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

TriObject Class Reference

This reference page is linked to from the following overview topics: Modeling, Deformable Objects, Mappable Objects, Objects Flowing through the Pipeline, Primitive Pipeline Objects, Writing Pipeline Compatible Objects, Object Locking, Channels, Channel Locking, Modifiers, Whole Object Modifiers, Edit Modifiers, Meshes, Mesh Related Classes, Extracting the Mesh from a Node, Shape and Spline Principal Classes, Principal Classes, Getting and Setting User Preferences, 3DXI Export Entities, Indicating Required Input Object Types, Indicating Changed Channels.


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Detailed Description

See also:
Class GeomObject, Class ClassDesc, Class Mesh, Class TessApprox.

Description:
This class represents a renderable, deformable, triangle mesh object. All procedural objects must be able to convert themselves to TriObjects. This class 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:
Mesh mesh;

This is the mesh of the TriObject. See Class Mesh for methods to manipulate this mesh.

The following data members are used by the Displacement Mapping mechanism in 3ds Max.

TessApprox mDispApprox;

The object which describes the properties of the tesselation approximation of the mesh.

bool mSubDivideDisplacement;

The subdivision displacement flag. When TRUE, displacement mapping mechanism subdivides mesh faces to accurately displace the map, using the method and settings you specify in the Subdivision Presets and Subdivision Method group boxes. When FALSE, the modifier applies the map by moving vertices in the mesh, the way the Displace modifier does.

bool mDisableDisplacement;

TRUE to disable displacement mapping; FALSE to enable it.

bool mSplitMesh;

The split mesh flag. This flag affects texture mapping as done by the displacement mapping mechanism. When on, the modifier splits the mesh into individual faces before displacing them: this helps preserve texture mapping. When off, the modifier uses an internal method to assign texture mapping. Default=On.

#include <triobj.h>

Inheritance diagram for TriObject:
Inheritance graph
[legend]

List of all members.

Public Member Functions

CoreExport  TriObject ()
CoreExport  ~TriObject ()
virtual CoreExport bool  RequiresSupportForLegacyDisplayMode () const
virtual CoreExport bool  UpdateDisplay (unsigned long renderItemCategories, const MaxSDK::Graphics::MaterialRequiredStreams &materialRequiredStreams, TimeValue t)
virtual CoreExport BaseInterface GetInterface (Interface_ID iid)
  Inherited from Animatable.
CoreExport void *  GetInterface (ULONG id)
  Inherited from Animatable.
CoreExport void  ReleaseInterface (ULONG id, void *i)
CoreExport 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.
CoreExport 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).
CoreExport void  Snap (TimeValue t, INode *inode, SnapInfo *snap, IPoint2 *p, ViewExp *vpt)
  Checks the point passed for a snap and updates the SnapInfo structure.
CoreExport CreateMouseCallBack GetCreateMouseCallBack ()
  This method allows the system to retrieve a callback object used in creating an object in the 3D viewports.
CoreExport RefTargetHandle  Clone (RemapDir &remap)
  This method is used by 3ds Max to clone an object.
CoreExport ObjectState  Eval (TimeValue time)
  This method is called to evaluate the object and return the result as an ObjectState.
CoreExport Interval  ObjectValidity (TimeValue t)
  This method returns the validity interval of the object as a whole at the specified time.
CoreExport BOOL  HasUVW ()
  It is called to find out if the object is has UVW coordinates.
CoreExport BOOL  HasUVW (int mapChannel)
  It is called to find out if the object is has UVW coordinates for the specified mapping channel.
CoreExport Interval  ChannelValidity (TimeValue t, int nchan)
  Retrieve the current validity interval for the nchan channel of the object.
CoreExport void  SetChannelValidity (int i, Interval v)
  Sets the validity interval of the specified channel.
CoreExport void  InvalidateChannels (ChannelMask channels)
  This method invalidates the intervals for the given channel mask.
CoreExport Interval  ConvertValidity (TimeValue t)
int  IsDeformable ()
  Indicates whether this object is deformable.
int  NumPoints ()
  The points of a deformable object are accessed through a virtual array interface.
Point3  GetPoint (int i)
  The points of a deformable object are accessed through a virtual array interface.
void  SetPoint (int i, const Point3 &p)
  The points of a deformable object are accessed through a virtual array interface.
CoreExport BOOL  IsPointSelected (int i)
  Returns TRUE if the 'i-th' point is selected; otherwise FALSE.
CoreExport float  PointSelection (int i)
  Returns a floating point weighted point selection if the object supports it.
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.
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.
CoreExport BOOL  PolygonCount (TimeValue t, int &numFaces, int &numVerts)
  Retreives the number of faces and vertices of the polyginal mesh representation of this object.
void  PointsWereChanged ()
  Informs the object that its points have been deformed, so it can invalidate its cache.
CoreExport 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.
CoreExport void  Deform (Deformer *defProc, int useSel)
  This is the method used to deform the object with a deformer.
CoreExport int  CanConvertToType (Class_ID obtype)
  Indicates whether the object can be converted to the specified type.
CoreExport Object ConvertToType (TimeValue t, Class_ID obtype)
  This method converts this object to the type specified and returns a pointer it.
CoreExport 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).
CoreExport Object MakeShallowCopy (ChannelMask channels)
  This method must make a copy of its "shell" and then shallow copy (see below) only the specified channels.
CoreExport void  ShallowCopy (Object *fromOb, ChannelMask channels)
  This method copies the specified channels from the fromOb to this and copies the validity intervals.
CoreExport void  NewAndCopyChannels (ChannelMask channels)
  This method replaces the locked channels with newly allocated copies.
CoreExport DWORD  GetSubselState ()
  For objects that have sub selection levels, this method returns the current selection level of the object.
CoreExport void  SetSubSelState (DWORD s)
CoreExport BOOL  CheckObjectIntegrity ()
  This method is used for debugging only.
CoreExport 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.
CoreExport ObjectHandle  CreateTriObjRep (TimeValue t)
CoreExport 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).
CoreExport 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.
CoreExport Mesh GetRenderMesh (TimeValue t, INode *inode, View &view, BOOL &needDelete)
  This method should be implemented by all renderable GeomObjects.
CoreExport BOOL  CanDoDisplacementMapping ()
  Returns TRUE if this object can do displacement mapping; otherwise FALSE.
CoreExport TessApprox DisplacmentApprox ()
CoreExport bool &  DoSubdivisionDisplacment ()
CoreExport bool &  SplitMeshForDisplacement ()
CoreExport void  SetDisplacmentApproxToPreset (int preset)
CoreExport void  DisableDisplacementMapping (BOOL disable)
CoreExport void  TopologyChanged ()
Mesh GetMesh ()
CoreExport 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 ()
CoreExport void  RescaleWorldUnits (float f)
  Rescale size of all world units in reference hierarchy.
CoreExport IOResult  Save (ISave *isave)
  Called for saving data.
CoreExport IOResult  Load (ILoad *iload)
  Called for loading data.
CoreExport void  ReduceDisplayCaches ()
  Should reduce any derived display data to save memory, since the node wont be drawn until the user undhides it.
CoreExport bool  NeedGWCacheRebuilt (GraphicsWindow *gw, Material *ma, int numMat)
  This returns whether the Graphics Cache for this object needs to be rebuilt.
CoreExport void  BuildGWCache (GraphicsWindow *gw, Material *ma, int numMat, BOOL threaded)
  This builds the graphics window cached mesh.

Public Attributes

Mesh  mesh
TessApprox  mDispApprox
bool  mSubDivideDisplacement
bool  mDisableDisplacement
bool  mSplitMesh

Protected Member Functions

CoreExport void  CopyValidity (TriObject *fromOb, ChannelMask channels)
CoreExport 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
Interval  gfxdataValid
ChannelMask  validBits

Constructor & Destructor Documentation

CoreExport TriObject ( )
CoreExport ~TriObject ( )

Member Function Documentation

CoreExport void CopyValidity ( TriObject fromOb,
ChannelMask  channels 
) [protected]
CoreExport 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 CoreExport bool RequiresSupportForLegacyDisplayMode ( ) const [virtual]
virtual CoreExport bool UpdateDisplay ( unsigned long  renderItemCategories,
const MaxSDK::Graphics::MaterialRequiredStreams materialRequiredStreams,
TimeValue  t 
) [virtual]
virtual CoreExport BaseInterface* GetInterface ( Interface_ID  id ) [virtual]

Inherited from Animatable.

Returns a pointer to the Base Interface for the interface ID passed.

Parameters:
id - The unique ID of the interface to get
Returns:
A Pointer to the Interface

Reimplemented from Object.

CoreExport void* GetInterface ( ULONG  id ) [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 Object.

CoreExport void ReleaseInterface ( ULONG  id,
void *  i 
) [virtual]
Remarks:
This method is not currently used. It is reserved for future use. Its purpose is for releasing an interface created with GetInterface().

Reimplemented from Animatable.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport CreateMouseCallBack* GetCreateMouseCallBack ( ) [virtual]

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

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

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

Implements BaseObject.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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; }  
int NumPoints ( ) [inline, 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.

{ return mesh.getNumVerts(); }
Point3 GetPoint ( int  i ) [inline, 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.

{ return mesh.getVert(i); }
void SetPoint ( int  i,
const Point3 p 
) [inline, 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.

{ mesh.setVert(i,p); }
CoreExport BOOL IsPointSelected ( int  i ) [virtual]

Returns TRUE if the 'i-th' point is selected; otherwise FALSE.

Parameters:
i The zero based index of the point to check.

Reimplemented from Object.

CoreExport float PointSelection ( int  i ) [virtual]

Returns a floating point weighted point selection if the object supports it.

The default implementation just returns 1.0f if selected and 0.0f if not.

Parameters:
i The zero based index of the point to check.

Reimplemented from Object.

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 mesh.getNumMaps(); }
void ApplyUVWMap ( int  type,
float  utile,
float  vtile,
float  wtile,
int  uflip,
int  vflip,
int  wflip,
int  cap,
const Matrix3 tm,
int  channel = 1 
) [inline, 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.

                                                                                      {
                mesh.ApplyUVWMap(type,utile,vtile,wtile,uflip,vflip,wflip,cap,tm,channel); }
CoreExport BOOL PolygonCount ( TimeValue  t,
int &  numFaces,
int &  numVerts 
) [virtual]

Retreives the number of faces and vertices of the polyginal mesh representation of this object.

If this method returns FALSE then this functionality is not supported. 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:
t The time at which to compute the number of faces and vertices.
numFaces The number of faces is returned here.
numVerts The number of vertices is returned here.
Returns:
TRUE if the method is fully implemented; otherwise FALSE.

Reimplemented from Object.

void PointsWereChanged ( ) [inline, 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.

CoreExport 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.

CoreExport void Deform ( Deformer defProc,
int  useSel 
) [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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport DWORD GetSubselState ( ) [virtual]

For objects that have sub selection levels, this method returns the current selection level of the object.

For example, a TriObject has the following selection levels: object, vertex, face, edge. Other object types may have different selection levels. The only standard is that a value of 0 indicates object level. b>

Returns:
The current selection level of the object.

Reimplemented from Object.

CoreExport void SetSubSelState ( DWORD  s ) [virtual]

Reimplemented from Object.

CoreExport BOOL CheckObjectIntegrity ( ) [virtual]

This method is used for debugging only.

The TriObject implements this method by making sure its face's vert indices are all valid.

Returns:
TRUE if valid; otherwise FALSE.

Reimplemented from Object.

CoreExport 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.

CoreExport ObjectHandle CreateTriObjRep ( TimeValue  t )
CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport BOOL CanDoDisplacementMapping ( ) [virtual]

Returns TRUE if this object can do displacement mapping; otherwise FALSE.

Reimplemented from GeomObject.

CoreExport TessApprox& DisplacmentApprox ( ) [inline]
Remarks:
This method is available in release 3.0 and later only.

Returns a reference to the mDispApprox data member.
{ return mDispApprox; }
CoreExport bool& DoSubdivisionDisplacment ( ) [inline]
Remarks:
This method is available in release 3.0 and later only.

Returns a reference to the boolean mSubDivideDisplacement data member.
CoreExport bool& SplitMeshForDisplacement ( ) [inline]
Remarks:
This method is available in release 3.0 and later only.

Returns a reference to the boolean mSplitMesh data member.
{ return mSplitMesh; }
CoreExport void SetDisplacmentApproxToPreset ( int  preset )
Remarks:
This method is available in release 3.0 and later only.

This method is used internally to set the mDispApprox data member to one of the low/medium/high subdivision presets.
CoreExport void DisableDisplacementMapping ( BOOL  disable )
Remarks:
This method is available in release 3.0 and later only.

Sets the mDisableDisplacement data member to the given state.
Parameters:
BOOL disable

TRUE to disable; FALSE to enable.
CoreExport void TopologyChanged ( ) [virtual]

Reimplemented from Object.

Mesh& GetMesh ( ) [inline]
Remarks:
This method is available in release 3.0 and later only.

Returns a reference to the mesh data member of this TriObject.
{ return mesh; }
CoreExport 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(TRIOBJ_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("TriObject")); }
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("Mesh"); }
CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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.

CoreExport 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]
Interval gfxdataValid [protected]
ChannelMask validBits [protected]
bool mSplitMesh

TriObject TriObject TriObject TriObject TriObject TriObject TriObject TriObject TriObject TriObject
TriObject TriObject TriObject TriObject TriObject TriObject TriObject TriObject TriObject TriObject