FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel FBModel FBModel FBModel FBModel FBModel
FBModel FBModel FBModel
In the MotionBuilder UI, a model can be any object in a scene,
created using geometry. Models can represent simple objects like
cubes, or complex objects like characters.
It also implements a number of widely-implemented functions and
attributes, such as:
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Public Member Functions
|
|
FBModel
(char *pName, HIObject pObject=NULL) |
|
Constructor.
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virtual void |
FBDelete
() |
|
Open Reality deletion function.
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virtual HFBModel |
Clone
() |
|
Clone the model.
|
void |
SetMatrix
(FBMatrix pMatrix,
int pWhat=kModelTransformation, bool pGlobalInfo=true, bool
pPushUndo=false, HFBEvaluateInfo pEvaluateInfo=NULL) |
|
Set a matrix for the model.
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void |
GetMatrix
(FBMatrix
&pMatrix, int pWhat=kModelTransformation, bool
pGlobalInfo=true, HFBEvaluateInfo pEvaluateInfo=NULL) |
|
Get a matrix from the model.
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void |
SetVector
(FBVector3d
pVector, int pWhat=kModelTranslation, bool pGlobalInfo=true, bool
pPushUndo=false, HFBEvaluateInfo pEvaluateInfo=NULL) |
|
Set a vector for the model.
|
void |
GetVector
(FBVector3d
&pVector, int pWhat=kModelTranslation, bool pGlobalInfo=true,
HFBEvaluateInfo pEvaluateInfo=NULL) |
|
Get a vector from the model.
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void |
GetBoundingBox
(FBVector3d
&pMin, FBVector3d
&pMax) |
|
Get the bounding box of the model.
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virtual bool |
HasCustomDisplay
() |
|
Function to overload to handle custom
display.
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virtual void |
CustomModelDisplay
(FBCamera *pCamera,
FBModelShadingMode
pShadingMode, FBModelRenderPass
pRenderPass, float pPickingAreaWidth, float
pPickingAreaHeight) |
|
Custom display function called when
HasCustomDisplay returns true;.
|
virtual bool |
CustomModelPicking
(int pNbHits, unsigned int *pSelectBuffer, FBCamera *pCamera, int pMouseX, int
pMouseY, FBTVector
*pLocalRaySrc, FBTVector *pLocalRayDir, FBTVector *pWorldRaySrc,
FBTVector
*pWorldRayDir, FBMatrix *pGlobalInverseMatrix,
FBTVector
*pOutPickedPoint) |
|
Custom picking for selection.
|
unsigned char * |
GetSelectedPoints
() |
|
Get the list of the points selection state.
|
int |
GetSelectedPointsCount
() |
|
Get the number of selected points in the
model.
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virtual bool |
FbxStore
(HFBFbxObject pFbxObject, kFbxObjectStore
pStoreWhat) |
|
Store and Retrieve function that can be
overloaded.
|
virtual bool |
FbxRetrieve
(HFBFbxObject pFbxObject, kFbxObjectStore
pStoreWhat) |
|
Storage/Retrieval of information into the
FBX file format.
|
void |
SetupPropertiesForShapes
() |
|
Setup Shape Properties.
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virtual char * |
FbxGetObjectType
() |
|
Returns the class type inherited by the
class of an object, for example: 'Model'.
|
virtual char * |
FbxGetObjectSubType
() |
|
Returns the class sub type inherited by the
class of an object, for example: 'Default', 'Mesh'.
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Public Attributes
|
FBPropertyListModel |
Children |
|
List: Children for model.
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FBPropertyListShader |
Shaders |
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List: Shaders for model.
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FBPropertyListMaterial |
Materials |
|
List: Materials for model.
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FBPropertyListTexture |
Textures |
|
List: Textures with Special UseType
(Other than "Color" which should connect to materials).
|
FBPropertyBool |
Icon3D |
|
Read Write Property: Is model a 3D
icon?
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FBPropertyBool |
SoftSelected |
|
Read Write Property: Is model Soft
selected?
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FBPropertyBool |
IsDeformable |
|
Read Write Property: Is model
deformable (weights)?
|
FBPropertyBool |
IsConstrained |
|
Read Only Property: Is model
constrained?
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FBPropertyModel |
Parent |
|
Read Write Property: Parent model.
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FBPropertyModel |
LookAt |
|
Read Write Property: Look at model
(interest point).
|
FBPropertyModel |
UpVector |
|
Read Write Property: UpVector model.
|
FBPropertyGeometry |
Geometry |
|
Read Write Property: Geometry for the
model.
|
FBPropertyMesh |
TessellatedMesh |
|
Read Only Property: Tessellated Mesh
for the model.
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FBPropertyModelVertexData |
ModelVertexData |
|
Read Only Property: ModelVertexData
for the model.
|
FBPropertyCluster |
Cluster |
|
Read Only Property: Link Cluster for
the model.
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FBPropertyScene |
Scene |
|
Read Only Property: Scene containing
the model.
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FBPropertyModelShadingMode |
ShadingMode |
|
Read Write Property: Shading mode for
the model.
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FBPropertyAnimationNode |
AnimationNode |
|
Read Only Property: Animation node of
the model.
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FBPropertyModelRotationOrder |
RotationOrder |
|
Read Write Property: Rotation order.
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FBPropertyBool |
RotationSpaceForLimitOnly |
|
Read Write Property: Apply Post
Rotation Matrix only for Limits?
|
FBPropertyBool |
RotationActive |
|
Read Write Property: Is model using
Rotation Limits?
|
FBPropertyVector3d |
PreRotation |
|
Read Write Property: Pre Rotation
(considered if RotationActive is true)
|
FBPropertyVector3d |
PostRotation |
|
Read Write Property: Post Rotation
(considered if RotationActive is true)
|
FBPropertyVector3d |
RotationMin |
|
Read Write Property: Min Rotation
Limit (considered if RotationActive is true)
|
FBPropertyVector3d |
RotationMax |
|
Read Write Property: Max Rotation
Limit (considered if RotationActive is true)
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FBPropertyBool |
RotationMinX |
|
Read Write Property: Is model using
Minimum Rotation Limits On X?
|
FBPropertyBool |
RotationMinY |
|
Read Write Property: Is model using
Minimum Rotation Limits On Y?
|
FBPropertyBool |
RotationMinZ |
|
Read Write Property: Is model using
Minimum Rotation Limits On Z?
|
FBPropertyBool |
RotationMaxX |
|
Read Write Property: Is model using
Maximum Rotation Limits On X?
|
FBPropertyBool |
RotationMaxY |
|
Read Write Property: Is model using
Maximum Rotation Limits On Y?
|
FBPropertyBool |
RotationMaxZ |
|
Read Write Property: Is model using
Maximum Rotation Limits On Z?
|
FBPropertyAnimatableDouble |
Visibility |
|
Read Write Property: Visibility of
model. This can be overriden by the 'Show' property.
|
FBPropertyAnimatableVector3d |
Translation |
|
Read Write Property: Lcl translation.
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FBPropertyAnimatableVector3d |
Rotation |
|
Read Write Property: Lcl rotation.
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FBPropertyAnimatableVector3d |
Scaling |
|
Read Write Property: Lcl scaling.
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FBPropertyVector3d |
GeometricTranslation |
|
Read Write Property: Geometric
translation.
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FBPropertyVector3d |
GeometricRotation |
|
Read Write Property: Geometric
rotation.
|
FBPropertyVector3d |
GeometricScaling |
|
Read Write Property: Geometric
scaling.
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FBPropertyBool |
QuaternionInterpolate |
|
Read Write Property: Use quaternion
interpolation.
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FBPropertyBool |
Show |
|
Read Write Property: Indicate if the
viewer should show the object, according to its visibility value.
This has a default value of 'false'.
|
FBPropertyBool |
Pickable |
|
Read Write Property: Indicate if a
model can be picked in the viewer. This has a default value of
'true'.
|