Fbx Plugin: added plugin option to set the target axis system. Default left to OpenGL.
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@ -572,7 +572,34 @@ osgDB::ReaderWriter::WriteResult ReaderWriterFBX::writeNode(
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FbxExporter* lExporter = FbxExporter::Create(pSdkManager, "");
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FbxExporter* lExporter = FbxExporter::Create(pSdkManager, "");
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pScene->GetGlobalSettings().SetAxisSystem(FbxAxisSystem::eOpenGL);
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// default axis system is openGL
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FbxAxisSystem::EPreDefinedAxisSystem axisSystem = FbxAxisSystem::eOpenGL;
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// check options
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if (options)
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{
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std::string axisOption = options->getPluginStringData("FBX-AxisSystem");
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if (!axisOption.empty())
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{
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if (axisOption == "MayaZUp")
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axisSystem = FbxAxisSystem::eMayaZUp;
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else if (axisOption == "MayaYUp")
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axisSystem = FbxAxisSystem::eMayaYUp;
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else if (axisOption == "Max")
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axisSystem = FbxAxisSystem::eMax;
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else if (axisOption == "MotionBuilder")
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axisSystem = FbxAxisSystem::eMotionBuilder;
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else if (axisOption == "OpenGL")
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axisSystem = FbxAxisSystem::eOpenGL;
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else if (axisOption == "DirectX")
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axisSystem = FbxAxisSystem::eDirectX;
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else if (axisOption == "Lightwave")
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axisSystem = FbxAxisSystem::eLightwave;
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}
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}
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pScene->GetGlobalSettings().SetAxisSystem(axisSystem);
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// Ensure the directory exists or else the FBX SDK will fail
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// Ensure the directory exists or else the FBX SDK will fail
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if (!osgDB::makeDirectoryForFile(filename)) {
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if (!osgDB::makeDirectoryForFile(filename)) {
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