OpenSceneGraph/src/osgPlugins/fbx/ReaderWriterFBX.h
Robert Osfield 82ecbe98da From Laurens Voerman, "Autodesk released a new version of their FBX Software Development Kit (web page http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775847).
The API has changed quite a bit, so lots of changes had to be made in the osg readerwriter. The preious version of the FBX SDK (2013.3) already deprecated a lot of the names and functions. The code I submit now still compiles against 2013.3 (possibly needs a #define FBX_NEW_API). Not sure if that's useful, but it might ease the transition."
2013-06-03 14:27:14 +00:00

38 lines
1.6 KiB
C++

#ifndef READERWRITERFBX_H
#define READERWRITERFBX_H
#include <osgDB/ReaderWriter>
#include <fbxsdk/fbxsdk_def.h>
///////////////////////////////////////////////////////////////////////////
// OSG reader plugin for the ".fbx" format.
// See http://www.autodesk.com/fbx
// This plugin requires the FBX SDK version 2013.3 or 2014.1
#if FBXSDK_VERSION_MAJOR < 2013 || (FBXSDK_VERSION_MAJOR == 2013 && FBXSDK_VERSION_MINOR < 3)
#error Wrong FBX SDK version
#endif
class ReaderWriterFBX : public osgDB::ReaderWriter
{
public:
ReaderWriterFBX()
{
supportsExtension("fbx", "FBX format");
supportsOption("Embedded", "(Write option) Embed textures in FBX file");
supportsOption("UseFbxRoot", "(Read/write option) If the source OSG root node is a simple group with no stateset, the writer will put its children directly under the FBX root, and vice-versa for reading");
supportsOption("LightmapTextures", "(Read option) Interpret texture maps as overriding the lighting. 3D Studio Max may export files that should be interpreted in this way.");
supportsOption("TessellatePolygons", "(Read option) Tessellate mesh polygons. If the model contains concave polygons this may be necessary, however tessellating can be very slow and may erroneously produce triangle shards.");
}
const char* className() const { return "FBX reader/writer"; }
virtual ReadResult readNode(const std::string& filename, const Options*) const;
virtual WriteResult writeNode(const osg::Node&, const std::string& filename, const Options*) const;
};
///////////////////////////////////////////////////////////////////////////
#endif