Open Reality Reference Guide
 
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fbmanipulator.h
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1#ifndef __FBMANIPULATOR_H__
2#define __FBMANIPULATOR_H__
3/**************************************************************************
4 Copyright (c) 1994 - 2009 Autodesk, Inc. and/or its licensors.
5 All Rights Reserved.
6
7 The coded instructions, statements, computer programs, and/or related
8 material (collectively the "Data") in these files contain unpublished
9 information proprietary to Autodesk, Inc. and/or its licensors, which is
10 protected by Canada and United States of America federal copyright law
11 and by international treaties.
12
13 The Data may not be disclosed or distributed to third parties, in whole
14 or in part, without the prior written consent of Autodesk, Inc.
15 ("Autodesk").
16
17 THE DATA IS PROVIDED "AS IS" AND WITHOUT WARRANTY.
18 ALL WARRANTIES ARE EXPRESSLY EXCLUDED AND DISCLAIMED. AUTODESK MAKES NO
19 WARRANTY OF ANY KIND WITH RESPECT TO THE DATA, EXPRESS, IMPLIED OR
20 ARISING BY CUSTOM OR TRADE USAGE, AND DISCLAIMS ANY IMPLIED WARRANTIES
21 OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR
22 PURPOSE OR USE. WITHOUT LIMITING THE FOREGOING, AUTODESK DOES NOT
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24 FREE.
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37**************************************************************************/
38
43#include <kaydaradef.h>
44#ifndef FBSDK_DLL
48 #define FBSDK_DLL K_DLLIMPORT
49#endif
50
51#include <fbsdk/fbcomponent.h>
53
54#ifdef FBSDKUseNamespace
55 namespace FBSDKNamespace {
56#endif
57
59
60FB_DEFINE_COMPONENT( FBSDK_DLL, Manipulator );
62
69#define FBRegisterManipulator( ClassName, Label, Description, IconFilename ) \
70 HIObject RegisterManipulator##ClassName( HIObject /*pOwner*/,const char* pName,void * /*pData*/) \
71 { \
72 ClassName *Class = new ClassName( Label ); \
73 Class->mAllocated = true; \
74 if (Class->FBCreate()) { \
75 return Class->GetHIObject(); \
76 } else { \
77 delete Class; \
78 return NULL; \
79 } \
80 } \
81 FBLibraryModule( ClassName ) \
82 { \
83 FBRegisterObject( ClassName,"Manipulators",Label,Description,RegisterManipulator##ClassName,true, IconFilename ); \
84 }
85
90#define FBManipulatorDeclare( ClassName, Parent ) \
91 FBClassDeclare( ClassName,Parent); \
92 public: \
93 ClassName(const char* pName):Parent(pName) { FBClassInit; } \
94 private:
95
99#define FBManipulatorImplementation( ThisComponent ) \
100 FBClassImplementation( ThisComponent )
101
103// FBManipulator
111
113
117public:
122 FBManipulator(const char* pName, HIObject pObject=NULL);
123
124 virtual bool FBCreate () override;
125
126 // ***** Picking routines ******
127 //---- Rectangle -----
128
133
136
139
140 //---- Single Pick -----
141
146
147 //---- Pick Result -----
148
153
158 FBModel* PickGetModel(int pIndex);
159
165
170
175
180
185
190
195
196 // Render begin/end
203
206
216 virtual bool ViewInput(int pMouseX, int pMouseY, FBInputType pAction, int pButtonKey,int pModifier); // same as FBView
217
221 virtual void ViewExpose();
222
223public:
229 FBPropertyCamera CurrentCamera;
231 // Custom manipulators will be called first, before the standard MotionBuilder manipulators.
232 // Remark: If your manipulator consumes an event, it must consumes all the event until the transaction is finished.
233 // For example, if you consume the mouse down but not the mouse up, the other manipulator might be in an inconsistent state.
234};
235
237// Property list
239FB_DEFINE_LIST( FBSDK_DLL, Manipulator );
240
243{
248 virtual int Add ( FBManipulator* pItem );
252 virtual void RemoveAt( int pIndex );
253public:
258 virtual FBManipulator* operator[](int pIndex);
262 virtual int GetCount();
263};
264
266// FBManipulatorTransform
269
270FB_DEFINE_COMPONENT( FBSDK_DLL, ManipulatorTransform );
271
279
280FB_DEFINE_ENUM( FBSDK_DLL, ManipulatorTransformType );
281
285public:
290 FBManipulatorTransform(const char *pName,HIObject pObject=NULL);
291
292 FBPropertyManipulatorTransformType Type;
296};
297
298#ifdef FBSDKUseNamespace
299 }
300#endif
301#endif
MotionBuilder SDK base class.
Manipulator class.
int GetViewerHeight()
Get rendering area height.
FBVertex PickGetPoint(int pIndex)
Get point at pIndex on pick path in 3D.
virtual void ViewExpose()
Expose function.
void FBModelRenderEnd()
End model matrix sequence.
FBPropertyString ViewerText
Read Write Property: Text displayed in view.
FBPropertyCamera CurrentCamera
Read Only Property: Current camera.
void PickRectStart(FBManipulatorPickType pType)
Pick rectangle start.
void PickRectStop()
Stop rectangle pick.
virtual bool ViewInput(int pMouseX, int pMouseY, FBInputType pAction, int pButtonKey, int pModifier)
Input function.
FBPropertyBool AlwaysActive
Read Write Property: Is manipulator always active?
FBPropertyBool DefaultBehavior
Read Write Property: Using default manipulator behavior?
FBModel * PickGetModel(int pIndex)
Get model at index pIndex in list of picked items.
void Pick(FBManipulatorPickType pType)
Single pick.
int GetPaneWidth()
Get sub-pane width.
void PickRectMotion()
Pick rectangle motion.
int GetPanePosX()
Get sub-pane origin X offset from the viewer origin.
void FBModelRenderBegin(FBModel *pModel)
Transform the current matrix to the reference of a given model.
FBManipulator(const char *pName, HIObject pObject=NULL)
Constructor.
FBPropertyBool Visible
Read Write Property: Is manipulator visible?
virtual bool FBCreate() override
Open Reality Creation function.
int GetPaneHeight()
Get sub-pane height.
FBPropertyBool Active
Read Write Property: Is manipulator active?
int GetPanePosY()
Get sub-pane origin Y offset from the viewer origin.
int PickGetCount()
Get number of items picked.
int GetViewerWidth()
Get rendering area width.
FBPropertyBool ConsumeEvent
Read Write Property: Is manipulator consuming event? If true, this will prevent other manipulators fr...
Manipulator class.
FBManipulatorTransform(const char *pName, HIObject pObject=NULL)
Constructor.
FBPropertyManipulatorTransformType Type
Property: Type of selection event.
FBPropertyBool VertexManipulationEnabled
Property: Is vertex manipulation enabled?
FBPropertyBool VertexSelectionEnabled
Property: Is vertex selection enabled?
FBPropertyBool IconVisible
Property: Is icon visible?
Model class.
Definition fbmodel.h:274
PropertyList: Manipulator.
virtual int GetCount()
Get the number of manipulators.
virtual FBManipulator * operator[](int pIndex)
Get the manipulator at a given index.
Property class: const char * (String).
Basic class definitions.
#define __FBClassDeclare(Name, Parent)
For internal use only.
#define FBSDK_DLL
Be sure that FBSDK_DLL is defined only once...
Contains the user interface components for the SDK.
FBInputType
Types of input events.
Definition fbcontrols.h:123
FBManipulatorPickType
Types of manipulator picking.
@ FBPickPoints
Pick points.
@ FBPickObjects
Pick objects.
@ FBPickSurfaces
Pick surfaces.
FBManipulatorTransformType
Manipulator transform stles.
@ kFBManipulatorTransformRotation
Rotation manipulator.
@ kFBManipulatorTransformNone
No manipulator.
@ kFBManipulatorTransformTranslation
Translation manipulator.
@ kFBManipulatorTransformScaling
Scaling manipulator.
class K_DLLIMPORT FBPropertyBase< bool, kFBPT_bool > FBPropertyBool
Property: bool
#define FB_DEFINE_LIST(DllTag, Type)
Define a component list.
#define FB_DEFINE_COMPONENT(DllTag, Type)
Define a component and give it the ability to be a property.
#define FB_DEFINE_ENUM(DllTag, Type)
Define an enum and give it the ability to be a property.
class K_DLLIMPORT FBVector4< float > FBVertex
Vertex.
Definition fbtypes.h:597
#define FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Definition fbtypes.h:62
#define __FB_FORWARD(ClassName)
Forwarding of class and typedef declaration.
Definition fbtypes.h:68