📄 flx_exportsettings.h
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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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