Inheritance diagram for I3DShModifier:

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| virtual MCCOMErr MCCOMAPI | Apply (I3DShTreeElement *tree)=0 |
| virtual MicroTick MCCOMAPI | GetMaxTimeWithoutComputation (I3DShTreeElement *tree)=0 |
| virtual boolean MCCOMAPI | IsIKTerminator () const =0 |
| virtual void MCCOMAPI | SetBoundingBox (const TBBox3D &bbox)=0 |
| virtual void MCCOMAPI | DeformPoint (const TVector3 &point, TVector3 &result)=0 |
| virtual void MCCOMAPI | DeformVertex3D (const TVertex3D &vertex, TVertex3D &result)=0 |
| virtual void MCCOMAPI | DeformFacetMesh (real lod, FacetMesh *in, FacetMesh **outMesh)=0 |
| virtual void MCCOMAPI | DeformBBox (const TBBox3D &in, TBBox3D &out)=0 |
| virtual void MCCOMAPI | GetNeededLOD (const real outputLOD, real &neededLod)=0 |
| virtual void MCCOMAPI | GetDeformerInfo (real lod, TDeformInfo &deformInfo)=0 |
There are two interfaces to access a modifier: The shell interface (I3DShModifier) and the external interface (I3DExModifier) . You can get one from the other using QueryInterface.
Whenever it is possible you should use the Shell interface (I3DShModifier) to access the component because the Shell will make sure that the parameter map of the external component is valid. This is especially important if the component is animated. For more information on components see the Overview of the SDK.
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Gives access to all the parameters of the tree the modifier is on. To implement a behavior, just change the transforms.
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Returns an approximation of how the modifier affects a given zone of space contained in the box in, and returns the box that encompass the deformed space in out.
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Deforms or creates 3D facets. Given the original facet mesh of a primitive, it produces a (new) deformed mesh. You can modify whatever you want on the mesh: you can add or remove vertices, normals, facets, or change their position. But you should NOT modify the in mesh. You need to create a new mesh and return it in outMesh (yet you can clone in to outMesh and then change outMesh). If the parameters of your deformer won't deform the mesh, you can have outMesh reference in thus:
TMCCountedGetHelper<FacetMesh> result(outMesh); result= in;
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Computes result of the deformation of a given point (in local coordinates). DeformPoint is called by the shell if you do not implement DeformFacetMesh or DeformVertex3D (the shell will automatically subdivide the facet mesh to achieve a smooth deformation).
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Computes the result of the deformation of a given vertex (in local coordinates). DeformVertex3D called by the 3D Shell if you do not implement DeformFacetMesh (the shell will automatically subdivide the facet mesh to achieve a smooth deformation).
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Returns information about the modifier. If you implement only DeformPoint or DeformVertex3D and not DeformFacetMesh, use this function to give the shell some directions to guide the facet mesh subdivision process.
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Tells the shell how much cached data the behavior has (starting at zero).
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Returns the level of detail the modifier needs to produce a result at the precision outputLOD.
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Returns true if the modifier is an IK Terminator. |
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Is called by the 3D Shell to tell the 3D deformation modifier in which boundaries the 3D data to deform is going to be. This is the bounding box of the facet mesh before the deformation is applied.
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1.3.9.1