#include <map>
#include <string>
#include <vector>
#include "fbxsdk.h"
#include "glm/glm.hpp"
#include "WoWModel.h"
Go to the source code of this file.
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| bool | FBXHeaders::createFBXHeaders (FbxString fileVersion, std::string l_FileName, FbxManager *&l_Manager, FbxExporter *&l_Exporter, FbxScene *&l_Scene) |
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| FbxNode * | FBXHeaders::createMesh (FbxManager *&l_manager, FbxScene *&l_scene, WoWModel *model, const glm::mat4 &matrix=glm::mat4(1.0f), const glm::vec3 &offset=glm::vec3(0.0f)) |
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| void | FBXHeaders::createSkeleton (WoWModel *l_model, FbxScene *&l_scene, FbxNode *&l_skeletonNode, std::map< int, FbxNode * > &l_boneNodes) |
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| void | FBXHeaders::storeBindPose (FbxScene *&l_scene, std::vector< FbxCluster * > l_boneClusters, FbxNode *l_meshNode) |
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| void | FBXHeaders::createAnimation (WoWModel *l_model, FbxScene *&l_scene, std::string animName, ModelAnimation cur_anim, std::map< int, FbxNode * > &skeleton) |
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◆ SCALE_FACTOR
| #define SCALE_FACTOR 50.0f |