This reference page is linked to from the following overview topics: World-Space Modifiers, World Space Modifier Plug-in Overview.
This class is a base class used to derived the helper object for a space warp modifier (WSM Modifier).
World Space Object plug-ins use a Super Class ID of WSM_OBJECT_CLASS_ID.
#include <object.h>
Public Member Functions |
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SClass_ID | SuperClassID () |
Implemented by the System. |
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virtual Modifier * | CreateWSMMod (INode *node)=0 |
When the user binds a node to a space warp,
a new modifier must be created and added to the node's WSM derived
object. |
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virtual int | UsesWireColor () |
This is a method of Object.
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virtual BOOL | NormalAlignVector (TimeValue t, Point3 &pt, Point3 &norm) |
This is a method of Object.
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virtual BOOL | SupportsDynamics () |
Returns TRUE if spacewarp or collision
object supports Dynamics; otherwise FALSE. |
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virtual ForceField * | GetForceField (INode *node) |
Returns a pointer to a
ForceField. |
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virtual CollisionObject * | GetCollisionObject (INode *node) |
This method returns the collision object for
the WSM. |
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CoreExport void * | GetInterface (ULONG id) |
Inherited from Animatable. |
SClass_ID SuperClassID | ( | ) | [inline, virtual] |
Implemented by the System.
Returns the super class ID of this plug-in type: WSM_OBJECT_CLASS_ID.
Reimplemented from ReferenceTarget.
{ return WSM_OBJECT_CLASS_ID; }
When the user binds a node to a space warp, a new modifier must be created and added to the node's WSM derived object.
This method creates the new modifier.
node | The node of the WSMObject. |
Implemented in SimpleOSMToWSMObject.
virtual int UsesWireColor | ( | ) | [inline, virtual] |
virtual BOOL SupportsDynamics | ( | ) | [inline, virtual] |
Returns TRUE if spacewarp or collision object supports Dynamics; otherwise FALSE.
{ return FALSE; } // TRUE if spacewarp or collision object supports Dynamics
virtual ForceField* GetForceField | ( | INode * | node | ) | [inline, virtual] |
Returns a pointer to a ForceField.
This pointer can be used during dynamics calculations, but should not be hung on to after that. For example, you shouldn't have the pointer long enough for it to be possible for the user to delete the space warp object. When you're done using the ForceField call its DeleteThis() method. This method may be called several times on the same space warp object with different INode* if it is instanced.
node | This is the space warp object's node. |
{return NULL;}
virtual CollisionObject* GetCollisionObject | ( | INode * | node | ) | [inline, virtual] |
This method returns the collision object for the WSM.
This works just like GetForceField() documented above.
node | This is the space warp object's node. |
{return NULL;}
CoreExport void* GetInterface | ( | ULONG | id | ) | [virtual] |
Inherited from Animatable.
Returns a pointer to the interface.
id | - The id of the interface. |
Reimplemented from Object.