1 #ifndef __FBCHARACTERMANIPULATOR_H__ 2 #define __FBCHARACTERMANIPULATOR_H__ 43 #include <kaydaradef.h> 48 #define FBSDK_DLL K_DLLIMPORT 55 #ifdef FBSDKUseNamespace 207 virtual void TranslationStopManipulation () = 0;
242 virtual void RotationStopManipulation () = 0;
275 virtual void ScalingStopManipulation () = 0;
280 bool IsReleasePinPressed();
298 #define FBCharacterManipulatorCtrlSetDeclare( ClassName, Parent ) \ 299 FBClassDeclare( ClassName, Parent ); \ 301 ClassName(const char* pName):Parent(pName) { FBClassInit; } \ 307 #define FBCharacterManipulatorCtrlSetImplementation( ThisComponent ) \ 308 FBClassImplementation( ThisComponent ) 335 virtual void AllocateState(
FBCharacter* pCharacter);
340 virtual void DeallocateState();
350 bool IsFullBodyNoPull();
360 bool IsReachOverride();
365 bool IsStiffnessOverride();
411 int GetDescendantEffectorCount(
FBEffectorId pEffectorId);
424 float GetEffectorReachTValue(
int pEffectorId);
429 void SetEffectorReachTValue(
int pEffectorId,
float pValue);
435 float GetEffectorPullValue(
int pEffectorId);
440 void SetEffectorPullValue(
int pEffectorId,
float pValue);
446 void TranslationSetGlobal(
FBTVector pVector,
int pEffectorId);
451 void TranslationSetLocal(
FBTVector pVector,
int pEffectorId);
461 void TranslationStopManipulation ();
470 virtual void RotationStopManipulation ();
479 virtual void ScalingStopManipulation ();
482 #ifdef FBSDKUseNamespace
Return this value to prevent other manipulator to handle the request.
FBManipPivot
Specify how the pivot should be interpreted.
#define __FBClassDeclare(Name, Parent)
For internal use only.
Consider the scaling of the pivot.
Set the XYZ components of the value.
Global additive rotation.
Set only the Z component of the value.
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
Scaling Manipulation Mode.
This is the default value to return, means that you will handle the manipulation. ...
Set only the Y component of the value.
FBEffectorSetID
Effector ID identifier.
Consider the translation of the pivot.
This value means that the manipulation will be done, but the manipulation will not be undoable...
Do nothing with the value.
FBReferencialType
Specify the referential when a manipulation function is called.
Manipulation will be skipped.
Referential is in global coordinate.
Set only the X component of the value.
Contains definitions for devices, boxes and models.
Add the provided value to the original value.
Character Manipulator class.
__FB_FORWARD(FBCharacterManipulator)
Used to translate, rotate or scale a character.
FBEffectorId
All effector nodes.
Return this value when you don't want handle the request, another manipulator will try to handle it...
FBSetWhat
Specify what part of the provided value should be used.
Referential is in local coordinate.
Do nothing with the value.
Translation Manipulation Mode.
Four x Four (double) Matrix.
Consider the rotation of the pivot.
Three dimensional scaling vector.
#define FBSDKNamespace
FBSDKNamespace define.
FBManipulationSetResult
Manipulation Set Result.
FBBodyNodeId
All body nodes.
FBManipulationStartResult
Manipulation Start Result.
Don't consider the pivot.
Contains definitions for actors, characters, and marker sets In Development.
Return this value when you have set the value.
FBManipMode
Manipulator Mode.
Return this value when you can provided the requested value.
Unknown Manipulation Mode.
Set all components of the value.
MotionBuilder SDK base class.
Rotation Manipulation Mode.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
A character is the link between a motion source and a character model.
AnimationNodeNotify evaluation information.
FBSetType
Specify what to do with the provided value.
FBManipulationGetResult
Manipulation Get Result.
Return this value when you cannot provided the requested value, another manipulator will try to provi...