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MSModifierXtnd Class Reference

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#include <mxsPlugin.h>

Inheritance diagram for MSModifierXtnd:
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List of all members.

Public Member Functions

  MSModifierXtnd (MSPluginClass *pc, BOOL loading)
  ~MSModifierXtnd ()
void  DeleteThis ()
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.
SClass_ID  SuperClassID ()
  Retrieves a constant representing the type of the plugin.
void  FreeCaches ()
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.
int  NumRefs ()
  Returns the total number of references this ReferenceMaker can hold.
RefTargetHandle  GetReference (int i)
  Returns the 'i-th' reference.
RefTargetHandle  Clone (RemapDir &remap)
  This method is used by 3ds Max to clone an object.
MCHAR *  GetObjectName ()
void  BeginEditParams (IObjParam *ip, ULONG flags, Animatable *prev)
void  EndEditParams (IObjParam *ip, ULONG flags, Animatable *next)
int  HitTest (TimeValue t, INode *inode, int type, int crossing, int flags, IPoint2 *p, ViewExp *vpt)
  This method is called to determine if the specified screen point intersects the item.
int  Display (TimeValue t, INode *inode, ViewExp *vpt, int flags)
  This is called by the system to have the item display itself (perform a quick render in viewport, using the current TM).
void  SetExtendedDisplay (int flags)
  This method is used for storing mode-dependent display attributes.
void  GetWorldBoundBox (TimeValue t, INode *inode, ViewExp *vpt, Box3 &box)
  This method returns the world space bounding box for Objects (see below for the Sub-object gizmo or Modifiers gizmo version).
void  GetLocalBoundBox (TimeValue t, INode *inode, ViewExp *vpt, Box3 &box)
  This is the object space bounding box, the box in the object's local coordinates.
void  Snap (TimeValue t, INode *inode, SnapInfo *snap, IPoint2 *p, ViewExp *vpt)
  Checks the point passed for a snap and updates the SnapInfo structure.
CreateMouseCallBack GetCreateMouseCallBack ()
  This method allows the system to retrieve a callback object used in creating an object in the 3D viewports.
BOOL  ChangeTopology ()
  This method asks the question of an object or modifier "Do you change topology"? An object or modifier returns TRUE if it is capable of changing topology when its parameters are being edited; otherwise FALSE.
void  Move (TimeValue t, Matrix3 &partm, Matrix3 &tmAxis, Point3 &val, BOOL localOrigin=FALSE)
  When this method is called the plug-in should respond by moving its selected sub-object components.
void  Rotate (TimeValue t, Matrix3 &partm, Matrix3 &tmAxis, Quat &val, BOOL localOrigin=FALSE)
  When this method is called the plug-in should respond by rotating its selected sub-object components.
void  Scale (TimeValue t, Matrix3 &partm, Matrix3 &tmAxis, Point3 &val, BOOL localOrigin=FALSE)
  When this method is called the plug-in should respond by scaling its selected sub-object components.
void  TransformStart (TimeValue t)
  This method is called before the first Move(), Rotate() or Scale() call and before a hold is in effect.
void  TransformHoldingStart (TimeValue t)
  This method is called before the first Move(), Rotate() or Scale() call and after a hold is in effect.
void  TransformHoldingFinish (TimeValue t)
  This method is called after the user has completed the Move(), Rotate() or Scale() operation and before the undo object has been accepted.
void  TransformFinish (TimeValue t)
  This method is called after the user has completed the Move(), Rotate() or Scale() operation and the undo object has been accepted.
void  TransformCancel (TimeValue t)
  This method is called when the transform operation is canceled by a right-click and the undo has been canceled.
int  HitTest (TimeValue t, INode *inode, int type, int crossing, int flags, IPoint2 *p, ViewExp *vpt, ModContext *mc)
  This method is used in modifier gizmo hit testing.
int  Display (TimeValue t, INode *inode, ViewExp *vpt, int flags, ModContext *mc)
  When this method is called the plug-in should respond by performing a quick render of the modifier gizmo in viewport using the current TM.
void  GetWorldBoundBox (TimeValue t, INode *inode, ViewExp *vpt, Box3 &box, ModContext *mc)
  This method computes the world space bounding box of the modifier gizmo (or any object that when in sub-object mode has a gizmo).
void  CloneSelSubComponents (TimeValue t)
  This method is called to make a copy of the selected sub-object components of the item.
void  AcceptCloneSelSubComponents (TimeValue t)
  This method is called when the user mouses up after shift-cloning a sub-object selection.
void  SelectSubComponent (HitRecord *hitRec, BOOL selected, BOOL all, BOOL invert=FALSE)
  This method is called to change the selection state of the component identified by hitRec.
void  ClearSelection (int selLevel)
  This method is called to clear the selection for the given sub-object level.
void  SelectAll (int selLevel)
  This method is called to select every element of the given sub-object level.
void  InvertSelection (int selLevel)
  This method is called to invert the specified sub-object level.
int  SubObjectIndex (HitRecord *hitRec)
  Returns the index of the sub-object element identified by the HitRecord hitRec.
void  ActivateSubobjSel (int level, XFormModes &modes)
  When the user changes the selection of the sub-object drop down, this method is called to notify the plug-in.
BOOL  SupportsNamedSubSels ()
  An object that supports sub-object selection can choose to support named sub object selection sets.
void  ActivateSubSelSet (MSTR &setName)
  When the user chooses a name from the drop down list this method is called.
void  NewSetFromCurSel (MSTR &setName)
  If the user types a new name into the named selection set drop down then this method is called.
void  RemoveSubSelSet (MSTR &setName)
  If the user selects a set from the drop down and then chooses Remove Named Selections from the Edit menu this method is called.
void  SetupNamedSelDropDown ()
  To support the Edit Named Selections dialog, plug-ins must implement this method.
int  NumNamedSelSets ()
  To support the Edit Named Selections dialog, plug-ins must implement this method.
MSTR  GetNamedSelSetName (int i)
  To support the Edit Named Selections dialog, plug-ins must implement this method.
void  SetNamedSelSetName (int i, MSTR &newName)
  To support the Edit Named Selections dialog, plug-ins must implement this method.
void  NewSetByOperator (MSTR &newName, Tab< int > &sets, int op)
  To support the Edit Named Selections dialog, plug-ins must implement this method.
void  GetSubObjectCenters (SubObjAxisCallback *cb, TimeValue t, INode *node, ModContext *mc)
  When the user is in a sub-object selection level, the system needs to get the reference coordinate system definition from the current modifier being edited so that it can display the axis.
void  GetSubObjectTMs (SubObjAxisCallback *cb, TimeValue t, INode *node, ModContext *mc)
  When the user is in a sub-object selection level, the system needs to get the reference coordinate system definition from the current modifier being edited so that it can display the axis.
BOOL  HasUVW ()
  It is called to find out if the object is has UVW coordinates.
BOOL  HasUVW (int mapChannel)
  It is called to find out if the object is has UVW coordinates for the specified mapping channel.
void  SetGenUVW (BOOL sw)
  This method is called to change the state of its Generate UVW boolean.
void  SetGenUVW (int mapChannel, BOOL sw)
  This method is called to change the state of its Generate UVW boolean for the specified mapping channel.
void  ShowEndResultChanged (BOOL showEndResult)
  This method notifies the BaseObject that the end result display has been switched (the "Show End Result" button has been toggled).
Interval  LocalValidity (TimeValue t)
  This method returns the validity interval of a modifier.
ChannelMask  ChannelsUsed ()
  These are channels that the modifier needs in order to perform its modification.
ChannelMask  ChannelsChanged ()
  These are the channels that the modifier actually modifies.
void  NotifyInputChanged (Interval changeInt, PartID partID, RefMessage message, ModContext *mc)
  This method is called when an item in the modifier stack before this modifier sends a REFMSG_CHANGE message via NotifyDependents().
void  ModifyObject (TimeValue t, ModContext &mc, ObjectState *os, INode *node)
  This is the method that actually modifies the input object.
BOOL  DependOnTopology (ModContext &mc)
  Modifiers that place a dependency on topology should return TRUE for this method.
Class_ID  InputType ()
  This is the type of object that the modifier knows how to modify.
IOResult  SaveLocalData (ISave *isave, LocalModData *ld)
  When a 3ds Max file is being saved, this method is called so that the modifier can save the localData structure that is hung off each ModContext.
IOResult  LoadLocalData (ILoad *iload, LocalModData **pld)
  When a 3ds Max file is being loaded, this method is called so that the modifier can load the LocalModData structure that is hung off each ModContext.

Public Attributes

Modifier delegate

Protected Member Functions

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

Constructor & Destructor Documentation

MSModifierXtnd ( MSPluginClass *  pc,
BOOL  loading 
)
~MSModifierXtnd ( ) [inline]

Member Function Documentation

void DeleteThis ( ) [inline]
ReferenceTarget* get_delegate ( ) [inline, virtual]

Reimplemented from MSPluginModifier.

{ return 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 MSPluginModifier.

{ 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 MSPluginModifier.

{ return pc->class_id; }
SClass_ID SuperClassID ( ) [inline, virtual]

Retrieves a constant representing the type of the plugin.

Returns:
A super class id that uniquely identifies the type (category) of the plugin. Note that several plugin classes can be of the same type, thus return the same super class id. Plugins are uniquely identified by their class ids. List of Super Class IDs.
See also:
SClass_ID

Reimplemented from MSPluginModifier.

{ return pc->sclass_id; }
void FreeCaches ( ) [inline, virtual]
Remarks:
This is called to delete any item that can be rebuilt. For example, the procedural sphere object has a mesh that it caches. It could call Mesh::FreeAll() on the mesh from this method. This will free the vertex/face/uv arrays. If the sphere is ever evaluated again it can just rebuild the mesh. If an object (like a sphere) has modifiers applied to it, and those modifiers are not animated, then the result of the pipeline is cached in the node. So there is no reason for the sphere to also have a cache of its representation. Therefore when this method is called, the sphere can free the data of the mesh.
Default Implementation:
{}

Reimplemented from MSPluginModifier.

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 MSPluginModifier.

{ return pblocks.Count() + 1; }  
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 MSPluginModifier.

{ if (i == 0) return delegate; else return pblocks[i-1]; }
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 MSPluginModifier.

{ if (i == 0) return delegate->GetObjectName(); else return pblocks[i-1]->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 MSPluginModifier.

{ 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 MSPluginModifier.

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

{ if (id == I_MAXSCRIPTPLUGIN) return (MSPlugin*)this; else return MSPluginModifier::GetInterface(id); }
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 MSPluginModifier.

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 MSPluginModifier.

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 MSPluginModifier.

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 MSPluginModifier.

MCHAR* GetObjectName ( ) [inline, virtual]
Returns:
the name that will appear in the history browser (modifier stack).

Reimplemented from MSPluginModifier.

{ 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 MSPluginModifier.

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 MSPluginModifier.

int HitTest ( TimeValue  t,
INode inode,
int  type,
int  crossing,
int  flags,
IPoint2 p,
ViewExp vpt 
) [inline, virtual]

This method is called to determine if the specified screen point intersects the item.

The method returns nonzero if the item was hit; otherwise 0.

Parameters:
t The time to perform the hit test.
inode A pointer to the node to test.
type The type of hit testing to perform. See Scene and Node Hit Test Types. for details.
crossing The state of the crossing setting. If TRUE crossing selection is on.
flags The hit test flags. See Scene and Node Hit Testing Flags for details.
p The screen point to test.
vpt An interface pointer that may be used to call methods associated with the viewports.
Returns:
Nonzero if the item was hit; otherwise 0.

Reimplemented from MSPluginModifier.

                        { return delegate->HitTest(t, inode, type, crossing, flags, p, vpt); }
int Display ( TimeValue  t,
INode inode,
ViewExp vpt,
int  flags 
) [inline, virtual]

This is called by the system to have the item display itself (perform a quick render in viewport, using the current TM).

Note: For this method to be called the object's validity interval must be invalid at the specified time t. If the interval is valid, the system may not call this method since it thinks the display is already valid.

Parameters:
t The time to display the object.
inode The node to display.
vpt An interface pointer that may be used to call methods associated with the viewports.
flags See Display Flags.
Returns:
The return value is not currently used.

Reimplemented from MSPluginModifier.

                        { return delegate->Display(t, inode, vpt, flags); }     
void SetExtendedDisplay ( int  flags ) [inline, virtual]

This method is used for storing mode-dependent display attributes.

Before an object's Display() method is called, the appropriate bits of the extended display flag variable are set and this method is called. After that, the Display() method is called. If the object must display itself differently based on the settings of the extended display bit fields, then the object must save the flags passed into the this method. Otherwise, there is no need for the object to store the flags.

Parameters:
flags The flags to store.

Reimplemented from BaseObject.

{ delegate->SetExtendedDisplay( flags); }      // for setting mode-dependent display attributes
void GetWorldBoundBox ( TimeValue  t,
INode inode,
ViewExp vp,
Box3 box 
) [inline, virtual]

This method returns the world space bounding box for Objects (see below for the Sub-object gizmo or Modifiers gizmo version).

The bounding box returned by this method does not need to be precise. It should however be calculated rapidly. The object can handle this by transforming the 8 points of its local bounding box into world space and take the minimums and maximums of the result. Although this isn't necessarily the tightest bounding box of the objects points in world space, it is close enough.

Parameters:
t The time to compute the bounding box.
inode The node to calculate the bounding box for.
vp An interface pointer that can be used to call methods associated with the viewports.
box Contains the returned bounding box.

Reimplemented from MSPluginModifier.

{ delegate->GetWorldBoundBox(t, inode, vpt, box); }
void GetLocalBoundBox ( TimeValue  t,
INode inode,
ViewExp vp,
Box3 box 
) [inline, virtual]

This is the object space bounding box, the box in the object's local coordinates.

The system expects that requesting the object space bounding box will be fast.

Parameters:
t The time to retrieve the bounding box.
inode The node to calculate the bounding box for.
vp An interface pointer that may be used to call methods associated with the viewports.
box Contains the returned bounding box.

Reimplemented from MSPluginModifier.

{ delegate->GetLocalBoundBox(t, inode, vpt,  box ); }
void Snap ( TimeValue  t,
INode inode,
SnapInfo snap,
IPoint2 p,
ViewExp vpt 
) [inline, virtual]

Checks the point passed for a snap and updates the SnapInfo structure.

Note:
Developers wanting to find snap points on an Editable Mesh object should see the method XmeshSnap::Snap() in /MAXSDK/SAMPLES/SNAPS/XMESH/XMESH.CPP.
Parameters:
t The time to check.
inode The node to check.
snap The snap info structure to update.
p The screen point to check.
vpt An interface pointer that may be used to call methods associated with the viewports.

Reimplemented from MSPluginModifier.

{ delegate->Snap(t, inode, snap, p, vpt); }
CreateMouseCallBack* GetCreateMouseCallBack ( ) [inline, 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.

Reimplemented from MSPluginModifier.

BOOL ChangeTopology ( ) [inline, virtual]

This method asks the question of an object or modifier "Do you change topology"? An object or modifier returns TRUE if it is capable of changing topology when its parameters are being edited; otherwise FALSE.

When an item is selected for editing, and there is a modifier in the pipeline that depends on topology, the system calls this method to see if it may potentially change the topology. If this method returns TRUE the system will put up a warning message indicating that a modifier exists in the stack that depends on topology.

Reimplemented from BaseObject.

{return delegate->ChangeTopology();}
void Move ( TimeValue  t,
Matrix3 partm,
Matrix3 tmAxis,
Point3 val,
BOOL  localOrigin = FALSE 
) [inline, virtual]

When this method is called the plug-in should respond by moving its selected sub-object components.

Parameters:
t The time of the transformation.
partm The 'parent' transformation matrix. This matrix represents a transformation that would take points in the modifier's space and convert them into world space points. This is constructed as the node's transformation matrix times the inverse of the ModContext's transformation matrix. The node whose transformation is used is the node the user clicked on in the scene - modifiers can be instanced so there could be more than one node.
tmAxis The matrix that represents the axis system. This is the space in which the transformation is taking place.
val This value is a vector with X, Y, and Z representing the movement along each axis.
localOrigin When TRUE the transformation is occurring about the sub-object's local origin.

Reimplemented from BaseObject.

{ delegate->Move( t, partm, tmAxis, val, localOrigin ); }
void Rotate ( TimeValue  t,
Matrix3 partm,
Matrix3 tmAxis,
Quat val,
BOOL  localOrigin = FALSE 
) [inline, virtual]

When this method is called the plug-in should respond by rotating its selected sub-object components.

Parameters:
t The time of the transformation.
partm The 'parent' transformation matrix. This matrix represents a transformation that would take points in the modifier's space and convert them into world space points. This is constructed as the node's transformation matrix times the inverse of the ModContext's transformation matrix. The node whose transformation is used is the node the user clicked on in the scene - modifiers can be instanced so there could be more than one node.
tmAxis The matrix that represents the axis system. This is the space in which the transformation is taking place.
val The amount to rotate the selected components.
localOrigin When TRUE the transformation is occurring about the sub-object's local origin. Note: This information may be passed onto a transform controller (if there is one) so they may avoid generating 0 valued position keys for rotation and scales. For example if the user is rotating an item about anything other than its local origin then it will have to translate in addition to rotating to achieve the result. If a user creates an object, turns on the animate button, and rotates the object about the world origin, and then plays back the animation, the object does not do what the was done interactively. The object ends up in the same position, but it does so by both moving and rotating. Therefore both a position and a rotation key are created. If the user performs a rotation about the local origin however there is no need to create a position key since the object didn't move (it only rotated). So a transform controller can use this information to avoid generating 0 valued position keys for rotation and scales.

Reimplemented from BaseObject.

{ delegate->Rotate( t, partm, tmAxis, val, localOrigin ); }
void Scale ( TimeValue  t,
Matrix3 partm,
Matrix3 tmAxis,
Point3 val,
BOOL  localOrigin = FALSE 
) [inline, virtual]

When this method is called the plug-in should respond by scaling its selected sub-object components.

Parameters:
t The time of the transformation.
partm The 'parent' transformation matrix. This matrix represents a transformation that would take points in the modifier's space and convert them into world space points. This is constructed as the node's transformation matrix times the inverse of the ModContext's transformation matrix. The node whose transformation is used is the node the user clicked on in the scene - modifiers can be instanced so there could be more than one node.
tmAxis The matrix that represents the axis system. This is the space in which the transformation is taking place.
val This value is a vector with X, Y, and Z representing the scale along X, Y, and Z respectively.
localOrigin When TRUE the transformation is occurring about the sub-object's local origin. See the note above in the Rotate method. The following methods may be used to receive notification about the starting and ending phases of transforming the item when in sub-object selection.

Reimplemented from BaseObject.

{ delegate->Scale( t, partm, tmAxis, val, localOrigin ); }
void TransformStart ( TimeValue  t ) [inline, virtual]

This method is called before the first Move(), Rotate() or Scale() call and before a hold is in effect.

Parameters:
t The current time when this method is called.

Reimplemented from BaseObject.

void TransformHoldingStart ( TimeValue  t ) [inline, virtual]

This method is called before the first Move(), Rotate() or Scale() call and after a hold is in effect.

Parameters:
t The current time when this method is called.

Reimplemented from BaseObject.

void TransformHoldingFinish ( TimeValue  t ) [inline, virtual]

This method is called after the user has completed the Move(), Rotate() or Scale() operation and before the undo object has been accepted.

Parameters:
t The current time when this method is called.

Reimplemented from BaseObject.

void TransformFinish ( TimeValue  t ) [inline, virtual]

This method is called after the user has completed the Move(), Rotate() or Scale() operation and the undo object has been accepted.

Parameters:
t The current time when this method is called.

Reimplemented from BaseObject.

void TransformCancel ( TimeValue  t ) [inline, virtual]

This method is called when the transform operation is canceled by a right-click and the undo has been canceled.

Parameters:
t The current time when this method is called.

Reimplemented from BaseObject.

int HitTest ( TimeValue  t,
INode inode,
int  type,
int  crossing,
int  flags,
IPoint2 p,
ViewExp vpt,
ModContext mc 
) [inline, virtual]

This method is used in modifier gizmo hit testing.

It is called to determine if the specified screen point intersects the gizmo. The method returns nonzero if the item was hit; otherwise 0.

Parameters:
t The time to perform the hit test.
inode A pointer to the node to test.
type The type of hit testing to perform. See Scene and Node Hit Test Types. for details.
crossing The state of the crossing setting. If TRUE crossing selection is on.
flags The hit test flags. See Scene and Node Hit Testing Flags for details.
p The screen point to test.
vpt An interface pointer that may be used to call methods associated with the viewports.
mc A pointer to the modifiers ModContext.
Returns:
Nonzero if the item was hit; otherwise 0.

Reimplemented from BaseObject.

{ return delegate->HitTest( t, inode, type, crossing, flags, p, vpt, mc); }
int Display ( TimeValue  t,
INode inode,
ViewExp vpt,
int  flags,
ModContext mc 
) [inline, virtual]

When this method is called the plug-in should respond by performing a quick render of the modifier gizmo in viewport using the current TM.

Note for Modifiers: For this method to be called properly, one must send two reference messages using NotifyDependents. In BeginEditParams send: NotifyDependents(Interval(t,t), PART_ALL, REFMSG_MOD_DISPLAY_ON);

In EndEditParams send: NotifyDependents(Interval(t,t), PART_ALL, REFMSG_MOD_DISPLAY_OFF);

Parameters:
t The time to display the item.
inode The node to render.
vpt An interface pointer that may be used to call methods associated with the viewports.
flags See Display Flags.
mc A pointer to the modifiers ModContext.
Returns:
Nonzero if the item was displayed; otherwise 0.

Reimplemented from BaseObject.

{ return delegate->Display( t, inode, vpt, flags, mc); };   // quick render in viewport, using current TM.         
void GetWorldBoundBox ( TimeValue  t,
INode inode,
ViewExp vpt,
Box3 box,
ModContext mc 
) [inline, virtual]

This method computes the world space bounding box of the modifier gizmo (or any object that when in sub-object mode has a gizmo).

Parameters:
t The time to compute the bounding box.
inode The node to calculate the bounding box for.
vpt An interface pointer that may be used to call methods associated with the viewports.
box The returned bounding box.
mc A pointer to the modifiers ModContext.

Reimplemented from BaseObject.

{ delegate->GetWorldBoundBox( t, inode, vpt, box, mc); }
void CloneSelSubComponents ( TimeValue  t ) [inline, virtual]

This method is called to make a copy of the selected sub-object components of the item.

If this is called on an object, the selection level of the object is used to determine which type of sub-objects are cloned. For instance in a Mesh, the selection level determines if selected verticies, edges or faces are cloned. If this is called on a Modifier then the selection level of the modifier is used. Modifiers call Interface::GetModContexts() to get a list of ModContexts, one for each object the modifier is applied to. Then the selected sub-objects are cloned for each object in the list.

Parameters:
t The time at which to clone the selected sub-object components.

Reimplemented from BaseObject.

void AcceptCloneSelSubComponents ( TimeValue  t ) [inline, virtual]

This method is called when the user mouses up after shift-cloning a sub-object selection.

Parameters:
t The time at which the clone of the selected components is being done.

Reimplemented from BaseObject.

void SelectSubComponent ( HitRecord hitRec,
BOOL  selected,
BOOL  all,
BOOL  invert = FALSE 
) [inline, virtual]

This method is called to change the selection state of the component identified by hitRec.

Parameters:
hitRec Identifies the component whose selected state should be set. See Class HitRecord .
selected TRUE if the item should be selected; FALSE if the item should be de-selected.
all TRUE if all components in the HitRecord chain should be selected; FALSE if only the top-level HitRecord should be selected. (A HitRecord contains a Next() pointer; typically you want to do whatever you're doing to all the Next()'s until Next() returns NULL).
invert This is set to TRUE when all is also set to TRUE and the user is holding down the Shift key while region selecting in select mode. This indicates the items hit in the region should have their selection state inverted

Reimplemented from BaseObject.

                                                                                   { delegate->SelectSubComponent(hitRec, selected, all, invert); }
void ClearSelection ( int  selLevel ) [inline, virtual]

This method is called to clear the selection for the given sub-object level.

All sub-object elements of this type should be deselected. This will be called when the user chooses Select None from the 3ds Max Edit menu.

Parameters:
selLevel Specifies the selection level to clear.

Reimplemented from BaseObject.

{ delegate->ClearSelection( selLevel); }
void SelectAll ( int  selLevel ) [inline, virtual]

This method is called to select every element of the given sub-object level.

This will be called when the user chooses Select All from the 3ds Max Edit menu.

Parameters:
selLevel Specifies the selection level to select.

Reimplemented from BaseObject.

{ delegate->SelectAll( selLevel); }
void InvertSelection ( int  selLevel ) [inline, virtual]

This method is called to invert the specified sub-object level.

If the element is selected it should be deselected. If it's deselected it should be selected. This will be called when the user chooses Select Invert from the 3ds Max Edit menu.

Parameters:
selLevel Specifies the selection level to invert.

Reimplemented from BaseObject.

{ delegate->InvertSelection( selLevel); }
int SubObjectIndex ( HitRecord hitRec ) [inline, virtual]

Returns the index of the sub-object element identified by the HitRecord hitRec.

See Class HitRecord. The sub-object index identifies a sub-object component. The relationship between the index and the component is established by the modifier. For example an edit modifier may allow the user to select a group of faces and these groups of faces may be identified as group 0, group 1, group 2, etc. Given a hit record that identifies a face, the edit modifier's implementation of this method would return the group index that the face belonged to.

Reimplemented from BaseObject.

{return  delegate->SubObjectIndex(hitRec);}               
void ActivateSubobjSel ( int  level,
XFormModes modes 
) [inline, virtual]

When the user changes the selection of the sub-object drop down, this method is called to notify the plug-in.

This method should provide instances of a class derived from CommandMode to support move, rotate, non-uniform scale, uniform scale, and squash modes. These modes replace their object mode counterparts however the user still uses the move/rotate/scale tool buttons in the toolbar to activate them. If a certain level of sub-object selection does not support one or more of the modes NULL may be passed. If NULL is specified the corresponding toolbar button will be grayed out.

Parameters:
level The sub-object selection level the command modes should be set to support. A level of 0 indicates object level selection. If level is greater than or equal to 1 the index refers to the types registered by the object in the order they appeared in the list when registered by Interface::RegisterSubObjectTypes(). See Class Interface.
modes The command modes to support
Sample Code:
    void SimpleMod::ActivateSubobjSel(int level, XFormModes& modes)
    {
        switch ( level ) {
            case 1:                                   // Modifier box
                modes = XFormModes(moveMode,rotMode,nuscaleMode,uscaleMode,squashMode,NULL);
                break;
            case 2:                                   // Modifier Center
                modes = XFormModes(moveMode,NULL,NULL,NULL,NULL,NULL);
                break;
        }
        NotifyDependents(FOREVER,PART_DISPLAY,REFMSG_CHANGE);
    }
See also:
Class XFormModes.

Reimplemented from BaseObject.

{ delegate->ActivateSubobjSel( level, modes ); }
BOOL SupportsNamedSubSels ( ) [inline, virtual]

An object that supports sub-object selection can choose to support named sub object selection sets.

Methods in the the interface passed to objects allow them to add items to the sub-object selection set drop down. The following methods are called when the user picks items from the list.

Returns:
true if the plug-in supports named sub-object selection sets, false otherwise.

Reimplemented from BaseObject.

void ActivateSubSelSet ( MSTR setName ) [inline, virtual]

When the user chooses a name from the drop down list this method is called.

The plug-in should respond by selecting the set identified by the name passed.

Parameters:
setName The name of the set to select.

Reimplemented from BaseObject.

{ delegate->ActivateSubSelSet(setName); }
void NewSetFromCurSel ( MSTR setName ) [inline, virtual]

If the user types a new name into the named selection set drop down then this method is called.

The plug-in should respond by creating a new set and give it the specified name.

Parameters:
setName The name for the selection set.

Reimplemented from BaseObject.

{ delegate->NewSetFromCurSel(setName); }
void RemoveSubSelSet ( MSTR setName ) [inline, virtual]

If the user selects a set from the drop down and then chooses Remove Named Selections from the Edit menu this method is called.

The plug-in should respond by removing the specified selection set.

Parameters:
setName The selection set to remove.

Reimplemented from BaseObject.

{ delegate->RemoveSubSelSet(setName); }
void SetupNamedSelDropDown ( ) [inline, virtual]

To support the Edit Named Selections dialog, plug-ins must implement this method.

It is called to rebuild the named selection set drop down list. This is usually done by calling Interface::ClearSubObjectNamedSelSets() followed by calls to Interface:: AppendSubObjectNamedSelSet().

Reimplemented from BaseObject.

int NumNamedSelSets ( ) [inline, virtual]

To support the Edit Named Selections dialog, plug-ins must implement this method.

Returns:
the number of named selection sets.

Reimplemented from BaseObject.

{return  delegate->NumNamedSelSets();}
MSTR GetNamedSelSetName ( int  i ) [inline, virtual]

To support the Edit Named Selections dialog, plug-ins must implement this method.

Parameters:
i The index of the selection set whose name is returned.
Returns:
the name of the 'i-th' named selection set.

Reimplemented from BaseObject.

{return  delegate->GetNamedSelSetName( i);}
void SetNamedSelSetName ( int  i,
MSTR newName 
) [inline, virtual]

To support the Edit Named Selections dialog, plug-ins must implement this method.

It sets the name of the selection set whose index is passed to the name passed. Note: Developers need to implement Undo / Redo for modifications to their named selection sets.

Parameters:
i The index of the selection set whose name is to be set.
newName The new name for the selection set the plug-in should store.

Reimplemented from BaseObject.

{ delegate->SetNamedSelSetName( i, newName); }
void NewSetByOperator ( MSTR newName,
Tab< int > &  sets,
int  op 
) [inline, virtual]

To support the Edit Named Selections dialog, plug-ins must implement this method.

The user may bring up the Edit Named Selections dialog via the Edit / Edit Named Selection ... command. This dialog allows the user to create new selection sets using 'boolean' operations to the sets including 'Combine', 'Subtract (A-B)', 'Subtract (B-A)' and 'Intersection'. This method is called on the plug-in to generate a new selection set via one of these operations. This method assumes the developer will append a new seleciton set with the name passed. This will result in two sets with identical names. Then the system will call RemoveSubSelSet() afterwards, so that the first one that is found (the old one, since the new one was appended) will be deleted. Note: Developers need to implement Undo / Redo for modifications to their named selection sets. See /MAXSDK/SAMPLES/MODIFIERS/MESHSEL.CPP for an example.

Parameters:
newName The new name for the selection set is passed here.
sets A table of the selection sets to operate on. There are sets.Count() sets in the table.
op One of the following values defined in Arguments for BaseObject::NewSetByOperator()

Reimplemented from BaseObject.

{ delegate->NewSetByOperator(newName, sets, op); }
void GetSubObjectCenters ( SubObjAxisCallback cb,
TimeValue  t,
INode node,
ModContext mc 
) [inline, virtual]

When the user is in a sub-object selection level, the system needs to get the reference coordinate system definition from the current modifier being edited so that it can display the axis.

This method specifies the position of the center. The plug-in enumerates its centers and calls the callback cb once for each.

Parameters:
cb The callback object whose methods may be called. See Class SubObjAxisCallback.
t The time to enumerate the centers.
node A pointer to the node.
mc A pointer to the ModContext.

Reimplemented from BaseObject.

{ delegate->GetSubObjectCenters(cb, t, node, mc); }
void GetSubObjectTMs ( SubObjAxisCallback cb,
TimeValue  t,
INode node,
ModContext mc 
) [inline, virtual]

When the user is in a sub-object selection level, the system needs to get the reference coordinate system definition from the current modifier being edited so that it can display the axis.

This method returns the axis system of the reference coordinate system. The plug-in enumerates its TMs and calls the callback cb once for each. See Sub-Object Coordinate Systems.

Parameters:
cb The callback object whose methods may be called.
t The time to enumerate the TMs.
node A pointer to the node.
mc A pointer to the ModContext.

Reimplemented from BaseObject.

{ delegate->GetSubObjectTMs( cb, t, node, mc); }                          
BOOL HasUVW ( ) [inline, 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 MSPluginModifier.

{ return delegate->HasUVW(); }
BOOL HasUVW ( int  mapChannel ) [inline, virtual]

It is called to find out if the object is has UVW coordinates for the specified mapping channel.

This method returns TRUE if the object has UVW coordinates; otherwise FALSE. See the method HasUVW() above for more details.

Parameters:
mapChannel See List of Mapping Channels Values.

Reimplemented from BaseObject.

{ return delegate->HasUVW (mapChannel); }
void SetGenUVW ( BOOL  sw ) [inline, 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 MSPluginModifier.

{ delegate->SetGenUVW( sw);   } // applies to mapChannel 1
void SetGenUVW ( int  mapChannel,
BOOL  sw 
) [inline, virtual]

This method is called to change the state of its Generate UVW boolean for the specified mapping channel.

If the state changes, the object must send a REFMSG_CHANGE up the pipeline by calling NotifyDependents().

Parameters:
mapChannel The mapping channel index. See List of Mapping Channel Index Values.
sw The new state for the generate UVW flag.

Reimplemented from BaseObject.

{ delegate->SetGenUVW ( mapChannel, sw); }
void ShowEndResultChanged ( BOOL  showEndResult ) [inline, virtual]

This method notifies the BaseObject that the end result display has been switched (the "Show End Result" button has been toggled).

Sometimes this is needed for display changes. This method is implemented in Edit Mesh, which uses it as shown below: void EditMeshMod::ShowEndResultChanged(BOOL showEndResult) {

NotifyDependents(FOREVER, PART_DISPLAY, REFMSG_CHANGE);

}

This allows the Edit Mesh modifier to update itself in repsonse to a user click of the "Show End Result" button in the modifier panel.

Parameters:
showEndResult TRUE if Show End Result is on; FALSE if off.

Reimplemented from BaseObject.

{ delegate->ShowEndResultChanged ( showEndResult);  }
Interval LocalValidity ( TimeValue  t ) [virtual]

This method returns the validity interval of a modifier.

It is simply the combination of the validity of all the modifier's parameters. It's used to determine when to cache in the pipeline, but is not directly responsible for determining when ModifyObject() is called. ModifyObject() is called when the pipeline needs to be evaluated either because someone sent a REFMSG_CHANGE message or the validity of the object does not include the current time.

If a modifier is not animated it's OK to simply return FOREVER from
this method. In the case where the modifier changes because a user changes a non-animated control in the user interface (for instance a check box), you can cause reevaluation by notifying your dependents of the change, i.e.:
Parameters:
t The time to calculate the Interval.
See also:
Advanced Topics on Intervals.

Reimplemented from MSPluginModifier.

ChannelMask ChannelsUsed ( ) [inline, virtual]

These are channels that the modifier needs in order to perform its modification.

This should at least include the channels specified in ChannelsChanged() but may include more. Note that ChannelsUsed() is called many times but the channels returned should not change on the fly.

Returns:
The channels required. See objectChannels.
Sample Code:

Reimplemented from MSPluginModifier.

{ return delegate->ChannelsUsed(); }
ChannelMask ChannelsChanged ( ) [inline, virtual]

These are the channels that the modifier actually modifies.

Note that ChannelsChanged() is called many times but the channels returned should not change on the fly.

Returns:
The channels that are changed. See objectChannels

Reimplemented from MSPluginModifier.

{ return delegate->ChannelsChanged(); }
void NotifyInputChanged ( Interval  changeInt,
PartID  partID,
RefMessage  message,
ModContext mc 
) [inline, virtual]

This method is called when an item in the modifier stack before this modifier sends a REFMSG_CHANGE message via NotifyDependents().

Consider the following example: Assume the modifier stack contains a Sphere Object, then a Bend, then a Edit Mesh. The Edit Mesh modifier does not have a reference to the Bend or the Sphere because it does not officially depend on these items. However it does depend on them in a certain sense, because it modifies the data that these items produce. So, if they change it may affect the modifier. A modifier may build a cache based on its input object. The modifier needs a way to know when to discard this cache because the input object has changed. Whenever one of the items before this modifier in the stack sends out a REFMSG_CHANGE message via NotifyDependents() to indicate it has changed this method is called. The modifier may respond in a way appropriate to it, for example by discarding its cache of the input object. It is not legal, to issue a NotifyDependent()'s in the NotifyInputChanged() method of a modifier, without checking for reentrancy. Imagine, you have an instanced modifier applied to the same object in the stack. Sending a refmsg from the NotifyInputChanged method will casue an endles loop. Simply putting a guard in, that checks for reentrancy should get rid of the problem.

Parameters:
changeInt This is the interval from the message. It is reserved for future use - now it will always be FOREVER.
partID This is the partID from the message.
message This is the message sent.
mc The ModContext for the pipeline that changed. If a modifier is applied to multiple objects, then there are ModApps in each pipeline that it is applied to. These ModApps are pointing to the same modifier. Consider the following example: Say you apply a Bend modifier to a Sphere, a Cylinder and a Box object. There are three ModApps but only one Bend modifier. Then you go to the Sphere and adjust its Radius. This will cause NotifyInputChanged() to be called on the Bend because the Bend's input changed. However only one of its inputs changed - only the Sphere changed and not the Cylinder or the Box. Therefore NotifyInputChanged() will be called once, and the ModContext passed in will be for the Sphere's changed pipeline. It is possible that all three objects could change at the same time. If an instanced float controller was assigned to the radius, width, and height - one parameter for each object - then the controller was adjusted in the function curve editor, all three items would change. In this case NotifyInputChanged() would be called three times on the Bend. Once for each pipeline, once with each ModContext.

Reimplemented from MSPluginModifier.

{ delegate->NotifyInputChanged(changeInt, partID, message, mc); }
void ModifyObject ( TimeValue  t,
ModContext mc,
ObjectState os,
INode node 
) [virtual]

This is the method that actually modifies the input object.

This method is responsible for altering the object and then updating the validity interval of the object to reflect the validity of the modifier.

Parameters:
t The time at which the modification is being done.
mc A reference to the ModContext.
os The object state flowing through the pipeline. This contains a pointer to the object to modify.
node The node the modifier is applied to. This parameter is always NULL for Object Space Modifiers and non-NULL for World Space Modifiers (Space Warps). This is because a given WSM is only applied to a single node at a time whereas an OSM may be applied to several nodes. This may be used for example by particle system space warps to get the transformation matrix of the node at various times.
See also:
The topic on Modifiers in the Programmers Guide.

Reimplemented from MSPluginModifier.

BOOL DependOnTopology ( ModContext mc ) [inline, virtual]

Modifiers that place a dependency on topology should return TRUE for this method.

An example would be a modifier that stores a selection set base on vertex indices. This modifier depends on the indices being intact for it to operate correctly.

Parameters:
mc Reference to the ModContext.
Returns:
TRUE if the modifier depends on topology; otherwise FALSE.

Reimplemented from MSPluginModifier.

{ return delegate->DependOnTopology(mc); }
Class_ID InputType ( ) [inline, virtual]

This is the type of object that the modifier knows how to modify.

Simple modifiers that just modify points of an object can operate on generic 'Deformable' objects. Deformable objects are any type of object that has points. A modifier could also work on a particular type of object such as a TriObject or PatchObject.

Returns:
The Class_ID of the item. You can request any Class_ID for your input type. For example, Class_ID(OMNI_LIGHT_CLASS_ID, 0). See List of Class_IDs.

Reimplemented from MSPluginModifier.

{ return delegate->InputType(); }
IOResult SaveLocalData ( ISave isave,
LocalModData ld 
) [inline, virtual]

When a 3ds Max file is being saved, this method is called so that the modifier can save the localData structure that is hung off each ModContext.

If the modifier doesn't store any data in the ModContext it can ignore this method.

Parameters:
isave You may use this pointer to call methods of ISave to write data.
ld Pointer to the LocalModData for the modifier.
Returns:
One of the following values: IO_OK, IO_ERROR.

Reimplemented from MSPluginModifier.

{ return delegate->SaveLocalData(isave, ld); }  
IOResult LoadLocalData ( ILoad iload,
LocalModData **  pld 
) [inline, virtual]

When a 3ds Max file is being loaded, this method is called so that the modifier can load the LocalModData structure that is hung off each ModContext.

If the modifier doesn't store any data in the ModContext it can ignore this method.

Parameters:
iload You may use this pointer to call methods of ILoad to read data.
pld A pointer to a pointer in the ModContext. The modifier must set this pointer to point at a new LocalModData derived class.
Returns:
One of the following values: IO_OK, IO_ERROR.

Reimplemented from MSPluginModifier.

{ return delegate->LoadLocalData(iload, pld); }  

Member Data Documentation


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