IDxSceneTransformManager Class Reference
 
 
 
IDxSceneTransformManager Class Reference

#include <RTMax.h>

Inheritance diagram for IDxSceneTransformManager:
MaxHeapOperators

Class Description

An interface to allow access to scene transforms.

This is important as depending on the pass different transforms may be required. Using this system makes sure the correct transform is used.

Public Types

enum   TransformType { kWorldXform, kViewXform, kProjectionXform }

Public Member Functions

virtual  ~IDxSceneTransformManager ()
  Destructor.
virtual D3DXMATRIX  GetD3DMatrix (TransformType matType)=0
  Get the current matrix.
virtual void  SetD3DMatrix (const MCHAR *paramName)=0
  Set the current Matrix.
virtual void  SetD3DMatrix (MCHAR *paramName) sealed
virtual void  SetD3DMatrix (D3DXMATRIX mat, TransformType matType)=0
  Set the currentMatrix.
virtual D3DXMATRIX  GetD3DMatrix (const MCHAR *paramName, TransformType matType)=0
  Get the current matrix.
virtual D3DXMATRIX  GetD3DMatrix (MCHAR *paramName, TransformType matType) sealed

Member Enumeration Documentation


Constructor & Destructor Documentation

virtual ~IDxSceneTransformManager ( ) [inline, virtual]

Destructor.

{;}

Member Function Documentation

virtual D3DXMATRIX GetD3DMatrix ( TransformType  matType ) [pure virtual]

Get the current matrix.

Get the Scene based Transforms such as View and Projection, this shouldn't be used for world matrix info

Parameters:
matType The matrix to receive
Returns:
A D3D Matrix
virtual void SetD3DMatrix ( const MCHAR *  paramName ) [pure virtual]

Set the current Matrix.

Set the Projection and View Matrix for the parameter supplied. This currently only supports lights

Parameters:
paramName A pointer to a string containing the name as defined in the effect file.
virtual void SetD3DMatrix ( MCHAR *  paramName ) [inline, sealed, virtual]
Deprecated:
Deprecated method in terms of implementation as of 3ds Max 2013 - re-implement with const MCHAR* method signature
{ SetD3DMatrix(const_cast<const MCHAR*>(paramName)); }
virtual void SetD3DMatrix ( D3DXMATRIX  mat,
TransformType  matType 
) [pure virtual]

Set the currentMatrix.

Allows a developer to store Projection and View matrix data. This will be typically used to store effect specific matrices used in environmental rendering. An example would be cube map generation. The developer needs to make sure the data is up to date for when the shaders require this. Ideally this would set in a PreRender method.

Parameters:
mat The matrix to store
matType The type of matrix to store
virtual D3DXMATRIX GetD3DMatrix ( const MCHAR *  paramName,
TransformType  matType 
) [pure virtual]

Get the current matrix.

Returns the matrix for the specified parameter

Parameters:
paramName A pointer to a string containing the name as defined in the effect file
matType The transform to obtain
Returns:
A D3D Matrix
virtual D3DXMATRIX GetD3DMatrix ( MCHAR *  paramName,
TransformType  matType 
) [inline, sealed, virtual]
Deprecated:
Deprecated method in terms of implementation as of 3ds Max 2013 - re-implement with const MCHAR* method signature
{ return GetD3DMatrix(const_cast<const MCHAR*>(paramName), matType); }