Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes

PolyObject Class Reference

This reference page is linked to from the following overview topics: Modeling, Deformable Objects, Mappable Objects, Meshes.


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Detailed Description

See also:
Class GeomObject., Class MNMesh

Description:
This class is available in release 4.0 and later only.

3ds Max 4 introduces a new type of pipeline object, the polygon-based mesh object, or PolyObject for short. This object is based on the MNMesh which has been present in the SDK for some time and used for 3ds Max effects like MeshSmooth, Boolean, and Connect.

PolyObjects are more restricted than TriObjects in that they only support "manifold topology". That is to say, you can't create "rat's nest" meshes out of polygon meshes. Each edge in a polygon mesh can be referenced only once on each "side", with a well defined "outside" and "inside" direction for every element of polygons. In TriObjects, you could create a mesh with 5 vertices and 3 faces: (0,1,2), (0,1,3), and (0,1,4). This would be illegal in PolyObjects because the edge (0,1) is referenced in the (0->1) direction by three different faces. (0,1,2), (1,0,3) would be a legal pair of faces, however, because the (0,1) edge is referenced only once in each direction. This implies also that the two faces have consistent normals - there's a well-defined inside and outside at the edge. It's impossible to have neighboring faces have inconsistent normals in a PolyObject, which is why the FlipNormals method in Editable Poly only works on entire elements.

PolyObjects have a complete edge list present virtually all the time. They also have full topological links - the edges reference the vertices and faces they use, the faces reference the vertices and edges, and the vertices also reference the edges and faces. This is somewhat wasteful of memory, but it makes it very easy to navigate the mesh and do complex algorithms like subdivision or Booleans. (Of course this also means there's more to keep track of in these operations.)

Mesh objects flowing up the pipeline should be freely convertible between TriObjects and PolyObjects. Virtually all data should be preserved in converting back and forth between these types. Exceptions include PolyObject edge data, such as crease values, which are lost upon conversion to TriObjects (since TriObjects have no edge lists).

Virtually all the public methods of PolyObject are based on the equivalent methods in TriObject. class PolyObject provides implementations of all the required methods of Animatable, ReferenceMaker, ReferenceTarget, Base Object, Object, and GeomObject. All methods of this class are implemented by the system.

Data Members:
MNMesh mm;

See class MNMesh for information about manipulating the mesh.

#include <polyobj.h>

Inheritance diagram for PolyObject:
Inheritance graph
[legend]

List of all members.

Public Member Functions

PolyLibExport  PolyObject ()
PolyLibExport  ~PolyObject ()
virtual PolyLibExport bool  RequiresSupportForLegacyDisplayMode () const
virtual PolyLibExport bool  UpdateDisplay (unsigned long renderItemCategories, const MaxSDK::Graphics::MaterialRequiredStreams &materialRequiredStreams, TimeValue t)
PolyLibExport 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.
PolyLibExport 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).
PolyLibExport void  Snap (TimeValue t, INode *inode, SnapInfo *snap, IPoint2 *p, ViewExp *vpt)
  Checks the point passed for a snap and updates the SnapInfo structure.
PolyLibExport CreateMouseCallBack GetCreateMouseCallBack ()
  This method allows the system to retrieve a callback object used in creating an object in the 3D viewports.
PolyLibExport RefTargetHandle  Clone (RemapDir &remap)
  This method is used by 3ds Max to clone an object.
PolyLibExport ObjectState  Eval (TimeValue time)
  This method is called to evaluate the object and return the result as an ObjectState.
PolyLibExport Interval  ObjectValidity (TimeValue t)
  This method returns the validity interval of the object as a whole at the specified time.
PolyLibExport BOOL  HasUVW ()
  It is called to find out if the object is has UVW coordinates.
PolyLibExport BOOL  HasUVW (int mapChannel)
  It is called to find out if the object is has UVW coordinates for the specified mapping channel.
PolyLibExport Object CollapseObject ()
  This method is called on the world space cache object when the stack gets collapsed, that lets the pipeline object decide, if it wants to return a different object than itself.
PolyLibExport Interval  ChannelValidity (TimeValue t, int nchan)
  Retrieve the current validity interval for the nchan channel of the object.
PolyLibExport Interval  PartValidity (DWORD partIDs)
PolyLibExport void  SetChannelValidity (int i, Interval v)
  Sets the validity interval of the specified channel.
PolyLibExport void  SetPartValidity (DWORD partIDs, Interval v)
PolyLibExport void  InvalidateChannels (ChannelMask channels)
  This method invalidates the intervals for the given channel mask.
PolyLibExport Interval  ConvertValidity (TimeValue t)
int  IsDeformable ()
  Indicates whether this object is deformable.
PolyLibExport int  NumPoints ()
  The points of a deformable object are accessed through a virtual array interface.
PolyLibExport Point3  GetPoint (int i)
  The points of a deformable object are accessed through a virtual array interface.
PolyLibExport void  SetPoint (int i, const Point3 &p)
  The points of a deformable object are accessed through a virtual array interface.
PolyLibExport void  PointsWereChanged ()
  Informs the object that its points have been deformed, so it can invalidate its cache.
PolyLibExport void  Deform (Deformer *defProc, int useSel=0)
  This is the method used to deform the object with a deformer.
BOOL  IsPointSelected (int i)
float  PointSelection (int i)
BOOL  PolygonCount (TimeValue t, int &numFaces, int &numVerts)
int  IsMappable ()
  This method lets you know if the ApplyUVWMap() method is available for this object.
int  NumMapChannels ()
  Returns the maximum number of channels supported by this type of object.
int  NumMapsUsed ()
  Returns the number of maps currently used by this object.
PolyLibExport void  ApplyUVWMap (int type, float utile, float vtile, float wtile, int uflip, int vflip, int wflip, int cap, const Matrix3 &tm, int channel=1)
  This method may be called to map the object with UVW mapping coordinates.
PolyLibExport void  GetDeformBBox (TimeValue t, Box3 &box, Matrix3 *tm=NULL, BOOL useSel=FALSE)
  This method computes the bounding box in the objects local coordinates or the optional space defined by tm.
PolyLibExport int  CanConvertToType (Class_ID obtype)
  Indicates whether the object can be converted to the specified type.
PolyLibExport Object ConvertToType (TimeValue t, Class_ID obtype)
  This method converts this object to the type specified and returns a pointer it.
PolyLibExport void  FreeChannels (ChannelMask chan)
  This method deletes the memory associated with the specified channels and set the intervals associated with the channels to invalid (empty).
PolyLibExport Object MakeShallowCopy (ChannelMask channels)
  This method must make a copy of its "shell" and then shallow copy (see below) only the specified channels.
PolyLibExport void  ShallowCopy (Object *fromOb, ChannelMask channels)
  This method copies the specified channels from the fromOb to this and copies the validity intervals.
PolyLibExport void  NewAndCopyChannels (ChannelMask channels)
  This method replaces the locked channels with newly allocated copies.
PolyLibExport DWORD  GetSubselState ()
PolyLibExport void  SetSubSelState (DWORD s)
PolyLibExport BOOL  CheckObjectIntegrity ()
PolyLibExport int  IntersectRay (TimeValue t, Ray &ray, float &at, Point3 &norm)
  This method is called to compute the intersection point and surface normal at this intersection point of the ray passed and the object.
PolyLibExport ObjectHandle  CreateTriObjRep (TimeValue t)
PolyLibExport 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).
PolyLibExport 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.
PolyLibExport Mesh GetRenderMesh (TimeValue t, INode *inode, View &view, BOOL &needDelete)
  This method should be implemented by all renderable GeomObjects.
PolyLibExport void  TopologyChanged ()
MNMesh GetMesh ()
PolyLibExport void  DeleteThis ()
  Deletes an instance of this class.
void  FreeCaches ()
Class_ID  ClassID ()
  Retrieves a constant that uniquely identifies the plugin class.
void  GetClassName (MSTR &s)
  Retrieves the name of the plugin class.
void  NotifyMe (Animatable *subAnim, int message)
int  IsKeyable ()
int  Update (TimeValue t)
MCHAR *  GetObjectName ()
PolyLibExport void  RescaleWorldUnits (float f)
  Rescale size of all world units in reference hierarchy.
PolyLibExport IOResult  Save (ISave *isave)
  Called for saving data.
PolyLibExport IOResult  Load (ILoad *iload)
  Called for loading data.
PolyLibExport BOOL  CanDoDisplacementMapping ()
PolyLibExport void  SetDisplacementApproxToPreset (int preset)
void  SetDisplacementDisable (bool disable)
void  SetDisplacementParameters (TessApprox &params)
void  SetDisplacementSplit (bool split)
void  SetDisplacement (bool displace)
bool  GetDisplacementDisable () const
TessApprox  GetDisplacementParameters () const
bool  GetDisplacementSplit () const
bool  GetDisplacement () const
TessApprox DispParams ()
PolyLibExport void  ReduceDisplayCaches ()
  Should reduce any derived display data to save memory, since the node wont be drawn until the user undhides it.
PolyLibExport bool  NeedGWCacheRebuilt (GraphicsWindow *gw, Material *ma, int numMat)
  This returns whether the Graphics Cache for this object needs to be rebuilt.
PolyLibExport void  BuildGWCache (GraphicsWindow *gw, Material *ma, int numMat, BOOL threaded)
  This builds the graphics window cached mesh.

Public Attributes

MNMesh  mm

Protected Member Functions

PolyLibExport void  CopyValidity (PolyObject *fromOb, ChannelMask channels)
PolyLibExport RefResult  NotifyRefChanged (Interval changeInt, RefTargetHandle hTarget, PartID &partID, RefMessage message)
  Receives and responds to messages.

Protected Attributes

Interval  geomValid
Interval  topoValid
Interval  texmapValid
Interval  selectValid
Interval  vcolorValid
DWORD  validBits

Constructor & Destructor Documentation

PolyLibExport PolyObject ( )
PolyLibExport ~PolyObject ( )

Member Function Documentation

PolyLibExport void CopyValidity ( PolyObject fromOb,
ChannelMask  channels 
) [protected]
PolyLibExport RefResult NotifyRefChanged ( Interval  changeInt,
RefTargetHandle  hTarget,
PartID partID,
RefMessage  message 
) [protected, 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.

Implements ReferenceMaker.

virtual PolyLibExport bool RequiresSupportForLegacyDisplayMode ( ) const [virtual]
virtual PolyLibExport bool UpdateDisplay ( unsigned long  renderItemCategories,
const MaxSDK::Graphics::MaterialRequiredStreams materialRequiredStreams,
TimeValue  t 
) [virtual]
PolyLibExport int HitTest ( TimeValue  t,
INode inode,
int  type,
int  crossing,
int  flags,
IPoint2 p,
ViewExp vpt 
) [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 BaseObject.

PolyLibExport int Display ( TimeValue  t,
INode inode,
ViewExp vpt,
int  flags 
) [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 BaseObject.

PolyLibExport void Snap ( TimeValue  t,
INode inode,
SnapInfo snap,
IPoint2 p,
ViewExp vpt 
) [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 BaseObject.

PolyLibExport 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.

Implements BaseObject.

{ return NULL; }
PolyLibExport 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.

PolyLibExport ObjectState Eval ( TimeValue  t ) [virtual]

This method is called to evaluate the object and return the result as an ObjectState.

When the system has a pointer to an object it doesn't know if it's a procedural object or a derived object. So it calls Eval() on it and gets back an ObjectState. A derived object managed by the system may have to call Eval() on its input for example. A plug-in (like a procedural object) typically just returns itself. A plug-in that does not just return itself is the Morph Object (/MAXSDK/SAMPLES/OBJECTS/MORPHOBJ.CPP). This object uses a morph controller to compute a new object and fill in an ObjectState which it returns.

Parameters:
t Specifies the time to evaluate the object.
Returns:
The result of evaluating the object as an ObjectState.
Sample Code:
Typically this method is implemented as follows:
    { return ObjectState(this); }

Implements Object.

PolyLibExport Interval ObjectValidity ( TimeValue  t ) [virtual]

This method returns the validity interval of the object as a whole at the specified time.

Parameters:
t The time to compute the validity interval.
Default Implementation:
{ return FOREVER; }
Returns:
The validity interval of the object.

Reimplemented from Object.

PolyLibExport 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.

PolyLibExport BOOL HasUVW ( int  mapChannel ) [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 Object.

PolyLibExport Object* CollapseObject ( ) [virtual]

This method is called on the world space cache object when the stack gets collapsed, that lets the pipeline object decide, if it wants to return a different object than itself.

The default implementation simply returns this. A PolyObject e.g. can create and return an EditablePolyObject in this method, so that the collapsed object has a UI. I only implemented this method for PolyObject, but this can potentially implemented that way for all pipeline objects, that currently pass up the editable version. It is important, that all places, that collapse the stack are calling this method after evaluating the stack.

It also is important, that the editable version implements this method to
simply return this, otherwise you'll get a non-editable object when you collapse an editable polyobject.
Returns:
A pointer to the resulting object.

Reimplemented from Object.

PolyLibExport Interval ChannelValidity ( TimeValue  t,
int  nchan 
) [virtual]

Retrieve the current validity interval for the nchan channel of the object.

Note:
Most procedural objects won't implement this method since they don't have individual channels. Developers wanting to get the validity interval for a procedural object should use Object::ObjectValidity() instead.
Parameters:
t The time to retrieve the validity interval of the channel.
nchan Specifies the channel to return the validity interval of. See Object Channel Indices.
Returns:
The validity interval of the specified channel.

Reimplemented from Object.

PolyLibExport Interval PartValidity ( DWORD  partIDs )
PolyLibExport void SetChannelValidity ( int  nchan,
Interval  v 
) [virtual]

Sets the validity interval of the specified channel.

Parameters:
nchan Specifies the channel. See Object Channel Indices
v The validity interval for the channel.

Reimplemented from Object.

PolyLibExport void SetPartValidity ( DWORD  partIDs,
Interval  v 
)
PolyLibExport void InvalidateChannels ( ChannelMask  channels ) [virtual]

This method invalidates the intervals for the given channel mask.

This just sets the validity intervals to empty (calling SetEmpty() on the interval).

Parameters:
channels Specifies the channels to invalidate.

Reimplemented from Object.

PolyLibExport Interval ConvertValidity ( TimeValue  t )
int IsDeformable ( ) [inline, virtual]

Indicates whether this object is deformable.

A deformable object is simply an object with points that can be modified. Deformable objects must implement the generic deformable object methods (NumPoints(), GetPoint(i), SetPoint(i), Deform()). A deformable object is simply an object with points that can be modified. These points can be stored in any form the object wants. They are accessed through a virtual array interface with methods to get and set the 'i-th' point. If an object has tangents for instance, it would convert them to and from points as necessary. For example, a simple Bezier spline object that stored its control handles relative to the knot would convert them to be absolute when GetPoint() was called with 'i' specifying one of the control points. When the control point is later set, the object can convert it back to be relative to its knot. At this point it could also apply any constraints that it may have, such as maintaining a degree of continuity. The idea is that the entity calling GetPoint(i) and SetPoint(i) doesn't care what the point represents. It will simply apply some function to the point.

Note:
The Deformable object methods only need to be implemented if the object returns TRUE from this method.
Returns:
Return nonzero if the object is deformable and implements the generic deformable object methods; otherwise 0.

Reimplemented from Object.

{ return 1; }  
PolyLibExport int NumPoints ( ) [virtual]

The points of a deformable object are accessed through a virtual array interface.

This method specifies the number of points in the object. The meaning of 'points' is defined by the object. A TriObject uses the vertices as the points for example. b>

Returns:
The number of points in the object.

Reimplemented from Object.

PolyLibExport Point3 GetPoint ( int  i ) [virtual]

The points of a deformable object are accessed through a virtual array interface.

This method returns the 'i-th' point of the object.

Note:
If your plug-in is a modifier and you want to operate on the selected points of the object you are modifying, you can't tell which points are selected unless you know the type of object. If it is a generic deformable object there is no way of knowing since the way the object handles selection is up to it. Therefore, if you want to operate on selected points of a generic deformable object, use a Deformer.
Parameters:
i Specifies which point should be returned.
Returns:
The 'i-th' point of the object.

Reimplemented from Object.

PolyLibExport void SetPoint ( int  i,
const Point3 p 
) [virtual]

The points of a deformable object are accessed through a virtual array interface.

This method stores the 'i-th' point of the object.

Parameters:
i The index of the point to store.
p The point to store.

Reimplemented from Object.

PolyLibExport void PointsWereChanged ( ) [virtual]

Informs the object that its points have been deformed, so it can invalidate its cache.

A developer who uses the GetPoint() / SetPoint() approach to modifying an object will call PointsWereChanged() to invalidate the object's cache. For example, if a modifier calls SetPoint(), when it is finished it should call this method so the object can invalidate and/or update its bounding box and any other data it might cache.

Reimplemented from Object.

PolyLibExport void Deform ( Deformer defProc,
int  useSel = 0 
) [virtual]

This is the method used to deform the object with a deformer.

The developer should loop through the object's points calling the defProc for each point (or each selected point if useSel is nonzero). The Deform() method is mostly a convenience. Modifiers can implement a 'Deformer' callback object which is passed to the Deform() method. The object then iterates through its points calling their deformer's callback for each point. The only difference between using the Deform() method as opposed to iterating through the points is that the Deform() method should respect sub-object selection. For example, the TriObject's implementation of Deform() iterates through its vertices, if the TriObject's selection level is set to vertex then it only calls the Deformer's callback for vertices that are selected. This way modifiers can be written that can be applied only to selection sets without any specific code to check selected points. The default implementation of this method just iterates through all points using GetPoint(i) and SetPoint(i). If an object supports sub-object selection sets then it should override this method.

Parameters:
defProc A pointer to an instance of the Deformer class. This is the callback object that actually performs the deformation.
useSel A flag to indicate if the object should use the selected points only. If nonzero the selected points are used; otherwise all the points of the object are used.
Default Implementation:
    void Object::Deform(Deformer *defProc,int useSel)
    {
        int nv = NumPoints();
        for (int i=0; i<nv; i++)
            SetPoint(i,defProc->Map(i,GetPoint(i)));
        PointsWereChanged();
    }
Sample Code:
This code shows the TriObject implementation of this method. Note how it looks at the useSel parameter to only call the selected points if required.
    void TriObject::Deform(Deformer *defProc,int useSel)
    {
        int nv = NumPoints();
        int i;
        if ( useSel ) {
            BitArray sel = mesh.VertexTempSel();
            float *vssel = mesh.getVSelectionWeights ();
            if (vssel) {
                for (i=0; i<nv; i++) {
                    if(sel[i]) {
                        SetPoint(i,defProc->Map(i,GetPoint(i)));
                        continue;
                    }
                    if (vssel[i]==0) continue;
                    Point3 & A = GetPoint(i);
                    Point3 dir = defProc->Map(i,A) - A;
                    SetPoint(i,A+vssel[i]*dir);
                }
            }
            else {
                for (i=0; i<nv; i++) if (sel[i])
                    SetPoint(i,defProc->Map(i,GetPoint(i)));
            }
        }
        else {
            for (i=0; i<nv; i++)
                SetPoint(i,defProc->Map(i,GetPoint(i)));
        }
        PointsWereChanged();
    }

Reimplemented from Object.

BOOL IsPointSelected ( int  i ) [inline, virtual]
Remarks:
Returns TRUE if the 'i-th' point is selected; otherwise FALSE.
Parameters:
int i

The zero based index of the point to check.

Reimplemented from Object.

                                 {
        if ((i<0) || (i>=mm.numv)) return false;
        return mm.v[i].FlagMatch (MN_DEAD|MN_SEL, MN_SEL);
    }
float PointSelection ( int  i ) [inline, virtual]
Remarks:
Returns a floating point weighted point selection.
Parameters:
int i

The zero based index of the point to check.
Returns:
Returns 1.0f if selected and 0.0f if not.

Reimplemented from Object.

                                 {
        if ((i<0) || (i>=mm.numv)) return 0.0f;
        if (mm.v[i].GetFlag (MN_DEAD)) return 0.0f;
        if (mm.v[i].GetFlag (MN_SEL)) return 1.0f;
        float *vssel = mm.getVSelectionWeights();
        if (vssel) return vssel[i];
        else return 0.0f;
    }
BOOL PolygonCount ( TimeValue  t,
int &  numFaces,
int &  numVerts 
) [inline, virtual]
Remarks:
Retreives the number of faces and vertices of the polyginal mesh representation of the object. Note: Plug-In developers should use the global function GetPolygonCount(Object*, int&, int&) to retrieve the number f vertices and faces in an arbitrary object.

Parameters:
TimeValue t

The time at which to compute the number of faces and vertices.

int& numFaces

The number of faces is returned here.

int& numVerts

The number of vertices is returned here.

Default Implementation:
{ return TRUE; }

Reimplemented from Object.

                                                                 {
        numFaces = 0;
        numVerts = 0;
        for (int i=0; i<mm.numf; i++) if (!mm.f[i].GetFlag (MN_DEAD)) numFaces++;
        for (int i=0; i<mm.numv; i++) if (!mm.v[i].GetFlag (MN_DEAD)) numVerts++;
        return TRUE;
    }
int IsMappable ( ) [inline, virtual]

This method lets you know if the ApplyUVWMap() method is available for this object.

This is used by things like the UVW mapping modifier, so that it can determine which objects can have their mapping modified. Returns nonzero if the object is mappable; otherwise zero.

Reimplemented from Object.

{ return 1; }
int NumMapChannels ( ) [inline, virtual]

Returns the maximum number of channels supported by this type of object.

TriObjects for instance return MAX_MESHMAPS which is currently set to 100.

Reimplemented from Object.

{ return MAX_MESHMAPS; }
int NumMapsUsed ( ) [inline, virtual]

Returns the number of maps currently used by this object.

This is at least 1+(highest channel in use). This is used so a plug-in that does something to all map channels doesn't always have to do it to every channel up to MAX_MESHMAPS but rather only to this value.

Reimplemented from Object.

{ return mm.numm; }
PolyLibExport void ApplyUVWMap ( int  type,
float  utile,
float  vtile,
float  wtile,
int  uflip,
int  vflip,
int  wflip,
int  cap,
const Matrix3 tm,
int  channel = 1 
) [virtual]

This method may be called to map the object with UVW mapping coordinates.

If the object returns nonzero from IsMappable() then this method should be implemented.

Parameters:
type The mapping type. One of the following values: MAP_PLANAR
MAP_CYLINDRICAL
MAP_SPHERICAL
MAP_BALL
MAP_BOX
utile Number of tiles in the U direction.
vtile Number of tiles in the V direction.
wtile Number of tiles in the W direction.
uflip If nonzero the U values are mirrored.
vflip If nonzero the V values are mirrored.
wflip If nonzero the W values are mirrored.
cap This is used with MAP_CYLINDRICAL. If nonzero, then any face normal that is pointing more vertically than horizontally will be mapped using planar coordinates.
tm This defines the mapping space. As each point is mapped, it is multiplied by this matrix, and then it is mapped.
channel This indicates which channel the mapping is applied to. See List of Mapping Channel Index Values.

Reimplemented from Object.

PolyLibExport void GetDeformBBox ( TimeValue  t,
Box3 box,
Matrix3 tm = NULL,
BOOL  useSel = FALSE 
) [virtual]

This method computes the bounding box in the objects local coordinates or the optional space defined by tm.

Note: If you are looking for a precise bounding box, use this method and pass in the node's object TM (INode::GetObjectTM()) as the matrix.

Parameters:
t The time to compute the box.
box A reference to a box the result is stored in.
tm This is an alternate coordinate system used to compute the box. If the tm is not NULL this matrix should be used in the computation of the result.
useSel If TRUE, the bounding box of selected sub-elements should be computed; otherwise the entire object should be used.

Reimplemented from Object.

PolyLibExport int CanConvertToType ( Class_ID  obtype ) [virtual]

Indicates whether the object can be converted to the specified type.

If the object returns nonzero to indicate it can be converted to the specified type, it must handle converting to and returning an object of that type from ConvertToType().

See also:
Class ObjectConverter for additional details on converting objects between types.
Parameters:
obtype The Class_ID of the type of object to convert to. See Class Class_ID, List of Class_IDs.
Returns:
Nonzero if the object can be converted to the specified type; otherwise 0.
Default Implementation:
{ return 0; }

Reimplemented from Object.

PolyLibExport Object* ConvertToType ( TimeValue  t,
Class_ID  obtype 
) [virtual]

This method converts this object to the type specified and returns a pointer it.

Note that if ConvertToType() returns a new object it should be a completely different object with no ties (pointers or references) to the original.

See also:
class ObjectConverter for additional details on converting objects between types.
The following is an issue that developers of world space modifiers need to
be aware of if the world space modifier specifies anything but generic deformable objects as its input type. In other words, if a world space modifier, in its implementation of Modifier::InputType(), doesn't specifically return defObjectClassID then the following issue regarding the 3ds Max pipeline needs to be considered. Developers of other plug-ins that don't meet this condition don't need to be concerned with this issue.
World space modifiers that work on anything other than generic deformable
objects are responsible for transforming the points of the object they modify into world space using the ObjectState TM. To understand why this is necessary, consider how 3ds Max applies the node transformation to the object flowing down the pipeline.
In the geometry pipeline architecture, the node in the scene has its
transformation applied to the object in the pipeline at the transition between the last object space modifier and the first world space modifier. The node transformation is what places the object in the scene -- thus this is what puts the object in world space. The system does this by transforming the points of the object in the pipeline by the node transformation. This is only possible however for deformable objects. Deformable objects are those that support the Object::IsDeformable(), NumPoints(), GetPoint() and SetPoint() methods. These deformable objects can be deformed by the system using these methods, and thus the system can modify the points to put them in world space itself.
If a world space modifier does not specify that it works on deformable
objects, the system is unable to transform the points of the object into world space. What it does instead is apply the transformation to the ObjectState TM. In this case, a world space modifier is responsible for transforming the points of the object into world space itself, and then setting the ObjectState TM to the identity. There is an example of this in the sample code for the Bomb space warp. The Bomb operates on TriObjects and implements InputType() as { return Class_ID(TRIOBJ_CLASS_ID,0); }. Since it doesn't specifically return defObjectClassID, it is thus responsible for transforming the points of the object into world space itself. It does this in its implementation of ModifyObject() as follows:
    if (os->GetTM())
    {
        Matrix3 tm = *(os->GetTM());
        for (int i=0; i<triOb->mesh.getNumVerts(); i++) {
            triOb->mesh.verts[i] = triOb->mesh.verts[i] *tm;
        }
        os->obj->UpdateValidity(GEOM_CHAN_NUM,os->tmValid());
        os->SetTM(NULL,FOREVER);
    }
As the code above shows, the Bomb checks if the ObjectState TM is non-NULL. If it is, the points of the object are still not in world space and thus must be transformed. It does this by looping through the points of the TriObject and multiplying each point by the ObjectState TM. When it is done, it sets the ObjectState TM to NULL to indicate the points are now in world space. This ensure that any later WSMs will not transform the points with this matrix again.
For the Bomb world space modifier this is not a problem since it specifies
in its implementation of ChannelsChanged() that it will operate on the geometry channel (PART_GEOM). Certain world space modifiers may not normally specify PART_GEOM in their implementation of ChannelsChanged(). Consider the camera mapping world space modifier. Its function is to apply mapping coordinates to the object it is applied to. Thus it would normally only specify PART_TEXMAP for ChannelsChanged(). However, since it operates directly on TriObjects, just like the Bomb, the system cannot transform the points into world space, and therefore the camera mapping modifier must do so in its implementation of ModifyObject(). But since it is actually altering the points of the object by putting them into world space it is altering the geometry channel. Therefore, it should really specify PART_GEOM | PART_TEXMAP in its implementation of ChannelsChanged(). If it didn't do this, but went ahead and modified the points of the object anyway, it would be transforming not copies of the points, but the original points stored back in an earlier cache or even the base object.
This is the issue developers need to be aware of. To state this in simple
terms then: Any world space modifier that needs to put the points of the object into world space (since it doesn't implement InputType() as defObjectClassID) needs to specify PART_GEOM in its implementation of ChannelsChanged().
Parameters:
t The time at which to convert.
obtype The Class_ID of the type of object to convert to. See Class Class_ID, List of Class_IDs.
Returns:
A pointer to an object of type obtype.
Default Implementation:
{ return NULL; }
Sample Code:
The following code shows how a TriObject can be retrieved from a node. Note on the code that if you call ConvertToType() on an object and it returns a pointer other than itself, you are responsible for deleting that object.
    // Retrieve the TriObject from the node
    int deleteIt;
    TriObject *triObject = GetTriObjectFromNode(ip->GetSelNode(0),deleteIt);
    // Use the TriObject if available
    if (!triObject) return;
    // ...
    // Delete it when done...
    if (deleteIt) triObject->DeleteMe();
    
    // Return a pointer to a TriObject given an INode or return NULL
    // if the node cannot be converted to a TriObject
    TriObject *Utility::GetTriObjectFromNode(INode *node, int &deleteIt)
    {
        deleteIt = FALSE;
        Object *obj = node->EvalWorldState(0).obj;
        if (obj->CanConvertToType(Class_ID(TRIOBJ_CLASS_ID, 0))) {
            TriObject *tri = (TriObject *) obj->ConvertToType(0,Class_ID(TRIOBJ_CLASS_ID, 0));
    // Note that the TriObject should only be deleted
    // if the pointer to it is not equal to the object
    // pointer that called ConvertToType()
            if (obj != tri) 
                deleteIt = TRUE;
            return tri;
        }
        else {
            return NULL;
        }
    }

Reimplemented from Object.

PolyLibExport void FreeChannels ( ChannelMask  channels ) [virtual]

This method deletes the memory associated with the specified channels and set the intervals associated with the channels to invalid (empty).

Parameters:
channels Specifies the channels to free.

Reimplemented from Object.

PolyLibExport Object* MakeShallowCopy ( ChannelMask  channels ) [virtual]

This method must make a copy of its "shell" and then shallow copy (see below) only the specified channels.

It must also copy the validity intervals of the copied channels, and invalidate the other intervals.

Parameters:
channels The channels to copy.
Returns:
A pointer to the shallow copy of the object.

Reimplemented from Object.

PolyLibExport void ShallowCopy ( Object fromOb,
ChannelMask  channels 
) [virtual]

This method copies the specified channels from the fromOb to this and copies the validity intervals.

A plug-in needs to copy the specified channels from the specified object fromOb to itself by just copying pointers (not actually copying the data). No new memory is typically allocated, this method is just copying the pointers.

Parameters:
fromOb Object to copy the channels from.
channels Channels to copy.

Reimplemented from Object.

PolyLibExport void NewAndCopyChannels ( ChannelMask  channels ) [virtual]

This method replaces the locked channels with newly allocated copies.

It will only be called if the channel is locked.

Parameters:
channels The channels to be allocate and copy.

Reimplemented from Object.

PolyLibExport DWORD GetSubselState ( ) [virtual]
Remarks:
This method returns the selection levels defined for class MNMesh: MNM_SL_OBJECT (0), MNM_SL_VERTEX (1), MNM_SL_EDGE (2), and MNM_SL_FACE (3).

Reimplemented from Object.

PolyLibExport void SetSubSelState ( DWORD  s ) [virtual]
Remarks:
This method allows you to set the selection levels defined for class MNMesh: MNM_SL_OBJECT (0), MNM_SL_VERTEX (1), MNM_SL_EDGE (2), and MNM_SL_FACE (3).
Parameters:
DWORD s

The selection level to set.

Reimplemented from Object.

PolyLibExport BOOL CheckObjectIntegrity ( ) [virtual]
Remarks:
Uses the MNMesh::CheckAllData() method, which uses DebugPrint() to give details about any errors that it finds.

Reimplemented from Object.

PolyLibExport int IntersectRay ( TimeValue  t,
Ray r,
float &  at,
Point3 norm 
) [virtual]

This method is called to compute the intersection point and surface normal at this intersection point of the ray passed and the object.

Parameters:
t The time to compute the intersection.
r Ray to intersect. See Class Ray.
at The point of intersection.
norm Surface normal at the point of intersection.
Returns:
Nonzero if a point of intersection was found; otherwise 0.
See also:
The Mesh class implementation of this method.

Reimplemented from Object.

PolyLibExport ObjectHandle CreateTriObjRep ( TimeValue  t )
PolyLibExport void GetWorldBoundBox ( TimeValue  t,
INode inode,
ViewExp vp,
Box3 box 
) [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 BaseObject.

PolyLibExport void GetLocalBoundBox ( TimeValue  t,
INode inode,
ViewExp vp,
Box3 box 
) [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 BaseObject.

PolyLibExport Mesh* GetRenderMesh ( TimeValue  t,
INode inode,
View view,
BOOL &  needDelete 
) [virtual]

This method should be implemented by all renderable GeomObjects.

It provides a mesh representation of the object for use by the renderer. Primitives that already have a mesh cached can just return a pointer to it (and set needDelete to FALSE). Implementations of this method which take a long time should periodically call View::CheckForRenderAbort() to see if the user has canceled the render. If canceled, the function can either return NULL, or return a non null pointer with the appropriate value for needDelete. (If needDelete is TRUE a non-null mesh will be deleted.)

Parameters:
t The time to get the mesh.
inode The node in the scene.
view If the renderer calls this method it will pass the view information here. See Class View.
needDelete Set to TRUE if the renderer should delete the mesh, FALSE otherwise.
Returns:
A pointer to the mesh object.

Reimplemented from GeomObject.

PolyLibExport void TopologyChanged ( ) [virtual]

Reimplemented from Object.

MNMesh& GetMesh ( ) [inline]
Remarks:
Accessor for the MNMesh mm data member.
{ return mm; }
PolyLibExport void DeleteThis ( ) [virtual]

Deletes an instance of this class.

3ds Max calls this method when it needs to delete a plugin object (an instance of a class derived from Animatable). Similarly, plugins that need to delete instances of an Animatable or a class directly derived from it via an Animatable pointer, should call this method instead of calling directly operator delete. Following these rules will ensure that the same memory manager is used to allocate and deallocate the object. The default implementation of this method deletes the object. Plugin instances that never need to be deleted from the heap can overwrite this method to do nothing.

Note:
See the method ClassDesc::Create() for details on how Max allocates plugin objects.
See ReferenceMaker::DeleteMe() and ReferenceTarget::MaybeAutoDelete() for information on how plugin instances are deleted by the system.
Remarks:
See Memory Allocation.

See also:
Plugin DLL Functions, Class ClassDesc.

Reimplemented from Animatable.

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 Animatable.

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.

{ return Class_ID(POLYOBJ_CLASS_ID,0); }
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 ReferenceTarget.

{ s = MSTR(_M("PolyMeshObject")); }
void NotifyMe ( Animatable subAnim,
int  message 
) [inline]
{ UNUSED_PARAM(subAnim); UNUSED_PARAM(message);}
int IsKeyable ( ) [inline]
int Update ( TimeValue  t ) [inline]
{ UNUSED_PARAM(t); return 0; }
MCHAR* GetObjectName ( ) [inline, virtual]
Returns:
the name that will appear in the history browser (modifier stack).

Reimplemented from BaseObject.

{ return _M("PolyMesh"); }
PolyLibExport void RescaleWorldUnits ( float  f ) [virtual]

Rescale size of all world units in reference hierarchy.

This method is available in release 2.0 and later only. Must call ClearAFlagInHierarchy(rm, A_WORK1) or ClearAFlagInAllAnimatables(A_WORK1) before doing this on a reference hierarchy. This may be implemented to rescale the size of all world units in a reference hierarchy. Developers must call

        if (TestAFlag(A_WORK1))
            return;
        SetAFlag(A_WORK1);

before doing this on a reference hierarchy.

Parameters:
f - The scale factor.

Reimplemented from ReferenceMaker.

PolyLibExport IOResult Save ( ISave isave ) [virtual]

Called for saving data.

Called by the system to allow the plugin to save its data.

Parameters:
isave - This pointer may be used to call methods to write data to disk. See the section on Loading and Saving for an overview of the load/save process.
Returns:
The default implementation is return IO_OK.
  • IO_OK means the result was acceptable, with no errors.
  • IO_ERROR This should be returned if an error occurred.

Reimplemented from ReferenceMaker.

PolyLibExport IOResult Load ( ILoad iload ) [virtual]

Called for loading data.

Called by the system to allow the plug-in to load its data. See the section on Loading and Saving for an overview of the load - save process.

Parameters:
iload - This interface pointer may be used to call methods to read data from disk.
Returns:
The default implementation is return IO_OK.
  • IO_OK means the result was acceptable, with no errors.
  • IO_ERROR This should be returned if an error occurred.

Reimplemented from ReferenceMaker.

PolyLibExport BOOL CanDoDisplacementMapping ( ) [virtual]
Remarks:
Implementation of a class GeomObject method which indicates whether or not this object supports displacement mapping. It returns true as long as GetDisplacementDisable() returns false.

Reimplemented from GeomObject.

PolyLibExport void SetDisplacementApproxToPreset ( int  preset )
Remarks:
Sets displacement subdivision parameters to match one of the standard displacement approximation presets.
Parameters:
int preset

Should be 0 for low, 1 for medium, or 2 for high.
void SetDisplacementDisable ( bool  disable ) [inline]
Remarks:
Disables displacement subdivision (without altering the parameters).
Parameters:
bool disable

TRUE to disable; FALSE to enable.
{ mDisableDisplacement = disable; }
void SetDisplacementParameters ( TessApprox params ) [inline]
Remarks:
Sets most of the displacement parameters. See class TessApprox for details.
Parameters:
TessApprox & params

The tessellation approximation data.
{ mDispApprox = params; }
void SetDisplacementSplit ( bool  split ) [inline]
Remarks:
Controls displacement subdivision splitting.
Parameters:
bool split

TRUE to set; FALSE to unset.
{ mSplitMesh = split; }
void SetDisplacement ( bool  displace ) [inline]
Remarks:
Turns displacement on or off.
Parameters:
bool displace

TRUE to turn on; FALSE to turn off.
{ mSubDivideDisplacement = displace; }
bool GetDisplacementDisable ( ) const [inline]
Remarks:
Indicates whether displacement subdivision is currently disabled.
{ return mDisableDisplacement; }
TessApprox GetDisplacementParameters ( ) const [inline]
Remarks:
Accesses most of the displacement parameters. See class TessApprox for details.
{ return mDispApprox; }
bool GetDisplacementSplit ( ) const [inline]
Remarks:
Indicates whether displacement subdivision splitting is on.
{ return mSplitMesh; }
bool GetDisplacement ( ) const [inline]
Remarks:
Indicates whether displacement subdivision is on.
{ return mSubDivideDisplacement; }
TessApprox& DispParams ( ) [inline]
Remarks:
Accessor method for the displacement subdivision parameters that can be quicker to use than SetDisplacementParameters() and GetDisplacementParameters().

{ return mDispApprox; }
PolyLibExport void ReduceDisplayCaches ( ) [virtual]

Should reduce any derived display data to save memory, since the node wont be drawn until the user undhides it.

This function should delete any derived data used to display the object such as gfx normals, direct mesh caches etc. This is typicallly called when the user hides the node or sets it as bounding box

Reimplemented from Object.

PolyLibExport bool NeedGWCacheRebuilt ( GraphicsWindow gw,
Material ma,
int  numMat 
) [virtual]

This returns whether the Graphics Cache for this object needs to be rebuilt.

Parameters:
GraphicsWindow *gw the active graphics window
Material *ma the material aray assigned to the mesh
int numMat the number of materials in the material array

Reimplemented from Object.

PolyLibExport void BuildGWCache ( GraphicsWindow gw,
Material ma,
int  numMat,
BOOL  threaded 
) [virtual]

This builds the graphics window cached mesh.

Parameters:
GraphicsWindow *gw the active graphics window
Material *ma the material aray assigned to the mesh
int numMat the number of materials in the material array
BOOL threaded whether when building the cache it can use additional threads. This is needed since the system may be creating many meshes at the same time

Reimplemented from Object.


Member Data Documentation

Interval geomValid [protected]
Interval topoValid [protected]
Interval texmapValid [protected]
Interval selectValid [protected]
Interval vcolorValid [protected]
DWORD validBits [protected]

PolyObject PolyObject PolyObject PolyObject PolyObject PolyObject PolyObject PolyObject PolyObject PolyObject
PolyObject PolyObject PolyObject PolyObject PolyObject PolyObject PolyObject PolyObject PolyObject PolyObject