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📄 flx_exportsettings.h

📁 使用stl技术,(还没看,是听说的)
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		// Light settings
				bool		mExpLights;						//!< Export lights or discard them
				bool		mExpLitCtrl;					//!< Export lights attributes controllers or discard them
				bool		mExpProjMaps;					//!< Export projector maps or discard them
				bool		mComputeVtxColors;				//!< Pack lighting in vertex colors
				bool		mComputeShadows;				//!< Compute shadows or not
				bool		mColorSmoothing;				//!< Extra color smoothing pass (reduce aliasing)
		// Animation settings
				bool		mSingleFrame;					//!< Export a single frame
				bool		mSampling;						//!< Export samples (true) or keyframes (false)
				long		mSamplingRate;					//!< Sampling rate
		// Shape settings
				bool		mExpShapes;						//!< Export shapes or discard them
				bool		mShapeToMesh;					//!< Try to convert shapes to meshes
		// Helper settings
				bool		mExpHelpers;					//!< Export helpers or discard them
		// Space warps settings
				bool		mExpSpaceWarps;					//!< Export space warp objects or discard them
		// IK settings
				bool		mExportIK;						//!< Export IK data or not
	};

	//! Settings enabled/disabled status
	class FLEXPORTER_API Enabled
	{
		public:
		// Constructor / Destructor
							Enabled()
							{
								// Default: everything is enabled
//								mCompression				= true;
								mExportWholeScene			= true;
								mExportVisTrack				= true;
								mExportHiddenNodes			= true;
								mAutoUnload					= true;
								mAutoLoad					= true;
								mGlobalScale				= true;
								mLocale						= true;
								mExportPHYSIQUE				= true;
								mExportSKIN					= true;
								mExportBIPED				= true;
								mAlwaysExportMotion			= true;

								mExpUVW						= true;
								mDiscardW					= true;
								mExpVTXColor				= true;
								mUseSmgrp					= true;
								mRemoveScaling				= true;
								mConvertToD3D				= true;
								mAbsolutePRS				= true;
								mConvexHull					= true;
								mBoundingSphere				= true;
								mInertiaTensor				= true;
								mEdgeVis					= true;
								mMakeManifold				= true;
								mExpTargetNodes				= true;
								mDiscardInstances			= true;

								mConsolidateMesh			= true;
								mComputeFaceNormals			= true;
								mComputeVertexNormals		= true;
								mExportNormalInfo			= true;
								mWeightNormalsByArea		= true;
								mCacheOptimize				= true;

								mForceAmbient				= true;
								mForceDiffuse				= true;
								mForceSpecular				= true;
								mForceFilter				= true;
								mExpMtlCtrl					= true;
								mMaterialSharing			= true;

								mOpacityInAlpha				= true;
								mTexnameOnly				= true;
								mTexMaxSize					= true;
								mKeepAmbientTexture			= true;
								mKeepDiffuseTexture			= true;
								mKeepSpecularTexture		= true;
								mKeepShininessTexture		= true;
								mKeepShiningStrengthTexture	= true;
								mKeepSelfIllumTexture		= true;
								mKeepOpacityTexture			= true;
								mKeepFilterTexture			= true;
								mKeepBumpTexture			= true;
								mKeepReflexionTexture		= true;
								mKeepRefractionTexture		= true;
								mKeepDisplacementTexture	= true;
								mFlipHorizontal				= true;
								mFlipVertical				= true;
								mQuantizeTextures			= true;
								mDiscardTextureAlpha		= true;

								mExpCameras					= true;
								mExpFOVCtrl					= true;
								mExpCamCtrl					= true;

								mExpLights					= true;
								mExpLitCtrl					= true;
								mExpProjMaps				= true;
								mComputeVtxColors			= true;
								mComputeShadows				= true;
								mColorSmoothing				= true;

								mSingleFrame				= true;
								mSampling					= true;
								mSamplingRate				= true;

								mExpShapes					= true;
								mShapeToMesh				= true;
								mExpHelpers					= true;
								mExpSpaceWarps				= true;

								mExportIK					= true;
							}

							~Enabled()
							{
							}

		// General permissions
//				bool		mCompression;					//!< Enable/disable compression
				bool		mExportWholeScene;				//!< ...
				bool		mExportVisTrack;				//!< 
				bool		mExportHiddenNodes;				//!< 
				bool		mAutoUnload;					//!<
				bool		mAutoLoad;						//!<
				bool		mGlobalScale;					//!<
				bool		mLocale;						//!<
				bool		mExportPHYSIQUE;				//!< 
				bool		mExportSKIN;					//!<
				bool		mExportBIPED;					//!< 
				bool		mAlwaysExportMotion;			//!< 
		// Meshes permissions
				bool		mExpUVW;						//!< 
				bool		mDiscardW;						//!< 
				bool		mExpVTXColor;					//!< 
				bool		mUseSmgrp;						//!< 
				bool		mRemoveScaling;					//!< 
				bool		mConvertToD3D;					//!< 
				bool		mAbsolutePRS;					//!< 
				bool		mConvexHull;					//!< 
				bool		mBoundingSphere;				//!< 
				bool		mInertiaTensor;					//!< 
				bool		mEdgeVis;						//!< 
				bool		mMakeManifold;					//!< 
				bool		mExpTargetNodes;				//!< 
				bool		mDiscardInstances;				//!<
		// Consolidation permissions
				bool		mConsolidateMesh;				//!< 
				bool		mComputeFaceNormals;			//!< 
				bool		mComputeVertexNormals;			//!< 
				bool		mExportNormalInfo;				//!< 
				bool		mWeightNormalsByArea;			//!< 
				bool		mCacheOptimize;					//!< 
		// Material permissions
				bool		mForceAmbient;					//!< 
				bool		mForceDiffuse;					//!< 
				bool		mForceSpecular;					//!< 
				bool		mForceFilter;					//!< 
				bool		mExpMtlCtrl;					//!<
				bool		mMaterialSharing;				//!<
		// Texture permissions
				bool		mOpacityInAlpha;				//!< 
				bool		mTexnameOnly;					//!< 
				bool		mTexMaxSize;					//!< 
				bool		mKeepAmbientTexture;			//!< 
				bool		mKeepDiffuseTexture;			//!< 
				bool		mKeepSpecularTexture;			//!< 
				bool		mKeepShininessTexture;			//!< 
				bool		mKeepShiningStrengthTexture;	//!< 
				bool		mKeepSelfIllumTexture;			//!< 
				bool		mKeepOpacityTexture;			//!< 
				bool		mKeepFilterTexture;				//!< 
				bool		mKeepBumpTexture;				//!< 
				bool		mKeepReflexionTexture;			//!< 
				bool		mKeepRefractionTexture;			//!< 
				bool		mKeepDisplacementTexture;		//!< 
				bool		mFlipHorizontal;				//!< 
				bool		mFlipVertical;					//!< 
				bool		mQuantizeTextures;				//!< 
				bool		mDiscardTextureAlpha;			//!< 
		// Camera permissions
				bool		mExpCameras;					//!< 
				bool		mExpFOVCtrl;					//!< 
				bool		mExpCamCtrl;					//!<
		// Light permissions
				bool		mExpLights;						//!< 
				bool		mExpLitCtrl;					//!<
				bool		mExpProjMaps;					//!<
				bool		mComputeVtxColors;				//!< 
				bool		mComputeShadows;				//!< 
				bool		mColorSmoothing;				//!< 
		// Animation permissions
				bool		mSingleFrame;					//!< 
				bool		mSampling;						//!< 
				bool		mSamplingRate;					//!< 
		// Shape permissions
				bool		mExpShapes;						//!< 
				bool		mShapeToMesh;					//!<
		// Helper permissions
				bool		mExpHelpers;					//!< 
		// Space warps permissions
				bool		mExpSpaceWarps;					//!< 
		// IK permissions
				bool		mExportIK;						//!< 
	};

#endif // __FLX_EXPORTSETTINGS_H__

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