- [Core] Project restructure
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43
AssetStudio.FBXNative/utils.cpp
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43
AssetStudio.FBXNative/utils.cpp
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#include <fbxsdk.h>
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#include <cassert>
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#include "utils.h"
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Vector3::Vector3()
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: X(0), Y(0), Z(0)
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{
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}
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Vector3::Vector3(float x, float y, float z)
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: X(x), Y(y), Z(z)
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{
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}
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Quaternion::Quaternion()
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: X(0), Y(0), Z(0), W(1)
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{
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}
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Quaternion::Quaternion(float x, float y, float z)
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: X(x), Y(y), Z(z), W(1)
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{
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}
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Quaternion::Quaternion(float x, float y, float z, float w)
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: X(x), Y(y), Z(z), W(w)
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{
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}
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Vector3 QuaternionToEuler(Quaternion q) {
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FbxAMatrix lMatrixRot;
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lMatrixRot.SetQ(FbxQuaternion(q.X, q.Y, q.Z, q.W));
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FbxVector4 lEuler = lMatrixRot.GetR();
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return Vector3((float)lEuler[0], (float)lEuler[1], (float)lEuler[2]);
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}
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Quaternion EulerToQuaternion(Vector3 v) {
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FbxAMatrix lMatrixRot;
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lMatrixRot.SetR(FbxVector4(v.X, v.Y, v.Z));
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FbxQuaternion lQuaternion = lMatrixRot.GetQ();
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return Quaternion((float)lQuaternion[0], (float)lQuaternion[1], (float)lQuaternion[2], (float)lQuaternion[3]);
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}
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