes | ||
Résultat | bool |
protected bool m_bConsolidateSplitByColor | ||
Résultat | bool |
protected bool m_bConsolidateSplitBySMG | ||
Résultat | bool |
protected bool m_bGenerateBoundingBoxes | ||
Résultat | bool |
protected bool m_bGenerateMipMapsDiffuse | ||
Résultat | bool |
protected bool m_bGenerateMipMapsNormal | ||
Résultat | bool |
protected bool m_bGenerateMipMapsRegular | ||
Résultat | bool |
protected bool m_bGenerateTriangleStrips | ||
Résultat | bool |