A box is a fundamental building block in the application architecture.
All animatable elements derive in some way from the main box class, either by deriving directly or owning a box.

Public Member Functions |
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| FBAnimationNode | AnimationNodeInCreate (int pUserId, str pName, str pDataType, bool pIsPublic=False, float pMin=None, float pMax=None, bool pUserData=False) |
| Creation of IN/OUT Animation Nodes. |
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| FBAnimationNode | AnimationNodeOutCreate (int pUserId, str pName, str pDataType, bool pIsPublic=False, float pMin=None, float pMax=None, bool pUserData=False) |
| bool | FbxStore (FBFbxObject pFbxObject, kFbxObjectStore pStoreWhat) |
| Storage/Retrieval of information into the
FBX file format. |
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| bool | FbxRetrieve (FBFbxObject pFbxObject, kFbxObjectStore pStoreWhat) |
| FBAnimationNode | AnimationNodeInGet () |
| Get the (IN/OUT) animation node for this
box. |
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| FBAnimationNode | AnimationNodeOutGet () |
| __init__ (str pName, object pObject=None) | |
| Constructor. |
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| bool | EvaluateAnimationNodes (FBEvaluateInfo pEvaluateInfo) |
| Evaluation of non TRS nodes that needs to be
evaluated. |
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| bool | AnimationNodeNotify (FBAnimationNode pAnimationNode, FBEvaluateInfo pEvaluateInfo) |
| Notification function for animation thread.
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| bool | AnimationNodeDestroy (FBAnimationNode pAnimationNode) |
| Destroy an animation node. |
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| bool | AnimationNodeIsUserData (FBAnimationNode pAnimationNode) |
| Is the animation node user data?. |
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| str | FbxGetObjectSubType () |
| returns UniqueName if not overloaded.
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| str | FbxGetObjectType () |
| Object Type "Box". |
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| IObject_Declare (Implementation) | |
Public Attributes |
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| str | UniqueName |
| internal Unique name. |
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| FBPropertyBase | Animatable |
| Read Write Property: Is the box
animatable. |
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| FBPropertyBase | Live |
| Read Write Property: Is live?.
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| FBPropertyBase | RecordMode |
| Read Write Property: Is recording?.
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| FBAnimationNode AnimationNodeInCreate | ( | int | pUserId, |
| str | pName, | ||
| str | pDataType, | ||
| bool | pIsPublic = False, |
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| float | pMin = None, |
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| float | pMax = None, |
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| bool | pUserData =
False |
||
| ) |
Creation of IN/OUT Animation Nodes.
| pUserId | User-defined reference number. |
| pName | Name of animation node. |
| pDataType | Type of data being animated. |
| pIsPublic | Determine if the animation node is published (default is false). |
| pMin | Minimum values for data (default is NULL). |
| pMax | Maximum values for data (default is NULL). |
| pUserData | Is this user data? (default is false) |
Reimplemented in FBDevice.
| FBAnimationNode AnimationNodeOutCreate | ( | int | pUserId, |
| str | pName, | ||
| str | pDataType, | ||
| bool | pIsPublic = False, |
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| float | pMin = None, |
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| float | pMax = None, |
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| bool | pUserData =
False |
||
| ) |
Reimplemented in FBDevice.
| bool FbxStore | ( | FBFbxObject | pFbxObject, |
| kFbxObjectStore | pStoreWhat | ||
| ) |
Storage/Retrieval of information into the FBX file format.
| pFbxObject | Object to interface with FBX file format. |
| pStoreWhat | Attributes to store in FBX file. |
Reimplemented in FBConstraint, FBDevice, FBDeviceOptical, and FBUserObject.
| bool FbxRetrieve | ( | FBFbxObject | pFbxObject, |
| kFbxObjectStore | pStoreWhat | ||
| ) |
Reimplemented in FBConstraint, FBDevice, FBDeviceOptical, and FBUserObject.
| FBAnimationNode AnimationNodeInGet | ( | ) |
Get the (IN/OUT) animation node for this box.
| FBAnimationNode AnimationNodeOutGet | ( | ) |
Constructor.
| pName | Box name. |
| pObject | For internal use only (default is NULL). |
Reimplemented in FBActor, FBCamera, FBCameraStereo, FBCharacter, FBCharacterFace, FBConstraint, FBConstraintSolver, FBDevice, FBDeviceOptical, FBHandle, FBLayeredTexture, FBLight, FBMaterial, FBModel, FBModelCube, FBModelMarker, FBModelNull, FBModelOptical, FBModelPath3D, FBModelPlane, FBModelRoot, FBModelSkeleton, FBNote, FBPhysicalProperties, FBShader, FBShaderLighted, FBShaderShadowLive, FBTexture, FBUserObject, FBVideo, and FBVideoClip.
| bool EvaluateAnimationNodes | ( | FBEvaluateInfo | pEvaluateInfo | ) |
Evaluation of non TRS nodes that needs to be evaluated.
This function is called by the real-time engine in order to process animation information.
| pEvaluateInfo | Information concerning the evaluation of the animation (time, etc.) |
| bool AnimationNodeNotify | ( | FBAnimationNode | pAnimationNode, |
| FBEvaluateInfo | pEvaluateInfo | ||
| ) |
Notification function for animation thread.
This function is called by the real-time engine in order to process animation information.
| pAnimationNode | Node containing the modified information. |
| pEvaluateInfo | Information concerning the evaluation of the animation (time, etc.) |
Reimplemented in FBDevice, and FBDeviceOptical.
| bool AnimationNodeDestroy | ( | FBAnimationNode | pAnimationNode | ) |
Destroy an animation node.
| pAnimationNode | Handle to the animation node to be destroyed. |
| bool AnimationNodeIsUserData | ( | FBAnimationNode | pAnimationNode | ) |
Is the animation node user data?.
| pAnimationNode | Handle to the animation to be queried. |
| str FbxGetObjectSubType | ( | ) |
returns UniqueName if not overloaded.
Reimplemented in FBMaterial, FBModel, FBModelMarker, and FBModelNull.
| str FbxGetObjectType | ( | ) |
Object Type "Box".
Reimplemented in FBDevice, FBMaterial, FBModel, FBModelMarker, and FBModelNull.
| IObject_Declare | ( | Implementation | ) |
Reimplemented from FBComponent.
Reimplemented in FBCharacter, FBCharacterFace, FBConstraint, FBDevice, and FBShader.
internal Unique name.
| FBPropertyBase Animatable |
Read Write Property: Is the box animatable.
| FBPropertyBase Live |
Read Write Property: Is live?.
| FBPropertyBase RecordMode |
Read Write Property: Is recording?.