Inheritance diagram for TBasicPrimitive:

Public Member Functions | |
| TBasicPrimitive () | |
| virtual | ~TBasicPrimitive () |
| virtual MCCOMErr MCCOMAPI | QueryInterface (const MCIID &riid, void **ppvObj) |
| virtual uint32 MCCOMAPI | AddRef () |
| virtual void *MCCOMAPI | GetExtensionDataBuffer () |
| virtual MCCOMErr MCCOMAPI | EnumPatches (EnumPatchesCallback callback, void *privData, boolean &closed) |
| virtual MCCOMErr MCCOMAPI | GetNbrLOD (int16 &nbrLod) |
| virtual MCCOMErr MCCOMAPI | GetLOD (int16 lodIndex, real &lod) |
| virtual MCCOMErr MCCOMAPI | GetFacetMesh (uint32 lodIndex, FacetMesh **outMesh) |
| virtual MCCOMErr MCCOMAPI | GetFacetMesh (real lod, FacetMesh **outMesh) |
| virtual boolean MCCOMAPI | CanBeSplit () |
| virtual MCCOMErr MCCOMAPI | SplitPrimitive (TMCCountedPtrArray< I3DExGeometricPrimitive > &subParts, TMCArray< TTransform3D > &subPartPositions) |
| virtual uint32 MCCOMAPI | GetUVSpaceCount () |
| virtual MCCOMErr MCCOMAPI | GetUVSpace (uint32 uvSpaceID, UVSpaceInfo *uvSpaceInfo) |
| virtual MCCOMErr MCCOMAPI | UV2XYZ (TVector2 *uv, uint32 uvSpaceID, TVector3 *resultPosition, boolean *inUVSpace) |
| virtual MCCOMErr MCCOMAPI | GetUVSpaceRDS5 (uint32 uvSpaceID, UVSpaceInfoRDS5 *uvSpaceInfo) |
| virtual MCCOMErr MCCOMAPI | AppendToRenderables (const TTransform3D &worldFromModelTfm, TRenderableAndTfmArray &renderableAndTfm) |
| virtual boolean MCCOMAPI | AutoSwitchToModeler () const |
| virtual boolean MCCOMAPI | IsBBoxPickable () const |
| virtual boolean MCCOMAPI | IsExcludedFromTripleBuffer () |
| virtual void MCCOMAPI | GetDefaultShader (I3DShShader **shader) |
| virtual void MCCOMAPI | ChangedData () |
Protected Member Functions | |
| virtual real | GetFidelity () |
| virtual void | GetMinMaxLOD (real &minLOD, real &maxLOD) |
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Increments the reference count of the object Reimplemented from TBasicUnknown. |
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Appends the renderable to the renderable array. This is used to append extra renderables on top of the geometry itself.
Implements I3DExGeometricPrimitive. |
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Returns true if the primitive should be open in its modeler immediately after its insertion Implements I3DExGeometricPrimitive. |
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Returns true if the primitive can split itself into sub parts of the same type. Implements I3DExGeometricPrimitive. |
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Do not use. Temporary call. Implements I3DExGeometricPrimitive. |
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Returns the primitive as a list of bicubic patches. It is recommended to use GetFacetMesh() instead.
Implements I3DExGeometricPrimitive. |
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Returns the default shader for this primitive. This is called each time a primitive is inserted in a scene without a shader
Implements I3DExGeometricPrimitive. |
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Reimplemented from TBasicDataExchanger. |
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Never implement that one, reserved for future use (primitives with an infinite number of resolutions) Implements I3DExGeometricPrimitive. |
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Returns the Facet Mesh for this lod index.
Implements I3DExGeometricPrimitive. |
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Return the floating point value of the level of detail that corresponds to the 0-based 'lodIndex'. (lodIndex=0 means highest resolution)
Implements I3DExGeometricPrimitive. |
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Returns the number of levels of detail (lod) of the primitive. This value is used to determine the lodIndex in GetLOD().
Implements I3DExGeometricPrimitive. |
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Returns the information regarding a particular uvSpace (= shading domain).
Implements I3DExGeometricPrimitive. |
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Returns the number of UV space on the primitives. Implements I3DExGeometricPrimitive. |
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Returns the information regarding a particular uvSpace (= shading domain). To be implemented only if your primitive existed in RDS 5 or earlier, so that UV spaces can be mapped properly to the new 0..1 boundaries
Implements I3DExGeometricPrimitive. |
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Returns true if the primitive can be picked in the 3D View when clicking on its bounding box. Usually, you want to reply no, since the picking is done thru a ray-tracing hit test. However, some primitives such as volumic primitives or particles systems may want to answer yes. Default implementation in TBasicPrimitive returns false. Implements I3DExGeometricPrimitive. |
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Return true if its instances should be excluded from the triple buffer (eg used for skinning) Implements I3DExGeometricPrimitive. |
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Check if the object supports a given interface and returns a pointer to that interface if it does. Note that QueryInterface will increment the reference count of the object by one if the interface is found.
Reimplemented from TBasicDataExchanger. |
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Builds a list of sub-parts of itself. 'subPartPositions' gives the relative position of each sub part in the object local coordinates. Both arrays need to be of same size. Note: the original primitive needs to remain intact.
Implements I3DExGeometricPrimitive. |
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Returns the position in 3D of a point given a set of UV coordinates. This is useful if you want to calculate a UV texture from a 3D shaders for instance.
Implements I3DExGeometricPrimitive. |
1.3.9.1