Open Reality Reference Guide
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43 #include <kaydaradef.h>
48 #define FBSDK_DLL K_DLLIMPORT
54 #include <fbsdk/fbtexture.h>
57 #include <fbsdk/fbtexture.h>
60 #ifdef FBSDKUseNamespace
61 namespace FBSDKNamespace {;
67 #define FBStorableCustomModelImplementation(ClassName, Desc)\
68 const char* ClassName::FbxGetObjectSubType(){ return #ClassName; }\
69 HIObject RegisterStorable##ClassName##Create(HIObject , const char* pName, void* ){\
70 ClassName* Class = new ClassName(pName);\
71 Class->mAllocated = true;\
72 if( Class->FBCreate() ){\
73 __FBRemoveModelFromScene( Class->GetHIObject() ); \
74 return Class->GetHIObject();\
78 FBLibraryModule(ClassName##Storable){\
79 FBString lGroup = "FbxStorable/Model";\
80 FBRegisterObject(ClassName##R2, lGroup, #ClassName, Desc, RegisterStorable##ClassName##Create, true, NULL);\
81 FBSetStoreableCustomModelRegistered();}\
126 #ifndef DOXYGEN_SHOULD_SKIP_THIS
281 FBModel(
const char* pName, HIObject pObject=NULL);
545 int pMouseX,
int pMouseY,
549 FBTVector* pOutPickedPoint) {
return false; }
645 FBEvaluateInfo* pEvaluateInfo=NULL,
double pPrecision = FBMat2EulerDegenerateForPrecision10);
1043 friend class DataFBModel;
1166 friend class DataFBModel;
1390 void EnableOGLUVSet(FBTextureMapping pTextureMapping = kFBTextureMappingUV,
const char* pUVSet = NULL);
1407 int GetUVSetUVCount(FBTextureMapping pTextureMapping = kFBTextureMappingUV,
const char* pUVSet = NULL);
1434 void*
GetUVSetArray(FBTextureMapping pTextureMapping = kFBTextureMappingUV,
const char* pUVSet = NULL);
1441 unsigned int GetUVSetVBOId(FBTextureMapping pTextureMapping = kFBTextureMappingUV,
const char* pUVSet = NULL);
1448 void*
GetUVSetVBOOffset(FBTextureMapping pTextureMapping = kFBTextureMappingUV,
const char* pUVSet = NULL);
1470 kFBDeformerSkeleton,
1471 kFBDeformerPointCache
1550 #ifdef FBSDKUseNamespace
int ClusterEnd()
End cluster definition.
FBPropertyAnimatableBool Visibility
Read Write Property: Visibility of model. This can be overridden by the 'Show' property.
FBModelSkeleton * operator[](int pIndex)
Get the ModelSkeleton at pIndex.
@ kFBMarkerLookHardCross
Thick cross.
@ kFBMarkerLookRigidGoal
Rigid goal.
int GetSubPatchMaterialId(int pSubPatchIndex)
Return the mapped material ID for the specified sub patch.
@ kFBMarkerTypeStandard
Standard.
@ kFBMarkerHighResolution
Highest resolution.
FBPropertyListDeformer Deformers
List: Deformers (Skeleton Deformer or Point Cache Deformer).
unsigned int GetVertexArrayVBOId(FBGeometryArrayID pArrayId, bool pAfterDeform=true)
Return the Vertex Buffer Object (VBO) Id for the specified vertex array Id.
void DrawSubPatch(int pSubPatchIndex, bool pWireFrame=false)
Draw the specified sub patch.
Contains routines for vector and matrix manipulation.
int LinkGetVertexIndex(int pIndex)
Get current vertex at link.
FBModelHiercharyTraverserType
Types of hierarchy traverser search type.
class K_DLLIMPORT FBVector2< double > FBVector2d
2D vector.
kFbxObjectStore
Description of the different store/retrieve passes of the FBX format.
FBPropertyBool IKSync
Read Write Property: Must sync with IK if true.
virtual bool FbxRetrieve(FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) override
Request additional Unique color IDs.
K_DLLIMPORT void FBFindModelsOfType(FBModelList &pList, int pTypeInfo, FBModel *pParent=NULL)
Find all models of a certain type in the scene.
FBPropertyBool Transformable
Read Write Property: Indicate if a model can be transformable in the viewer. This has a default value...
void SetVector(FBVector3d pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=true, bool pPushUndo=false, FBEvaluateInfo *pEvaluateInfo=NULL)
Set a vector for the model.
void EnableOGLVertexData(bool pAfterDeform=true)
Enable (Setup) OpenGL Vertex Array (Pos & Normal).
K_DLLIMPORT FBModel * FBLoadFbxPrimitivesModel(const char *pModelName)
Load a model.
K_DLLIMPORT void FBSetLastSelectedModel(FBModel *pModel)
Set the given model as the last one selected, so the manipulator in the viewer will then be on that p...
void * GetVertexArray(FBGeometryArrayID pArrayId, bool pAfterDeform=true)
Return the vertex array for the specified vertex array Id.
FBDeformerType
Determine the deformer type.
virtual bool FbxStore(FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) override
Store and Retrieve function that can be overloaded.
FBPropertyBool QuaternionInterpolate
Read Write Property: Use quaternion interpolation.
FBPropertyBool TranslationMaxZ
Read Write Property: Is model using Translation Limits on Max Z.
FBPropertyBool RotationMinY
Read Write Property: Is model using Minimum Rotation Limits On Y?
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
@ kFBMarkerLookStick
Box with a sphere on one end.
FBPropertyAnimatableVector3d Rotation
Read Write Property: Lcl rotation.
int GetSelectedPointsCount()
Get the number of selected points in the model.
FBClusterMode
Different clustering modes.
@ kFBModelShadingLight
Lighted shading.
@ kFBCullingOnCCW
Culling with Counter Clock Wise.
FBPropertyInt ChannelCount
Read Only Property: Channel Count.
FBModelMarker(const char *pName, HIObject pObject=NULL)
Constructor.
@ kModelInverse_Rotation
Inverse rotation.
@ kFBSkeletonLookCube
Cube.
@ kFBMarkerLookSphere
Sphere.
void GetMatrix(FBMatrix &pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=true, FBEvaluateInfo *pEvaluateInfo=NULL)
Get a matrix from the model.
FBPropertyVector3d GeometricScaling
Read Write Property: Geometric scaling.
@ kFBManipulatorAdd
Add the selected components to the current selection.
FBPropertyModelRotationOrder RotationOrder
Read Write Property: Rotation order.
bool SetAdditionalUniqueColorIDCount(unsigned int pCount)
Request additional Unique color IDs.
FBPropertyDouble Length
Read Write Property: Length of skeleton node. (Note: Only effective when the look is set to: Capsule)
FBPropertyBool VisibilityInheritance
Read Write Property: //!< When this value is set to True the Visibility of this model is also applied...
bool UseFrustumCulling()
Get the current Frustum Culling Status.
class K_DLLIMPORT FBPropertyBase< int, kFBPT_int > FBPropertyInt
Property: int
FBModel * LinkGetAssociateModel(int pLinkNumber)
Get model associated with link.
FBPropertyBool DrawLink
Read Write Property: Whether to draw link to parent node or not.
IQuery_Declare(override)
Interface to IObject.
@ kFBSkeletonLookBone
Bone.
FBPropertyBool SkeletonDeformable
Read Write Property: Model skeleton deformable. Not Savable
FBMarkerResolutionLevel
Resolution of marker mesh sphere and capsule (Quality).
FBPropertyModel UpVector
Read Write Property: UpVector model.
unsigned int GetHierarchyWorldMatrices(FBMatrix *pMatricesArray, unsigned int pMatricesArrayCount, FBModelHiercharyTraverserType pHiercharyTraverserType, FBEvaluateInfo *pEvaluateInfo=NULL)
Computes the global transform matrices between this model and all its children (all levels).
void DisableOGLUVSet()
Disable OpenGL UV set array.
bool RayCast(FBCamera *pCamera, int pMouseX, int pMouseY, FBVector3d &pHitPosition, FBVector3d &pHitNormal)
Ray cast test.
FBModel * LinkGetModel(int pLinkNumber)
Get model from a link.
A box is a fundamental building block in the application architecture.
FBColor GetAdditionalUniqueColorID(unsigned int pIndex) const
Get Additional Unique Color Id.
@ kModelInverse_Transformation_Geometry
Inverse of transformation plus geometry offset.
@ kFBSkeletonLookCapsule
Capsule.
FBPropertyListMaterial Materials
List: Materials for model.
FBGeometryArrayElementType GetVertexArrayType(FBGeometryArrayID pArrayId, bool pAfterDeform=true)
Return the vertex array format for the specified array Id.
FBPropertyBool RotationMinX
Read Write Property: Is model using Minimum Rotation Limits On X?
FBPropertyBool Icon3D
Read Write Property: Is model a 3D icon?
void VertexSetWeight(double pWeight, int pIndex)
Set vertex weight.
int GetSubPatchCount()
Return the number of sub patches.
void LinkSetName(const char *pName, int pLinkNumber)
Set the name of a link.
FBPropertyBool BlendShapeDeformable
Read Write Property: Model blend-shape deformable. Not Savable
FBPropertyDouble Size
Read Write Property: Size (not related to scaling).
FBPropertyBool TranslationMaxX
Read Write Property: Is model using Translation Limits on Max X.
FBPropertyTime Offset
Read Write Property: Offset.
int VertexGetNumber(int pIndex)
Get vertex number.
FBModelRenderPass
Model Render pass.
@ kFBModelEvaluationDeform
Model's deformation task (for deformable model)
class K_DLLIMPORT FBPropertyBase< double, kFBPT_double > FBPropertyDouble
Property: double
virtual const char * FbxGetObjectType() override
Returns the class type inherited by the class of an object, for example: 'Model'.
void GetVector(FBVector3d &pVector, FBModelTransformationType pWhat=kModelTranslation, bool pGlobalInfo=true, FBEvaluateInfo *pEvaluateInfo=NULL)
Get a vector from the model.
void * GetUVSetVBOOffset(FBTextureMapping pTextureMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
Return the UV Set Buffer Object (VBO) offset for the specified texture mapping mode.
virtual bool FbxRetrieve(FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) override
Request additional Unique color IDs.
unsigned int GetUVSetVBOId(FBTextureMapping pTextureMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
Return the UV Set Buffer Object (VBO) Id for the specified texture mapping mode.
bool IsDrawable()
Queries if this model should be drawn, e.g., in custom render callback.
Weighting interface for meshes.
@ kFBEulerXZY
XZY Euler Order.
void VertexArrayMappingRequest()
Request deformed vertex array mapping on CPU.
int Remove(FBModel *pItem)
Remove model pItem from property list.
int VertexGetCount()
Get the number of vertices.
void LinkClearUnused(double pThreshold=-1.0)
Remove all unused links.
void VertexRemove(int pVertexIndex)
Remove a vertex from a cluster.
K_DLLIMPORT FBModel * FBGetLastSelectedModel()
Get the last selected model, which is the one having the manipulator in the viewer.
int * GetIndexArray()
Return the index array.
@ kFBMarkerLookLightCross
Wireframe cross.
FBPropertyDouble Length
Read Write Property: Length for capsule (not related to scaling).
@ kFBEulerZYX
ZYX Euler Order.
FBPropertyClusterMode ClusterMode
Read Write Property: Cluster mode.
virtual void CustomModelDisplay(FBCamera *pCamera, FBModelShadingMode pShadingMode, FBModelRenderPass pRenderPass, float pPickingAreaWidth, float pPickingAreaHeight)
Custom display function, called when HasCustomDisplay returns true;.
FBModelEvaluationTaskType
const char * LinkGetName(int pLinkNumber)
Get the name of a link.
double VertexGetWeight(int pIndex)
Get vertex weight.
class K_DLLIMPORT FBArrayTemplate< FBModel * > FBModelList
typedef class FBSDK_DLL
FBPropertyBool TranslationActive
Read Write Property: Is model using Translation Limits?
K_DLLIMPORT void FBEndChangeAllModels()
Call end change to all models (should be first open).
class K_DLLIMPORT FBVector4< float > FBNormal
Normal.
unsigned char * GetSelectedPoints()
Get the list of the points selection state.
@ kModelInverse_Scaling
Inverse scaling.
@ kModelInverse_Translation
Inverse translation.
void LRMToDof(FBRVector &pDof, const FBMatrix &pLM)
Convert local matrix to object space vector.
virtual bool FbxRetrieve(FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) override
Request additional Unique color IDs.
class K_DLLIMPORT FBPropertyBase< FBColor, kFBPT_ColorRGB > FBPropertyColor
FBPropertyColor type definition.
FBGeometryArrayElementType GetUVSetArrayFormat(FBTextureMapping pTextureMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
Return the UV Set array format.
FBPropertyListShader Shaders
List: Shaders for model.
@ kFBModelShadingWire
Wireframe shading.
unsigned int GetIndexArrayVBOId()
Return the index array VBO Id.
void SetSchematicPosition(FBVector2d pVector2d)
Set the position in the schematic view for the model.
@ kFBCullingOnCW
Culling with Clock Wise.
FBModelCullingMode GetCullingMode() const
Get Model Culling Mode.
FBPropertyCluster Cluster
Read Only Property: Link Cluster for the model.
FBPropertyBool PointCacheRecord
Read Write Property: Record Point Cache for model? Not Savable
void SetFKOpacity(double pValue)
Used when shading the controlset.
FBPropertyMarkerLook Look
Read Write Property: Look of model marker.
@ kFBSkeletonHighResolution
Highest resolution.
void SetMatrix(FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=true, bool pPushUndo=false, FBEvaluateInfo *pEvaluateInfo=NULL)
Set a matrix for the model.
class K_DLLIMPORT FBPropertyBaseAnimatable< FBVector3d, kFBPT_Vector3D > FBPropertyAnimatableVector3d
FBPropertyAnimatableVector3D type definition.
@ kFBEulerYXZ
YXZ Euler Order.
@ kFBModelEvaluationTransform
Model's transformation evaluation task (Global )
void GetBoundingBox(FBVector3d &pMin, FBVector3d &pMax)
Get the bounding box of the model.
void * GetUVSetArray(FBTextureMapping pTextureMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
Return the UV Set array for the specified texture mapping mode.
FBPropertyBool IsDeformable
Read Only Property: Is model deformable?
FBGeometryPrimitiveType GetSubPatchPrimitiveType(int pSubPatchIndex, bool *pIsOptimized=NULL)
Return the primitive type for the specified sub patch.
FBPropertyAnimationNode AnimationNode
Read Only Property: Animation node of the model.
unsigned int GetAdditionalUniqueColorIDCount() const
Get additional unique color count.
FBSelectionAction
Selection mode when selecting component.
@ kFBEulerZXY
ZXY Euler Order.
virtual void FBDelete() override
Open Reality deletion function.
FBPropertyBool FreeRunning
Read Write Property: Free Running.
@ kFBMarkerLookSquare
Square.
FBPropertyBool RotationMaxZ
Read Write Property: Is model using Maximum Rotation Limits On Z?
int NoFrustumCullingRelease()
Release no frustum culling request.
void DrawSubRegion(int pSubRegionIndex, bool pWireFrame=false)
Draw the specified sub region.
void SetCullingMode(FBModelCullingMode pCullingMode)
Set Model Cullin Mode.
@ kFBMarkerTypeFKEffector
FK effector.
FBPropertyBool ReceiveShadows
Read Write Property: If true, the geometry will receive shadows.
K_DLLIMPORT FBModel * FBFindModelByLabelName(const char *pModelLabelName)
Find a model in the scene by its label name.
FBPropertyDouble Size
Read Write Property: Size (not related to scaling).
FBMaterial * GetSubRegionMaterial(int pSubRegionIndex)
Return the specified sub region's material.
void ForceAlwaysEvaluate()
Force Always Evaluate.
FBModelSkeleton(const char *pName, HIObject pObject=NULL)
Constructor.
@ kFBMarkerLookCapsule
Capsule.
void VertexSetTransform(FBVector3d pPosition, FBVector3d pRotation, FBVector3d pScaling)
Set transform of a cluster set.
FBPropertySkeletonLook Look
Read Write Property: Look of skeleton node.
class K_DLLIMPORT FBPropertyBase< FBTime, kFBPT_Time > FBPropertyTime
Property: FBTime
FBPropertyAnimatableVector3d Scaling
Read Write Property: Lcl scaling.
@ kFBSkeletonLookSphere
Sphere.
void VertexArrayMappingRelease()
Release deformed vertex array mapping on CPU.
int GetSubPatchIndexOffset(int pSubPatchIndex)
Return the start offset of the indexes for the specified sub patch (see GetIndexArray()).
K_DLLIMPORT FBModelList * FBCreateModelList()
Create a FBModelList object.
void DofToLRM(FBMatrix &pLM, const FBRVector &pDof)
Convert object space vector to local matrix.
#define __FBClassDeclare(Name, Parent)
For internal use only.
void LinkSetModel(FBModel *pModel)
Set model to a link.
@ kFBSkeletonLookLightCross
Wireframe cross.
FBPropertyVector3d PreRotation
Read Write Property: Pre Rotation (considered if RotationActive is true)
@ kFBModelShadingDefault
Default shading.
virtual const char * FbxGetObjectSubType() override
Returns the class sub type inherited by the class of an object, for example: 'Default',...
FBPropertyAnimatableVector3d Translation
Read Write Property: Lcl translation.
@ kModelTransformation
Transformation.
FBPropertyGeometry Geometry
Read Write Property: Geometry for the model.
FBPropertyVector3d IKPivot
Read Write Property: marker Pivot Offset.
FBPropertyDouble Size
Read Write Property: Size (not related to scaling).
void GetSkinModelList(FBModelList &pSkinModelList)
Return the list of skin model associated with this Skeleton(Bone), which could be the deformable skin...
@ kFBModelEvaluationBBox
Model's bouding box computation task (approximately for deformable model)
FBModelRoot(const char *pName, HIObject pObject=NULL)
Constructor.
void LinkSetCurrentVertex(int pLinkIndex, int pPointIndex)
Link at current vertex.
@ kFBSkeletonLookSquare
Square.
FBPropertyVector3d RotationMax
Read Write Property: Max Rotation Limit (considered if RotationActive is true)
@ kFBModelShadingHard
Hard shading.
FBPropertyVector3d PostRotation
Read Write Property: Post Rotation (considered if RotationActive is true)
class K_DLLIMPORT FBPropertyBase< FBVector3d, kFBPT_Vector3D > FBPropertyVector3d
FBPropertyVector3d type definition.
ICallback_Declare(override)
Interface to ICallback.
void DisableOGLVertexData()
Disable OpenGL Vertex Array (Pos & Normal).
@ kFBSkeletonLookHardCross
Thick cross.
FBPropertyBool RotationMaxX
Read Write Property: Is model using Maximum Rotation Limits On X?
FBMarkerLook
Look of the marker.
@ kFBClusterTotal100
The balanced values will add up to 100 percent.
FBPropertyBool RotationMaxY
Read Write Property: Is model using Maximum Rotation Limits On Y?
FBPropertyDouble Size
Read Write Property: Size (not related to scaling).
FBPropertyBool RotationSpaceForLimitOnly
Read Write Property: Apply Post Rotation Matrix only for Limits?
void VertexGetTransform(FBVector3d &pPosition, FBVector3d &pRotation, FBVector3d &pScaling)
Get transform of a cluster set.
void PushZDepthClipOverride()
Disables Z-Depth clip plane if this model is selected using Z-Depth HideFront selection tool.
int GetUVSetUVCount(FBTextureMapping pTextureMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
Return the number of UVs in the UV Set for the specified texture mapping mode.
@ kFBSkeletonLowResolution
Lowest resolution.
FBPropertySkeletonResolutionLevel Resolution
Read Write Property: Resolution of skeleton node. (Note: Only effective when the look is set to: Sphe...
FBModel(const char *pName, HIObject pObject=NULL)
Constructor.
FBPropertyDouble PlaySpeed
Read Write Property: Play Speed.
FBMarkerType
Type of the marker.
@ kFBModelRenderPassPick
Pick pass.
@ kFBModelShadingTexture
Textured shading.
@ kFBModelRenderPassStandard
Standard pass.
FBPropertyListTexture Textures
List: Textures with Special UseType (Other than "Color" which should connect to materials).
FBPropertyVector3d GeometricTranslation
Read Write Property: Geometric translation.
FBPropertyTime StartTime
Read Write Property: Start Time.
K_DLLIMPORT FBModel * FBFindModelByUniqueColorId(const FBColor &pColor, int *pSubItemIndex=NULL)
Find a model in the scene by its unique color id.
FBPropertyBool Pickable
Read Write Property: Indicate if a model can be picked in the viewer. This has a default value of 'tr...
FBPropertyBool RotationMinZ
Read Write Property: Is model using Minimum Rotation Limits On Z?
@ kFBMarkerLookRotationGoal
Rotation goal.
Four x Four (double) Matrix.
@ kFBSkeletonLookStick
Box with a sphere on one end.
void * GetVertexArrayVBOOffset(FBGeometryArrayID pArrayId, bool pAfterDeform=true)
Return the Vertex Buffer Object (VBO) offset for the specified vertex array Id.
FBCluster(FBModel *pModel)
Constructor.
int ClusterBegin(int pIndex=-1)
Begin cluster definition.
FBGeometryArrayElementType
Type of data when requesting an array.
FBPropertyVector3d RotationMin
Read Write Property: Min Rotation Limit (considered if RotationActive is true)
K_DLLIMPORT void FBModelTransactionEnd()
FBModelTransactionEnd.
FBModelTransformationType
Types of transformation vector/matrices possible.
FBModel * operator[](int pIndex)
Get the model at pIndex.
bool IsCollapsedInSchematic() const
Returns if the model is collapsed or not (expanded) in the schematic view.
void EnableOGLUVSet(FBTextureMapping pTextureMapping=kFBTextureMappingUV, const char *pUVSet=NULL)
Enable (Setup) OpenGL UV set array.
FBPropertyBool TranslationMinX
Read Write Property: Is model using Translation Limits on Min X.
@ kFBClusterNormalize
Normalize (values between 0.0 and 1.0 )
FBPropertyVector3d TranslationMax
Read Write Property: Translation Limit Max.
@ kFBClusterAdditive
Add the values together.
class K_DLLIMPORT FBArrayTemplate< FBModel * > FBModelList
typedef class FBSDK_DLL FBArrayTemplate<FBModel*> FBModelList;
FBMaterial * GetSubPatchMaterial(int pSubPatchIndex)
Return the mapped material for the specified sub patch.
void LinkRemove(int pLinkNumber)
Remove a link.
@ kFBModelShadingFlat
Flat shading.
@ kFBCullingOff
Culling Off.
FBPropertyBool SoftSelected
Read Write Property: Is model Soft selected?
FBPropertyModelVertexData ModelVertexData
Read Only Property: ModelVertexData for the model.
virtual bool ManipulatorNotify(FBSelectionAction pAction)
Callback for component selection in custom FBModel.
bool IsVisible(FBEvaluateInfo *pEvaluateInfo=NULL)
If the model is visible.
K_DLLIMPORT void FBGetSelectedModels(FBModelList &pList, FBModel *pParent=NULL, bool pSelected=true, bool pSortBySelectOrder=false)
Find all models that are selected (if pSelected is true) Searches recursively from a root model for m...
@ kFBManipulatorRemove
Remove the selected components from the current selection.
FBModelCube(const char *pName, HIObject pObject=NULL)
Constructor.
FBPropertyColor Color
Read Write Property: Color of skeleton node.
K_DLLIMPORT void FBModelTransactionBegin()
FBModelTransactionBegin.
void PopZDepthClipOverride()
Re-enables Z-Depth clip plane if it had been disabled via PushZDepthClipOverride().
virtual bool HasCustomDisplay()
Function to overload to handle custom display.
bool IsDeformable()
Return true if the model is deformable.
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
FBPropertyScene Scene
Read Only Property: Scene containing the model.
FBPropertyString CacheFileName
Read Write Property: Filename of media.
FBModelPlane(const char *pName, HIObject pObject=NULL)
Constructor.
FBPropertyBool Loop
Read Write Property: Loop.
@ kFBSphericXYZ
Spheric XYZ Order.
FBPropertyMarkerType Type
Read Write Property: Type of model marker.
FBPropertyBool PointCacheDeformable
Read Write Property: Model point cache deformable. Not Savable
FBPropertyBool LinkFollowGeometryOffset
Read Write Property: Whether link to parent node must follow skeleton node or not,...
FBModelRotationOrder
Ways to apply Rotation.
FBModelCullingMode
Model Culling Mode.
FBModelNull(const char *pName, HIObject pObject=NULL)
Constructor.
#define FB_DEFINE_LIST(DllTag, Type)
Define a component list.
void ExpandInSchematic()
Expand the model in the schematic view.
FBPropertyBool Show
Read Write Property: Indicate if the viewer should show the object, according to its visibility value...
FBPropertyBool TranslationMaxY
Read Write Property: Is model using Translation Limits on Max Y.
@ kFBEulerXYZ
XYZ Euler Order.
@ kModelInverse_Transformation
Inverse transformation.
@ kModelTransformation_Geometry
Transformation plus geometry offset
K_DLLIMPORT void FBBeginChangeAllModels()
Call begin change to all models (need to be closed).
@ kFBEulerYZX
YZX Euler Order.
FBPointCacheFile(const char *pName, HIObject pObject=NULL)
Constructor.
PropertyList: Concrete class for PropertyList of component
int Add(FBModel *pItem)
Add a model to the property list.
FBVector2d GetSchematicPosition()
Get the position in the schematic view for the model.
FBPropertyInt GeometryUpdateId
Read Only Property: model geometry (vertex data) related update id.
Contains definitions for devices, boxes and models.
Template class to contain an array of items.
@ kFBMarkerLookAimRollGoal
Aim & Roll goal.
@ kModelTraverserDepthFirst
Depth-first search.
virtual bool FbxStore(FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) override
Store and Retrieve function that can be overloaded.
void SetupPropertiesForShapes()
Setup Shape Properties.
virtual FBModel * Clone()
Clone the model.
K_DLLIMPORT void FBDestroyModelList(FBModelList *pModelList)
Delete a FBModelList object.
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
@ kFBMarkerMediumResolution
Medium resolution.
virtual void RemoveAt(int pIndex)
Remove the model at pIndex.
@ kFBSkeletonMediumResolution
Medium resolution.
FBPropertyBool PreserveLinkEndPosition
Read Write Property: Whether skeleton node must preserve its links' end position to children nodes,...
PropertyList: ModelSkeleton.
void GetLocalTransformationMatrixWithGlobalRotationDoF(FBMatrix &pMatrix, bool pInverse=false, FBEvaluateInfo *pEvaluateInfo=NULL)
Get the local transformation (or local inverse transformation) matrix with the global Rotation DoF va...
FBSkeletonLook
Look of the skeleton.
FBPropertyColor Color
Read Write Property: Color of model marker.
void SetMatrixWithPrecision(FBMatrix pMatrix, FBModelTransformationType pWhat=kModelTransformation, bool pGlobalInfo=true, bool pPushUndo=false, FBEvaluateInfo *pEvaluateInfo=NULL, double pPrecision=FBMat2EulerDegenerateForPrecision10)
Set a matrix for the model.
void RotationToMatrix(FBMatrix &pMatrix, const FBRVector &pRotation)
Convert Euler Vector to Rotation Matrix based on model's rotation order.
int NoFrustumCullingRequire()
Acquire no frustum culling request.
@ kModelTraverserBreadthFirst
Breadth-first search.
FBPropertyBool TranslationMinY
Read Write Property: Is model using Translation Limits on Min Y.
FBPropertyMarkerResolutionLevel ResLevel
Read Write Property: Resolution level of model marker.
@ kFBManipulatorReplace
Replaces the current selection by the new selected components.
virtual int GetCount()
Get the number of models.
bool IsEvaluationReady(FBModelEvaluationTaskType pWhat, FBEvaluateInfo *pEvaluateInfo=NULL) const
Is the model's evaluation task result ready.
FB_DEFINE_COMPONENT(K_DLLIMPORT, AnimationNode)
Animation node class.
void VertexClear()
Clear all linked vertices.
@ kModelTranslation
Translation.
FBPropertyModelShadingMode ShadingMode
Read Write Property: Shading mode for the model.
#define __FBClassDeclareGroup(Name, Parent)
For internal use only.
FBGeometryArrayID
ID to use when requesting a specific array of data for a model.
FBPropertyModel LookAt
Read Write Property: Look at model (interest point).
FBPropertyBool ConstrainDeformable
Read Write Property: Model constraint deformable. Not Savable
virtual const char * FbxGetObjectSubType() override
Returns the class sub type inherited by the class of an object, for example: 'Default',...
__FB_FORWARD(FBDeformer)
PropertyList: Texture
@ kFBManipulatorToggle
Toggle the current selection with the unselected components.
bool IsForceAlwaysEvaluate()
Return Force Always Evaluate status.
@ kFBModelShadingAll
Lighted, shaded, textured shading.
virtual const char * FbxGetObjectType() override
Returns the class type inherited by the class of an object, for example: 'Model'.
@ kFBMarkerLookCircle
Circle.
Creates custom cameras and manages system cameras.
@ kModelRotation
Rotation.
void MatrixToRotation(FBRVector &pRotation, const FBMatrix &pMatrix)
Convert Rotation Matrix to Euler Vector based on model's rotation order.
Base Model deformer class.
int GetSubRegionCount()
Return the number of sub regions (mapping with different materials).
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
Declaration for the classes FBShaderManager, FBShader, FBPropertyListShader and other subclasses.
int GetSubPatchIndexSize(int pSubPatchIndex)
Return the size of the indexes for the specified sub patch (see GetIndexArray()).
@ kFBManipulatorRemoveAll
Remove all components from the current selection.
AnimationNodeNotify evaluation information.
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, called when HasCustomDisplay returns true;.
@ kFBManipulatorAddAll
Add all components to the current selection.
Property class: const char * (String).
virtual bool ClosestRayIntersection(const FBTVector &pRayOrigin, const FBTVector &pRayEnd, FBTVector &pIntersectPos, FBNormal &pIntersectNormal)
Determines the first intersection point's position and normal between ray and model surface
int GetVertexCount()
Return the number of vertices.
class K_DLLIMPORT FBPropertyBaseAnimatable< bool, kFBPT_bool > FBPropertyAnimatableBool
FBPropertyAnimatableBool type definition.
MotionBuilder SDK base class.
void SetSchematicPosition(int pX, int pY)
Set the position in the schematic view for the model.
virtual const char * FbxGetObjectSubType() override
Returns the class sub type inherited by the class of an object, for example: 'Default',...
FBPropertyVector3d GeometricRotation
Read Write Property: Geometric rotation.
FBPropertyTime StopTime
Read Write Property: Stop Time.
int GetIndexArraySize()
Return the index array size (see GetIndexArray()).
virtual bool FbxStore(FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) override
Store and Retrieve function that can be overloaded.
void VertexAdd(int pVertexIndex, double pWeight)
Add a vertex to a cluster.
@ kFBMarkerTypeIKEffector
IK effector.
FBPropertyListModel Children
List: Children for model.
FBPropertyBool IsConstrained
Read Only Property: Is model constrained?
FBPropertyBool CastsShadows
Read Write Property: If true, the geometry will produce shadows.
void CollapseInSchematic()
Collapse the model in the schematic view.
FBPropertyBool PrimaryVisibility
Read Write Property: Control the geometry render state. Geometry can still cast shadows even if this ...
FBPropertyDouble ClusterAccuracy
Read Write Property: Cluster accuracy.
@ kFBMarkerTypeOptical
Optical.
FBPropertyBool TranslationMinZ
Read Write Property: Is model using Translation Limits on Min Z.
const int * GetVertexArrayDuplicationMap(unsigned int &pDuplicatedVertexCount)
The FBModel::TessellatedMesh could contain per-face mapping UVSet/Normal or other layer elements.
FBPropertyModel Parent
Read Write Property: Parent model.
FBPropertyVector3d TranslationMin
Read Write Property: Translation Limit Min.
@ kFBMarkerLowResolution
Lowest resolution.
FBPropertyColor UniqueColorId
Read Only Property: Unique Color Id for color based viewer picking. Color channel values are in the r...
virtual const char * FbxGetObjectType() override
Returns the class type inherited by the class of an object, for example: 'Model'.
class K_DLLIMPORT FBVector3< double > FBVector3d
3D vector.
FBPropertyBool RotationActive
Read Write Property: Is model using Rotation Limits?
FBPropertyMesh TessellatedMesh
Read Only Property: Tessellated Mesh for the model.
FBModelShadingMode
Modes for model shading.
@ kFBSkeletonLookCircle
Circle.
int LinkGetCount()
Get number of links.
FBSkeletonResolutionLevel
Resolution of skeleton sphere, capsule and stick (Quality).