Public Types | Public Member Functions | Static Public Attributes

Interface10 Class Reference

This reference page is linked to from the following overview topics: Trajectories.


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Detailed Description

Extends Interface9 Client code should retrieve this interface using GetCOREInterface10.

#include <maxapi.h>

Inheritance diagram for Interface10:
Inheritance graph
[legend]

List of all members.

Public Types

enum   ENodeProperties { kNodeProp_Material = 1<<0, kNodeProp_Layer = 1<<1, kNodeProp_All = (kNodeProp_Material | kNodeProp_Layer) }
 

List of node properties.

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Public Member Functions

virtual void  FindNodes (const Tab< INode * > &templateNodes, Tab< INode * > &foundNodes, const unsigned int nodePropsToMatch=kNodeProp_All)=0
  Finds nodes in the current scene that are similar to a set of "template" nodes.
virtual MSTR  GetPrompt ()=0
  Returns the string on the top of the prompt stack.
virtual void  FormatRenderTime (DWORD msec, MSTR &str, BOOL hundredths=FALSE)=0
  Formats a time value into a string, as shown in the render progress dialog.
Trajectory
virtual bool  GetTrajectoryMode () const =0
  Get whether or not if we are in the trajectory mode in the motion panel.
virtual void  SetTrajectoryMode (bool flag)=0
  Set whether or not we are in the trajectory mode in the motion panel.
virtual bool  GetTrajectoryKeySubMode () const =0
  Get whether or not the trajectory is in the key subobject mode so that keys may be edited.
virtual void  SetTrajectoryKeySubMode (bool flag)=0
  Set whether or not the trajectory is in the key subobject mode or not.
virtual bool  GetTrajectoryAddKeyMode () const =0
  Get whether or not the trajectory is in the add mode of the key subobject mode so that keys may be added by interactively pressing left-click on the trajectory.
virtual void  SetTrajectoryAddKeyMode (bool flag)=0
  Set whether or not the trajectory is in the add mode of the key subobject mode or not so that keys may be added by interactively pressing left-click on the trajectory.
virtual void  DeleteSelectedTrajectoryKey ()=0
  Delete the selected trajectory keys.
Animation
virtual BOOL  GetAutoKeyDefaultKeyOn () const =0
  Retrieves the animation preference controlling whether or not a default key is set when animating with Auto Key enabled on a controller with no keys.
virtual void  SetAutoKeyDefaultKeyOn (BOOL setKey)=0
  Sets the animation preference controlling whether or not a default key is set when animating with Auto Key enabled on a controller with no keys.
virtual TimeValue  GetAutoKeyDefaultKeyTime () const =0
  Returns the animation preference controlling at what time a default key will get set when auto key is on.
virtual void  SetAutoKeyDefaultKeyTime (TimeValue t)=0
  Sets the animation preference controlling at which time a default key will get set when auto key is on.

Static Public Attributes

static CoreExport const
Interface_ID 
kInterface10InterfaceID
  The ID for this interface. Pass this ID to Interface::GetInterface to get an Interface10 pointer.

Member Enumeration Documentation

List of node properties.

Interface10::FindNodes accepts a combination of these values and uses them to match nodes in the current scene.

Enumerator:
kNodeProp_Material 

Represents the material property of a node.

kNodeProp_Layer 

Represents the layer property of a node.

kNodeProp_All 

Represents all node properties listed above.


Member Function Documentation

virtual bool GetTrajectoryMode ( ) const [pure virtual]

Get whether or not if we are in the trajectory mode in the motion panel.

Returns:
true if we are in trajectory mode, false otherwise.
virtual void SetTrajectoryMode ( bool  flag ) [pure virtual]

Set whether or not we are in the trajectory mode in the motion panel.

Parameters:
[in] flag If true then we enter the trajectory mode in the motion panel, otherwise if false, and we are in the trajectory mode, we leave trajectory mode.
virtual bool GetTrajectoryKeySubMode ( ) const [pure virtual]

Get whether or not the trajectory is in the key subobject mode so that keys may be edited.

Returns:
true if the trajectory is in key subobject mode is on, else false.
virtual void SetTrajectoryKeySubMode ( bool  flag ) [pure virtual]

Set whether or not the trajectory is in the key subobject mode or not.

Parameters:
[in] flag If true then we enter the key subobject mode with trajectories enabled, if not already in that mode. If false and we are in the key SubObject mode, then we exit this subobject mode.
virtual bool GetTrajectoryAddKeyMode ( ) const [pure virtual]

Get whether or not the trajectory is in the add mode of the key subobject mode so that keys may be added by interactively pressing left-click on the trajectory.

Returns:
true if the trajectory is in mode to add keys, else false.
virtual void SetTrajectoryAddKeyMode ( bool  flag ) [pure virtual]

Set whether or not the trajectory is in the add mode of the key subobject mode or not so that keys may be added by interactively pressing left-click on the trajectory.

Parameters:
[in] flag If true then we enter the add mode of the key subobject mode with trajectories enabled, if not already in that mode. If false and we are in the key subobject mode, then we exit the add mode, if currently in this mode, otherwise nothing occurs.
virtual void DeleteSelectedTrajectoryKey ( ) [pure virtual]

Delete the selected trajectory keys.

This function will only do something if trajectories are enabled and we are in the key subobject mode with selected keys.

virtual BOOL GetAutoKeyDefaultKeyOn ( ) const [pure virtual]

Retrieves the animation preference controlling whether or not a default key is set when animating with Auto Key enabled on a controller with no keys.

If it returns TRUE then a default key will get set, otherwise it won't. Note that biped controllers aren't affected by this flag since biped controllers never set a default key.

Returns:
TRUE if a default key will get set when auto keying
virtual void SetAutoKeyDefaultKeyOn ( BOOL  setKey ) [pure virtual]

Sets the animation preference controlling whether or not a default key is set when animating with Auto Key enabled on a controller with no keys.

Note that biped controllers aren't affected by this flag since biped controllers never get a default key.

Parameters:
[in] setKey Specify whether or a default ey will get set when auto keying on a controller that currently has no keys on it.
virtual TimeValue GetAutoKeyDefaultKeyTime ( ) const [pure virtual]

Returns the animation preference controlling at what time a default key will get set when auto key is on.

Note that default key option has to be on in order for the default key to get set at the specified time.

Returns:
The time that the default key will get set when auto keying.
See also:
Interface10::GetAutoKeyDefaultKeyOn
virtual void SetAutoKeyDefaultKeyTime ( TimeValue  t ) [pure virtual]

Sets the animation preference controlling at which time a default key will get set when auto key is on.

Note that the default key option has to be on in order for the default key to get set at the specified time.

Parameters:
[in] t The time at which the default key will get set when auto keying. Currently this value will be forced to either be frame 0 or frame 1
See also:
Interface10::GetAutoKeyDefaultKeyOn
virtual void FindNodes ( const Tab< INode * > &  templateNodes,
Tab< INode * > &  foundNodes,
const unsigned int  nodePropsToMatch = kNodeProp_All 
) [pure virtual]

Finds nodes in the current scene that are similar to a set of "template" nodes.

Two or more nodes are considered similar if they are of the same "type" and their node properties match (see Interface10::ENodeProperties for a list of supported node properties) Nodes are considered of the same "type" if they are instances of the same ADT Style, or Autocad Block, or if they have the same class and superclass ID. Targets of cameras and lights are considered of the same type if their camera or light has the same class and superclass ID.

Parameters:
templateNodes - nodes similar to these ones need to be found
foundNodes - the nodes that were found to be similar to the "template" nodes. This list of nodes contains no duplicates.
nodePropsToMatch - Flag encoding the node properties to be matched. Only nodes whose property specified by this flag matches will be considered similar.
See also:
enum ENodePropeties
Remarks:
Use Interface::SelectNodeTab to select all the similar nodes
virtual MSTR GetPrompt ( ) [pure virtual]

Returns the string on the top of the prompt stack.

virtual void FormatRenderTime ( DWORD  msec,
MSTR str,
BOOL  hundredths = FALSE 
) [pure virtual]

Formats a time value into a string, as shown in the render progress dialog.


Member Data Documentation

CoreExport const Interface_ID kInterface10InterfaceID [static]

The ID for this interface. Pass this ID to Interface::GetInterface to get an Interface10 pointer.


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