#include <fbcomponent.h>
Inherits FBPlug.
Inherited by FBActorFace, FBAnimationLayer, FBAnimationNode, FBApplication, FBApplyManagerRule, FBAssetItem, FBAssetMng, FBAudioClip, FBAudioIn, FBAudioOut, FBBox, FBCharacterManipulator, FBCluster, FBCommand, FBCommPort, FBConsole, FBConsoleChannel, FBConstraintManager, FBControlSet, FBCustomManager, FBDeck, FBDeformer, FBDeviceInstrument, FBDeviceOpticalMarker, FBDeviceSyncPacket, FBFbxManager, FBFbxObject, FBFbxOptions, FBFbxTake, FBFCurve, FBFilter, FBFolder, FBGenericMenu, FBGenericMenuItem, FBGeometry, FBGroup, FBImage, FBJLCooper, FBKeyControl, FBKeyingGroup, FBManipulator, FBMarkerSet, FBMenuManager, FBModelOpticalAdvanced, FBModelTemplate, FBModelVertexData, FBMotionClip, FBMotionClip, FBOpticalGap, FBOpticalSegment, FBPlayerControl, FBPose, FBReferenceTime, FBRenderer, FBRigidBody, FBScene, FBSet, FBSpreadPart, FBStory, FBStoryClip, FBStoryFolder, FBSystem, FBTake, FBTCPIP, FBTreeNode, FBTrigger, FBTriggerBranch, FBTriggerGroup, FBTriggerManager, FBVideoGrabber, FBViewerInfos, and FBVisualComponent.
FBComponent defines common object characteristics, including creation and destruction methods. It is used to encapsulate internal application objects so they can be exposed to the SDK. It is also used as the base class to encapsulate objects with FBProperty data members and provides a scheme for property management. You cannot instantiate FBProperty objects. To reference a property, use an instance of an FBComponent object. The methods FBComponent::PropertyCreate and FBComponent::PropertyRemove can be used to modify an object's properties. Basic operators are overloaded in FBComponent. The constructor and destructor are created and defined with macros in the header files. Objects inheriting from FBComponent must define FBComponent::FBCreate(), and FBComponent::FBDestroy(). All memory management issues for the component should also be addressed here. Destroy an object with FBDelete(). The code sample FBComponent.py shows how to get a handle on a scene object via its name.
Definition at line 551 of file fbcomponent.h.
Public Member Functions |
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FBComponent (HIObject pObject) | |
Constructor. |
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virtual | ~FBComponent () |
Destructor. |
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virtual bool | FBCreate () |
Open Reality Creation function. |
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virtual void | FBDestroy () |
Open Reality destruction function. |
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virtual void | FBDelete () |
Open Reality deletion function. |
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virtual bool | SetHIObject (HIObject pObject, bool pSDKComponent) |
Assign component to an internal pointer.
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virtual int | PropertyAdd (FBProperty *Property) |
Add a property to the component's property
manager. |
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void | PropertyRemove (FBProperty *Property) |
Remove a Property from the component's
Property manager. |
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FBProperty * | PropertyCreate (char *pName, FBPropertyType pType, char *pDataType, bool pAnimatable, bool pIsUser=false, FBProperty *pReferenceSource=NULL) |
Create user or dynamic property. |
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FBObjectFlag | GetObjectFlags () |
Get all Object Flags (concatenated).
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void | SetObjectFlags (FBObjectFlag pFlags) |
SetObjectFlags. |
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bool | HasObjectFlags (FBObjectFlag pFlags) |
Check whether a specific object flag is
enabled. |
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void | EnableObjectFlags (FBObjectFlag pFlags) |
Enable a specific Object Flags. |
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void | DisableObjectFlags (FBObjectFlag pFlags) |
Disable a specific Object Flags. |
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void | SetObjectStatus (FBObjectStatus pStatus, bool pValue) |
Enable/Disable a specific Object Status.
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bool | GetObjectStatus (FBObjectStatus pStatus) |
Check to see if an object status is enabled.
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void | ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, const char *pNamespaceName, const char *pReplaceTo=NULL, bool pAddRight=true) |
ProcessNamespaceHierarchy. |
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void | ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, const char *pNamespaceName, const char *pReplaceTo=NULL, bool pAddRight=true) |
ProcessObjectNamespace. |
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virtual char * | ClassName () |
Get the class name. |
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void | HardSelect () |
HardSelect. |
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virtual bool | Is (int pTypeId) |
Returns true if object is of type TypeId.
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virtual int | GetTypeId () |
GetTypeId( int pTypeId ). |
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Public Attributes |
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HDataFBComponent | mLocalPtr |
Handle on HDataFBComponent. |
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FBPropertyManager | PropertyList |
Read Only Property: Manages all of
the properties for the component. |
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FBPropertyListComponent | Components |
List: List of components. |
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FBPropertyListComponent | Parents |
List: Parents. |
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FBPropertyBool | Selected |
Read Write Property: Selected
property. |
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FBPropertyString | Name |
Read Write Property: Unique name of
object. |
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FBPropertyString | LongName |
Read Write Property: Name and
namespace for object. |
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FBPropertyFolder | Folder |
Read Write Property: The folder that
contain this component. |
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KObject * | mDummyObject |
Internal Dummy Object for non KObject
Components. |
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Static Public Attributes |
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static int | TypeInfo |
Contains the Type information of the object.
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static int | mInternalClassId |
internal MB class Id |
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Protected Attributes |
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FBString | mName |
Name of the component. |
FBComponent | ( | HIObject | pObject | ) |
Constructor.
pObject | Object to copy component from (default is NULL). |
virtual ~FBComponent | ( | ) | [virtual] |
Destructor.
virtual bool FBCreate | ( | ) | [virtual] |
Open Reality Creation function.
Reimplemented in FBDeviceOpticalLayout, FBDeviceCameraLayout, FBAssetFile, FBAssetFolder, FBCustomManager, FBConsole, FBDevice, FBManipulator, FBDeviceOptical, FBDeviceSync, and FBDeviceCamera.
virtual void FBDestroy | ( | ) | [virtual] |
Open Reality destruction function.
Reimplemented in FBDeviceCameraLayout, FBConsole, FBDevice, FBDeviceOptical, FBDeviceSync, and FBDeviceCamera.
virtual void FBDelete | ( | ) | [virtual] |
Open Reality deletion function.
Reimplemented from FBPlug.
Reimplemented in FBAudioClip, FBActor, FBCharacter, FBCharacterExtension, FBActorFace, FBCharacterFace, FBFCurve, FBAnimationLayer, FBTake, FBFolder, FBGroup, FBSet, FBImage, FBKeyingGroup, FBModel, FBTexture, FBLayeredTexture, FBMotionClip, FBScene, FBStoryFolder, FBStoryTrack, FBStoryClip, and FBVideoClip.
virtual bool SetHIObject | ( | HIObject | pObject, | |
bool | pSDKComponent | |||
) | [virtual] |
Assign component to an internal pointer.
Reimplemented from FBPlug.
virtual int PropertyAdd | ( | FBProperty * | Property | ) | [virtual] |
Add a property to the component's property manager.
Property | The property to add to the property manager. |
void PropertyRemove | ( | FBProperty * | Property | ) |
Remove a Property from the component's Property manager.
If the property was dynamically allocated, it is deleted.
Property | The property to remove from the property manager. |
FBProperty* PropertyCreate | ( | char * | pName, | |
FBPropertyType | pType, | |||
char * | pDataType, | |||
bool | pAnimatable, | |||
bool | pIsUser = false , |
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FBProperty * | pReferenceSource =
NULL |
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) |
Create user or dynamic property.
pName | The name of the property. | |
pType | Type of the property. See enum FBPropertyType. | |
pDataType | DataType of the property is a text define in ANIMATIONNODE_TYPE_??? in fbdata.h. | |
pAnimatable | To specify if the property can be animated. | |
pIsUser | To specify if the property is available as a custom property or dynamic and attached to the object. | |
pReferenceSource | Specifies the property that a reference refers to. |
FBObjectFlag GetObjectFlags | ( | ) |
Get all Object Flags (concatenated).
void SetObjectFlags | ( | FBObjectFlag | pFlags | ) |
SetObjectFlags.
pFlags | Set flag values. Note: this function overwrites all flags with those passed in parameter. |
bool HasObjectFlags | ( | FBObjectFlag | pFlags | ) |
Check whether a specific object flag is enabled.
pFlags | Flags to check if they are present. |
void EnableObjectFlags | ( | FBObjectFlag | pFlags | ) |
Enable a specific Object Flags.
pFlags | Flags to enable. |
void DisableObjectFlags | ( | FBObjectFlag | pFlags | ) |
Disable a specific Object Flags.
pFlags | Flags to disable. |
void SetObjectStatus | ( | FBObjectStatus | pStatus, | |
bool | pValue | |||
) |
Enable/Disable a specific Object Status.
pStatus | Status to change. | |
pValue | Value to change the status to. |
bool GetObjectStatus | ( | FBObjectStatus | pStatus | ) |
Check to see if an object status is enabled.
pStatus | Status to query. |
void ProcessNamespaceHierarchy | ( | FBNamespaceAction | pNamespaceAction, | |
const char * | pNamespaceName, | |||
const char * | pReplaceTo = NULL , |
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bool | pAddRight = true |
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) |
ProcessNamespaceHierarchy.
This recursive function goes through the whole hierarchy (children) to add/replace the prefix. If you need to work on a single object, use the ProcessObjectPrefix function.
pNamespaceAction | Which operation to do on the hierarchy (children). | |
pNamespaceName | The Namespace name on Add/Delete or the prefix to replace in case of replace. | |
pReplaceTo | The new Namespace Name or NULL in case of add or delete. | |
pAddRight | Whether to add the namespace on right-most or left-most side or other namespace. |
void ProcessObjectNamespace | ( | FBNamespaceAction | pNamespaceAction, | |
const char * | pNamespaceName, | |||
const char * | pReplaceTo = NULL , |
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bool | pAddRight = true |
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) |
ProcessObjectNamespace.
This function is the same as ProcessNamespaceHierarchy except that it applies only on the current object and not to the object's children.
virtual char* ClassName | ( | ) | [virtual] |
Get the class name.
Reimplemented from FBPlug.
Reimplemented in FBCustomManager.
void HardSelect | ( | ) |
HardSelect.
Selects the object, and emits a hard select event for UI update notfication.
virtual bool Is | ( | int | pTypeId | ) | [virtual] |
Returns true if object is of type TypeId.
pTypeId | TypeId to compare object to. |
Reimplemented from FBPlug.
Reimplemented in FBCustomManager.
virtual int GetTypeId | ( | ) | [virtual] |
GetTypeId( int pTypeId ).
Reimplemented from FBPlug.
Reimplemented in FBCustomManager.
HDataFBComponent mLocalPtr |
Handle on HDataFBComponent.
Reimplemented in FBCustomManager.
Definition at line 556 of file fbcomponent.h.
Name of the component.
Definition at line 559 of file fbcomponent.h.
int TypeInfo
[static] |
Contains the Type information of the object.
Reimplemented from FBPlug.
Reimplemented in FBCustomManager.
Definition at line 564 of file fbcomponent.h.
int mInternalClassId
[static] |
Read Only Property: Manages all of the properties for the component.
Definition at line 696 of file fbcomponent.h.
List: List of components.
Reimplemented in FBPropertyInspector, and FBScene.
Definition at line 697 of file fbcomponent.h.
List: Parents.
Definition at line 698 of file fbcomponent.h.
Read Write Property: Selected property.
Definition at line 699 of file fbcomponent.h.
Read Write Property: Unique name of object.
Reimplemented in FBTool, FBAssetMng, FBConsoleChannel, FBFbxTake, FBTriggerGroup, FBTrigger, and FBMotionClip.
Definition at line 700 of file fbcomponent.h.
Read Write Property: Name and namespace for object.
Definition at line 701 of file fbcomponent.h.
FBPropertyFolder Folder |
Read Write Property: The folder that contain this component.
Definition at line 704 of file fbcomponent.h.
KObject* mDummyObject |
Internal Dummy Object for non KObject Components.
Definition at line 730 of file fbcomponent.h.