Inheritance diagram for I3DShObject:

Public Member Functions | |
| virtual MCCOMErr MCCOMAPI | SetName (const TMCString &name)=0 |
| virtual MCCOMErr MCCOMAPI | GetName (TMCString &name)=0 |
| virtual uint32 MCCOMAPI | GetInstancesCount ()=0 |
| virtual void MCCOMAPI | GetInstanceArray (TMCCountedPtrArray< I3DShInstance > &instances)=0 |
| virtual uint32 MCCOMAPI | GetUVSpaceCount ()=0 |
| virtual MCCOMErr MCCOMAPI | GetUVSpace (uint32 uvSpaceID, UVSpaceInfo *uvSpaceInfo)=0 |
| virtual boolean MCCOMAPI | CanRenameUVSpace ()=0 |
| virtual MCCOMErr MCCOMAPI | RenameUVSpace (uint32 uvSpaceID, const TMCString &name)=0 |
| virtual void MCCOMAPI | GetScene (I3DShScene **scene)=0 |
| virtual boolean MCCOMAPI | IsInfiniteObject ()=0 |
| virtual void MCCOMAPI | GetBoundingBox (TBBox3D &bbox, boolean rendering=true)=0 |
| virtual void MCCOMAPI | GetFacetBoundingBox (TBBox3D &bbox, TMatrix33 &mappingTransform, void *listener, uint32 matrixChangedPhase)=0 |
| virtual MCCOMErr MCCOMAPI | Clone (I3DShObject **clone, ECloneMode cloneMode) const =0 |
| virtual int32 MCCOMAPI | GetEditor ()=0 |
| virtual int32 MCCOMAPI | GetObjectID ()=0 |
| virtual boolean MCCOMAPI | IsExcludedFromTripleBuffer ()=0 |
| virtual I3DShObject *MCCOMAPI | GetPreviewObject (I3DShTreeElement **previewTree)=0 |
Master Objects are kept in a list in the scene (the Objects List), and can be instanciated as many times as needed in a scene.
There are two types of Master Objects: Primitives and Master Groups. See I3DShPrimitive and I3DMasterGroup.
Other supported interfaces:
|
|
Returns true if the primitive can rename uv spaces (ie. implements RenameUVSpace()). |
|
||||||||||||
|
Creates a copy of the object.
|
|
||||||||||||
|
Gets the bounding box of the object (in local coordinates)
|
|
|
Returns the class ID of the Editor (i.e. the module) capable of editing this object in the Modeling room |
|
||||||||||||||||||||
|
The bounding box calculated here fit exactly the facets of the object in a given direction. The FacetBounding boxes are cached inside the Object because it can take a long time to calculate. We added a listener here to accelerate the Get. So we don't have to compare mappingTransform (TMatrix33) in the look-up table. A last hit is provide inside the GetFacetBoundingBox method to make the Get on same listener very fast. Each time the BoudingBox of the object changed , the list is flushed.
|
|
|
Builds the array of all the instances of this object. Exact same call as I3DShMaster::GetInstanceArray The array should be empty when the function is called.
|
|
|
Returns the number of instances of this object. Exact same call as I3DShMaster::GetInstancesCount |
|
|
Returns the name of the master object.
|
|
|
Returns the ID of the object. In the case of a Primitive, it will be its Class ID. For a Master Group, it is 'sc ' |
|
|
Returns a pointer to the Master object to preview (can be different from itself)
|
|
|
Returns the scene that contains this object.
|
|
||||||||||||
|
Gets information on a specific UV Space
|
|
|
Return the number of UV spaces for this object. If 0 is returned only projection mapping can be performed on the object |
|
|
Returns true if its instances should be excluded from the triple buffer (eg used for skinning) |
|
|
Returns TRUE if the object is infinite (like the infinite plane) |
|
||||||||||||
|
Rename a particular uvSpace (= shading domain).
|
|
|
Sets the name of a master object. Note that you should not call this method once the object is inserted in a scene because it does not garantee the unicity of the name. If you want to change the name of a Master Object once it is inserted in a scene, you should call: I3DShScene::Rename3DObject().
|
1.4.5