Reworked the Exporter.
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#ifndef Export_Export_h__
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#define Export_Export_h__
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#include <vector>
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#include <string>
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#include "MayaIncludes.h"
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#include "Material.h"
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#include "Mesh.h"
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#include "Skeleton.h"
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#include "WriteToFile.h"
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class Export {
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public:
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Export();
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~Export();
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struct AnimationInfo {
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std::string Name;
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int Start;
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int End;
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};
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bool Meshes(std::string pathName, bool selectedOnly = false);
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bool Materials();
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bool Animations(std::string pathName, std::vector<AnimationInfo> animInfo);
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private:
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bool GetMeshData(MObject object);
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bool GetMaterialData();
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bool GetAnimationData(AnimationInfo info);
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void WriteMeshData(std::string pathName);
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void WriteAnimData(std::string pathName);
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Material m_MaterialHandler;
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Skeleton m_SkeletonHandler;
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MeshClass m_MeshHandler;
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//File export
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WriteToFile m_MeshFile;
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WriteToFile m_AnimFile;
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//Mesh Data
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std::vector<Mesh> meshes;
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//Animation Data
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std::vector<BindPoseSkeletonNode> allBindPoses;
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std::vector<Animation> allAnimations;
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};
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#endif
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