3ds Max C++ API Reference
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#include "../ScripterExport.h"
#include "../kernel/value.h"
#include <Geom/quat.h>
#include <Geom/ipoint3.h>
#include "..\protocols\vector.inl"
#include "..\protocols\quat.inl"
#include "..\protocols\matrix.inl"
#include "..\protocols\box.inl"
Classes | |
class | Point3Value |
class | ConstPoint3Value |
class | RayValue |
class | QuatValue |
class | AngAxisValue |
class | EulerAnglesValue |
class | Matrix3Value |
class | Point2Value |
class | Point4Value |
class | Box2Value |
class | Box3Value |
Functions | |
ScripterExport void | _QuatToEuler (const Quat &q, float *ang) |
ScripterExport void | _EulerToQuat (const float *ang, Quat &q) |
IPoint3 | to_ipoint3 (Value *val) |
IPoint2 | to_ipoint2 (Value *val) |
#define is_point3 | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(Point3Value)) |
#define is_ray | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(RayValue)) |
#define is_quat | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(QuatValue)) |
#define is_angaxis | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(AngAxisValue)) |
#define is_eulerangles | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(EulerAnglesValue)) |
#define is_matrix3 | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(Matrix3Value)) |
#define is_point2 | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(Point2Value)) |
#define is_point4 | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(Point4Value)) |
#define is_box2 | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(Box2Value)) |
#define is_box3 | ( | v | ) | ((DbgVerify(!is_sourcepositionwrapper(v)), (v))->tag == class_tag(Box3Value)) |
ScripterExport void _QuatToEuler | ( | const Quat & | q, |
float * | ang | ||
) |
ScripterExport void _EulerToQuat | ( | const float * | ang, |
Quat & | q | ||
) |
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inline |