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MSPluginSimpleObject Class Reference

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#include <mxsPlugin.h>

Inheritance diagram for MSPluginSimpleObject:
Inheritance graph
[legend]

List of all members.

Public Member Functions

  MSPluginSimpleObject ()
  MSPluginSimpleObject (MSPluginClass *pc, BOOL loading)
  ~MSPluginSimpleObject ()
void  DeleteThis ()
HWND  AddRollupPage (HINSTANCE hInst, MCHAR *dlgTemplate, DLGPROC dlgProc, MCHAR *title, LPARAM param=0, DWORD flags=0, int category=ROLLUP_CAT_STANDARD)
void  DeleteRollupPage (HWND hRollup)
IRollupWindow GetRollupWindow ()
ReferenceTarget get_delegate ()
void  GetClassName (MSTR &s)
  Retrieves the name of the plugin class.
Class_ID  ClassID ()
  Retrieves a constant that uniquely identifies the plugin class.
int  NumSubs ()
Animatable SubAnim (int i)
MSTR  SubAnimName (int i)
int  NumParamBlocks ()
IParamBlock2 GetParamBlock (int i)
IParamBlock2 GetParamBlockByID (BlockID id)
void *  GetInterface (ULONG id)
  Inherited from Animatable.
RefResult  NotifyRefChanged (Interval changeInt, RefTargetHandle hTarget, PartID &partID, RefMessage message)
  Receives and responds to messages.
int  NumRefs ()
  Returns the total number of references this ReferenceMaker can hold.
RefTargetHandle  GetReference (int i)
  Returns the 'i-th' reference.
void  RefDeleted ()
void  RefAdded (RefMakerHandle rm)
RefTargetHandle  Clone (RemapDir &remap)
  This method is used by 3ds Max to clone an object.
IOResult  Save (ISave *isave)
IOResult  Load (ILoad *iload)
void  NotifyTarget (int msg, RefMakerHandle rm)
MCHAR *  GetObjectName ()
void  BeginEditParams (IObjParam *ip, ULONG flags, Animatable *prev)
void  EndEditParams (IObjParam *ip, ULONG flags, Animatable *next)
void  BuildMesh (TimeValue t)
BOOL  OKtoDisplay (TimeValue t)
void  InvalidateUI ()
CreateMouseCallBack GetCreateMouseCallBack ()
  This method allows the system to retrieve a callback object used in creating an object in the 3D viewports.
BOOL  HasUVW ()
  It is called to find out if the object is has UVW coordinates.
void  SetGenUVW (BOOL sw)
  This method is called to change the state of its Generate UVW boolean.

Static Public Member Functions

static RefTargetHandle  create (MSPluginClass *pc, BOOL loading)

Public Attributes

IObjParam ip

Protected Member Functions

virtual void  SetReference (int i, RefTargetHandle rtarg)
  Stores a ReferenceTarget as its 'i-th' reference`.

Constructor & Destructor Documentation

MSPluginSimpleObject ( ) [inline]
{ }
MSPluginSimpleObject ( MSPluginClass *  pc,
BOOL  loading 
)
~MSPluginSimpleObject ( ) [inline]

Member Function Documentation

static RefTargetHandle create ( MSPluginClass *  pc,
BOOL  loading 
) [static]
void DeleteThis ( )

Reimplemented from MSPlugin.

Reimplemented in MSSimpleObjectXtnd.

HWND AddRollupPage ( HINSTANCE  hInst,
MCHAR *  dlgTemplate,
DLGPROC  dlgProc,
MCHAR *  title,
LPARAM  param = 0,
DWORD  flags = 0,
int  category = ROLLUP_CAT_STANDARD 
) [virtual]
void DeleteRollupPage ( HWND  hRollup ) [virtual]
IRollupWindow* GetRollupWindow ( ) [virtual]
ReferenceTarget* get_delegate ( ) [inline, virtual]

Implements MSPlugin.

Reimplemented in MSSimpleObjectXtnd.

{ return NULL; }  // no delegate 
void GetClassName ( MSTR s ) [inline, virtual]

Retrieves the name of the plugin class.

This name is usually used internally for debugging purposes. For Material plug-ins this method is used to put up the material "type" name in the Material Editor.

Parameters:
s Reference to a string filled in with the name of the plugin class

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

{ s = MSTR(pc->class_name->to_string()); }  
Class_ID ClassID ( ) [inline, virtual]

Retrieves a constant that uniquely identifies the plugin class.

This method must return the unique ID for the plugin class. If two ClassIDs conflict, the system will only load the first conflicting one it finds. A program (gencid.exe) is provided to generate unique class id values.

Returns:
A class id that uniquely identifies a plugin class
See also:
Class ClassID, List of Class IDs.

Reimplemented from Animatable.

Reimplemented in MSSimpleObjectXtnd.

{ return pc->class_id; }
int NumSubs ( ) [inline, virtual]
Remarks:
The system uses a virtual array mechanism to access the sub-anims of a plug-in. This method returns the total number of sub-anims maintained by the plug-in. If a plug-in is using a parameter block to manage its parameters it should just return 1 for all the parameters directed by the parameter block.
Returns:
The number of sub-anims used by the plug-in.
Default Implementation:
{ return 0; }

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

{ return pblocks.Count(); }  
Animatable* SubAnim ( int  i ) [inline, virtual]
Remarks:
This method returns a pointer to the 'i-th' sub-anim. If a plug-in is using a parameter block to manage all its parameters it should just return a pointer to the parameter block itself from this method. This method may return NULL so developers need to check the return value before calling other sub anim methods (such as SubAnimName()).
Parameters:
i This is the index of the sub-anim to return.
Default Implementation:
{ return NULL };

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

{ return pblocks[i]; }
MSTR SubAnimName ( int  i ) [inline, virtual]
Remarks:
This method returns the name of the 'i-th' sub-anim to appear in track view. The system has no idea what name to assign to the sub-anim (it only knows it by the virtual array index), so this method is called to retrieve the name to display. Developer need to make sure the 'i-th' SubAnim() is non-NULL or this method will fail.
Parameters:
i The index of the parameter name to return
Returns:
The name of the 'i-th' parameter.

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

{ return pblocks[i]->GetLocalName(); }
int NumParamBlocks ( ) [inline, virtual]
Remarks:
This method is available in release 3.0 and later only.

This method returns the number of ParamBlock2s in this instance.
Default Implementation:
{ return 0; }

Reimplemented from Animatable.

Reimplemented in MSSimpleObjectXtnd.

{ return pblocks.Count(); }
IParamBlock2* GetParamBlock ( int  i ) [inline, virtual]
Remarks:
This method return 'i-th' ParamBlock2 in this instance (or NULL if not available).
Parameters:
i The zero based index of the ParamBlock2 to return.
Default Implementation:
{ return NULL; }

Reimplemented from Animatable.

Reimplemented in MSSimpleObjectXtnd.

{ return pblocks[i]; }
IParamBlock2* GetParamBlockByID ( BlockID  id ) [inline]

Reimplemented from MSPlugin.

Reimplemented in MSSimpleObjectXtnd.

{ return MSPlugin::GetParamBlockByID(id); }
void* GetInterface ( ULONG  id ) [inline, virtual]

Inherited from Animatable.

Returns a pointer to the interface.

Parameters:
id - The id of the interface.
Returns:
A Pointer to the Interface

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

{ if (id == I_MAXSCRIPTPLUGIN) return (MSPlugin*)this; else return SimpleObject::GetInterface(id); }
RefResult NotifyRefChanged ( Interval  changeInt,
RefTargetHandle  hTarget,
PartID partID,
RefMessage  message 
) [inline, virtual]

Receives and responds to messages.

A plugin which makes references must implement a method to receive and respond to messages broadcast by its dependents. This is done by implementing NotifyRefChanged(). The plugin developer usually implements this method as a switch statement where each case is one of the messages the plugin needs to respond to. The Method StdNotifyRefChanged calls this, which can change the partID to new value. If it doesn't depend on the particular message& partID, it should return REF_DONTCARE.

  • For developer that need to update a dialog box with data about an object you reference note the following related to this method: This method may be called many times. For instance, say you have a dialog box that displays data about an object you reference. This method will get called many time during the drag operations on that object. If you updated the display every time you'd wind up with a lot of 'flicker' in the dialog box. Rather than updating the dialog box each time, you should just invalidate the window in response to the NotifyRefChanged() call. Then, as the user drags the mouse your window will still receive paint messages. If the scene is complex the user may have to pause (but not let up on the mouse) to allow the paint message to go through since they have a low priority. This is the way many windows in 3ds Max work.
Parameters:
changeInt - This is the interval of time over which the message is active. Currently, all plug-ins will receive FOREVER for this interval.
hTarget - This is the handle of the reference target the message was sent by. The reference maker uses this handle to know specifically which reference target sent the message.
partID - This contains information specific to the message passed in. Some messages don't use the partID at all. See the section List of Reference Messages for more information about the meaning of the partID for some common messages.
message - The message parameters passed into this method is the specific message which needs to be handled.
Returns:
The return value from this method is of type RefResult. This is usually REF_SUCCEED indicating the message was processed. Sometimes, the return value may be REF_STOP. This return value is used to stop the message from being propagated to the dependents of the item.

Reimplemented from SimpleObject.

                    { 
                        SimpleObject::NotifyRefChanged(changeInt, hTarget, partID, message); 
                        return ((MSPlugin*)this)->NotifyRefChanged(changeInt, hTarget, partID, message); 
                    }
int NumRefs ( ) [virtual]

Returns the total number of references this ReferenceMaker can hold.

The plugin implements this method to indicate the total number of of references it can make. This includes all references whether they are NULL (inactive) or non-NULL (active) at the time when this method is called. A plugin can hold a variable number of references, thus the return value of this method is not to be cached and reused by client code.

Returns:
The total number of references this plugin can hold. The default implementation is return 0.

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

RefTargetHandle GetReference ( int  i ) [virtual]

Returns the 'i-th' reference.

The plugin implements this method to return its 'i-th' reference. The plug-in simply keeps track of its references using an integer index for each one. This method is normally called by the system.

Parameters:
i - The index of the reference to retrieve. Valid values are from 0 to NumRefs()-1.
Returns:
The reference handle of the 'i-th' reference. Note that different calls to this method with the same 'i' value can result in different reference handles being retrieved, as the plugin changes the scene objects it references as its 'i-th' reference.

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

virtual void SetReference ( int  i,
RefTargetHandle  rtarg 
) [protected, virtual]

Stores a ReferenceTarget as its 'i-th' reference`.

The plugin implements this method to store the reference handle passed to it as its 'i-th' reference. In its implementation of this method, the plugin should simply assign the reference handle passed in as a parameter to the member variable that holds the 'i-th' reference. Other reference handling methods such as ReferenceMaker::DeleteReference(), or ReferenceMaker::ReplaceReference() should not be called from within this method. The plugin itself or other plugins should not call this method directly. The system will call this method when a new reference is created or an existing one is replaced by calling ReferenceMaker::ReplaceReference().

Parameters:
i - The index of the reference to store. Valid values are from 0 to NumRefs()-1.
rtarg - The reference handle to store.

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

void RefDeleted ( ) [inline]
void RefAdded ( RefMakerHandle  rm ) [inline]
RefTargetHandle Clone ( RemapDir remap ) [virtual]

This method is used by 3ds Max to clone an object.

See also:
CloneRefHierarchy(), class RemapDir This method is called by 3ds Max to have the plugin clone itself. The plug-in's implementation of this method should copy both the data structure and all the data residing in the data structure of this reference target. The plugin should clone all its references as well. Also, the plug-in's implementation of this method must call BaseClone(). In order for classes derived from this class to clone cleanly, the Clone method should just create the new instance, and then call an implementation of BaseClone that clones the references and copies any other necessary data. For example:
            class MyDerivedPlugin
                : public MyBasePlugin
            {
                const int MY_REFERENCE = 1;

                ReferenceTarget* Clone(RemapDir& remap)
                {
                    ReferenceTarget* result = new MyDerivedPlugin();
                    BaseClone(this, result, remap);
                    return result;
                }

                void BaseClone(ReferenceTarget* from, ReferenceTarget* to, RemapDir& remap)
                {
                    if (!to || !from || from == to)
                        return;    
                    MyBasePlugin::BaseClone(from, to, remap);
                    to->ReplaceReference(MY_REFERENCE, remap->CloneRef(from->GetReference(MY_REFERENCE)));
                }
            };

This method should not be directly called by plug-ins. Instead, either RemapDir::CloneRef() or CloneRefHierachy() should be used to perform cloning. These methods ensure that the mapping from the original object to the clone is added to the RemapDir used for cloning, which may be used during backpatch operations

Note:
See the remarks in method BaseClone() below.
Parameters:
remap - A RemapDir instance used for remapping references during a Clone.
Returns:
A pointer to the cloned item.

Reimplemented from ReferenceTarget.

Reimplemented in MSSimpleObjectXtnd.

IOResult Save ( ISave isave ) [inline, virtual]

Reimplemented from MSPlugin.

{ return MSPlugin::Save(isave); }
IOResult Load ( ILoad iload ) [inline]

Reimplemented from MSPlugin.

{ return MSPlugin::Load(iload); }
void NotifyTarget ( int  msg,
RefMakerHandle  rm 
) [inline]

Reimplemented from MSPlugin.

{ MSPlugin::NotifyTarget(msg, rm); }
MCHAR* GetObjectName ( ) [inline, virtual]
Returns:
the name that will appear in the history browser (modifier stack).

Reimplemented from BaseObject.

Reimplemented in MSSimpleObjectXtnd.

{ return pc->class_name->to_string(); }
void BeginEditParams ( IObjParam ip,
ULONG  flags,
Animatable prev 
) [virtual]
Remarks:
This method is called by the system when the user may edit the item's (object, modifier, controller, etc.) parameters.
Parameters:
ip Interface pointer. The developer can use it to call methods such as AddRollupPage(). Note that this pointer is only valid between BeginEditParams() and EndEditParams(). It should not be used outside this interval.
flags Describe which branch of the command panel or dialog the item is being edited in. The following are possible values:

BEGIN_EDIT_CREATE
Indicates an item is being edited in the create branch.

BEGIN_EDIT_MOTION
Indicates a controller is being edited in the motion branch.

BEGIN_EDIT_HIERARCHY
Indicates a controller is being edited in the Pivot subtask of the hierarchy branch.

BEGIN_EDIT_IK
Indicates a controller is being edited in the IK subtask of the hierarchy branch.

BEGIN_EDIT_LINKINFO
Indicates a controller is being edited in the Link Info subtask of the hierarchy branch.

prev Pointer to an Animatable object. This parameter may be used in the motion and hierarchy branches of the command panel. This pointer allows a plug-in to look at the ClassID of the previous item that was being edited, and if it is the same as this item, to not replace the entire UI in the command panel, but simply update the values displayed in the UI fields. This prevents the UI from 'flickering' when the current item begins its edit. For example, if you are in the motion branch and are looking at an item's PRS controller values, and then select another item that is displayed with a PRS controller, the UI will not change - only the values displayed in the fields will change. If however you selected a target camera that has a lookat controller (not a PRS controller) the UI will change because a different set of parameters need to be displayed. Note that for items that are edited in the modifier branch this field can be ignored.

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

void EndEditParams ( IObjParam ip,
ULONG  flags,
Animatable next 
) [virtual]
Remarks:
This method is called when the user is finished editing an objects parameters. The system passes a flag into the EndEditParams() method to indicate if the rollup page should be removed. If this flag is TRUE, the plug-in must un-register the rollup page, and delete it from the panel.
Parameters:
ip An interface pointer. The developer may use the interface pointer to call methods such as DeleteRollupPage().

flags The following flag may be set:

END_EDIT_REMOVEUI
If TRUE, the item's user interface should be removed.

next Animatable pointer. Can be used in the motion and hierarchy branches of the command panel. It allows a plug-in to look at the ClassID of the next item that was being edited, and if it is the same as this item, to not replace the entire UI in the command panel. Note that for items that are edited in the modifier branch this field can be ignored.

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

void BuildMesh ( TimeValue  t ) [virtual]
Remarks:
This method is called to build the mesh representation of the object using its parameter settings at the time passed. The plug-in should use the data member mesh to store the built mesh.
Parameters:
TimeValue t

The time at which to build the mesh.

Implements SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

BOOL OKtoDisplay ( TimeValue  t ) [virtual]
Remarks:
This method returns a BOOL to indicate if it is okay to draw the object at the time passed. Normally it is always OK to draw the object, so the default implementation returns TRUE. However for certain objects it might be a degenerate case to draw the object at a certain time (perhaps the size went to zero for example), so these objects could return FALSE.
Parameters:
TimeValue t

The time at which the object would be displayed.
Default Implementation:
{ return TRUE; }
Returns:
TRUE if the object may be displayed; otherwise FALSE.

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

void InvalidateUI ( ) [virtual]
Remarks:
This is called if the user interface parameters needs to be updated because the user moved to a new time. The UI controls must display values for the current time.
Example:
If the plug-in uses a parameter map for handling its UI, it may call a method of the parameter map to handle this:
        pmapParam->Invalidate();
If the plug-in does not use parameter maps, it should call the SetValue() method on each of its controls that display a value, for example the spinner controls. This will cause to the control to update the value displayed. The code below shows how this may be done for a spinner control. Note that ip and pblock are assumed to be initialized interface and parameter block pointers:
        void foo(IObjParam* ip, IParamBlock* pblock)
        {
            float newval;
            Interval valid = FOREVER;
            TimeValue t = ip->GetTime();
            // Get the value from the parameter block at the current time.
            pblock->GetValue( PB_ANGLE, t, newval, valid );
            // Set the value. Note that the notify argument is passed as FALSE.
            // This ensures no messages are sent when the value changes.
            angleSpin->SetValue( newval, FALSE );
        }

Reimplemented from SimpleObject.

Reimplemented in MSSimpleObjectXtnd.

CreateMouseCallBack* GetCreateMouseCallBack ( ) [virtual]

This method allows the system to retrieve a callback object used in creating an object in the 3D viewports.

This method returns a pointer to an instance of a class derived from CreateMouseCallBack. This class has a method proc() which is where the programmer defines the user/mouse interaction during the object creation phase.

Returns:
A pointer to an instance of a class derived from CreateMouseCallBack.

Implements BaseObject.

Reimplemented in MSSimpleObjectXtnd.

BOOL HasUVW ( ) [virtual]

It is called to find out if the object is has UVW coordinates.

This method returns TRUE if the object has UVW coordinates; otherwise FALSE. In 3ds Max 2.0 and later there is code in the renderer that will automatically turn on the UVW coordinates of the base object if UV's are missing (and needed). The base object has to implement two simple methods to make this work: HasUVW() and SetGenUVW(). Developers are encouraged to put these methods in their objects: it makes using the program easier for the user. If they are not implemented, it doesn't cause any real harm: it will just operate as before and put up the missing UVW's message. Here is how the procedural sphere implements these methods:

    BOOL SphereObject::GetGenUVW()
    {
        BOOL genUVs;
        Interval v;
        pblock->GetValue(PB_GENUVS, 0, genUVs, v);
        return genUVs;
    }
    
    void SphereObject::SetGenUVW(BOOL sw)
    {
        if (sw==GetGenUVW()) return;
        pblock->SetValue(PB_GENUVS,0, sw);
    }

Important Note: The pblock->SetValue() will cause a call to NotifyDependents(FOREVER, PART_TEXMAP, REFMSG_CHANGE), which will invalidate the UVW cache. It is essential that this call be made, so if the 'generate UVW' boolean is not handled by a parameter block, then NotifyDependents() needs to be called explicitly. Also Note: For "modifiable objects" that pass up the pipeline getting modified, such as TriObject, EditTriObject, etc., which cannot generate their own UVWs, but can carry them in their data structures, only this HasUVW() method needs to be implemented. For example, here is the implementation for TriObject: BOOL TriObject::HasUVW() { return mesh.tvFace?1:0; }

Reimplemented from Object.

Reimplemented in MSSimpleObjectXtnd.

void SetGenUVW ( BOOL  sw ) [virtual]

This method is called to change the state of its Generate UVW boolean.

If the state changes, the object must send a REFMSG_CHANGE up the pipeline by calling NotifyDependents(). This applies to map channel 1.

Parameters:
sw The new state for the generate UVW flag.

Reimplemented from BaseObject.

Reimplemented in MSSimpleObjectXtnd.


Member Data Documentation


MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject
MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject MSPluginSimpleObject