This reference page is linked to from the following overview topics: Your First Python Program, Threading, FBBox, Motion Capture Devices.
A box is a fundamental building block in the application architecture.
All animatable elements derive in some way from the main box class, either by deriving directly or owning a box.
#include <fbcore.h>
Public Member Functions |
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FBBox (char *pName, HIObject pObject=NULL) | |
Constructor. |
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virtual bool | EvaluateAnimationNodes (HFBEvaluateInfo pEvaluateInfo) |
Evaluation of non TRS nodes that needs to be
evaluated. |
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virtual bool | AnimationNodeNotify (HFBAnimationNode pAnimationNode, HFBEvaluateInfo pEvaluateInfo) |
Notification function for animation thread.
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virtual bool | AnimationNodeDestroy (HFBAnimationNode pAnimationNode) |
Destroy an animation node. |
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virtual bool | AnimationNodeIsUserData (HFBAnimationNode pAnimationNode) |
Is the animation node user data? |
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virtual char * | FbxGetObjectSubType () |
returns UniqueName if not overloaded.
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virtual char * | FbxGetObjectType () |
Object Type "Box". |
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IObject_Declare (Implementation) | |
virtual HFBAnimationNode | AnimationNodeInCreate (kReference pUserId, char *pName, char *pDataType, bool pIsPublic=false, double *pMin=NULL, double *pMax=NULL, bool pUserData=false) |
Creation of IN/OUT Animation Nodes. |
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virtual HFBAnimationNode | AnimationNodeOutCreate (kReference pUserId, char *pName, char *pDataType, bool pIsPublic=false, double *pMin=NULL, double *pMax=NULL, bool pUserData=false) |
virtual bool | FbxStore (HFBFbxObject pFbxObject, kFbxObjectStore pStoreWhat) |
Storage/Retrieval of information into the
FBX file format. |
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virtual bool | FbxRetrieve (HFBFbxObject pFbxObject, kFbxObjectStore pStoreWhat) |
virtual HFBAnimationNode | AnimationNodeInGet () |
Get the (IN/OUT) animation node for this
box. |
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virtual HFBAnimationNode | AnimationNodeOutGet () |
Public Attributes |
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char * | UniqueName |
internal Unique name. |
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FBPropertyBool | Animatable |
Read Write Property: Is the box
animatable. |
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FBPropertyBool | Live |
Read Write Property: Is live?
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FBPropertyBool | RecordMode |
Read Write Property: Is recording?
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FBBox | ( | char * | pName, |
HIObject | pObject =
NULL |
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) |
Constructor.
pName | Box name. |
pObject | For internal use only (default is NULL). |
virtual HFBAnimationNode AnimationNodeInCreate | ( | kReference | pUserId, |
char * | pName, | ||
char * | pDataType, | ||
bool | pIsPublic = false , |
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double * | pMin = NULL , |
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double * | pMax = NULL , |
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bool | pUserData =
false |
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) | [virtual] |
Creation of IN/OUT Animation Nodes.
pUserId | User-defined reference number. |
pName | Name of animation node. |
pDataType | Type of data being animated. |
pIsPublic | Determine if the animation node is published (default is false). |
pMin | Minimum values for data (default is NULL). |
pMax | Maximum values for data (default is NULL). |
pUserData | Is this user data? (default is false) |
Reimplemented in FBDevice.
virtual HFBAnimationNode AnimationNodeOutCreate | ( | kReference | pUserId, |
char * | pName, | ||
char * | pDataType, | ||
bool | pIsPublic = false , |
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double * | pMin = NULL , |
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double * | pMax = NULL , |
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bool | pUserData =
false |
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) | [virtual] |
Reimplemented in FBDevice.
virtual bool EvaluateAnimationNodes | ( | HFBEvaluateInfo | pEvaluateInfo | ) | [virtual] |
Evaluation of non TRS nodes that needs to be evaluated.
This function is called by the real-time engine in order to process animation information.
pEvaluateInfo | Information concerning the evaluation of the animation (time, etc.) |
virtual bool AnimationNodeNotify | ( | HFBAnimationNode | pAnimationNode, |
HFBEvaluateInfo | pEvaluateInfo | ||
) | [virtual] |
Notification function for animation thread.
This function is called by the real-time engine in order to process animation information.
pAnimationNode | Node containing the modified information. |
pEvaluateInfo | Information concerning the evaluation of the animation (time, etc.) |
Reimplemented in FBDevice, FBDeviceOptical, and FBDeviceSync.
virtual bool FbxStore | ( | HFBFbxObject | pFbxObject, |
kFbxObjectStore | pStoreWhat | ||
) | [virtual] |
Storage/Retrieval of information into the FBX file format.
pFbxObject | Object to interface with FBX file format. |
pStoreWhat | Attributes to store in FBX file. |
Reimplemented in FBConstraint, FBDevice, FBModel, FBDeviceOptical, FBDeviceSync, FBDeviceCamera, and FBUserObject.
virtual bool FbxRetrieve | ( | HFBFbxObject | pFbxObject, |
kFbxObjectStore | pStoreWhat | ||
) | [virtual] |
Reimplemented in FBConstraint, FBDevice, FBModel, FBDeviceOptical, FBDeviceSync, FBDeviceCamera, and FBUserObject.
virtual bool AnimationNodeDestroy | ( | HFBAnimationNode | pAnimationNode | ) | [virtual] |
Destroy an animation node.
pAnimationNode | Handle to the animation node to be destroyed. |
virtual bool AnimationNodeIsUserData | ( | HFBAnimationNode | pAnimationNode | ) | [virtual] |
Is the animation node user data?
pAnimationNode | Handle to the animation to be queried. |
virtual HFBAnimationNode AnimationNodeInGet | ( | ) | [virtual] |
Get the (IN/OUT) animation node for this box.
virtual HFBAnimationNode AnimationNodeOutGet | ( | ) | [virtual] |
virtual char* FbxGetObjectSubType | ( | ) | [virtual] |
virtual char* FbxGetObjectType | ( | ) | [virtual] |
IObject_Declare | ( | Implementation | ) |
Reimplemented from FBComponent.
Reimplemented in FBCharacter, FBCharacterFace, FBCharacterSolver, FBConstraint, FBConstraintRelation, FBDevice, and FBShader.
char* UniqueName |
Read Write Property: Is the box animatable.
Read Write Property: Is recording?