IGameControl Class Reference

#include <IGameControl.h>

Class Description

A simple access class for controllers.

IGameControl provides a simplified access to the various key frame controllers used throughout 3ds Max. In 3ds Max a controller needs to be queried for the key interface and then its class ID checked before casting to the appropriate Key class. This class provide the developer with all the keys based on the key type being asked for. As the game engine may only support certain type of max controllers it is far more efficient for a developer to ask IGame for all the Bezier Postion keys then to check with 3ds Max for the controller type. This class also provides direct support for Euler Rotation controllers. The developer can use IGameControl::GetControlType to see if the rotation is Euler and can then can use IGameControlType::IGAME_EULER_X in the appropriate control access type to retrieve the keys.
In 3ds Max some controllers such as TCB, Linear, and Bezier support direct access to their keys. Other controllers are more private and usually base them selves on a float or Point3 controller. If there is no direct access then sampling is the easiest choice. IGame supports two types - Full and Quick. Full samples across the full animation range, whilst Quick only samples where keys are found. The limitation of Quick, is that it does not support IGameControlType::IGAME_TM or controllers that do not set keys.

See also
GMatrix
IGameProperty
+ Inheritance diagram for IGameControl:

Public Types

enum  MaxControlType {
  IGAME_UNKNOWN, IGAME_MAXSTD, IGAME_BIPED, IGAME_EULER,
  IGAME_ROT_CONSTRAINT, IGAME_POS_CONSTRAINT, IGAME_LINK_CONSTRAINT, IGAME_LIST,
  IGAME_INDEPENDENT_POS, IGAME_MASTER
}
 Various 3ds Max controller types. More...
 
enum  EulerOrder {
  XYZ, XZY, YZX, YXZ,
  ZXY, ZYX, XYX, YZY,
  ZXZ, BAD
}
 Euler Orderings. More...
 

Public Member Functions

virtual ~IGameControl ()
 Destructor. More...
 
virtual bool GetBezierKeys (IGameKeyTab &gameKeyTab, IGameControlType Type)=0
 Return the Bezier Keys. More...
 
virtual bool GetLinearKeys (IGameKeyTab &gameKeyTab, IGameControlType Type)=0
 Return the Linear Keys. More...
 
virtual bool GetTCBKeys (IGameKeyTab &gameKeyTab, IGameControlType Type)=0
 Return the TCB Keys. More...
 
virtual bool GetFullSampledKeys (IGameKeyTab &sample, int frameRate, IGameControlType Type, bool Relative=true)=0
 Return the Sampled Keys. More...
 
virtual bool GetQuickSampledKeys (IGameKeyTab &sample, IGameControlType Type)=0
 Return the Sampled Keys. More...
 
virtual bool GetBezierIGameKey (IGameControlType Type, IGameKey &bezKey, int index)=0
 Return an individual IGameKey. More...
 
virtual bool GetTCBIGameKey (IGameControlType Type, IGameKey &tcbKey, int index)=0
 Return an individual IGameKey. More...
 
virtual bool GetLinearIGameKey (IGameControlType Type, IGameKey &linearKey, int index)=0
 Return an individual IGameKey. More...
 
virtual int GetIGameKeyCount (IGameControlType Type)=0
 Get the total number of keys for this controller. More...
 
virtual MaxControlType GetControlType (IGameControlType Type)=0
 Get the controller type. More...
 
virtual void GetClassName (IGameControlType Type, MSTR &className)=0
 Get the name of the controller class. More...
 
virtual bool IsAnimated (IGameControlType Type)=0
 Access to actual animation. More...
 
virtual bool IsLeaf (IGameControlType Type)=0
 Check for sub-controllers. More...
 
virtual IGameConstraintGetConstraint (IGameControlType Type)=0
 Access to the Constraints. More...
 
virtual EulerOrder GetEulerOrder ()=0
 Get the order of Rotation. More...
 
virtual ControlGetMaxControl (IGameControlType Type)=0
 Get access to the actual max controller. More...
 
virtual IGameControlGetListSubControl (int index, IGameControlType Type)=0
 Access the list controller. More...
 
virtual int GetNumOfListSubControls (IGameControlType Type)=0
 Get the number of controllers maintained by the list controller. More...
 
virtual int GetNumOfVertControls ()=0
 Get the number of subcontroller tracks maintained by the Master Point controller. More...
 
virtual IGameControlGetVertexControl (int index)=0
 Access the Master Point subcontroller. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from MaxHeapOperators
static UtilExport voidoperator new (size_t size)
 Standard new operator used to allocate objects If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new (size_t size, const std::nothrow_t &e)
 Standard new operator used to allocate objects if there is insufficient memory, NULL will be returned. More...
 
static UtilExport voidoperator new (size_t size, const char *filename, int line)
 New operator used to allocate objects that takes the filename and line number where the new was called If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new (size_t size, int block_type, const char *filename, int line)
 New operator used to allocate objects that takes the type of memory, filename and line number where the new was called If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new (size_t size, const std::nothrow_t &e, const char *filename, int line)
 New operator used to allocate objects that takes the filename and line number where the new was called If there is insufficient memory, NULL will be returned. More...
 
static UtilExport voidoperator new (size_t size, unsigned long flags)
 New operator used to allocate objects that takes extra flags to specify special operations If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new (size_t size, const std::nothrow_t &e, unsigned long flags)
 New operator used to allocate objects that takes extra flags to specify special operations If there is insufficient memory, NULL will be returned. More...
 
static UtilExport voidoperator new[] (size_t size)
 New operator used to allocate arrays of objects If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new[] (size_t size, const std::nothrow_t &e)
 New operator used to allocate arrays of objects If there is insufficient memory, NULL will be returned. More...
 
static UtilExport voidoperator new[] (size_t size, const char *filename, int line)
 New operator used to allocate arrays of objects If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new[] (size_t size, int block_type, const char *filename, int line)
 New operator used to allocate arrays of objects. More...
 
static UtilExport voidoperator new[] (size_t size, const std::nothrow_t &e, const char *filename, int line)
 New operator used to allocate arrays of objects If there is insufficient memory, NULL will be returned. More...
 
static UtilExport voidoperator new[] (size_t size, unsigned long flags)
 New operator used to allocate arrays of objects If there is insufficient memory, an exception will be thrown. More...
 
static UtilExport voidoperator new[] (size_t size, const std::nothrow_t &e, unsigned long flags)
 New operator used to allocate arrays of objects If there is insufficient memory, NULL will be returned. More...
 
static UtilExport void operator delete (void *ptr)
 Standard delete operator used to deallocate an object If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete (void *ptr, const std::nothrow_t &e)
 Standard delete operator used to deallocate an object If the pointer is invalid, nothing will happen. More...
 
static UtilExport void operator delete (void *ptr, const char *filename, int line)
 Delete operator used to deallocate an object that takes the filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete (void *ptr, int block_type, const char *filename, int line)
 Delete operator used to deallocate an object that takes the type of memory, filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete (void *ptr, const std::nothrow_t &e, const char *filename, int line)
 Delete operator used to deallocate an object that takes the filename and line number where the delete was called If the pointer is invalid, nothing will happen. More...
 
static UtilExport void operator delete (void *ptr, unsigned long flags)
 Delete operator used to deallocate an object that takes extra flags to specify special operations If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete (void *ptr, const std::nothrow_t &e, unsigned long flags)
 Delete operator used to deallocate an object that takes extra flags to specify special operations If the pointer is invalid, nothing will happen. More...
 
static UtilExport void operator delete[] (void *ptr)
 Standard delete operator used to deallocate an array of objects If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete[] (void *ptr, const std::nothrow_t &e)
 Standard delete operator used to deallocate an array of objects If the pointer is invalid, nothing will happen. More...
 
static UtilExport void operator delete[] (void *ptr, const char *filename, int line)
 Delete operator used to deallocate an array of objects that takes the filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete[] (void *ptr, int block_type, const char *filename, int line)
 Delete operator used to deallocate an array of objects that takes the type of memory, filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete[] (void *ptr, const std::nothrow_t &e, const char *filename, int line)
 Delete operator used to deallocate an array of objects that takes the filename and line number where the delete was called If the pointer is invalid, nothing will happen. More...
 
static UtilExport void operator delete[] (void *ptr, unsigned long flags)
 Delete operator used to deallocate an array of objects that takes extra flags to specify special operations If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport void operator delete[] (void *ptr, const std::nothrow_t &e, unsigned long flags)
 Delete operator used to deallocate an array of objects that takes extra flags to specify special operations If the pointer is invalid, an exception will be thrown. More...
 
static UtilExport voidoperator new (size_t size, void *placement_ptr)
 Placement new operator. More...
 
static UtilExport void operator delete (void *ptr, void *placement_ptr)
 Placement delete operator. More...
 

Member Enumeration Documentation

Various 3ds Max controller types.

Enumerator
IGAME_UNKNOWN 

An unknown controller type.

IGAME_MAXSTD 

A Standard 3ds Max key frame controller.

IGAME_BIPED 

A Biped Controller.

IGAME_EULER 

An Euler Controller.

IGAME_ROT_CONSTRAINT 

A Rotation constraint.

IGAME_POS_CONSTRAINT 

A Position constraint.

IGAME_LINK_CONSTRAINT 

A Link Constraint.

IGAME_LIST 

A List Controller.

IGAME_INDEPENDENT_POS 

An Independent Position Controller.

IGAME_MASTER 

Master Point Controller.

261  {
262  IGAME_UNKNOWN,
263  IGAME_MAXSTD,
264  IGAME_BIPED,
265  IGAME_EULER,
269  IGAME_LIST,
271  IGAME_MASTER,
273  };
An unknown controller type.
Definition: IGameControl.h:262
A Biped Controller.
Definition: IGameControl.h:264
A Link Constraint.
Definition: IGameControl.h:268
A Rotation constraint.
Definition: IGameControl.h:266
A Position constraint.
Definition: IGameControl.h:267
A Standard 3ds Max key frame controller.
Definition: IGameControl.h:263
An Independent Position Controller.
Definition: IGameControl.h:270
Master Point Controller.
Definition: IGameControl.h:271
A List Controller.
Definition: IGameControl.h:269
An Euler Controller.
Definition: IGameControl.h:265
enum EulerOrder

Euler Orderings.

These are the rotation orders for an Euler Controller

Enumerator
XYZ 

XYZ Ordering.

XZY 

XZY Ordering.

YZX 

YZX Ordering.

YXZ 

YXZ Ordering.

ZXY 

ZXY Ordering.

ZYX 

ZYX Ordering.

XYX 

XYX Ordering.

YZY 

YZY Ordering.

ZXZ 

ZXZ Ordering.

BAD 

If this is not a Euler Controller.

278  {
279  XYZ,
280  XZY,
281  YZX,
282  YXZ,
283  ZXY,
284  ZYX,
285  XYX,
286  YZY,
287  ZXZ,
288  BAD
289  };
If this is not a Euler Controller.
Definition: IGameControl.h:288
YZY Ordering.
Definition: IGameControl.h:286
XYZ Ordering.
Definition: IGameControl.h:279
ZXY Ordering.
Definition: IGameControl.h:283
ZXZ Ordering.
Definition: IGameControl.h:287
XZY Ordering.
Definition: IGameControl.h:280
ZYX Ordering.
Definition: IGameControl.h:284
YXZ Ordering.
Definition: IGameControl.h:282
XYX Ordering.
Definition: IGameControl.h:285
YZX Ordering.
Definition: IGameControl.h:281

Constructor & Destructor Documentation

virtual ~IGameControl ( )
inlinevirtual

Destructor.

292 {;}

Member Function Documentation

virtual bool GetBezierKeys ( IGameKeyTab gameKeyTab,
IGameControlType  Type 
)
pure virtual

Return the Bezier Keys.

IGameControl will check the appropriate control and fill the IGameKeyTab with the Key data. The keys should be accessed in Tab maintained by IGameKey::bezierKey.

Parameters
&gameKeyTabThe Tab to receive the data
TypeThe controller type (based on Transform style) to query. This can be one of the following
IGAME_POS
IGAME_ROT
IGAME_SCALE
IGAME_FLOAT
IGAME_POINT3
IGAME_EULER_X
IGAME_EULER_Y
IGAME_EULER_Z
Returns
TRUE is the controller was accessed successfully.
virtual bool GetLinearKeys ( IGameKeyTab gameKeyTab,
IGameControlType  Type 
)
pure virtual

Return the Linear Keys.

IGameControl will check the appropriate control and fill the IGameKeyTab with data

Parameters
&gameKeyTabThe tab to receive the data
TypeThe controller type to query. See IGameControl::GetBezierKeys for more info
Returns
TRUE is the controller was accessed successfully.
virtual bool GetTCBKeys ( IGameKeyTab gameKeyTab,
IGameControlType  Type 
)
pure virtual

Return the TCB Keys.

IGameControl will check the appropriate control and fill the IGameKeyTab with data

Parameters
&gameKeyTabThe tab to receive the data
TypeThe controller type to query. See IGameControl::GetBezierKeys for more info
Returns
TRUE is the controller was accessed successfully.
virtual bool GetFullSampledKeys ( IGameKeyTab sample,
int  frameRate,
IGameControlType  Type,
bool  Relative = true 
)
pure virtual

Return the Sampled Keys.

IGameControl will sample the control based on the type supplied. It will sample the node TM , float or point3 controllers. The TM sample will be in the Coord System that defined when initialising IGame. This method will sample the controller across the complete animation range. The method of access can be provided (absolute and relative) It is important to read the 3ds Max sdk docs on Control::GetValue to understand the usage when used with non IGameControlType::IGAME_TM controllers. IGame will still however fill out the respective structures even when the 3ds Max sdk docs mention Matrix3 access It is set to Relative as default, as this was the default for IGameControlType::IGAME_TM usage before the method changed. If you are sampling anything else than IGameControlType::IGAME_TM this should be set to false to behave like the 3ds Max default and IGame before this change.

Parameters
&sampleThe tab to receive the data
frameRateThis is the number frames that the controller will be sampled at. It will be converted to Ticks internally
TypeThe controller type to query. This can be any of the standard type but also include IGAME_TM
RelativeThis defines whether the controller is sampled for relative or absolute values. It defaults to relative true. Please read the max sdk section on Control::GetValue for details on the internal usage.
Returns
TRUE if the controller was accessed successfully.
virtual bool GetQuickSampledKeys ( IGameKeyTab sample,
IGameControlType  Type 
)
pure virtual

Return the Sampled Keys.

IGameControl will sample the control based on the type supplied. It will sample float or point3 controllers. The TM sample will be in the Coord System that you defined when initialising IGame. This method only samples the controller where a key is Set, so it will not support the IGameControlType::IGAME_TM type. If the controller does not support setting of keys, it will return false. This method will only sample the controller at times where keys exist. This is useful to limit the data where controller can not be accessed directly

Parameters
&sampleThe tab to receive the data
TypeThe controller type to query. This can be any of the standard type but also include IGAME_TM
Returns
TRUE if the controller was accessed successfully.
virtual bool GetBezierIGameKey ( IGameControlType  Type,
IGameKey bezKey,
int  index 
)
pure virtual

Return an individual IGameKey.

Fills out the supplied IGameKey with the bezier data for the key index supplied

Parameters
TypeThe controller type to query. See IGameControl::GetBezierKeys for more info
&bezKey
indexThe key to retrieve
Returns
TRUE if successful
virtual bool GetTCBIGameKey ( IGameControlType  Type,
IGameKey tcbKey,
int  index 
)
pure virtual

Return an individual IGameKey.

Fills out the supplied IGameKey with the TCB data for the key index supplied

Parameters
TypeThe controller type to query. See IGameControl::GetBezierKeys for more info
&tcbKey
indexThe key to retrieve
Returns
TRUE if successful
virtual bool GetLinearIGameKey ( IGameControlType  Type,
IGameKey linearKey,
int  index 
)
pure virtual

Return an individual IGameKey.

Fills out the supplied IGameKey with the Linear data for the key index supplied

Parameters
TypeThe controller type to query. See IGameControl::GetBezierKeys for more info
&linearKey
indexThe key to retrieve
Returns
TRUE if successful
virtual int GetIGameKeyCount ( IGameControlType  Type)
pure virtual

Get the total number of keys for this controller.

This return the total number of keys for the controller supplied, WARNING: support leaf controllers only

Parameters
TypeThe controller type to query. See IGameControl::GetBezierKeys for more info
Returns
The total number of keys
virtual MaxControlType GetControlType ( IGameControlType  Type)
pure virtual

Get the controller type.

Retrieves what type of IGame Controller it is (based on transformation style)

Parameters
TypeThe controller to query. See IGameControl::GetBezierKeys for more info
Returns
The type of controller, It can be one of the following
IGAME_UNKNOWN
IGAME_MAXSTD
IGAME_BIPED
IGAME_ROT_CONSTRAINT
IGAME_POS_CONSTRAINT
IGAME_LINK_CONSTRAINT
IGAME_LIST
IGAME_INDEPENDENT_POS
IGAME_MASTER
virtual void GetClassName ( IGameControlType  Type,
MSTR className 
)
pure virtual

Get the name of the controller class.

Retrieves the controller class name based on the type

Parameters
TypeThe controller to query. See IGameControl::GetBezierKeys for more info
&classNameThe class name string
virtual bool IsAnimated ( IGameControlType  Type)
pure virtual

Access to actual animation.

Indicates whether the IGame Controller actually has animation (based on transformation style)

Parameters
TypeThe controller to query. See IGameControl::GetBezierKeys for more info
Returns
TRUE if controller actually has animation; otherwise FALSE
virtual bool IsLeaf ( IGameControlType  Type)
pure virtual

Check for sub-controllers.

Indicates whether the IGame Controller is a leaf (has no any sub-controllers or references) controller (based on transformation style)

Parameters
TypeThe controller to query. See IGameControl::GetBezierKeys for more info
Returns
TRUE if controller has no any sub-controllers or references; otherwise FALSE
virtual IGameConstraint* GetConstraint ( IGameControlType  Type)
pure virtual

Access to the Constraints.

If a controller has a constraint system, then this will provide access to it

Parameters
TypeThe controller to check. This can be either of
IGAME_POS
IGAME_ROT
IGAME_TM
Returns
A Pointer to IGameConstraint, or NULL if not available
virtual EulerOrder GetEulerOrder ( )
pure virtual

Get the order of Rotation.

This provides a way of determining the order of rotation for Euler controllers. This is important so that the rotation can be rebuilt correctly on import.
This data is also important when accessing the controller keys. You still access the Euler data bsed on X,Y and Z - but you would use the ordering to work out the meaning of each controller. So if EulerOrder was ZXZ, then controller access would mean x=z, y=x, z=z.

Returns
The order of Rotation. This can be a value from the EulerOrder
virtual Control* GetMaxControl ( IGameControlType  Type)
pure virtual

Get access to the actual max controller.

Parameters
TypeThis can be either of IGameControlType
Returns
The 3ds Max controller
virtual IGameControl* GetListSubControl ( int  index,
IGameControlType  Type 
)
pure virtual

Access the list controller.

Access the n'th controller from the List controller.

Parameters
indexThe index into the list controller
TypeThe Control type to access
Returns
An IGameControl interface
virtual int GetNumOfListSubControls ( IGameControlType  Type)
pure virtual

Get the number of controllers maintained by the list controller.

The number of controllers maintained by the list controller for the Controller type being queried

Parameters
TypeThe controller to type
Returns
The number of controllers in the list controller
virtual int GetNumOfVertControls ( )
pure virtual

Get the number of subcontroller tracks maintained by the Master Point controller.

The number of subcontroller tracks maintained by the Master Point controller. This is NOT actual number of subcontrollers, but total number of vertices

Returns
The number of subcontroller tracks in the Master point controller, zero if no vertex animation
virtual IGameControl* GetVertexControl ( int  index)
pure virtual

Access the Master Point subcontroller.

Access the n'th subcontroller from the Master Point controller.

Parameters
indexThe index into the Master Point controller, the actual vertex index
Returns
An IGameControl interface, if vertex is not animated return NULL