Inheritance diagram for I3DExModifier:

Public Member Functions | |
| virtual TModifierFlags MCCOMAPI | GetModifierFlags ()=0 |
| 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 MCCOMErr MCCOMAPI | DeformPoint (const TVector3 &point, TVector3 &result)=0 |
| virtual MCCOMErr MCCOMAPI | DeformVertex3D (const TVertex3D &vertex, TVertex3D &result)=0 |
| virtual MCCOMErr MCCOMAPI | DeformFacetMesh (real lod, FacetMesh *in, FacetMesh **outMesh)=0 |
| virtual MCCOMErr MCCOMAPI | DeformBBox (const TBBox3D &in, TBBox3D &out)=0 |
| virtual MCCOMErr MCCOMAPI | GetNeededLOD (const real outputLOD, real &neededLod)=0 |
| virtual MCCOMErr MCCOMAPI | GetDeformerInfo (real lod, TDeformInfo &deformInfo)=0 |
| virtual void MCCOMAPI | BeginRendering () |
| virtual void MCCOMAPI | EndRendering () |
For modifiers that change the geometry, you need to implement SetBoundingBox, and either DeformPoint or DeformFacetMesh. If you choose to implement DeformPoint, the application will subdivide the object's mesh. Implementing GetDeformerInfo enables you to "guide" the subdivision process. If you don't implement DeformVertex3D a default implementation will be used.
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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.
Implemented in TBasicModifier. |
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Is called just before a rendering |
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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.
Implemented in TBasicModifier. |
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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;
Implemented in TBasicModifier. |
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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).
Implemented in TBasicModifier. |
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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).
Implemented in TBasicModifier. |
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Is called just after a rendering |
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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.
Implemented in TBasicModifier. |
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Tells the shell how much cached data the behavior has (starting at zero).
Implemented in TBasicModifier. |
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Returns the flags associated with the modifier. Implemented in TBasicModifier. |
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Returns the level of detail the modifier needs to produce a result at the precision outputLOD.
Implemented in TBasicModifier. |
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Returns true if the modifier is an IK Terminator. Implemented in TBasicModifier. |
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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.
Implemented in TBasicTreeModifier. |
1.4.5