The X3DObject object represents a basic 3D object of a scene in Softimage.
The following X3DObject methods can be used for creating other X3DObject objects:
You access the current local and global transformation of a 3D object via X3DObject::GetKinematics.
X3DObject's geometry can be accessed from the active primitive's Primitive::GetGeometry function, which you can access from X3DObject::GetActivePrimitive.
Vertex color and texture coordinates are stored in ClusterProperty objects nested under Cluster objects of type siSampledPointCluster (ClusterTypes). Clusters are stored under the Geometry object and accessed via Geometry::GetClusters.
The material assigned to an object is accessible from X3DObject::GetMaterial.
using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); X3DObject myNewGeometry; root.AddGeometry( L"Cube", L"MeshSurface",L"myMesh",myNewGeometry); app.LogMessage( L"The object name: " + myNewGeometry.GetFullName() );
#include <xsi_x3dobject.h>
Public Member Functions | |
X3DObject () | |
~X3DObject () | |
X3DObject (const CRef &in_ref) | |
X3DObject (const X3DObject &in_obj) | |
bool | IsA (siClassID in_ClassID) const |
siClassID | GetClassID () const |
X3DObject & | operator= (const X3DObject &in_obj) |
X3DObject & | operator= (const CRef &in_ref) |
CRefArray | GetPrimitives () const |
Primitive | GetActivePrimitive () const |
Primitive | GetActivePrimitive (double in_dFrame) const |
CRefArray | GetChildren () const |
CRefArray | GetModels (bool in_recursive=true) const |
CRefArray | GetMaterials () const |
Kinematics | GetKinematics () const |
CStatus | AddPrimitive (const CString &in_preset, const CString &in_name, X3DObject &io_3dobj) |
CStatus | AddGeometry (const CString &in_geompreset, const CString &in_convpreset, const CString &in_name, X3DObject &io_3dobj) |
CStatus | AddPolygonMesh (const CString &in_name, X3DObject &out_3dobj, CMeshBuilder &out_meshBuilder) |
CStatus | AddPolygonMesh (const MATH::CVector3Array &in_vertices, const CLongArray &in_polygonData, const CString &in_name, X3DObject &io_3dobj) |
CStatus | AddModel (const CRefArray &in_objects, const CString &in_name, Model &io_3dobj) |
CStatus | AddLattice (const CString &in_preset, const CRefArray &in_objects, const CString &in_name, X3DObject &io_3dobj) |
CStatus | AddControl (const CString &in_preset, const CRefArray &in_objects, const CString &in_name, X3DObject &io_3dobj) |
CStatus | AddCameraRig (const CString &in_preset, const CString &in_name, CameraRig &io_rig) |
CStatus | AddLightRig (const CString &in_preset, const CString &in_name, LightRig &io_rig) |
CStatus | AddCamera (const CString &in_preset, const CString &in_name, Camera &io_camera) |
CStatus | AddLight (const CString &in_preset, bool in_bInterest, const CString &in_name, Light &io_light) |
CStatus | AddNull (const CString &in_name, Null &io_null) |
CStatus | AddChild (const CRefArray &in_objects) |
CStatus | RemoveChild (const CRefArray &in_objects) |
CStatus | RemoveFromParent () |
CStatus | Add2DChain (const MATH::CVector3 &in_rootPos, const MATH::CVector3 &in_effPos, const MATH::CVector3 &in_normPlane, si2DChainAlignType in_alignType, const CString &in_name, ChainRoot &io_chainroot) |
CStatus | Add3DChain (const MATH::CVector3 &in_rootPos, const MATH::CVector3 &in_effPos, const MATH::CVector3 &in_normPlane, const CString &in_name, ChainRoot &io_chainroot) |
CRefArray | GetShapeAnimatedClusters () const |
X3DObject | FindChild (const CString &in_name, const CString &in_type, const CStringArray &in_famArray, bool in_bRecursive=true) const |
X3DObject | FindChild2 (const CString &in_name, const CString &in_type, const CStringArray &in_famArray, bool in_bRecursive=true) const |
CRefArray | FindChildren (const CString &in_name, const CString &in_type, const CStringArray &in_famArray, bool in_bRecursive=true) const |
CRefArray | FindChildren2 (const CString &in_name, const CString &in_type, const CStringArray &in_famArray, bool in_bRecursive=true) const |
bool | HasStaticKinematicState () const |
StaticKinematicState | GetStaticKinematicState () const |
bool | IsNodeAnimated (siSourceType in_sourceType=siAnySource, bool in_bLocal=false) const |
CRefArray | GetNodeAnimatedParameters (siSourceType in_sourceType=siAnySource, bool in_bLocal=false) const |
CStatus | AddNurbsCurve (const CNurbsCurveData &in_curveData, siNurbsFormat in_nurbsFormat, const CString &in_name, X3DObject &io_3dobj) |
CStatus | AddNurbsCurveList (const CNurbsCurveDataArray &in_curveDataArray, siNurbsFormat in_nurbsFormat, const CString &in_name, X3DObject &io_3dobj) |
CStatus | AddNurbsSurface (const CNurbsSurfaceData &in_surfaceData, siNurbsFormat in_nurbsFormat, const CString &in_name, X3DObject &io_3dobj) |
CStatus | AddNurbsSurfaceMesh (const CNurbsSurfaceDataArray &in_surfaceDataArray, siNurbsFormat in_nurbsFormat, const CString &in_name, X3DObject &io_3dobj) |
CStatus | AddParticleCloud (const CRefArray &in_parTypes, const CString &in_name, ParticleCloud &out_particlecloud) |
MATH::CVector3 | GetLocalScaling () const |
CStatus | PutLocalScaling (MATH::CVector3 in_scaling) |
MATH::CRotation | GetLocalRotation () const |
CStatus | PutLocalRotation (MATH::CRotation in_rotation) |
MATH::CVector3 | GetLocalTranslation () const |
CStatus | PutLocalTranslation (MATH::CVector3 in_translation) |
CRigidBodyAccessor | GetRigidBodyAccessor () const |
CRigidConstraintAccessor | GetRigidConstraintAccessor () const |
CStatus | GetBoundingBox (double &out_minX, double &out_minY, double &out_minZ, double &out_maxX, double &out_maxY, double &out_maxZ, const MATH::CTransformation &in_XfoObjectToBBoxSpace=MATH::CTransformation(), bool in_bRecursive=false) const |
Annotation | AddAnnotation (const CString &in_text, const CString &in_name=CString()) |
X3DObject | ( | ) |
Default constructor.
~X3DObject | ( | ) |
Default destructor.
bool IsA | ( | siClassID | in_ClassID | ) | const [virtual] |
Returns true if a given class type is compatible with this API class.
in_ClassID | class type. |
Reimplemented from SceneItem.
Reimplemented in Annotation, Camera, CameraRig, ChainBone, ChainEffector, ChainElement, ChainRoot, Directed, Light, LightRig, Model, Null, ParticleCloud, and Rig.
siClassID GetClassID | ( | ) | const [virtual] |
Returns the type of the API class.
Reimplemented from SceneItem.
Reimplemented in Annotation, Camera, CameraRig, ChainBone, ChainEffector, ChainElement, ChainRoot, Directed, Light, LightRig, Model, Null, ParticleCloud, and Rig.
Creates an object from another object. The newly created object is set to empty if the input object is not compatible.
in_obj | constant class object. |
Creates an object from a reference object. The newly created object is set to empty if the input reference object is not compatible.
in_ref | constant class object. |
Reimplemented from SceneItem.
Reimplemented in Annotation, Camera, CameraRig, ChainBone, ChainEffector, ChainElement, ChainRoot, Directed, Light, LightRig, Model, Null, ParticleCloud, and Rig.
CRefArray GetPrimitives | ( | ) | const |
Primitive GetActivePrimitive | ( | ) | const |
Primitive GetActivePrimitive | ( | double | in_dFrame | ) | const |
CRefArray GetChildren | ( | ) | const |
CRefArray GetModels | ( | bool | in_recursive = true | ) | const |
CRefArray GetMaterials | ( | ) | const |
Returns an array containing references to all materials used by the object, including materials on clusters.
Kinematics GetKinematics | ( | ) | const |
Returns the object's Kinematics object.
Creates and adds a new primitive as child of this object.
in_preset | Preset for type of primitive (e.g. L"Camera") |
in_name | Name of child. |
io_3dobj | New child object. |
CStatus AddGeometry | ( | const CString & | in_geompreset, |
const CString & | in_convpreset, | ||
const CString & | in_name, | ||
X3DObject & | io_3dobj | ||
) |
Creates and adds a new geometry as child of this object.
in_geompreset | Preset for type of primitive (e.g. "Sphere") |
in_convpreset | Type of geometry (e.g. "MeshSurface", "NurbsCurve", or "NurbsSurface"). An implicit object can be created by specifying an empty string. |
in_name | Name for new geometry |
io_3dobj | New child object |
CStatus AddPolygonMesh | ( | const CString & | in_name, |
X3DObject & | out_3dobj, | ||
CMeshBuilder & | out_meshBuilder | ||
) |
Creates an empty PolygonMesh object and returns a CMeshBuilder object for defining a new polygon mesh geometry on the active primitive. The mesh builder object provides a rich and versatile function set for building a polygon mesh, therefore the use of this method is recommended over the older version one.
in_name | Name of new child object. |
out_3dobj | New 3D Object. |
out_meshBuilder | Mesh builder object. |
using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); X3DObject my3DObj; CMeshBuilder msBuilder; root.AddPolygonMesh( L"TriangleMesh", my3DObj, msBuilder ); // Add vertices to mesh double myVertices[54] = { -0.707107, -1.33333, -0.707107, -0.353553, 0.666667, -0.353553, -0.353553, -1.33333, -0.353553, 3.33067e-016, 0.666667, -0.5, 6.66134e-016, -1.33333, -1, 0.707107, -1.33333, -0.707107, 3.33067e-016, -1.33333, -0.5, 0.353553, 0.666667, -0.353553, -1.38778e-016, -1.33333, 0.5, -2.77556e-016, -1.33333, 1, -1.38778e-016, 0.666667, 0.5, 0.353553, -1.33333, 0.353553, 0.707107, -1.33333, 0.707107, 0.353553, 0.666667, 0.353553, 0.5, -1.33333, 2.22045e-016, 1, -1.33333, 4.44089e-016, 0.5, 0.666667, 2.22045e-016, 0.353553, -1.33333, -0.353553 }; msBuilder.AddVertices( 18, myVertices ); // Adds triangles LONG myTriangles[60] = { 4, 0, 1, 17, 6, 4, 17, 4, 5, 5, 4, 3, 15, 7, 16, 15, 5, 7, 6, 0, 4, 11, 15, 12, 14, 5, 15, 14, 17, 5, 5, 3, 7, 12, 16, 13, 6, 2, 0, 8, 11, 12, 8, 12, 9, 9, 12, 13, 9, 13, 10, 12, 15, 16, 4, 1, 3, 11, 14, 15 }; msBuilder.AddTriangles( 20, myTriangles ); // Generate the new mesh msBuilder.Build(false);
CStatus AddPolygonMesh | ( | const MATH::CVector3Array & | in_vertices, |
const CLongArray & | in_polygonData, | ||
const CString & | in_name, | ||
X3DObject & | io_3dobj | ||
) |
Creates a PolygonMesh object. This is typically used for creating a polygon mesh from a set of geometry data.
in_vertices | Array representing the polygon vertices. |
in_polygonData | An ordered array of polygon definitions, each polygon is defined by a list of elements, the first element of a polygon definition must be set with the number of indices for that polygon. The ordering of vertices must respect a counter-clockwise ordering to get out going normals (right-hand rule). For example, array of polygons with 4 indices each: {4 ,0,1,4,3,4,1,2,5,4... } |
in_name | Name of child. |
io_3dobj | New child object. |
using namespace XSI; using namespace XSI::MATH; Application app; Model root = app.GetActiveSceneRoot(); CVector3 v1(-1.0,1.0, 0.0); CVector3 v2(1.0,1.0,0.0); CVector3 v3(1.0,-1.0,0.0); CVector3 v4(-1.0,-1.0,0.0); CVector3Array verts(4); verts[0] = v1; verts[1] = v2; verts[2] = v3; verts[3] = v4; CLongArray indices(5); indices[0] = 4; indices[1] = 3; indices[2] = 2; indices[3] = 1; indices[4] = 0; X3DObject mySquare; CStatus check = root.AddPolygonMesh(verts,indices,L"mySquare",mySquare); assert( check == CStatus::OK );
Creates a new model given a list of children objects and a name, the new model is parented under this X3DObject.
in_objects | Array of references to children objects. |
in_name | Name of child. |
io_3dobj | New child object. |
CStatus AddLattice | ( | const CString & | in_preset, |
const CRefArray & | in_objects, | ||
const CString & | in_name, | ||
X3DObject & | io_3dobj | ||
) |
Creates a new lattice given a preset name/object and a name, the input object(s) are connected to the new lattice object. A lattice object is used to control lattice deformations.
in_preset | Lattice preset. |
in_objects | Array of references to objects which are going to be connected to the lattice. |
in_name | Name of new lattice. |
io_3dobj | New child object. |
CStatus AddControl | ( | const CString & | in_preset, |
const CRefArray & | in_objects, | ||
const CString & | in_name, | ||
X3DObject & | io_3dobj | ||
) |
Creates a new control primitive given a preset name/object and a name, the input object(s) are connected to the new control object. A Control object is a non-renderable object that can affect other objects, for example by creating a wave deformation or defining a physical force.
in_preset | Lattice preset. |
in_objects | Array of references to objects which are going to be connected to the lattice. |
in_name | Name of new lattice. |
io_3dobj | New child object. |
Creates a new CameraRig object given a camera preset name/object and a rig name. The CameraRig is parented under this X3DObject.
Creates a new LightRig object given a light preset name/object and a rig name. The LightRig is parented under this X3DObject.
Creates a new Camera object given a camera preset name/object; an interest is also created as a sibling of the new camera. The new camera object is parented under this X3DObject. This function only creates a Camera object and its interest, whereas X3DObject::AddCameraRig creates a camera root object with the camera and its interest as children
in_preset | Preset name member of the Camera family (Camera, Telephoto, Wide_Angle, etc.) |
in_name | Name of new Camera. |
io_camera | New Camera. |
CStatus AddLight | ( | const CString & | in_preset, |
bool | in_bInterest, | ||
const CString & | in_name, | ||
Light & | io_light | ||
) |
Creates a new Light object given a light preset name/object, an interest is also created by default unless its specified otherwise with the AddInterest
argument. The new light created is parented under this X3DObject. This function only creates a Light object with possibly an interest, whereas X3DObject::AddLighRig creates a Light root object with the Light and its interest as children.
in_preset | Preset name member of the Light family (Light_Box, LightInfinite, LightPoint, LightSpot, LightSun, etc.) |
in_bInterest | Add an interest to the created Light. This argument can be set to true for creating a spot light object. |
in_name | Name of new Light. |
io_light | New Light. |
Creates and adds a Null as child of object.
Parents an array of X3DObject child objects under this 3D object. This function is typically used for moving child objects from other X3DObject objects.
in_objects | Array of X3DObject references to parent. |
Cuts the hierarchy link of X3DObject child objects. Only the child objects that are currently parented to this object are cut, others are ignored. All cut objects are automatically moved under the X3DObject scene root.
in_objects | Array of X3DObject references to remove. |
CStatus RemoveFromParent | ( | ) |
Cuts the hierarchy link of this child object with its parent. The object is automatically moved under the X3DObject scene root. This operation has no effect on child objects of the scene root.
CStatus Add2DChain | ( | const MATH::CVector3 & | in_rootPos, |
const MATH::CVector3 & | in_effPos, | ||
const MATH::CVector3 & | in_normPlane, | ||
si2DChainAlignType | in_alignType, | ||
const CString & | in_name, | ||
ChainRoot & | io_chainroot | ||
) |
Adds a 2D chain and parents the new chain under this object. A 2D chain has joint properties that can only rotate on their local Z axes
in_rootPos | The root position of the new chain, in global coordinates. |
in_effPos | The effector position of the new chain, in global coordinates. |
in_normPlane | The chain's normal to the plane, in global coordinates. |
in_alignType | The view reference used for computing the root orientation. |
in_name | Name of new chain. |
io_chainroot | New chain root. |
CStatus Add3DChain | ( | const MATH::CVector3 & | in_rootPos, |
const MATH::CVector3 & | in_effPos, | ||
const MATH::CVector3 & | in_normPlane, | ||
const CString & | in_name, | ||
ChainRoot & | io_chainroot | ||
) |
Adds a 3D chain and parents the new chain under this object. A 3D chain has joint properties that can rotate on any axis.
in_rootPos | The root position of the new chain, in global coordinates. |
in_effPos | The effector position of the new chain, in global coordinates. |
in_normPlane | The chain's normal to the plane, in global coordinates. |
in_name | Name of new chain. |
io_chainroot | New chain root. |
CRefArray GetShapeAnimatedClusters | ( | ) | const |
X3DObject FindChild | ( | const CString & | in_name, |
const CString & | in_type, | ||
const CStringArray & | in_famArray, | ||
bool | in_bRecursive = true |
||
) | const |
Finds the first X3DObject child object of an X3DObject object that matches a set of search criteria. The search is done recursively by default, the function returns the object that meet all supplied criteria such as name, type and family(ies). This function is typically used for retrieving an object if you know its type or name for instance.
in_name | A name expression with or without wildcard characters. The name can be empty if the name is not required. |
in_type | The type of object defined by ::siType or an empty string if no type is used. The type can be a specific X3DObject type such as siModelType and si3DObjectType or a Primitive type such as siPolyMeshType or siSrfMeshPrimType. If a primitive type is supplied, the function considered the children objects defined with a primitive of this type. The types must be one of the following: |
si3DObjectType siDodecahedronPrimType siSpherePrimType siArcPrimType siDragCtrlPrimType siSpiralPrimType siAttractorCtrlType siEddyCtrlPrimType siSpotInterestPrimType siCameraPrimType siFanType siSpotRootPrimType siCameraRootPrimType siFurPrimType siSquarePrimType siChainBonePrimType siGeoShaderPrimType siSrfMeshPrimType siChainEffPrimType siGravityCtrlType siStandInPrimType siChainRootPrimType siGridPrimType siTetrahedronPrimType siCirclePrimType siIcosahedronPrimType siTorusPrimType siCloudPrimType siLatticePrimType siTurbulenceCtrlPrimType siConePrimType siLightPrimType siVolumeDeformType siCrvListAggregatePrimType siModelNullPrimType siVortexCtrlType siCrvListPrimType siModelType siWaveCtrlType siCubePrimType siNullPrimType siWindType siCylinderPrimType siOctahedronPrimType siDiscPrimType siPolyMeshType
in_famArray | An array of families defined by ::siFamily or an empty array if none are required. The families are used for narrowing down the search, the array can contain X3DObject families like si3DObjectFamily or primitive families such as siNurbsSurfaceMeshFamily and siNullPrimitiveFamily. Only the children objects that match one of the supplied families are considered. If primitive families are supplied then only the objects defined with a primitive that belongs to one of them are considered. The list of valid families are the following: |
si3DObjectFamily siLatticeFamily siCameraFamily siLightPrimitiveFamily siChainElementFamily siMeshFamily siControlObjectFamily siNullPrimitiveFamily siCurveFamily siNurbsCurveListFamily siGeometryFamily siNurbsSurfaceMeshFamily siGeometryShaderFamily siSurfaceCurveFamily siImplicitGeometryFamily siSurfaceFamily
in_bRecursive | Recurse if true, otherwise the search is done on the immediate children. |
#include <xsi_application.h> #include <xsi_model.h> #include <xsi_x3dobject.h> using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); X3DObject mySphere; root.AddGeometry( L"Sphere", L"MeshSurface", L"mySphere", mySphere ); X3DObject myCone; root.AddGeometry( L"Cone", L"MeshSurface", L"myCone", myCone ); X3DObject anotherCone; root.AddGeometry( L"Cone", L"MeshSurface", L"anotherCone", anotherCone ); X3DObject myCube; root.AddGeometry( L"Cube", L"NurbsSurface", L"myCube", myCube ); app.LogMessage( L"** 1: Find the object whose name starts with 'Camera' **"); X3DObject obj = root.FindChild(L"Camera*",L"",CStringArray()); app.LogMessage( L"Found child: " + obj.GetName() ); app.LogMessage( L"** 2: Find an object of type siLightPrimType **"); obj = root.FindChild(L"",siLightPrimType,CStringArray()); app.LogMessage( L"Found child: " + obj.GetName() ); app.LogMessage( L"** 3: Find an object that belongs to siMeshFamily family **"); CStringArray strFamilies; strFamilies.Add( siMeshFamily ); obj = root.FindChild(L"",L"",strFamilies); app.LogMessage( L"Found child: " + obj.GetName() ); app.LogMessage( L"** 4: Find the object whose name start with 'an' and belongs to siMeshFamily family **"); obj = root.FindChild(L"an*",L"",strFamilies); app.LogMessage( L"Found child: " + obj.GetName() );
X3DObject FindChild2 | ( | const CString & | in_name, |
const CString & | in_type, | ||
const CStringArray & | in_famArray, | ||
bool | in_bRecursive = true |
||
) | const |
Finds the first X3DObject child object of an X3DObject object that matches a set of search criteria. The search is done recursively by default, the function returns the object that meet all supplied criteria such as name, type and family(ies). This function is typically used for retrieving an object if you know its type or name for instance.
in_name | A name expression with or without wildcard characters. The name can be empty if the name is not required. |
in_type | The type of object defined by ::siType or an empty string if no type is used. The type can be a specific X3DObject type such as siModelType and si3DObjectType or a Primitive type such as siPolyMeshType or siSrfMeshPrimType. If a primitive type is supplied, the function considered the children objects defined with a primitive of this type. The types must be one of the following: |
si3DObjectType siDodecahedronPrimType siSpherePrimType siArcPrimType siDragCtrlPrimType siSpiralPrimType siAttractorCtrlType siEddyCtrlPrimType siSpotInterestPrimType siCameraPrimType siFanType siSpotRootPrimType siCameraRootPrimType siFurPrimType siSquarePrimType siChainBonePrimType siGeoShaderPrimType siSrfMeshPrimType siChainEffPrimType siGravityCtrlType siStandInPrimType siChainRootPrimType siGridPrimType siTetrahedronPrimType siCirclePrimType siIcosahedronPrimType siTorusPrimType siCloudPrimType siLatticePrimType siTurbulenceCtrlPrimType siConePrimType siLightPrimType siVolumeDeformType siCrvListAggregatePrimType siModelNullPrimType siVortexCtrlType siCrvListPrimType siModelType siWaveCtrlType siCubePrimType siNullPrimType siWindType siCylinderPrimType siOctahedronPrimType siDiscPrimType siPolyMeshType
in_famArray | An array of families defined by ::siFamily or an empty array if none are required. The families are used for narrowing down the search, the array can contain X3DObject families like si3DObjectFamily or primitive families such as siNurbsSurfaceMeshFamily and siNullPrimitiveFamily. Only the children objects that match one of the supplied families are considered. If primitive families are supplied then only the objects defined with a primitive that belongs to one of them are considered. The list of valid families are the following: |
si3DObjectFamily siLatticeFamily siCameraFamily siLightPrimitiveFamily siChainElementFamily siMeshFamily siControlObjectFamily siNullPrimitiveFamily siCurveFamily siNurbsCurveListFamily siGeometryFamily siNurbsSurfaceMeshFamily siGeometryShaderFamily siSurfaceCurveFamily siImplicitGeometryFamily siSurfaceFamily
in_bRecursive | Recurse if true, otherwise the search is done on the immediate children. |
#include <xsi_application.h> #include <xsi_x3dobject.h> #include <xsi_model.h> using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); // Add a cube to the scene root X3DObject cube; root.AddGeometry( L"Cube", L"MeshSurface", L"cube", cube ); // Use "FindChild" to get the first child of the cube of "siMeshFamily" family; // NOTE: FindChild includes the parent if of a family specified in argument CStringArray strFamilies; strFamilies.Add( siMeshFamily ); X3DObject child = cube.FindChild( L"", L"", strFamilies ); // FindChild returns the cube itself as its first child app.LogMessage( L"FindChild : " + child.GetName() ); // Use "FindChild2" to get the first child of the cube of "siMeshFamily" family; // NOTE: FindChild2 always ignore the parent regardless of its family child = cube.FindChild2( L"", L"", strFamilies ); // FindChild returns the cube itself as its first child if ( !child.IsValid() ) app.LogMessage( L"FindChild2: <none>" ); else app.LogMessage( L"FindChild2: " + child.GetName() );
CRefArray FindChildren | ( | const CString & | in_name, |
const CString & | in_type, | ||
const CStringArray & | in_famArray, | ||
bool | in_bRecursive = true |
||
) | const |
Finds all X3DObject children of an X3DObject object that match a set of search criteria. By default the search is done recursively, the function returns all objects satisfying the following criteria: name, type and family(ies).
in_name | A name expression with or without wildcard characters. The name can be empty to ignore the object name during the search. |
in_type | The type of object defined by ::siType or an empty string if no type is used. The type can be a specific X3DObject type such as siModelType and si3DObjectType or a Primitive type such as siPolyMeshType or siSrfMeshPrimType. If a primitive type is supplied, the function considered the children objects defined with a primitive of this type. The types must be one of the following: |
si3DObjectType siDodecahedronPrimType siSpherePrimType siArcPrimType siDragCtrlPrimType siSpiralPrimType siAttractorCtrlType siEddyCtrlPrimType siSpotInterestPrimType siCameraPrimType siFanType siSpotRootPrimType siCameraRootPrimType siFurPrimType siSquarePrimType siChainBonePrimType siGeoShaderPrimType siSrfMeshPrimType siChainEffPrimType siGravityCtrlType siStandInPrimType siChainRootPrimType siGridPrimType siTetrahedronPrimType siCirclePrimType siIcosahedronPrimType siTorusPrimType siCloudPrimType siLatticePrimType siTurbulenceCtrlPrimType siConePrimType siLightPrimType siVolumeDeformType siCrvListAggregatePrimType siModelNullPrimType siVortexCtrlType siCrvListPrimType siModelType siWaveCtrlType siCubePrimType siNullPrimType siWindType siCylinderPrimType siOctahedronPrimType siDiscPrimType siPolyMeshType
in_famArray | An array of families defined by ::siFamily or an empty array if none are required. The families are used for narrowing down the search, the array can contain X3DObject families like si3DObjectFamily or primitive families such as siNurbsSurfaceMeshFamily and siNullPrimitiveFamily. Only the children objects that match one of the supplied families are considered. If primitive families are supplied then only the objects defined with a primitive that belongs to one of them are considered. The list of valid families are the following: |
si3DObjectFamily siLatticeFamily siCameraFamily siLightPrimitiveFamily siChainElementFamily siMeshFamily siControlObjectFamily siNullPrimitiveFamily siCurveFamily siNurbsCurveListFamily siGeometryFamily siNurbsSurfaceMeshFamily siGeometryShaderFamily siSurfaceCurveFamily siImplicitGeometryFamily siSurfaceFamily
in_bRecursive | Recurse if true, otherwise the search is done on the immediate children. |
#include <xsi_application.h> #include <xsi_model.h> #include <xsi_x3dobject.h> using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); X3DObject mySphere; root.AddGeometry( L"Sphere", L"MeshSurface", L"mySphere", mySphere ); X3DObject myCone; root.AddGeometry( L"Cone", L"MeshSurface", L"myCone", myCone ); X3DObject anotherCone; root.AddGeometry( L"Cone", L"MeshSurface", L"anotherCone", anotherCone ); X3DObject myCube; root.AddGeometry( L"Cube", L"NurbsSurface", L"myCube", myCube ); app.LogMessage( L"** 1: Find all objects whose names start with 'Camera' **"); CRefArray childArray = root.FindChildren(L"Camera*",L"",CStringArray()); for (LONG i =0; i<childArray.GetCount(); i++) { X3DObject obj = childArray[i]; app.LogMessage( L"Found child: " + obj.GetName() ); } app.LogMessage( L"** 2: Find all objects of type siLightPrimType **"); childArray = root.FindChildren(L"",siLightPrimType,CStringArray()); for (i =0; i<childArray.GetCount(); i++) { X3DObject obj = childArray[i]; app.LogMessage( L"Found child: " + obj.GetName() ); } app.LogMessage( L"** 3: Find all objects that belong to siNullPrimitiveFamily and siMeshFamily families **"); CStringArray strFamilies; strFamilies.Add( siNullPrimitiveFamily ); strFamilies.Add( siMeshFamily ); childArray = root.FindChildren(L"",L"",strFamilies); for (i =0; i<childArray.GetCount(); i++) { X3DObject obj = childArray[i]; app.LogMessage( L"Found child: " + obj.GetName() ); } app.LogMessage( L"** 4: Find all objects whose names start with 'my' and belong to siMeshFamily family **"); strFamilies.Clear(); strFamilies.Add( siMeshFamily ); childArray = root.FindChildren(L"my*",L"",strFamilies); for (i =0; i<childArray.GetCount(); i++) { X3DObject obj = childArray[i]; app.LogMessage( L"Found child: " + obj.GetName() ); }
CRefArray FindChildren2 | ( | const CString & | in_name, |
const CString & | in_type, | ||
const CStringArray & | in_famArray, | ||
bool | in_bRecursive = true |
||
) | const |
Finds all X3DObject children of an X3DObject object that match a set of search criteria. By default the search is done recursively, the function returns all objects satisfying the following criteria: name, type and family(ies).
in_name | A name expression with or without wildcard characters. The name can be empty to ignore the object name during the search. |
in_type | The type of object defined by ::siType or an empty string if no type is used. The type can be a specific X3DObject type such as siModelType and si3DObjectType or a Primitive type such as siPolyMeshType or siSrfMeshPrimType. If a primitive type is supplied, the function considered the children objects defined with a primitive of this type. The types must be one of the following: |
si3DObjectType siDodecahedronPrimType siSpherePrimType siArcPrimType siDragCtrlPrimType siSpiralPrimType siAttractorCtrlType siEddyCtrlPrimType siSpotInterestPrimType siCameraPrimType siFanType siSpotRootPrimType siCameraRootPrimType siFurPrimType siSquarePrimType siChainBonePrimType siGeoShaderPrimType siSrfMeshPrimType siChainEffPrimType siGravityCtrlType siStandInPrimType siChainRootPrimType siGridPrimType siTetrahedronPrimType siCirclePrimType siIcosahedronPrimType siTorusPrimType siCloudPrimType siLatticePrimType siTurbulenceCtrlPrimType siConePrimType siLightPrimType siVolumeDeformType siCrvListAggregatePrimType siModelNullPrimType siVortexCtrlType siCrvListPrimType siModelType siWaveCtrlType siCubePrimType siNullPrimType siWindType siCylinderPrimType siOctahedronPrimType siDiscPrimType siPolyMeshType
in_famArray | An array of families defined by ::siFamily or an empty array if none are required. The families are used for narrowing down the search, the array can contain X3DObject families like si3DObjectFamily or primitive families such as siNurbsSurfaceMeshFamily and siNullPrimitiveFamily. Only the children objects that match one of the supplied families are considered. If primitive families are supplied then only the objects defined with a primitive that belongs to one of them are considered. The list of valid families are the following: |
si3DObjectFamily siLatticeFamily siCameraFamily siLightPrimitiveFamily siChainElementFamily siMeshFamily siControlObjectFamily siNullPrimitiveFamily siCurveFamily siNurbsCurveListFamily siGeometryFamily siNurbsSurfaceMeshFamily siGeometryShaderFamily siSurfaceCurveFamily siImplicitGeometryFamily siSurfaceFamily
in_bRecursive | Recurse if true, otherwise the search is done on the immediate children. |
#include <xsi_application.h> #include <xsi_x3dobject.h> #include <xsi_model.h> using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); // Add a cube to the scene root X3DObject cube; root.AddGeometry( L"Cube", L"MeshSurface", L"cube", cube ); // Use "FindChildren" to get the "si3DObjectFamily" children of the cube // NOTE: FindChildren includes the parent if of a family specified in argument CStringArray strFamilies; strFamilies.Add( si3DObjectFamily ); CRefArray childArray = cube.FindChildren( L"", L"", strFamilies ); // The count will be one even if the cube has no children, because the // cube family is of si3DObjectFamily app.LogMessage( L"FindChildren count : " + CValue(childArray.GetCount()).GetAsText()); // Use "FindChildren2" to get the "si3DObjectFamily" children of the cube // NOTE: FindChildren2 always ignore the parent regarless of its family childArray = cube.FindChildren2(L"", L"", strFamilies); // The count will be zero because the cube has no children app.LogMessage( L"FindChildren2 count: " + CValue(childArray.GetCount()).GetAsText());
bool HasStaticKinematicState | ( | ) | const |
Returns true if the object has a base pose. The base pose is represented by a StaticKinematicState property.
StaticKinematicState GetStaticKinematicState | ( | ) | const |
Returns the StaticKinematicState property for the object. properties on this 3D object.
bool IsNodeAnimated | ( | siSourceType | in_sourceType = siAnySource , |
bool | in_bLocal = false |
||
) | const |
Returns true if this object is animated by a specific animation source type or false otherwise. This function looks for animated parameters on the target object only and doesn't recursively visit the children objects.
in_sourceType | Animation source type. The default value is any source. |
in_bLocal | Specifies whether the animation to check is local to the object or not. If true then all animated parameters that come from propagated properties or from intermediate nodes are ignored. Intermediate nodes are nested under the object but are not necessary owned by the object itself. For instance, the camera object nested under a Texture_Projection_Def property is not considered unless the target object is the projection property itself. When the flag is set to false (default), all parameters are considered. |
using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); X3DObject mySquare; root.AddPrimitive( L"Square", L"mySquare", mySquare ); Parameter posxParam = mySquare.GetParameters().GetItem( L"posx" ); CDoubleArray keys(4); keys[0] = 0.0; keys[1] = 0.0; keys[2] = 1.0; keys[3] = 1.0; FCurve fcrv; posxParam.AddFCurve( siStandardFCurve, keys, fcrv ); app.LogMessage( mySquare.GetName() + L" is animated: " + CValue(mySquare.IsAnimated( siAnySource )).GetAsText() ); app.LogMessage( mySquare.GetName() + L" is node animated: " + CValue(mySquare.IsNodeAnimated( siAnySource )).GetAsText() ); Null myNull; root.AddNull(L"MyNull", myNull); CRefArray children(1); children[0] = mySquare; myNull.AddChild( children ); app.LogMessage( myNull.GetName() + L" is animated: " + CValue(myNull.IsAnimated( siAnySource )).GetAsText() ); app.LogMessage( myNull.GetName() + L" is node animated: " + CValue(myNull.IsNodeAnimated( siAnySource )).GetAsText() );
CRefArray GetNodeAnimatedParameters | ( | siSourceType | in_sourceType = siAnySource , |
bool | in_bLocal = false |
||
) | const |
Returns an array of references to parameters animated by a specific animation source type. This function returns the parameters, if any, on this object only and does not visit the children.
in_sourceType | an object type. |
in_bLocal | Specifies whether the animation to gather is local to the object or not. If the flag is true then all animated parameters that come from propagated properties or from intermediate nodes are ignored. Intermediate nodes are nested under the object but are not necessary owned by the object itself. For instance, the camera object nested under a Texture_Projection_Def property is not considered unless the target object is the projection property itself. When the flag is set to false (default), all parameters are considered. |
using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); Null myNullParent; root.AddNull(L"MyNull", myNullParent); X3DObject mySquare; myNullParent.AddPrimitive( L"Square", L"mySquare", mySquare ); X3DObject myCube; mySquare.AddPrimitive( L"Cube", L"myCube", myCube ); // animate the null posx Parameter posxParam = myNullParent.GetParameters().GetItem( L"posx" ); CDoubleArray keys(4); keys[0] = 0.0; keys[1] = 0.0; keys[2] = 1.0; keys[3] = 1.0; FCurve fcrv; posxParam.AddFCurve( siStandardFCurve, keys, fcrv ); // animate the square posx posxParam = mySquare.GetParameters().GetItem( L"posx" ); posxParam.AddFCurve( siStandardFCurve, keys, fcrv ); // animate the cube posx posxParam = myCube.GetParameters().GetItem( L"posx" ); posxParam.AddFCurve( siStandardFCurve, keys, fcrv ); // log all animated parameters CRefArray paramArray = myNullParent.GetAnimatedParameters(); for (LONG i=0; i<paramArray.GetCount(); i++ ) { Parameter param = paramArray[i]; app.LogMessage( param.GetFullName() + L" is animated" ); } // log all node animated parameters paramArray = myNullParent.GetNodeAnimatedParameters(); for (i=0; i<paramArray.GetCount(); i++ ) { Parameter param = paramArray[i]; app.LogMessage( param.GetFullName() + L" is node animated" ); }
CStatus AddNurbsCurve | ( | const CNurbsCurveData & | in_curveData, |
siNurbsFormat | in_nurbsFormat, | ||
const CString & | in_name, | ||
X3DObject & | io_3dobj | ||
) |
Creates a NurbsCurveList object composed of one curve.
in_curveData | A NurbsCurve data description. |
in_nurbsFormat | Specifies how the data is formatted. |
in_name | Name of child. |
io_3dobj | New child object. |
CStatus AddNurbsCurveList | ( | const CNurbsCurveDataArray & | in_curveDataArray, |
siNurbsFormat | in_nurbsFormat, | ||
const CString & | in_name, | ||
X3DObject & | io_3dobj | ||
) |
Creates a NurbsCurveList object. This is typically used for creating a nurbs surface from a set of geometry data.
in_curveDataArray | An array of NurbsCurve data description. |
in_nurbsFormat | Specifies how the data is formatted. |
in_name | Name of child. |
io_3dobj | New child object. |
CStatus AddNurbsSurface | ( | const CNurbsSurfaceData & | in_surfaceData, |
siNurbsFormat | in_nurbsFormat, | ||
const CString & | in_name, | ||
X3DObject & | io_3dobj | ||
) |
Creates a NurbsSurfaceMesh object composed of one surface.
in_surfaceData | An array of NurbsCurve data description. |
in_nurbsFormat | Specifies how the data is formatted. |
in_name | Name of child. |
io_3dobj | New child object. |
(0,0)...(0,cntV-1), (1,0)....(1,cntV-1),(cntU-1,0)...(cntU-1,cntV-1)
(0,0)...(cntU-1,0), (0,1)....(cntU-1,1)...(0,cntV-1)...(cntU-1,cntV-1)
in_nurbsFormat
argument. See cpp_understand_UV_Ordering UV Ordering for a sample conversion function.CStatus AddNurbsSurfaceMesh | ( | const CNurbsSurfaceDataArray & | in_surfaceDataArray, |
siNurbsFormat | in_nurbsFormat, | ||
const CString & | in_name, | ||
X3DObject & | io_3dobj | ||
) |
Creates a NurbsSurfaceMesh object. This is typically used for creating a nurbs surface from a set of geometry data.
in_surfaceDataArray | An array of NurbsSurface data description. |
in_nurbsFormat | Specifies how the data is formatted. |
in_name | Name of child. |
io_3dobj | New child object. |
CStatus AddParticleCloud | ( | const CRefArray & | in_parTypes, |
const CString & | in_name, | ||
ParticleCloud & | out_particlecloud | ||
) |
Creates a Particle Cloud. The cloud has no particle operator, no local material, and no emitter. This is suitable for creating a custom simulation with a custom operator. Alternatively it is possible to call the deprecated CreateParticleCloud command and then freeze the result. Any particle type that will be specified in calls to ParticleCloudPrimitive::AddParticles should be added initially to the cloud by specifying it in the in_parTypes
argument.
in_parTypes | Optional array of Particle Type Properties to associate with the cloud. |
in_name | Name for the new cloud. |
out_particlecloud | Returns the new particle cloud. |
MATH::CVector3 GetLocalScaling | ( | ) | const |
Returns the local scaling. This is a shortcut. You can also retrieve the local scaling by calling X3DObject::GetKinematics, Kinematics::GetLocal, KinematicState::GetTransform and MATH::CTransformation::GetScaling.
CStatus PutLocalScaling | ( | MATH::CVector3 | in_scaling | ) |
Sets the local scaling. This is a shortcut. You can also set the local scaling by calling X3DObject::GetKinematics, Kinematics::GetLocal, KinematicState::PutTransform.
in_scaling | local scaling. |
MATH::CRotation GetLocalRotation | ( | ) | const |
Returns the local rotation. This is a shortcut. You can also retrieve the local rotation by calling X3DObject::GetKinematics, Kinematics::GetLocal, KinematicState::GetTransform and MATH::CTransformation::GetRotation.
CStatus PutLocalRotation | ( | MATH::CRotation | in_rotation | ) |
Sets the local rotation. This is a shortcut. You can also set the local rotation by calling X3DObject::GetKinematics, Kinematics::GetLocal, KinematicState::PutTransform.
in_rotation | local rotation. |
MATH::CVector3 GetLocalTranslation | ( | ) | const |
Returns the local translation. This is a shortcut. You can also retrieve the local translation by calling X3DObject::GetKinematics, Kinematics::GetLocal, KinematicState::GetTransform and MATH::CTransformation::GetTranslation.
CStatus PutLocalTranslation | ( | MATH::CVector3 | in_translation | ) |
Sets the local translation. This is a shortcut. You can also set the local scaling by calling X3DObject::GetKinematics, Kinematics::GetLocal, KinematicState::PutTransform.
in_translation | local translation. |
CRigidBodyAccessor GetRigidBodyAccessor | ( | ) | const |
Returns a rigid body accessor object which gives access to the rigid body simulation parameters and connections.
CRigidConstraintAccessor GetRigidConstraintAccessor | ( | ) | const |
Returns a rigid constraint accessor object which gives access to the rigid body simulation parameters and connections.
CStatus GetBoundingBox | ( | double & | out_minX, |
double & | out_minY, | ||
double & | out_minZ, | ||
double & | out_maxX, | ||
double & | out_maxY, | ||
double & | out_maxZ, | ||
const MATH::CTransformation & | in_XfoObjectToBBoxSpace = MATH::CTransformation() , |
||
bool | in_bRecursive = false |
||
) | const |
Calculates and returns the minimum and maximum coordinates for the visible bounding box of the X3DObject. The input transformation will is applied to the bounding box when it is calculated. If the input transformation is an identity transform then the bounding box that is returned will be in the object's local coordinate space.
If the bounding box is undefined then CStatus::False will be returned and the minimum coordinates will be greater than the maximum coordinates. This could happen if the object is hidden or if the object does not contain any geometry. Note: Only one coordinate needs to be tested to determine if the bounding box is undefined. (out_minX > out_maxX)
out_minX | Returns the minimum x coordinate of the bounding box. |
out_minY | Returns the minimum y coordinate of the bounding box. |
out_minZ | Returns the minimum z coordinate of the bounding box. |
out_maxX | Returns the maximum x coordinate of the bounding box. |
out_maxY | Returns the maximum y coordinate of the bounding box. |
out_maxZ | Returns the maximum z coordinate of the bounding box. |
in_XfoObjectToBBoxSpace | Contains a transform (if desired) between the object and the global coordinate axes. |
in_bRecursive | If true include children, otherwise return bounding box for input X3DObject only. (default) |
Annotation AddAnnotation | ( | const CString & | in_text, |
const CString & | in_name = CString() |
||
) |
Adds an Annotation object as a child of this X3DObject.
in_text | Text annotation to add. |
in_name | <Name of the new <object idref="Annotation"> |
XSI::Model mymodel = Application().GetActiveSceneRoot().AddModel("MyModel"); Annotation annotation = mymodel.AddAnnotation("This model is annotated"); Application().LogMessage( mymodel.GetName() + " is annotated with " + annotation.GetName() + ": " + CString(annotation.GetParameterValue( "Message" )), siComment );