autoptr.h File Reference
 
 
 
autoptr.h File Reference

This reference page is linked to from the following overview topics: Retrieving Mesh Strip Data, Exposing Parameter Blocks to 3ds Max, Creating Parameter Blocks, Lesson 3: the reference system, How Plug-ins Observe Reference Targets, Lesson 5: Geometric Objects, Exposing and Managing References, Enumerating and Identifying Sub-Animatables, Lesson 6: Parameter Blocks, 3DXI Mesh, Implementing Clone in a Plug-in, Creating and Changing References, Deleting References, Changing Parameter Types, Getting and Setting Parameter Block Version, Reference System Best Practices, Deriving from RestoreObj, Using the Node and Object Offset Transformations, Displaying the Object in the Viewport, Guidelines for Handling Character Strings, Implementing Sub-Object Selection, Translation of Texture Map and Materials, Counting Observers of a Reference Target, Manual Parameter Translation, Translation of Object Plug-ins, Porting Object Plug-ins to Nitrous, Icons, Hardware Shader UI Feature, Determining DirectX Version, Ring Array Creation Process, Super-holds, RTTI and GetInterface(), Unicode, World Space Modifiers and Object Transformations, How Objects are Drawn in the Viewport, MAXScript Plug-in Basics, Obtaining Shader Parameters, Editing Material and Texture Parameters, Snapping, Loading and Parsing Shader Effect Files, Symbolic Enumerations, Core Interfaces, Selecting a Sibling Material, Removing the Roll-up from the Command Panel, Backward Compatibility, IK Concepts, Creating the Parameter Block and Referencing It, Reference System Changes, Extracting the Mesh from a Node, Describing a Parameter Block, Selection Modifiers, Trajectories, Using Multiple Roll-ups, Creating a Parameter Block 1, Creating Bitmaps, Custom Plug-in Creation Processes, Loading Old Parameter Data using IParamBlock2, NVIDIA Cg Support, Container Manager and Container Objects, MNMesh Edges, MAXScript Functions, Using setHitCode and setHitDistance, Node Parent / Child Relationships, Mapping Coordinate Modifiers, MAXScript Compiler and Interpreter, ParamBlockDesc2 Flags, Computing Vertex Normals, Getting the Nodes that Reference an Object, Plug-in Display Interface, Main Physique Export API Elements, Calling MAXScript from C++, Handling Mouse Procedures, Gizmo Hit Testing using PolyLines, About RenderItem, Accessing Physique Vertex Assignments, Implementing Simple Material and Texture Map Plug-ins with Nitrous, Vault and Asset Tracking, Finding a Physique Modifier, Required DLL Functions, Using the Physique Export Interface, 3DXI Contrasted with 3ds Max SDK.


Classes

struct   AutoPtrRef< OtherType >
  Helper class used to implement destructive copy semantics and allow for AutoPtrs to be used as return values. More...
class   SinglePointerDestructor< Type >
  DestructorPolicy template for pointer to single object types. More...
class   AutoPtr< Type, DestructorPolicy >
  Automatic memory-ownership pointer supporting "resource acquisition is initialization. More...
class   ArrayPointerDestructor< Type >
  DestructorPolicy template for pointer to array types. More...
class   ArrayAutoPtr< Type >
  Standard implementation of a AutoPtr for pointer to array types. More...
class   DeleteThisDestructor
  DestructorPolicy template for types requiring destruction through DeleteThis. More...
class   DeleteThisAutoPtr< Type >
  Partial template specialization of AutoPtr for types requiring destruction through a DeleteThis method. More...
class   AutoPtr< Type >
  Old AutoPtr class, maintained to support backwards compatibility. More...

Namespaces

namespace   MaxSDK
namespace   MaxSDK::Util

Defines

#define  NULL   0

Define Documentation

#define NULL   0