void FBXScene::ProcessCurve(FbxNode* pNode) { FbxNurbs* lNurb = (FbxNurbs*) pNode->GetNodeAttribute (); int lControlPointsCount = lNurb->GetControlPointsCount(); if(lControlPointsCount > 0) { Curve c; FbxVector4* lControlPoints = lNurb->GetControlPoints(); c.SetName(pNode->GetName()); for(int i = 0; i < lControlPointsCount; i++) { c.AddControlPoint(FbxVector4ToBTHFBX_VEC3(lControlPoints[i])); } m_Curves.push_back(c); } }