Gorilla.FBX.Types

Unit Gorilla.FBX.Types.pas

Classes

Records

Enumerations

  • enum  TFBXMappingInformationType  = ( ByPolygon, ByPolygonVertex, ByVertex, ByEdge, AllSame ) ;
  • enum  TFBXReferenceInformationType  = ( Direct, IndexToDirect ) ;
  • enum  TFBXDataType  = ( fbxInt16, fbxBool, fbxInt32, fbxSingle, fbxDouble, fbxInt64, fbxArrSingle, fbxArrDouble, fbxArrInt64, fbxArrInt32, fbxArrBool, fbxString, fbxBinary ) ;
  • enum  TFBXConnectionKind  = ( fbxOO, fbxOP, fbxPP ) ;

Constants

  • const FBX_PROPERTY_TYPE_INT16 : Byte = $59;
  • const FBX_PROPERTY_TYPE_BOOL : Byte = $43;
  • const FBX_PROPERTY_TYPE_INT32 : Byte = $49;
  • const FBX_PROPERTY_TYPE_SINGLE : Byte = $46;
  • const FBX_PROPERTY_TYPE_DOUBLE : Byte = $44;
  • const FBX_PROPERTY_TYPE_INT64 : Byte = $4C;
  • const FBX_PROPERTY_TYPE_ARRAY_SINGLE : Byte = $66;
  • const FBX_PROPERTY_TYPE_ARRAY_DOUBLE : Byte = $64;
  • const FBX_PROPERTY_TYPE_ARRAY_INT64 : Byte = $6C;
  • const FBX_PROPERTY_TYPE_ARRAY_INT32 : Byte = $69;
  • const FBX_PROPERTY_TYPE_ARRAY_BOOL : Byte = $62;
  • const FBX_PROPERTY_TYPE_STRING : Byte = $53;
  • const FBX_PROPERTY_TYPE_BINARY : Byte = $52;

Mics. types

  • type PFBXConnection = pointer to TFBXConnection;

TFBXMappingInformationType

enum TFBXMappingInformationType = ( ByPolygon, ByPolygonVertex, ByVertex, ByEdge, AllSame ) ;

"ByPolygon": It means that there is a normal for every polygon of the model. "ByPolygonVertex": It means that there is a normal for every vertex of every polygon of the model. For example, if the models has 8 vertices that make up four quads, then there will be 16 normals (one normal * 4 polygons * 4 vertices of the polygon). Note that generally a game engine needs the vertices to have only one normal defined. So, if you find a vertex has more tha one normal, you can either ignore the normals you find after the first, or calculate the mean from all of them (normal smoothing). "ByVertex": It means that there is a normal for every vertex of the model. "ByEdge": It means that there is a normal for every edge of the model (rare). "AllSame": It means that there is a normal that is the same for every vertex of the model (rare or impossible for most models).

TFBXReferenceInformationType

enum TFBXReferenceInformationType = ( Direct, IndexToDirect ) ;

"Direct": The normals are in order. "IndexToDirect" (or Index for older versions of the FBX format): The order of the normals is given by the NormalsIndex property.