Public Member Functions | Public Attributes

FBBox Class Reference

This reference page is linked to from the following overview topics: MotionBuilder 2014, Your First Python Program, Threading, FBBox, Motion Capture Devices.


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Detailed Description

A box is a fundamental building block in the application architecture.

All animatable elements are derived in some way from the main box class, either by deriving directly or owning a box.

Definition at line 218 of file fbcore.h.

#include <fbcore.h>

Inheritance diagram for FBBox:
Inheritance graph
[legend]

List of all members.

Public Member Functions

 FBBox (const char *pName, HIObject pObject=NULL)
 Constructor.
virtual bool EvaluateAnimationNodes (FBEvaluateInfo *pEvaluateInfo)
 Evaluation of non TRS nodes that needs to be evaluated.
virtual bool AnimationNodeNotify (FBAnimationNode *pAnimationNode, FBEvaluateInfo *pEvaluateInfo)
 Notification function for animation thread.
virtual bool AnimationNodeDestroy (FBAnimationNode *pAnimationNode)
 Destroy an animation node.
virtual bool AnimationNodeIsUserData (FBAnimationNode *pAnimationNode)
 Is the animation node user data?
virtual void AnimationNodesOutDisableIfNotWritten (FBEvaluateInfo *pEvaluateInfo)
 This call will disable all out animation nodes from being pull by system (animation thread) for given pEvaluateInfo.
virtual const char * FbxGetObjectSubType ()
 returns UniqueName if not overloaded.
virtual const char * FbxGetObjectType ()
 Object Type "Box".
 IObject_Declare (K_IMPLEMENTATION)
virtual FBAnimationNodeAnimationNodeInCreate (kReference pUserId, const char *pName, const char *pDataType, bool pIsPublic=false, double *pMin=NULL, double *pMax=NULL, bool pUserData=false)
 Creation of IN/OUT Animation Nodes.
virtual FBAnimationNodeAnimationNodeOutCreate (kReference pUserId, const char *pName, const char *pDataType, bool pIsPublic=false, double *pMin=NULL, double *pMax=NULL, bool pUserData=false)
virtual bool FbxStore (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat)
 Storage/Retrieval of information into the FBX file format.
virtual bool FbxRetrieve (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat)
virtual FBAnimationNodeAnimationNodeInGet ()
 Get the (IN/OUT) animation node for this box.
virtual FBAnimationNodeAnimationNodeOutGet ()

Public Attributes

const char * UniqueName
 internal Unique name.
FBPropertyBool Animatable
 Read Write Property: Is the box animatable.
FBPropertyBool Live
 Read Write Property: Is live?
FBPropertyBool RecordMode
 Read Write Property: Is recording?

Constructor & Destructor Documentation

FBBox ( const char *  pName,
HIObject  pObject = NULL 
)

Constructor.

Parameters:
pNameBox name.
pObjectFor internal use only (default is NULL).

Member Function Documentation

virtual FBAnimationNode* AnimationNodeInCreate ( kReference  pUserId,
const char *  pName,
const char *  pDataType,
bool  pIsPublic = false,
double *  pMin = NULL,
double *  pMax = NULL,
bool  pUserData = false 
) [virtual]

Creation of IN/OUT Animation Nodes.

Parameters:
pUserIdUser-defined reference number.
pNameName of animation node.
pDataTypeType of data being animated.
pIsPublicDetermine if the animation node is published, that means whether to show it in property editor and have input / output in relation constraints editor (default is false).
pMinMinimum values for data (default is NULL).
pMaxMaximum values for data (default is NULL).
pUserDataIs this user data? False means the property is NOT animated, user cannot change the data. Especially for device, it doesn't make sense to make it animated, unless you want to record the device data. (default is false).
Returns:
A handle to the newly created animation node.

Reimplemented in FBDevice.

virtual FBAnimationNode* AnimationNodeOutCreate ( kReference  pUserId,
const char *  pName,
const char *  pDataType,
bool  pIsPublic = false,
double *  pMin = NULL,
double *  pMax = NULL,
bool  pUserData = false 
) [virtual]
virtual bool EvaluateAnimationNodes ( FBEvaluateInfo pEvaluateInfo) [virtual]

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.

Parameters:
pEvaluateInfoInformation concerning the evaluation of the animation (time, etc.)
Returns:
true if animation node notification is successful.
virtual bool AnimationNodeNotify ( FBAnimationNode pAnimationNode,
FBEvaluateInfo pEvaluateInfo 
) [virtual]

Notification function for animation thread.

This function is called by the real-time engine in order to process animation information.

Parameters:
pAnimationNodeNode containing the modified information.
pEvaluateInfoInformation concerning the evaluation of the animation (time, etc.)
Returns:
true if animation node notification is successful.

Reimplemented in FBDevice, FBDeviceOptical, and FBDeviceSync.

virtual bool FbxStore ( FBFbxObject pFbxObject,
kFbxObjectStore  pStoreWhat 
) [virtual]

Storage/Retrieval of information into the FBX file format.

Parameters:
pFbxObjectObject to interface with FBX file format.
pStoreWhatAttributes to store in FBX file.
Returns:
true if successful.

Reimplemented in FBConstraint, FBDevice, FBHUDElement, FBMaterial, FBModel, FBModelNull, FBModelMarker, FBDeviceOptical, FBDeviceSync, FBDeviceCamera, and FBUserObject.

virtual bool FbxRetrieve ( FBFbxObject pFbxObject,
kFbxObjectStore  pStoreWhat 
) [virtual]
virtual bool AnimationNodeDestroy ( FBAnimationNode pAnimationNode) [virtual]

Destroy an animation node.

Parameters:
pAnimationNodeHandle to the animation node to be destroyed.
Returns:
true if destruction was successful.
virtual bool AnimationNodeIsUserData ( FBAnimationNode pAnimationNode) [virtual]

Is the animation node user data?

Parameters:
pAnimationNodeHandle to the animation to be queried.
Returns:
true if node is user data.
virtual void AnimationNodesOutDisableIfNotWritten ( FBEvaluateInfo pEvaluateInfo) [virtual]

This call will disable all out animation nodes from being pull by system (animation thread) for given pEvaluateInfo.

Parameters:
pEvaluateInfoEvaluation synchronization object (contains evaluation id).
Note:
This can be also done per individual AnimationNode -> FBAnimationNode::DisableIfNotWritten
virtual FBAnimationNode* AnimationNodeInGet ( ) [virtual]

Get the (IN/OUT) animation node for this box.

Returns:
A handle to the animation node for this box.
virtual FBAnimationNode* AnimationNodeOutGet ( ) [virtual]
virtual const char* FbxGetObjectSubType ( ) [virtual]

returns UniqueName if not overloaded.

Reimplemented in FBMaterial, FBModel, FBModelNull, and FBModelMarker.

virtual const char* FbxGetObjectType ( ) [virtual]

Object Type "Box".

Reimplemented in FBDevice, FBMaterial, FBModel, FBModelNull, and FBModelMarker.

IObject_Declare ( K_IMPLEMENTATION  )

Member Data Documentation

const char* UniqueName

internal Unique name.

Definition at line 293 of file fbcore.h.

Read Write Property: Is the box animatable.

Definition at line 299 of file fbcore.h.

Read Write Property: Is live?

Definition at line 300 of file fbcore.h.

Read Write Property: Is recording?

Definition at line 301 of file fbcore.h.


The documentation for this class was generated from the following file:

FBBox FBBox FBBox FBBox FBBox FBBox FBBox FBBox FBBox FBBox
FBBox FBBox FBBox FBBox FBBox FBBox FBBox FBBox FBBox FBBox