Base class for Cameras. More...
#include <kaydaradef.h>
#include <fbsdk/fbcore.h>
#include <fbsdk/fbcomponent.h>
#include <fbsdk/fbshader.h>
#include <fbsdk/fbtexture.h>
#include <fbsdk/fbgeometry.h>
#include <fbsdk/fbmaterial.h>
#include <fbsdk/fbmath.h>
Go to the source code of this file.
Classes | |
class | FBPropertyListModel |
List: Model More... | |
class | FBPropertyListDeformer |
class | FBModel |
Model class. More... | |
class | FBModelNull |
Null object class. More... | |
class | FBModelRoot |
Root object class. More... | |
class | FBModelMarker |
Model marker class. More... | |
class | FBModelSkeleton |
Root object class. More... | |
class | FBPropertyListModelSkeleton |
PropertyList: ModelSkeleton. More... | |
class | FBModelCube |
Cube model class. More... | |
class | FBModelPlane |
Plane model class. More... | |
class | FBCluster |
Weighting interface for meshes. More... | |
class | FBModelVertexData |
class | FBDeformer |
Base Model deformer class. More... | |
class | FBDeformerPointCache |
Base Model deformer class. More... | |
class | FBPointCacheFile |
Base Model deformer class. More... | |
Macros | |
#define | FBSDK_DLL K_DLLIMPORT |
Be sure that FBSDK_DLL is defined only once... | |
#define | FBStorableCustomModelImplementation(ClassName, Desc) |
Custom Storable Model Class implementation. | |
Typedefs | |
typedef class K_DLLIMPORT FBArrayTemplate< FBModel * > | FBModelList |
typedef class FBSDK_DLL | |
Functions | |
FB_DEFINE_COMPONENT (K_DLLIMPORT, Model) | |
FB_DEFINE_COMPONENT (K_DLLIMPORT, Cluster) | |
FB_DEFINE_COMPONENT (K_DLLIMPORT, ModelVertexData) | |
FB_DEFINE_COMPONENT (K_DLLIMPORT, PointCacheFile) | |
__FB_FORWARD (FBModel) | |
__FB_FORWARD (FBPropertyListModel) | |
FB_DEFINE_LIST (K_DLLIMPORT, Model) | |
__FB_FORWARD (FBDeformer) | |
PropertyList: Texture | |
FB_DEFINE_ENUM (K_DLLIMPORT, ModelShadingMode) | |
FB_DEFINE_ENUM (K_DLLIMPORT, ModelTransformationType) | |
FB_DEFINE_ENUM (K_DLLIMPORT, ModelRotationOrder) | |
FB_FORWARD (FBCamera) | |
K_DLLIMPORT FBModelList * | FBCreateModelList () |
Create a FBModelList object. | |
K_DLLIMPORT void | FBDestroyModelList (FBModelList *pModelList) |
Delete a FBModelList object. | |
K_DLLIMPORT FBModel * | FBFindModelByLabelName (const char *pModelLabelName) |
Find a model in the scene by its label name. | |
K_DLLIMPORT FBModel * | FBFindModelByUniqueColorId (const FBColor &pColor, int *pSubItemIndex=NULL) |
Find a model in the scene by its unique color id. | |
K_DLLIMPORT FBModel * | FBLoadFbxPrimitivesModel (const char *pModelName) |
Load a model. | |
K_DLLIMPORT void | FBFindModelsOfType (FBModelList &pList, int pTypeInfo, FBModel *pParent=NULL) |
Find all models of a certain type in the scene. | |
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 models that are selected, and adds them to a list of models. | |
K_DLLIMPORT FBModel * | FBGetLastSelectedModel () |
Get the last selected model, which is the one having the manipulator in the viewer. | |
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 particular model. | |
K_DLLIMPORT void | FBBeginChangeAllModels () |
Call begin change to all models (need to be closed). | |
K_DLLIMPORT void | FBEndChangeAllModels () |
Call end change to all models (should be first open). | |
K_DLLIMPORT void | FBModelTransactionBegin () |
FBModelTransactionBegin. | |
K_DLLIMPORT void | FBModelTransactionEnd () |
FBModelTransactionEnd. | |
__FB_FORWARD (FBModelNull) | |
__FB_FORWARD (FBModelRoot) | |
__FB_FORWARD (FBModelMarker) | |
FB_DEFINE_ENUM (K_DLLIMPORT, MarkerResolutionLevel) | |
FB_DEFINE_ENUM (K_DLLIMPORT, MarkerLook) | |
FB_DEFINE_ENUM (K_DLLIMPORT, MarkerType) | |
__FB_FORWARD (FBModelSkeleton) | |
FB_DEFINE_ENUM (K_DLLIMPORT, SkeletonLook) | |
FB_DEFINE_ENUM (K_DLLIMPORT, SkeletonResolutionLevel) | |
FB_DEFINE_LIST (K_DLLIMPORT, ModelSkeleton) | |
FB_FORWARD (FBPropertyListModelSkeleton) | |
__FB_FORWARD (FBModelCube) | |
__FB_FORWARD (FBModelPlane) | |
FB_DEFINE_ENUM (K_DLLIMPORT, ClusterMode) | |
__FB_FORWARD (FBCluster) | |
__FB_FORWARD (FBModelVertexData) | |
FB_DEFINE_ENUM (K_DLLIMPORT, DeformerType) | |
__FB_FORWARD (FBDeformerPointCache) | |
__FB_FORWARD (FBPointCacheFile) | |
#define FBSDK_DLL K_DLLIMPORT |
#define FBStorableCustomModelImplementation | ( | ClassName, | |
Desc | |||
) |
Custom Storable Model Class implementation.
This should be placed in the source code file for a custom model class.
typedef class K_DLLIMPORT FBArrayTemplate<FBModel*> FBModelList |
enum FBClusterMode |
enum FBDeformerType |
Determine the deformer type.
kFBDeformerSkeleton
Skeleton (Bone) driven skinning deformer.kFBDeformerPointCache
Pre-recorded point cache deformer.kFBGeometryMapping_BY_POLYGON_VERTEX
There will be one mapping coordinate for each vertex, for each polygon/strip it is part of. This means that a vertex will have as many mapping coordinates as polygons it is part of.kFBGeometryMapping_BY_POLYGON
There can be only one mapping coordinate for the whole polygon/strip.kFBGeometryMapping_BY_EDGE
There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements.kFBGeometryMapping_ALL_SAME
There can be only one mapping coordinate for the whole surface. enum FBMarkerLook |
Look of the marker.
enum FBMarkerType |
enum FBModelCullingMode |
enum FBModelRenderPass |
enum FBModelRotationOrder |
enum FBModelShadingMode |
Modes for model shading.
Types of transformation vector/matrices possible.
enum FBSelectionAction |
Selection mode when selecting component.
enum FBSkeletonLook |
Look of the skeleton.
__FB_FORWARD | ( | FBDeformer | ) |
PropertyList: Texture
K_DLLIMPORT void FBBeginChangeAllModels | ( | ) |
Call begin change to all models (need to be closed).
Useful for selection of many models that can trigger many related callbacks)
K_DLLIMPORT FBModelList * FBCreateModelList | ( | ) |
Create a FBModelList object.
This is to get around memory management issues when mixing debug and release runtime libraries on Windows. By using the FBCreateModelList/FBDestroyModelList duo of functions, you ensure that the memory used in the array is allocated, reallocated and freed in the same memory pool.
K_DLLIMPORT void FBDestroyModelList | ( | FBModelList * | pModelList | ) |
Delete a FBModelList object.
pModelList | pointer to the object created with a call to FBCreateModelList(). |
K_DLLIMPORT void FBEndChangeAllModels | ( | ) |
Call end change to all models (should be first open).
K_DLLIMPORT FBModel * FBFindModelByLabelName | ( | const char * | pModelLabelName | ) |
Find a model in the scene by its label name.
Searches the scene for a model, based on the model's label name. Label name is "NameSpaceName:ObjectName". also known as "PrefixName::ObjectName" Full name is "GroupName::NameSpaceName:ObjectName".
pModelLabelName | LabelName of model to search for. Specify it with schema like "NameSpaceName:ObjectName",or "ObjectName" if no NameSpaceName. |
K_DLLIMPORT FBModel * FBFindModelByUniqueColorId | ( | const FBColor & | pColor, |
int * | pSubItemIndex = NULL |
||
) |
Find a model in the scene by its unique color id.
A model could have a single unique ColorID, but SDK plugin user could request additional ColorID per model to support multi sub items picking. see FBModel::SetAdditionalUniqueColorIDCount().
pColor | Color channel values are in range of [0,1] with precision 1.0/255 |
pSubItemIndex | (C++ only) Pass out SubItem index value if not null. |
K_DLLIMPORT void FBFindModelsOfType | ( | FBModelList & | pList, |
int | pTypeInfo, | ||
FBModel * | pParent = NULL |
||
) |
Find all models of a certain type in the scene.
Searches recursively from a root model for models of a certain type, and adds them to a list of models.
pList | List to add found models to. |
pTypeInfo | Model type to look for. |
pParent | Root model to look from (default=NULL(root)). |
K_DLLIMPORT FBModel * FBGetLastSelectedModel | ( | ) |
Get the last selected model, which is the one having the manipulator in the viewer.
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 models that are selected, and adds them to a list of models.
pList | List to add found models to. |
pParent | Root model to look from (default=NULL(root)). |
pSelected | true to find selected models, false to find unselected models(default=true). |
pSortBySelectOrder | true to sort the result by selection order, first selected model in the first part of the list; false to sort the result by scene graph order |
K_DLLIMPORT FBModel * FBLoadFbxPrimitivesModel | ( | const char * | pModelName | ) |
Load a model.
pModelName | Name of primitive model to load. |
K_DLLIMPORT void FBModelTransactionBegin | ( | ) |
FBModelTransactionBegin.
This set of functions speeds up the process of batch operations on models.
K_DLLIMPORT void FBModelTransactionEnd | ( | ) |
FBModelTransactionEnd.
This set of functions speeds up the process of batch operations on models.
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 particular model.
If the model is not selected, it will also be selected.
pModel | Model that will be flagged as the last selected model. |