- fbx: extend DOM to include the declarations for FBX' rotation order and inheritance enums.
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1a5bf26e91
commit
391a69e68b
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@ -339,6 +339,32 @@ public:
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Model(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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Model(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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~Model();
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~Model();
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public:
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enum RotOrder
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{
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RotOrder_EulerXYZ = 0,
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RotOrder_EulerXZY,
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RotOrder_EulerYZX,
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RotOrder_EulerYXZ,
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RotOrder_EulerZXY,
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RotOrder_EulerZYX,
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RotOrder_SphericXYZ,
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RotOrder_MAX // end-of-enum sentinel
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};
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enum TransformInheritance
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{
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TransformInheritance_RrSs = 0,
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TransformInheritance_RSrs,
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TransformInheritance_Rrs,
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TransformInheritance_MAX // end-of-enum sentinel
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};
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public:
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public:
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fbx_simple_property(QuaternionInterpolate, int, 0);
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fbx_simple_property(QuaternionInterpolate, int, 0);
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@ -359,7 +385,7 @@ public:
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fbx_simple_property(TranslationMinZ, bool, false);
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fbx_simple_property(TranslationMinZ, bool, false);
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fbx_simple_property(TranslationMaxZ, bool, false);
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fbx_simple_property(TranslationMaxZ, bool, false);
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fbx_simple_property(RotationOrder, int, 0);
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fbx_simple_enum_property(RotationOrder, RotOrder, 0);
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fbx_simple_property(RotationSpaceForLimitOnly, bool, false);
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fbx_simple_property(RotationSpaceForLimitOnly, bool, false);
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fbx_simple_property(RotationStiffnessX, float, 0.0f);
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fbx_simple_property(RotationStiffnessX, float, 0.0f);
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fbx_simple_property(RotationStiffnessY, float, 0.0f);
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fbx_simple_property(RotationStiffnessY, float, 0.0f);
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@ -379,7 +405,7 @@ public:
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fbx_simple_property(RotationMaxY, bool, false);
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fbx_simple_property(RotationMaxY, bool, false);
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fbx_simple_property(RotationMinZ, bool, false);
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fbx_simple_property(RotationMinZ, bool, false);
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fbx_simple_property(RotationMaxZ, bool, false);
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fbx_simple_property(RotationMaxZ, bool, false);
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fbx_simple_property(InheritType, int, 0);
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fbx_simple_enum_property(InheritType, TransformInheritance, 0);
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fbx_simple_property(ScalingActive, bool, false);
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fbx_simple_property(ScalingActive, bool, false);
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fbx_simple_property(ScalingMin, aiVector3D, aiVector3D());
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fbx_simple_property(ScalingMin, aiVector3D, aiVector3D());
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