This reference page is linked to from the following overview topics: MotionBuilder 2014, Your First Python Program, Threading, FBBox, Motion Capture Devices.
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.
#include <fbcore.h>
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 FBAnimationNode * | AnimationNodeInCreate (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 FBAnimationNode * | AnimationNodeOutCreate (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 FBAnimationNode * | AnimationNodeInGet () |
Get the (IN/OUT) animation node for this box. | |
virtual FBAnimationNode * | AnimationNodeOutGet () |
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? |
FBBox | ( | const char * | pName, |
HIObject | pObject = NULL |
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) |
Constructor.
pName | Box name. |
pObject | For internal use only (default is NULL). |
virtual FBAnimationNode* AnimationNodeInCreate | ( | kReference | pUserId, |
const char * | pName, | ||
const char * | pDataType, | ||
bool | pIsPublic = false , |
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double * | pMin = NULL , |
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double * | pMax = NULL , |
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bool | pUserData = false |
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) | [virtual] |
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, that means whether to show it in property editor and have input / output in relation constraints editor (default is false). |
pMin | Minimum values for data (default is NULL). |
pMax | Maximum values for data (default is NULL). |
pUserData | Is 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). |
Reimplemented in FBDevice.
virtual FBAnimationNode* AnimationNodeOutCreate | ( | kReference | pUserId, |
const char * | pName, | ||
const char * | pDataType, | ||
bool | pIsPublic = false , |
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double * | pMin = NULL , |
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double * | pMax = NULL , |
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bool | pUserData = false |
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) | [virtual] |
Reimplemented in FBDevice.
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.
pEvaluateInfo | Information concerning the evaluation of the animation (time, etc.) |
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.
pAnimationNode | Node containing the modified information. |
pEvaluateInfo | Information concerning the evaluation of the animation (time, etc.) |
Reimplemented in FBDevice, FBDeviceOptical, and FBDeviceSync.
virtual bool FbxStore | ( | FBFbxObject * | pFbxObject, |
kFbxObjectStore | pStoreWhat | ||
) | [virtual] |
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, FBHUDElement, FBMaterial, FBModel, FBModelNull, FBModelMarker, FBDeviceOptical, FBDeviceSync, FBDeviceCamera, and FBUserObject.
virtual bool FbxRetrieve | ( | FBFbxObject * | pFbxObject, |
kFbxObjectStore | pStoreWhat | ||
) | [virtual] |
Reimplemented in FBConstraint, FBDevice, FBHUDElement, FBMaterial, FBModel, FBModelNull, FBModelMarker, FBDeviceOptical, FBDeviceSync, FBDeviceCamera, and FBUserObject.
virtual bool AnimationNodeDestroy | ( | FBAnimationNode * | pAnimationNode | ) | [virtual] |
Destroy an animation node.
pAnimationNode | Handle to the animation node to be destroyed. |
virtual bool AnimationNodeIsUserData | ( | FBAnimationNode * | pAnimationNode | ) | [virtual] |
Is the animation node user data?
pAnimationNode | Handle to the animation to be queried. |
virtual void AnimationNodesOutDisableIfNotWritten | ( | FBEvaluateInfo * | pEvaluateInfo | ) | [virtual] |
This call will disable all out animation nodes from being pull by system (animation thread) for given pEvaluateInfo.
pEvaluateInfo | Evaluation synchronization object (contains evaluation id). |
virtual FBAnimationNode* AnimationNodeInGet | ( | ) | [virtual] |
Get the (IN/OUT) 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 | ) |
Reimplemented from FBComponent.
Reimplemented in FBCharacter, FBCharacterFace, FBCharacterSolver, FBConstraint, FBConstraintRelation, FBDevice, and FBShader.
const char* UniqueName |
Read Write Property: Is the box animatable.
Read Write Property: Is recording?