From bc0e465f910644640b98cfcb3643e29b669c9ea2 Mon Sep 17 00:00:00 2001 From: Alexander Gessler Date: Fri, 10 Aug 2012 23:40:02 +0200 Subject: [PATCH] - fbx: declare more dynamic properties of Model. --- code/FBXDocument.h | 78 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 78 insertions(+) diff --git a/code/FBXDocument.h b/code/FBXDocument.h index dfdc3b3c3..32e86be67 100644 --- a/code/FBXDocument.h +++ b/code/FBXDocument.h @@ -274,6 +274,84 @@ public: Model(uint64_t id, const Element& element, const Document& doc, const std::string& name); ~Model(); +public: + + fbx_simple_property(QuaternionInterpolate, int, 0); + + fbx_simple_property(RotationOffset, aiVector3D, aiVector3D()); + fbx_simple_property(RotationPivot, aiVector3D, aiVector3D()); + fbx_simple_property(ScalingOffset, aiVector3D, aiVector3D()); + fbx_simple_property(ScalingPivot, aiVector3D, aiVector3D()); + fbx_simple_property(TranslationActive, bool, false); + + fbx_simple_property(TranslationMin, aiVector3D, aiVector3D()); + fbx_simple_property(TranslationMax, aiVector3D, aiVector3D()); + + fbx_simple_property(TranslationMinX, bool, false); + fbx_simple_property(TranslationMaxX, bool, false); + fbx_simple_property(TranslationMinY, bool, false); + fbx_simple_property(TranslationMaxY, bool, false); + fbx_simple_property(TranslationMinZ, bool, false); + fbx_simple_property(TranslationMaxZ, bool, false); + + fbx_simple_property(RotationOrder, int, 0); + fbx_simple_property(RotationSpaceForLimitOnly, bool, false); + fbx_simple_property(RotationStiffnessX, float, 0.0f); + fbx_simple_property(RotationStiffnessY, float, 0.0f); + fbx_simple_property(RotationStiffnessZ, float, 0.0f); + fbx_simple_property(AxisLen, float, 0.0f); + + fbx_simple_property(PreRotation, aiVector3D, aiVector3D()); + fbx_simple_property(PostRotation, aiVector3D, aiVector3D()); + fbx_simple_property(RotationActive, bool, false); + + fbx_simple_property(RotationMin, aiVector3D, aiVector3D()); + fbx_simple_property(RotationMax, aiVector3D, aiVector3D()); + + fbx_simple_property(RotationMinX, bool, false); + fbx_simple_property(RotationMaxX, bool, false); + fbx_simple_property(RotationMinY, bool, false); + fbx_simple_property(RotationMaxY, bool, false); + fbx_simple_property(RotationMinZ, bool, false); + fbx_simple_property(RotationMaxZ, bool, false); + fbx_simple_property(InheritType, int, 0); + + fbx_simple_property(ScalingActive, bool, false); + fbx_simple_property(ScalingMin, aiVector3D, aiVector3D()); + fbx_simple_property(ScalingMax, aiVector3D, aiVector3D(1.f,1.f,1.f)); + fbx_simple_property(ScalingMinX, bool, false); + fbx_simple_property(ScalingMaxX, bool, false); + fbx_simple_property(ScalingMinY, bool, false); + fbx_simple_property(ScalingMaxY, bool, false); + fbx_simple_property(ScalingMinZ, bool, false); + fbx_simple_property(ScalingMaxZ, bool, false); + + fbx_simple_property(GeometricTranslation, aiVector3D, aiVector3D()); + fbx_simple_property(GeometricRotation, aiVector3D, aiVector3D()); + fbx_simple_property(GeometricScaling, aiVector3D, aiVector3D(1.f, 1.f, 1.f)); + + fbx_simple_property(MinDampRangeX, float, 0.0f); + fbx_simple_property(MinDampRangeY, float, 0.0f); + fbx_simple_property(MinDampRangeZ, float, 0.0f); + fbx_simple_property(MaxDampRangeX, float, 0.0f); + fbx_simple_property(MaxDampRangeY, float, 0.0f); + fbx_simple_property(MaxDampRangeZ, float, 0.0f); + + fbx_simple_property(MinDampStrengthX, float, 0.0f); + fbx_simple_property(MinDampStrengthY, float, 0.0f); + fbx_simple_property(MinDampStrengthZ, float, 0.0f); + fbx_simple_property(MaxDampStrengthX, float, 0.0f); + fbx_simple_property(MaxDampStrengthY, float, 0.0f); + fbx_simple_property(MaxDampStrengthZ, float, 0.0f); + + fbx_simple_property(PreferredAngleX, float, 0.0f); + fbx_simple_property(PreferredAngleY, float, 0.0f); + fbx_simple_property(PreferredAngleZ, float, 0.0f); + + fbx_simple_property(Show, bool, true); + fbx_simple_property(LODBox, bool, false); + fbx_simple_property(Freeze, bool, false); + public: const std::string& Shading() const {