This reference page is linked to from the following overview topics: Adjusting the Extraction, Solving from the Goal to the Skeleton, Creating and Characterizing a Skeleton, FBComponent - The Base Entity Class, FBCharacter - Characters, FBPose - Poses, Motion Capture Devices, MotionBuilder 2014, Character animation.
#include <fbcharacter.h>
A character is the link between a motion source and a character model.
These classes are under development and may change dramatically between versions. This class exposes part of the functionality associated with a Character. A character can possess a number of potential sources at the same time, such as an actor and another character, but with only one active at any given time. Before setting the InputType to the desired value, one must make sure to have previously set either the InputCharacter or the InputActor.
To obtain the list of characters present in a scene, you need to create an instance of class FBSystem, to obtain the current scene. The FBScene object holds the list of characters in the property Characters.
FBSystem lSystem; FBScene* lScene = lSystem.Scene; for( int lIdx = 0; lIdx < lScene->Characters.GetCount(); ++lIdx ) { FBTrace( "Character[%d]: '%s'\n", lIdx, (char*)lScene->Characters[lIdx] ); }
The current character selected in the Character tool can be obtained via the FBApplication object.
FBApplication lApplication; FBCharacter* lCharacter = lApplication.CurrentCharacter; if( lCharacter ) { FBTrace( "Current character is: '%s'\n", (char*)lCharacter->Name ); } else { FBTrace( "No character currently selected\n" ); }
Definition at line 1108 of file fbcharacter.h.
Public Member Functions |
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FBCharacter (const char *pName, HIObject pObject=NULL) | |
Constructor. |
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IObject_Declare (K_IMPLEMENTATION) | |
virtual void | FBDelete () |
Actual Character destructor. |
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FBCharacter * | Clone () |
Clone the character. |
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void | AddCharacterExtension (FBCharacterExtension *pExt) |
AddCharacterExtension. |
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void | RemoveCharacterExtension (FBCharacterExtension *pExt) |
Get the model associated with each body part
of the character. |
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FBModel * | GetModel (FBBodyNodeId pBodyNodeId) |
Get the model associated with each body part
of the character. |
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void | GetSkinModelList (FBModelList &pSkinModelList) |
Get the skin model associated with character
bones. |
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FBBodyNodeId | GetIndexByModel (FBModel *pModel) |
Get the index associated with Given Model.
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FBModel * | GetCtrlRigModel (FBBodyNodeId pBodyNodeId) |
Get the model associated with each body part
in the Control Rig of the character. |
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FBBodyNodeId | GetCtrlRigIndexByModel (FBModel *pModel) |
Get the index of the model associated with
each body part in the Control Rig of the character. |
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FBModel * | GetEffectorModel (FBEffectorId pEffectorId, FBEffectorSetID pEffectorSetID=FBEffectorSetDefault) |
Get the model associated with each effector
in the Control Rig of the character. |
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FBModel * | GetFloorContactModel (FBFloorContactID pMemberIndex) |
Get the model associated with the floor
contact ID. |
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FBModel * | GetGoalModel (FBBodyNodeId pBodyNodeId) |
Get the goal model associated with each body
part in the Character Marker Set of the character. |
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void | GetTOffset (FBBodyNodeId pBodyNodeId, FBTVector *pTVector) |
void | GetROffset (FBBodyNodeId pBodyNodeId, FBRVector *pRVector) |
void | GetSOffset (FBBodyNodeId pBodyNodeId, FBSVector *pSVector) |
void | GetTransformOffset (FBBodyNodeId pBodyNodeId, FBMatrix *pOffsetMatrix) |
void | GetParentROffset (FBBodyNodeId pBodyNodeId, FBRVector *pRVector) |
virtual bool | PlotAnimation (FBCharacterPlotWhere pPlotWhere, FBPlotOptions *pPlotOptions) |
Plot the animation of the character.
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bool | ReadyForRetarget () |
Test if character is ready for the Retarget
operation (basically, is it in character input ?). |
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void | Retarget (bool pOnBaseLayer) |
Retarget the animation from the input
character to us. |
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void | CopyAnimation () |
Copy the animation from the input character
to us. |
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virtual void | ResetProperties (FBCharacterResetProperties pType) |
Reset the properties of the character.
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void | SelectModels (bool pSelect, bool pApplyToCharacter, bool pApplyToRig, bool pApplyToExtensions) |
Select the objects that make a character.
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void | GoToStancePose (bool pPushUndo=false, bool pIncludeCharacterExtensions=true) |
Set the character in stance pose. |
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bool | SetCharacterizeOn (bool pSetAsBiped) |
Set the Characterize flag on. |
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const char * | GetCharacterizeError () |
Get error message for the previous
SetCharacterizeOn operation. |
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void | SetCharacterizeOff () |
Set Characterize flag off. |
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bool | GetCharacterize () |
Get Characterize flag. |
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bool | CreateControlRig (bool pSetFKIK) |
Create the Control-Rig. |
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void | ConnectControlRig (FBControlSet *pControlSet, bool pUpdateLimit, bool pResetHierarchy) |
Connect a Control-Rig to the character.
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void | DisconnectControlRig () |
Disconnect the Control-Rig from the
character. |
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bool | CreateAuxiliary (FBEffectorId pEffectorId, bool pPivot, double pAuxReachT=100, double pAuxReachR=100) |
Create auxiliary on effector. |
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FBControlSet * | GetCurrentControlSet (bool pForce=false) |
Obtain Input ControlSet. |
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bool | CreateCharacterMarkerSet (bool pSetActive) |
Create the Character Marker Set. |
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FBCharacterMarkerSet * | GetCharacterMarkerSet (bool pForce=false) |
Obtain Input CharacterMarkerSet. |
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bool | IsParentNodeOffset (FBBodyNodeId pNodeId) |
Check if there is an offset on Parent.
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FBCharacterSolver * | GetExternalSolver () |
Get a pointer to the external solver of a
character, or NULL is no external solver is used on the character.
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void | SetExternalSolver (int pIndex) |
Set character external solver. |
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void | SetExternalSolver (FBCharacterSolver *pSolver) |
Set character solver. |
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void | GetActiveBodyPart (bool *pActivePart) |
Get the active body part array. |
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bool | IsRotationPin (FBEffectorId pEffectorIndex) |
Return true if the object is Pinned in
Rotation (Manipulation). |
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bool | IsTranslationPin (FBEffectorId pEffectorIndex) |
Return true if the object is Pinned in
Translation (Manipulation). |
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bool | IsCtrlSetReady () |
Return true Ctrl Set is Ready to be used.
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bool | IsPlottingActorToCtrlRig () |
Return true if the Actor is currently being
plot to the Control Rig. |
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FBControlSetState * | GetControlSetEvaluationCache (FBEvaluateInfo *pEvaluateInfo) |
Return pointer to evaluation cache that is
dedicated for control set and given pEvaluateInfo. |
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FBEffectorSetState * | GetEffectorEvaluationCache (FBEvaluateInfo *pEvaluateInfo) |
Return pointer to evaluation cache that is
dedicated for effector set and given pEvaluateInfo. |
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virtual void | ActiveChanged () |
Notification for Activation Status Change.
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virtual void | RemoveAllAnimationNodes () |
Remove animation nodes. |
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virtual void | SetupAllAnimationNodes () |
Setup animation nodes. |
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virtual void | SnapSuggested () |
Suggest 'snap'. |
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virtual void | FreezeSuggested () |
Suggest 'freeze'. |
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virtual bool | Disable (FBModel *pModel) |
Disable constraint on pModel.
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virtual bool | Enable (FBModel *pModel) |
Enable constraint on pModel.
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virtual bool | AnimationNodeNotify (FBAnimationNode *pAnimationNode, FBEvaluateInfo *pEvaluateInfo, FBConstraintInfo *pConstraintInfo) |
Notification callback for connectors.
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virtual bool | AnimationNodeNotify (FBAnimationNode *pAnimationNode, FBEvaluateInfo *pEvaluateInfo) |
Notification function for animation thread.
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virtual void | SaveModelState (FBModel *pModel, bool pS, bool pR, bool pT) |
Save current state of pModel.
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virtual void | RestoreModelState (FBModel *pModel) |
Restore the saved model state onto
pModel. |
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virtual void | FreezeSRT (FBModel *pModel, bool pS, bool pR, bool pT) |
Freeze current model state. |
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int | ReferenceGroupGetCount () |
Return the number of reference groups.
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int | ReferenceGroupAdd (const char *pGroupName, int pMaxItemCount) |
Add a group of references. |
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const char * | ReferenceGroupGetName (int pGroupIndex) |
Get the name of the reference group.
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int | ReferenceGroupGetMaxCount (int pGroupIndex) |
Get the maximum number of items that can
exist in the reference group in question. |
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FBModel * | ReferenceGet (int pGroupIndex, int pItemIndex=0) |
Get a reference. |
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int | ReferenceGetCount (int pGroupIndex) |
Get number of references in a specified
group. |
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bool | ReferenceAdd (int pGroupIndex, FBModel *pModel) |
Add a reference to a specified group.
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bool | ReferenceRemove (int pGroupIndex, FBModel *pModel) |
Remove a reference to pModel from
the group at pGroupIndex. |
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void | ReferenceRemoveAll () |
Remove All References. |
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virtual bool | DeformerPreNotify (FBModel *pModel, FBEvaluateInfo *pEvaluateInfo, FBVertex *pBBoxMin, FBVertex *pBBoxMax) |
Deformation pre-notification function This
function pass the evaluation information for deformation (if timing
is required). |
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virtual bool | DeformerNotify (FBModel *pModel, const FBVertex *pSrcVertex, const FBVertex *pSrcNormal, int pCount, FBVertex *pDstVertex, FBVertex *pDstNormal) |
Deformation notification function. |
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virtual bool | EvaluateAnimationNodes (FBEvaluateInfo *pEvaluateInfo) |
Evaluation of non TRS nodes that needs to be
evaluated. |
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virtual bool | AnimationNodeDestroy (FBAnimationNode *pAnimationNode) |
Destroy an animation node. |
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virtual bool | AnimationNodeIsUserData (FBAnimationNode *pAnimationNode) |
Is the animation node user data? |
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virtual void | AnimationNodesOutDisableIfNotWritten (FBEvaluateInfo *pEvaluateInfo) |
This call will disable all out animation
nodes from being pull by system (animation thread) for given
pEvaluateInfo. |
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virtual const char * | FbxGetObjectSubType () |
returns UniqueName if not overloaded.
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virtual const char * | FbxGetObjectType () |
Object Type "Box". |
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virtual bool | FBCreate () |
Open Reality Creation function. |
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virtual void | FBDestroy () |
Open Reality destruction function. |
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virtual bool | SetHIObject (HIObject pObject, bool pSDKComponent) override |
Assign component to an internal pointer.
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virtual int | PropertyAdd (FBProperty *pProperty) |
Add a property to the component's property
manager. |
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bool | PropertyAddReferenceProperty (FBProperty *pReferenceProperty) |
Add a reference property to the component's
property manager. |
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void | PropertyRemove (FBProperty *pProperty) |
Remove a Property from the component's
Property manager. |
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void | PropertyGetModifiedList (FBArrayTemplate< FBProperty * > &pPropList, FBPlugModificationFlag pModificationFlags) |
Get list of properties which have been
modified since last loading. |
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FBProperty * | PropertyCreate (const char *pName, FBPropertyType pType, const char *pDataType, bool pAnimatable, bool pIsUser=false, FBProperty *pReferenceSource=NULL) |
Create user or dynamic property. |
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FBObjectFlag | GetObjectFlags () |
Get all Object Flags (concatenated).
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void | SetObjectFlags (FBObjectFlag pFlags) |
SetObjectFlags. |
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bool | HasObjectFlags (FBObjectFlag pFlags) |
Check whether a specific object flag is
enabled. |
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void | EnableObjectFlags (FBObjectFlag pFlags) |
Enable a specific Object Flags. |
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void | DisableObjectFlags (FBObjectFlag pFlags) |
Disable a specific Object Flags. |
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void | SetObjectStatus (FBObjectStatus pStatus, bool pValue) |
Enable/Disable a specific Object Status.
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bool | GetObjectStatus (FBObjectStatus pStatus) |
Check to see if an object status is enabled.
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bool | ProcessNamespaceHierarchy (FBNamespaceAction pNamespaceAction, const char *pNamespaceName, const char *pReplaceTo=NULL, bool pAddRight=true) |
ProcessNamespaceHierarchy. |
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bool | ProcessObjectNamespace (FBNamespaceAction pNamespaceAction, const char *pNamespaceName, const char *pReplaceTo=NULL, bool pAddRight=true) |
ProcessObjectNamespace. |
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virtual const char * | ClassName () override |
Get the class name. |
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virtual bool | UseCustomPropertyViewSet () const |
Use the custom property viewSet or not.
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const char * | GetFullName (void) |
Get the full name. |
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void | SetOwnerNamespace (FBNamespace *pOwnerNSObj) |
Set the owner Namespace object. |
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FBNamespace * | GetOwnerNamespace (void) |
Get the owner Namespace object. |
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FBFileReference * | GetOwnerFileReference (void) |
Get the owner FileReference object. |
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void | HardSelect () |
HardSelect. |
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ICallback_Declare (K_IMPLEMENTATION) | |
virtual bool | Is (int pTypeId) |
Returns true if object is of type TypeId.
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virtual int | GetTypeId () |
GetTypeId( int pTypeId ) |
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void | KObjectEvent (HIRegister pView, HKEventBase pEvent) |
virtual HIObject | GetHIObject () const |
Return an internal pointer. |
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bool | IsSDKComponent () |
Return whether or not item is an SDK
component. |
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bool | ConnectSrc (FBPlug *pSrc, FBConnectionType pConnectionType=kFBConnectionTypeNone) |
Add a source connection. |
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bool | ConnectDst (FBPlug *pDst, FBConnectionType pConnectionType=kFBConnectionTypeNone) |
Add a destination connection. |
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bool | ConnectSrcAt (int pDst_SrcIndex, FBPlug *pSrc, FBConnectionType pConnectionType=kFBConnectionTypeNone) |
Add a source connection. |
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bool | ConnectDstAt (int pSrc_DstIndex, FBPlug *pDst, FBConnectionType pConnectionType=kFBConnectionTypeNone) |
Add a destination connection. |
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bool | DisconnectDst (FBPlug *pDst) |
Remove a destination connection. |
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bool | DisconnectSrc (FBPlug *pSrc) |
Remove a source connection. |
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void | DisconnectAllSrc () |
Remove all source connections. |
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void | DisconnectAllDst () |
Remove all destination connections. |
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bool | DisconnectDstAt (int pIndex) |
Remove a destination connection at a
specified index. |
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bool | DisconnectSrcAt (int pIndex) |
Remove a source connection at a specified
index. |
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bool | ReplaceDstAt (int pIndex, FBPlug *pDst) |
Replace a destination connection at a
specified index. |
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bool | ReplaceSrcAt (int pIndex, FBPlug *pSrc) |
Replace a source connection at a specified
index. |
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bool | SwapSrc (int pIndexA, int pIndexB) |
Swap source connection at index A with
source connection at index B. |
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bool | MoveSrcAt (int pIndex, int pAtIndex) |
Move source connection at pIndex to
pAtIndex. |
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bool | MoveSrcAt (FBPlug *pSrc, FBPlug *pAtSrc) |
Move source connection pSrc to the position
of pAtSrc. |
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int | GetSrcCount () |
Get source connection count. |
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FBPlug * | GetSrc (int pIndex) |
Get a source connection's plug at specified
index. |
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FBConnectionType | GetSrcType (int pIndex) |
Get a source connection's type at specified
index. |
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int | GetDstCount () |
Get destination connection count. |
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FBPlug * | GetDst (int pIndex) |
Get a destination connection's plug at
specified index. |
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FBConnectionType | GetDstType (int pIndex) |
Get a destination connection's type at
specified index. |
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bool | BeginChange () |
Begins a change on multiple plugs. |
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void | EndChange () |
Ends a change on multiple plugs. |
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void | SetSelfModified (FBPlugModificationFlag pFlag, bool pBool) |
Set the plug's self modification flag.
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bool | GetSelfModified (FBPlugModificationFlag pFlag) |
Tell if the plug's self has changed.
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void | SetContentModified (FBPlugModificationFlag pFlag, bool pBool) |
Set the plug's owned property/object's
modification flag. |
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bool | GetContentModified (FBPlugModificationFlag pFlag) |
Tell if the plug's content has changed.
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int | GetPlugConnectionModifiedList (FBPlugList &pPlugList, FBPlugModificationFlag pConnectionModificatonFlag, bool pAddRemove) |
Get plug's modified src/dst property/object
connection added/removed List. |
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bool | RevertModification (FBPlugModificationFlag pFlag=kFBAllModifiedMask) |
Revert the plug's modification to original
status. |
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void | SetStatusFlag (FBPlugStatusFlag pStatus, bool pValue) |
Set the plug's status flag. |
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bool | GetStatusFlag (FBPlugStatusFlag pStatus) const |
Tell if the plug's status has changed.
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FBPlug * | GetOwner () |
Get the owner of this plug. |
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FBPlug * | GetOwned (int pIndex) |
Get the owned plug at specified index.
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int | GetOwnedCount () |
Get the owned plug count. |
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virtual bool | PlugDataNotify (FBConnectionAction pAction, FBPlug *pThis, void *pData=NULL, void *pDataOld=NULL, int pDataSize=0) |
PlugDataNotify when overloaded is equivalent
of FBSystem.OnConnectionDataNotify
but in the context of the derived object only. |
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virtual bool | PlugStateNotify (FBConnectionAction pAction, FBPlug *pThis, void *pData=NULL, void *pDataOld=NULL, int pDataSize=0) |
PlugStateNotify when overloaded is
equivalent of
FBSystem.OnConnectionStateNotify but in the context of the
derived object only. |
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virtual bool | PlugNotify (FBConnectionAction pAction, FBPlug *pThis, int pIndex, FBPlug *pPlug=NULL, FBConnectionType pConnectionType=kFBConnectionTypeNone, FBPlug *pNewPlug=NULL) |
PlugNotify when overloaded is equivalent of
FBSystem.OnConnectionNotify but in the context of the derived
object only. |
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FBScriptWrapper * | GetWrapper () |
Return the wrapper interface of this
FBObject. |
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void | AddWrapper (FBScriptWrapper *) |
void | RemoveWrapper (FBScriptWrapper *) |
FBAnimationNode * | AnimationNodeOutCreate (kReference pUserId, FBModel *pModel, const char *pAttribute) |
Animation Node Creations (IN/OUT). |
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FBAnimationNode * | AnimationNodeInCreate (kReference pUserId, FBModel *pModel, const char *pAttribute) |
FBAnimationNode * | AnimationNodeInCreate (kReference pUserId, FBProperty *pProperty) |
Animation Node Creations (IN). |
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virtual FBAnimationNode * | AnimationNodeOutCreate (kReference pUserId, const char *pName, const char *pDataType, bool pIsPublic=false, double *pMin=NULL, double *pMax=NULL, bool pUserData=false) |
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. |
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virtual bool | ReferenceAddNotify (int pGroupIndex, FBModel *pModel) |
Notification callbacks for when a reference
is added or removed. |
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virtual bool | ReferenceRemoveNotify (int pGroupIndex, FBModel *pModel) |
virtual bool | DeformerBind (FBModel *pModel) |
Bind/Unbind pModel to deformation
constraint. |
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virtual bool | DeformerUnBind (FBModel *pModel) |
virtual bool | FbxStore (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) |
Store/Retrieve data to/from FBX files.
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virtual bool | FbxRetrieve (FBFbxObject *pFbxObject, kFbxObjectStore pStoreWhat) |
virtual FBAnimationNode * | AnimationNodeInGet () |
Get the (IN/OUT) animation node for this
box. |
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virtual FBAnimationNode * | AnimationNodeOutGet () |
void * | operator new (size_t stAllocateBlock) |
void * | operator new (size_t stAllocateBlock, int blockType, const char *filename, int linenumber) |
void | operator delete (void *pvMem) |
void | RegisterPropertyEvent (FBPropertyEvent *pPropertyEvent) |
void | UnregisterPropertyEvent (FBPropertyEvent *pPropertyEvent) |
void | InvalidatePropertyEventsParents () |
Static Public Member Functions |
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static int | GetInternalClassId () |
static void | FBComponentSetName (FBComponent *pObject, const char *pName) |
static const char * | FBComponentGetName (FBComponent *pObject) |
static void | FBComponentSetLongName (FBComponent *pObject, const char *pName) |
static const char * | FBComponentGetLongName (FBComponent *pObject) |
static void | PrintClassDefinitions () |
Print out internal Class (ID) Definition
table. |
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Public Attributes |
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FBPropertyCharacterInputType | InputType |
Read Write Property: The input type
for the character (ex: Actor). |
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FBPropertyCharacterKeyingMode | KeyingMode |
Read Write Property: The current
keying mode. |
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FBPropertyActor | InputActor |
Read Write Property: The index of the
actor used for the input. |
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FBPropertyCharacter | InputCharacter |
Read Write Property: The index of the
character used for the input. |
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FBPropertyBool | ActiveInput |
Read Write Property: Is the character
input active? |
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FBPropertyListCharacterExtension | CharacterExtensions |
List: Character Extensions in the
character. |
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FBString | mCharacterizeError |
Used to store SetCharacterizeOn errors and
warnings. |
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FBPropertyBool | MirrorMode |
Read Write Property: is in mirror
mode. |
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FBPropertyAnimatableDouble | ShoulderCorrection |
Read Write Property: shoulder
correction values. |
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FBPropertyBool | LeftKneeKillPitch |
Read Write Property: is Pitch used
for Left knee. |
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FBPropertyBool | RightKneeKillPitch |
Read Write Property: is Pitch used
for Right knee. |
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FBPropertyBool | LeftElbowKillPitch |
Read Write Property: is Pitch used
for Left elbow. |
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FBPropertyBool | RightElbowKillPitch |
Read Write Property: is Pitch used
for Right elbow. |
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FBPropertyCharacterHipsTranslationMode | HipsTranslationMode |
Read Write Property: Hips Translation
Mode. |
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FBPropertyBool | WriteReference |
Read Write Property: are we writing
back on reference. |
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FBPropertyBool | SyncMode |
Read Write Property: is character in
sync mode. |
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FBPropertyBool | InverseLeftKnee |
Read Write Property: Is left knee
inverted. |
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FBPropertyBool | InverseRightKnee |
Read Write Property: Is right knee
inverted. |
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FBPropertyBool | InverseLeftElbow |
Read Write Property: Is left elbow
inverted. |
|
FBPropertyBool | InverseRightElbow |
Read Write Property: Is right elbow
inverted. |
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FBPropertyCharacterRollSolver | RollSolver |
Read Write Property: Roll Solver
selection. |
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FBPropertyCharacterContactBehaviour | ContactBehaviour |
Read Write Property: Contact Behavior
selection. |
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FBPropertyAnimatableDouble | ScaleCompensation |
FBPropertyAnimatableDouble | HipsHeightCompensation |
FBPropertyAnimatableDouble | AnkleHeightCompensation |
FBPropertyAnimatableDouble | AnkleProximityCompensation |
FBPropertyBool | LockX |
Read Write Property: Lock character
skeleton in place on X axis. |
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FBPropertyBool | LockY |
Read Write Property: Lock character
skeleton in place on Y axis. |
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FBPropertyBool | LockZ |
Read Write Property: Lock character
skeleton in place on Z axis. |
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FBPropertyBool | Deformer |
Read Write Property: Is a deformer
constraint? |
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FBPropertyBool | HasLayout |
Read Write Property: Does the
constraint have a layout? |
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FBPropertyString | Description |
Read Write Property: Long description
of constraint. |
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FBPropertyBool | Active |
Read Write Property: Active state.
|
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FBPropertyBool | Lock |
Read Write Property: Lock state.
|
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FBPropertyAction | Snap |
Function Property: Snap constraint.
|
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FBPropertyAnimatableDouble | Weight |
Read Write Property: Weight of
constraint. |
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const char * | UniqueName |
internal Unique name. |
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FBPropertyBool | Animatable |
Read Write Property: Is the box
animatable. |
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FBPropertyBool | Live |
Read Write Property: Is live?
|
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FBPropertyBool | RecordMode |
Read Write Property: Is recording?
|
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DataFBComponent * | mLocalPtr |
Handle on DataFBComponent. |
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FBPropertyManager | PropertyList |
Read Only Property: Manages all of
the properties for the component. |
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FBPropertyListComponent | Components |
List: List of components. |
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FBPropertyListComponent | Parents |
List: Parents. |
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FBPropertyBool | Selected |
Read Write Property: Selected
property. |
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FBPropertyString | Name |
Read Write Property: Unique name of
object. |
|
FBPropertyString | LongName |
Read Write Property: Name and
namespace for object. |
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FBPropertyFolder | Folder |
Read Write Property: The folder that
contain this component. |
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KObject * | mDummyObject |
Internal Dummy Object for non KObject
Components. |
|
bool | mAllocated |
Contain the Allocation State of the
Component. |
|
Static Public Attributes |
|
static int | TypeInfo |
Contains the Type information of the object.
|
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static const char * | ClassGroupName |
ClassGroupName of the object. |
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Protected Attributes |
|
FBString | mName |
Name of the component. |
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HIObject | mObject |
Handle on the Plug. |
|
bool | mSDKComponent |
bool Plug is an SDK component. |
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Static Protected Attributes |
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static int | mGlobalTypeInfo |
Represente the Type Index. |
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Friends |
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K_DLLIMPORT friend int | __FBRegisterTypeInfo (int pInternalClassId) |
__FBRegisterTypeInfo For internal use only,
Register the TypeInfo mapped to internal class id. |
FBCharacter::FBCharacter | ( | const char * | pName, |
HIObject | pObject =
NULL |
||
) |
Constructor.
pName | Name of new character. |
pObject | For internal use only. This parameter does not need to be specified by the developer. |
FBCharacter::IObject_Declare | ( | K_IMPLEMENTATION | ) |
Reimplemented from FBConstraint.
virtual void FBCharacter::FBDelete | ( | ) | [virtual] |
Actual Character destructor.
This method is used to delete the actual character object represented by an instance of FBCharacter.
Reimplemented from FBComponent.
FBCharacter* FBCharacter::Clone | ( | ) | [virtual] |
void FBCharacter::AddCharacterExtension | ( | FBCharacterExtension * | pExt | ) |
AddCharacterExtension.
pExt | extension to be added to the character. |
void FBCharacter::RemoveCharacterExtension | ( | FBCharacterExtension * | pExt | ) |
Get the model associated with each body part of the character.
pExt | extension to be removed to the character. |
FBModel* FBCharacter::GetModel | ( | FBBodyNodeId | pBodyNodeId | ) |
Get the model associated with each body part of the character.
void FBCharacter::GetSkinModelList | ( | FBModelList & | pSkinModelList | ) |
Get the skin model associated with character bones.
Could be deformable model connected to bone via cluster, or non deformable model parented directly under the bones.
pSkinModelList | List to be filled up. (will not be cleared) |
FBBodyNodeId FBCharacter::GetIndexByModel | ( | FBModel * | pModel | ) |
Get the index associated with Given Model.
FBModel* FBCharacter::GetCtrlRigModel | ( | FBBodyNodeId | pBodyNodeId | ) |
Get the model associated with each body part in the Control Rig of the character.
FBBodyNodeId FBCharacter::GetCtrlRigIndexByModel | ( | FBModel * | pModel | ) |
Get the index of the model associated with each body part in the Control Rig of the character.
FBModel* FBCharacter::GetEffectorModel | ( | FBEffectorId | pEffectorId, |
FBEffectorSetID | pEffectorSetID =
FBEffectorSetDefault |
||
) |
Get the model associated with each effector in the Control Rig of the character.
pEffectorId | The effector ID. |
pEffectorSetID | Id of the ControlSet to obtain, if not specified the current one is taken. |
FBModel* FBCharacter::GetFloorContactModel | ( | FBFloorContactID | pMemberIndex | ) |
Get the model associated with the floor contact ID.
pMemberIndex | Id of the floor contact |
FBModel* FBCharacter::GetGoalModel | ( | FBBodyNodeId | pBodyNodeId | ) |
Get the goal model associated with each body part in the Character Marker Set of the character.
void FBCharacter::GetTOffset | ( | FBBodyNodeId | pBodyNodeId, |
FBTVector * | pTVector | ||
) |
void FBCharacter::GetROffset | ( | FBBodyNodeId | pBodyNodeId, |
FBRVector * | pRVector | ||
) |
void FBCharacter::GetSOffset | ( | FBBodyNodeId | pBodyNodeId, |
FBSVector * | pSVector | ||
) |
void FBCharacter::GetTransformOffset | ( | FBBodyNodeId | pBodyNodeId, |
FBMatrix * | pOffsetMatrix | ||
) |
void FBCharacter::GetParentROffset | ( | FBBodyNodeId | pBodyNodeId, |
FBRVector * | pRVector | ||
) |
virtual bool FBCharacter::PlotAnimation | ( | FBCharacterPlotWhere | pPlotWhere, |
FBPlotOptions * | pPlotOptions | ||
) | [virtual] |
Plot the animation of the character.
pPlotWhere | Where to plot a character, control rig or Skeleton |
pPlotOptions | Option parameters for plotting |
bool FBCharacter::ReadyForRetarget | ( | ) |
Test if character is ready for the Retarget operation (basically, is it in character input ?).
void FBCharacter::Retarget | ( | bool | pOnBaseLayer | ) |
Retarget the animation from the input character to us.
pOnBaseLayer | if true, keys corrections will be made on base layer; else they will be made on another layer. |
void FBCharacter::CopyAnimation | ( | ) |
Copy the animation from the input character to us.
virtual void FBCharacter::ResetProperties | ( | FBCharacterResetProperties | pType | ) | [virtual] |
Reset the properties of the character.
pType | Speficy which properties will be reset. |
void FBCharacter::SelectModels | ( | bool | pSelect, |
bool | pApplyToCharacter, | ||
bool | pApplyToRig, | ||
bool | pApplyToExtensions | ||
) |
Select the objects that make a character.
pSelect | True to select, false to deselect. |
pApplyToCharacter | TSould the character contraint be selected ? |
pApplyToRig | should The rig (and its children) be selected ? |
pApplyToExtensions | Should the character extensions (and their children) be selected ? |
void FBCharacter::GoToStancePose | ( | bool | pPushUndo = false , |
bool | pIncludeCharacterExtensions =
true |
||
) |
Set the character in stance pose.
pPushUndo | Should we push an undo transaction on the undo stack? Don't push undo in non UI thread. |
pIncludeCharacterExtensions | Should the character extensions go to stance pose too? |
bool FBCharacter::SetCharacterizeOn | ( | bool | pSetAsBiped | ) |
Set the Characterize flag on.
pSetAsBiped | true to use biped characterization or false to use quadruped. |
const char* FBCharacter::GetCharacterizeError | ( | ) |
Get error message for the previous SetCharacterizeOn operation.
void FBCharacter::SetCharacterizeOff | ( | ) |
Set Characterize flag off.
bool FBCharacter::GetCharacterize | ( | ) |
bool FBCharacter::CreateControlRig | ( | bool | pSetFKIK | ) |
Create the Control-Rig.
pSetFKIK | true to use FK/IK or false to use IK only. |
void FBCharacter::ConnectControlRig | ( | FBControlSet * | pControlSet, |
bool | pUpdateLimit, | ||
bool | pResetHierarchy | ||
) |
Connect a Control-Rig to the character.
pControlSet | The control set to connect. NULL will disconnect the Control-Rig from the character. |
pUpdateLimit | Whether to update the models' limit for a character. E.g. the Pre rotation and post rotation. |
pResetHierarchy | Whether to reset hierarchy for a character. |
void FBCharacter::DisconnectControlRig | ( | ) |
Disconnect the Control-Rig from the character.
bool FBCharacter::CreateAuxiliary | ( | FBEffectorId | pEffectorId, |
bool | pPivot, | ||
double | pAuxReachT = 100 , |
||
double | pAuxReachR =
100 |
||
) |
Create auxiliary on effector.
pEffectorId | The effector ID. |
pPivot | Create effector or pivot (pivot offset should be set on IKPivot property, at creation default values are set). |
pAuxReachT | Default auxiliary effector reach for translation (IK Blend T since MotionBuilder 2013). |
pAuxReachR | Default auxiliary effector reach for rotation (IK Blend R since MotionBuilder 2013). |
FBControlSet* FBCharacter::GetCurrentControlSet | ( | bool | pForce = false |
) |
Obtain Input ControlSet.
pForce | If True, will return the current ControlSet even if the character is not in ControlSet Input. |
bool FBCharacter::CreateCharacterMarkerSet | ( | bool | pSetActive | ) |
Create the Character Marker Set.
pSetActive | True when new input should be set and active. |
FBCharacterMarkerSet* FBCharacter::GetCharacterMarkerSet | ( | bool | pForce = false |
) |
Obtain Input CharacterMarkerSet.
pForce | If True, will return the current CharacterMarkerSet even if the character is not in CharacterMarkerSet Input. |
bool FBCharacter::IsParentNodeOffset | ( | FBBodyNodeId | pNodeId | ) |
Check if there is an offset on Parent.
pNodeId | Node Id to Check. |
FBCharacterSolver* FBCharacter::GetExternalSolver | ( | ) |
Get a pointer to the external solver of a character, or NULL is no external solver is used on the character.
void FBCharacter::SetExternalSolver | ( | int | pIndex | ) |
Set character external solver.
pIndex | Index of external solver. |
void FBCharacter::SetExternalSolver | ( | FBCharacterSolver * | pSolver | ) |
Set character solver.
pSolver | Character solver that will be used by the character. |
void FBCharacter::GetActiveBodyPart | ( | bool * | pActivePart | ) |
Get the active body part array.
pActivePart | A pointer to an array of bool. On return, the index with a "true" value are active part. |
bool FBCharacter::IsRotationPin | ( | FBEffectorId | pEffectorIndex | ) |
Return true if the object is Pinned in Rotation (Manipulation).
pEffectorIndex | Given Index to obtain Model |
bool FBCharacter::IsTranslationPin | ( | FBEffectorId | pEffectorIndex | ) |
Return true if the object is Pinned in Translation (Manipulation).
pEffectorIndex | Given Index to obtain Model |
bool FBCharacter::IsCtrlSetReady | ( | ) |
Return true Ctrl Set is Ready to be used.
bool FBCharacter::IsPlottingActorToCtrlRig | ( | ) |
Return true if the Actor is currently being plot to the Control Rig.
FBControlSetState* FBCharacter::GetControlSetEvaluationCache | ( | FBEvaluateInfo * | pEvaluateInfo | ) |
Return pointer to evaluation cache that is dedicated for control set and given pEvaluateInfo.
FBEffectorSetState* FBCharacter::GetEffectorEvaluationCache | ( | FBEvaluateInfo * | pEvaluateInfo | ) |
Return pointer to evaluation cache that is dedicated for effector set and given pEvaluateInfo.
virtual void FBConstraint::ActiveChanged | ( | ) | [virtual, inherited] |
Notification for Activation Status Change.
virtual void FBConstraint::RemoveAllAnimationNodes | ( | ) | [virtual, inherited] |
Remove animation nodes.
virtual void FBConstraint::SetupAllAnimationNodes | ( | ) | [virtual, inherited] |
Setup animation nodes.
virtual void FBConstraint::SnapSuggested | ( | ) | [virtual, inherited] |
Suggest 'snap'.
virtual void FBConstraint::FreezeSuggested | ( | ) | [virtual, inherited] |
Suggest 'freeze'.
virtual bool FBConstraint::Disable | ( | FBModel * | pModel | ) | [virtual, inherited] |
Disable constraint on pModel.
pModel | Model on which constraint should be disabled. |
virtual bool FBConstraint::Enable | ( | FBModel * | pModel | ) | [virtual, inherited] |
Enable constraint on pModel.
pModel | Model on which constraint should be enable. |
virtual bool FBConstraint::AnimationNodeNotify | ( | FBAnimationNode * | pAnimationNode, |
FBEvaluateInfo * | pEvaluateInfo, | ||
FBConstraintInfo * | pConstraintInfo | ||
) | [virtual, inherited] |
Notification callback for connectors.
pAnimationNode | Animation node being notified. |
pEvaluateInfo | Information for evaluation. |
pConstraintInfo | Information for constraint. |
virtual bool FBBox::AnimationNodeNotify | ( | FBAnimationNode * | pAnimationNode, |
FBEvaluateInfo * | pEvaluateInfo | ||
) | [virtual, inherited] |
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.
FBAnimationNode* FBConstraint::AnimationNodeOutCreate | ( | kReference | pUserId, |
FBModel * | pModel, | ||
const char * | pAttribute | ||
) | [inherited] |
Animation Node Creations (IN/OUT).
Used to create the connectors (in or out) on an animation node. This function will return a newly created animation node, connected to the model specified by pModel.
pUserId | User specified reference number. |
pModel | Model to associate with animation node. |
pAttribute | Attribute of model to animate (i.e. Translation, Lcl Translation, etc.) |
virtual FBAnimationNode* FBBox::AnimationNodeOutCreate | ( | kReference | pUserId, |
const char * | pName, | ||
const char * | pDataType, | ||
bool | pIsPublic = false , |
||
double * | pMin = NULL , |
||
double * | pMax = NULL , |
||
bool | pUserData =
false |
||
) | [virtual, inherited] |
Reimplemented in FBDevice.
FBAnimationNode* FBConstraint::AnimationNodeInCreate | ( | kReference | pUserId, |
FBModel * | pModel, | ||
const char * | pAttribute | ||
) | [inherited] |
FBAnimationNode* FBConstraint::AnimationNodeInCreate | ( | kReference | pUserId, |
FBProperty * | pProperty | ||
) | [inherited] |
Animation Node Creations (IN).
Used to create the In connectors on an animation node. This function will return a newly created animation node, connected to the model specified by pProperty.
pUserId | User specified reference number. |
pProperty | Property of model to animate (must be animatable) |
virtual FBAnimationNode* FBBox::AnimationNodeInCreate | ( | kReference | pUserId, |
const char * | pName, | ||
const char * | pDataType, | ||
bool | pIsPublic = false , |
||
double * | pMin = NULL , |
||
double * | pMax = NULL , |
||
bool | pUserData =
false |
||
) | [virtual, inherited] |
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 void FBConstraint::SaveModelState | ( | FBModel * | pModel, |
bool | pS, | ||
bool | pR, | ||
bool | pT | ||
) | [virtual, inherited] |
Save current state of pModel.
pModel | Model to save. |
pS | Scaling information? |
pR | Rotation information? |
pT | Translation information? |
virtual void FBConstraint::RestoreModelState | ( | FBModel * | pModel | ) | [virtual, inherited] |
Restore the saved model state onto pModel.
pModel | Model to affect with previous state. |
virtual void FBConstraint::FreezeSRT | ( | FBModel * | pModel, |
bool | pS, | ||
bool | pR, | ||
bool | pT | ||
) | [virtual, inherited] |
Freeze current model state.
pModel | Model to freeze constraint on. |
pS | Scaling freeze? |
pR | Rotation freeze? |
pT | Translation freeze? |
int FBConstraint::ReferenceGroupGetCount | ( | ) | [inherited] |
Return the number of reference groups.
int FBConstraint::ReferenceGroupAdd | ( | const char * | pGroupName, |
int | pMaxItemCount | ||
) | [inherited] |
Add a group of references.
pGroupName | Name of reference group to add. |
pMaxItemCount | Maximum number of items in pGroupName. |
const char* FBConstraint::ReferenceGroupGetName | ( | int | pGroupIndex | ) | [inherited] |
Get the name of the reference group.
pGroupIndex | Index of the reference group to get the name for. |
int FBConstraint::ReferenceGroupGetMaxCount | ( | int | pGroupIndex | ) | [inherited] |
Get the maximum number of items that can exist in the reference group in question.
pGroupIndex | Index of reference group. |
FBModel* FBConstraint::ReferenceGet | ( | int | pGroupIndex, |
int | pItemIndex =
0 |
||
) | [inherited] |
Get a reference.
pGroupIndex | Index of reference group containing desired reference. |
pItemIndex | Index of reference in group to get (default is 0). |
int FBConstraint::ReferenceGetCount | ( | int | pGroupIndex | ) | [inherited] |
Get number of references in a specified group.
pGroupIndex | Index of group to query the number of references. |
bool FBConstraint::ReferenceAdd | ( | int | pGroupIndex, |
FBModel * | pModel | ||
) | [inherited] |
Add a reference to a specified group.
pGroupIndex | Group to add reference to. |
pModel | Model to place at new reference. |
bool FBConstraint::ReferenceRemove | ( | int | pGroupIndex, |
FBModel * | pModel | ||
) | [inherited] |
Remove a reference to pModel from the group at pGroupIndex.
pGroupIndex | Index to remove reference from. |
pModel | Model to remove reference from. |
void FBConstraint::ReferenceRemoveAll | ( | ) | [inherited] |
Remove All References.
virtual bool FBConstraint::ReferenceAddNotify | ( | int | pGroupIndex, |
FBModel * | pModel | ||
) | [virtual, inherited] |
Notification callbacks for when a reference is added or removed.
pGroupIndex | Index of group where reference was affected. |
pModel | Model to which reference was associated. |
virtual bool FBConstraint::ReferenceRemoveNotify | ( | int | pGroupIndex, |
FBModel * | pModel | ||
) | [virtual, inherited] |
virtual bool FBConstraint::DeformerPreNotify | ( | FBModel * | pModel, |
FBEvaluateInfo * | pEvaluateInfo, | ||
FBVertex * | pBBoxMin, | ||
FBVertex * | pBBoxMax | ||
) | [virtual, inherited] |
Deformation pre-notification function This function pass the evaluation information for deformation (if timing is required).
And user should provide the estimation of the bounding volume of the model after deformation. This estimation will be used to determine the model's visibility in the camera's frustum. Only those potential visible models will receive the following DeformerNotify() callback.
pModel | Model to deform. |
pEvaluateInfo | Information for evaluation. |
pBBoxMin | (In/Out) The estimation of min vertex of the bounding box before & after deformation |
pBBoxMax | (In/Out) The estimation of max vertex of the bounding box before & after deformation |
virtual bool FBConstraint::DeformerNotify | ( | FBModel * | pModel, |
const FBVertex * | pSrcVertex, | ||
const FBVertex * | pSrcNormal, | ||
int | pCount, | ||
FBVertex * | pDstVertex, | ||
FBVertex * | pDstNormal | ||
) | [virtual, inherited] |
Deformation notification function.
pModel | Model to deform. |
pSrcVertex | Source vertex array (i.e. vertex to deform). |
pSrcNormal | Normals at source vertex array. |
pCount | Number of vertices in source/destination arrays |
pDstVertex | Destination vertex array (i.e. where source vertex gets deformed to) |
pDstNormal | Normals at destination vertex array. |
virtual bool FBConstraint::DeformerBind | ( | FBModel * | pModel | ) | [virtual, inherited] |
Bind/Unbind pModel to deformation constraint.
These functions are used for adding/removing a deformation binding to/from pModel if the constraint is a deformation constraint.
pModel | Model to bind/unbind. |
virtual bool FBConstraint::DeformerUnBind | ( | FBModel * | pModel | ) | [virtual, inherited] |
virtual bool FBConstraint::FbxStore | ( | FBFbxObject * | pFbxObject, |
kFbxObjectStore | pStoreWhat | ||
) | [virtual, inherited] |
Store/Retrieve data to/from FBX files.
pFbxObject | Interface to FBX format. |
pStoreWhat | Attributes to store in FBX file. |
Reimplemented from FBBox.
virtual bool FBConstraint::FbxRetrieve | ( | FBFbxObject * | pFbxObject, |
kFbxObjectStore | pStoreWhat | ||
) | [virtual, inherited] |
Reimplemented from FBBox.
virtual bool FBBox::EvaluateAnimationNodes | ( | FBEvaluateInfo * | pEvaluateInfo | ) | [virtual, inherited] |
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 FBBox::AnimationNodeDestroy | ( | FBAnimationNode * | pAnimationNode | ) | [virtual, inherited] |
Destroy an animation node.
pAnimationNode | Handle to the animation node to be destroyed. |
virtual bool FBBox::AnimationNodeIsUserData | ( | FBAnimationNode * | pAnimationNode | ) | [virtual, inherited] |
Is the animation node user data?
pAnimationNode | Handle to the animation to be queried. |
virtual void FBBox::AnimationNodesOutDisableIfNotWritten | ( | FBEvaluateInfo * | pEvaluateInfo | ) | [virtual, inherited] |
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* FBBox::AnimationNodeInGet | ( | ) | [virtual, inherited] |
Get the (IN/OUT) animation node for this box.
virtual FBAnimationNode* FBBox::AnimationNodeOutGet | ( | ) | [virtual, inherited] |
virtual const char* FBBox::FbxGetObjectSubType | ( | ) | [virtual, inherited] |
returns UniqueName if not overloaded.
Reimplemented in FBMaterial, FBModel, FBModelNull, and FBModelMarker.
virtual const char* FBBox::FbxGetObjectType | ( | ) | [virtual, inherited] |
Object Type "Box".
Reimplemented in FBDevice, FBMaterial, FBModel, FBModelNull, and FBModelMarker.
FBComponent::GetInternalClassId | ( | ) | [static, inherited] |
virtual bool FBComponent::FBCreate | ( | ) | [virtual, inherited] |
Open Reality Creation function.
Reimplemented in FBAssetFile, FBAssetFolder, FBCustomManager, FBConsole, FBDevice, FBManipulator, FBDeviceOptical, FBDeviceSync, FBDeviceCamera, FBDeviceOpticalLayout, and FBDeviceCameraLayout.
virtual void FBComponent::FBDestroy | ( | ) | [virtual, inherited] |
Open Reality destruction function.
Reimplemented in FBConsole, FBDevice, FBDeviceOptical, FBDeviceSync, FBDeviceCamera, and FBDeviceCameraLayout.
virtual bool FBComponent::SetHIObject | ( | HIObject | pObject, |
bool | pSDKComponent | ||
) | [override, virtual, inherited] |
virtual int FBComponent::PropertyAdd | ( | FBProperty * | pProperty | ) | [virtual, inherited] |
Add a property to the component's property manager.
pProperty | The property to add to the property manager. |
bool FBComponent::PropertyAddReferenceProperty | ( | FBProperty * | pReferenceProperty | ) | [inherited] |
Add a reference property to the component's property manager.
pReferenceProperty | The property to from an other object to add a reference to (property cannot be a custom ORSDK property). |
void FBComponent::PropertyRemove | ( | FBProperty * | pProperty | ) | [inherited] |
Remove a Property from the component's Property manager.
If the property was dynamically allocated, it is deleted.
pProperty | The property to remove from the property manager. |
void FBComponent::PropertyGetModifiedList | ( | FBArrayTemplate< FBProperty * > & | pPropList, |
FBPlugModificationFlag | pModificationFlags | ||
) | [inherited] |
Get list of properties which have been modified since last loading.
pPropList | property list to hold the modified properties. |
pModificationFlags | type of modification to query. |
FBProperty* FBComponent::PropertyCreate | ( | const char * | pName, |
FBPropertyType | pType, | ||
const char * | pDataType, | ||
bool | pAnimatable, | ||
bool | pIsUser = false , |
||
FBProperty * | pReferenceSource =
NULL |
||
) | [inherited] |
Create user or dynamic property.
pName | The name of the property. |
pType | Type of the property. See enum FBPropertyType. |
pDataType | DataType of the property. |
pAnimatable | To specify if the property can be animated. |
pIsUser | To specify if the property is available as a custom property or dynamic and attached to the object. |
pReferenceSource | Specifies the property that a reference refers to. |
FBObjectFlag FBComponent::GetObjectFlags | ( | ) | [inherited] |
Get all Object Flags (concatenated).
void FBComponent::SetObjectFlags | ( | FBObjectFlag | pFlags | ) | [inherited] |
SetObjectFlags.
pFlags | Set flag values. Note: this function overwrites all flags with those passed in parameter. |
bool FBComponent::HasObjectFlags | ( | FBObjectFlag | pFlags | ) | [inherited] |
Check whether a specific object flag is enabled.
pFlags | Flags to check if they are present. |
void FBComponent::EnableObjectFlags | ( | FBObjectFlag | pFlags | ) | [inherited] |
void FBComponent::DisableObjectFlags | ( | FBObjectFlag | pFlags | ) | [inherited] |
void FBComponent::SetObjectStatus | ( | FBObjectStatus | pStatus, |
bool | pValue | ||
) | [inherited] |
Enable/Disable a specific Object Status.
pStatus | Status to change. |
pValue | Value to change the status to. |
bool FBComponent::GetObjectStatus | ( | FBObjectStatus | pStatus | ) | [inherited] |
Check to see if an object status is enabled.
pStatus | Status to query. |
bool FBComponent::ProcessNamespaceHierarchy | ( | FBNamespaceAction | pNamespaceAction, |
const char * | pNamespaceName, | ||
const char * | pReplaceTo = NULL , |
||
bool | pAddRight =
true |
||
) | [inherited] |
ProcessNamespaceHierarchy.
New Namespace name should only contains alphabet, digit and '_', Can't start with digit. This recursive function goes through the whole hierarchy (children) to add/replace the prefix. If you need to work on a single object, use the ProcessObjectPrefix function.
pNamespaceAction | Which operation to do on the hierarchy (children). |
pNamespaceName | The Namespace name on Add/Delete or the prefix to replace in case of replace. |
pReplaceTo | The new Namespace Name or NULL in case of add or delete. |
pAddRight | Whether to add the namespace on right-most or left-most side or other namespace. |
bool FBComponent::ProcessObjectNamespace | ( | FBNamespaceAction | pNamespaceAction, |
const char * | pNamespaceName, | ||
const char * | pReplaceTo = NULL , |
||
bool | pAddRight =
true |
||
) | [inherited] |
ProcessObjectNamespace.
New Namespace name should only contains alphabet, digit and '_', Can't start with digit. This function is the same as ProcessNamespaceHierarchy except that it applies only on the current object and not to the object's children.
pNamespaceAction | Which operation to do on the hierarchy (children). |
pNamespaceName | The Namespace name on Add/Delete or the prefix to replace in case of replace. |
pReplaceTo | The new Namespace Name or NULL in case of add or delete. |
pAddRight | Whether to add the namespace on right-most or left-most side or other namespace. |
virtual const char* FBComponent::ClassName | ( | ) | [override, virtual, inherited] |
Get the class name.
Reimplemented from FBPlug.
Reimplemented in FBCustomManager.
virtual bool FBComponent::UseCustomPropertyViewSet | ( | ) | const [inline, virtual, inherited] |
Use the custom property viewSet or not.
To have custom property view for custom subclass, modification bin/config/propertyview.fbx is required.
Definition at line 791 of file fbcomponent.h.
{ return true; }
const char* FBComponent::GetFullName | ( | void | ) | [inherited] |
void FBComponent::SetOwnerNamespace | ( | FBNamespace * | pOwnerNSObj | ) | [inherited] |
Set the owner Namespace object.
FBNamespace* FBComponent::GetOwnerNamespace | ( | void | ) | [inherited] |
FBFileReference* FBComponent::GetOwnerFileReference | ( | void | ) | [inherited] |
Get the owner FileReference object.
void FBComponent::HardSelect | ( | ) | [inherited] |
HardSelect.
Selects the object, and emits a hard select event for UI update notification.
void* FBComponent::operator new | ( | size_t | stAllocateBlock | ) | [inherited] |
void* FBComponent::operator new | ( | size_t | stAllocateBlock, |
int | blockType, | ||
const char * | filename, | ||
int | linenumber | ||
) | [inherited] |
void FBComponent::operator delete | ( | void * | pvMem | ) | [inherited] |
void FBComponent::RegisterPropertyEvent | ( | FBPropertyEvent * | pPropertyEvent | ) | [inherited] |
void FBComponent::UnregisterPropertyEvent | ( | FBPropertyEvent * | pPropertyEvent | ) | [inherited] |
void FBComponent::InvalidatePropertyEventsParents | ( | ) | [inherited] |
FBComponent::ICallback_Declare | ( | K_IMPLEMENTATION | ) | [inherited] |
Reimplemented from FBPlug.
Reimplemented in FBModel, and FBVisualComponent.
virtual bool FBComponent::Is | ( | int | pTypeId | ) | [virtual, inherited] |
Returns true if object is of type TypeId.
pTypeId | TypeId to compare object to. |
Reimplemented from FBPlug.
Reimplemented in FBCustomManager.
virtual int FBComponent::GetTypeId | ( | ) | [virtual, inherited] |
GetTypeId( int pTypeId )
Reimplemented from FBPlug.
Reimplemented in FBCustomManager.
static void FBComponent::FBComponentSetName | ( | FBComponent * | pObject, |
const char * | pName | ||
) | [static, inherited] |
static const char* FBComponent::FBComponentGetName | ( | FBComponent * | pObject | ) | [static, inherited] |
static void FBComponent::FBComponentSetLongName | ( | FBComponent * | pObject, |
const char * | pName | ||
) | [static, inherited] |
static const char* FBComponent::FBComponentGetLongName | ( | FBComponent * | pObject | ) | [static, inherited] |
void FBComponent::KObjectEvent | ( | HIRegister | pView, |
HKEventBase | pEvent | ||
) | [inherited] |
virtual HIObject FBPlug::GetHIObject | ( | ) | const [virtual, inherited] |
Return an internal pointer.
bool FBPlug::IsSDKComponent | ( | ) | [inherited] |
Return whether or not item is an SDK component.
bool FBPlug::ConnectSrc | ( | FBPlug * | pSrc, |
FBConnectionType | pConnectionType =
kFBConnectionTypeNone |
||
) | [inherited] |
Add a source connection.
pSrc | Source plug. |
pConnectionType | Type of connection, taken from FBConnectionType. Default value should work in all cases. |
bool FBPlug::ConnectDst | ( | FBPlug * | pDst, |
FBConnectionType | pConnectionType =
kFBConnectionTypeNone |
||
) | [inherited] |
Add a destination connection.
pDst | Destination plug. |
pConnectionType | Type of connection, taken from FBConnectionType. Default value should work in all cases. |
bool FBPlug::ConnectSrcAt | ( | int | pDst_SrcIndex, |
FBPlug * | pSrc, | ||
FBConnectionType | pConnectionType =
kFBConnectionTypeNone |
||
) | [inherited] |
Add a source connection.
pDst_SrcIndex | Index that tells where to add this source connection in the destination's connection list. if index is out of bound, and this source connection will be appended at the end. |
pSrc | Source plug. |
pConnectionType | Type of connection, taken from FBConnectionType. Default value should work in all cases. |
bool FBPlug::ConnectDstAt | ( | int | pSrc_DstIndex, |
FBPlug * | pDst, | ||
FBConnectionType | pConnectionType =
kFBConnectionTypeNone |
||
) | [inherited] |
Add a destination connection.
pSrc_DstIndex | Index that tells where to add this destination connection in the source's connection list. if index is out of bound, and this destination connection will be appended at the end. |
pDst | Destination plug. |
pConnectionType | Type of connection, taken from FBConnectionType. Default value should work in all cases. |
bool FBPlug::DisconnectDst | ( | FBPlug * | pDst | ) | [inherited] |
Remove a destination connection.
pDst | Destination plug. |
bool FBPlug::DisconnectSrc | ( | FBPlug * | pSrc | ) | [inherited] |
Remove a source connection.
pSrc | Source plug. |
void FBPlug::DisconnectAllSrc | ( | ) | [inherited] |
Remove all source connections.
void FBPlug::DisconnectAllDst | ( | ) | [inherited] |
Remove all destination connections.
bool FBPlug::DisconnectDstAt | ( | int | pIndex | ) | [inherited] |
Remove a destination connection at a specified index.
pIndex | Destination plug index. |
bool FBPlug::DisconnectSrcAt | ( | int | pIndex | ) | [inherited] |
Remove a source connection at a specified index.
pIndex | Source plug index. |
bool FBPlug::ReplaceDstAt | ( | int | pIndex, |
FBPlug * | pDst | ||
) | [inherited] |
Replace a destination connection at a specified index.
pIndex | Destination plug index. |
pDst | Plug that will replace the other at index. |
bool FBPlug::ReplaceSrcAt | ( | int | pIndex, |
FBPlug * | pSrc | ||
) | [inherited] |
Replace a source connection at a specified index.
pIndex | Source plug index. |
pSrc | Plug that will replace the other at index. |
bool FBPlug::SwapSrc | ( | int | pIndexA, |
int | pIndexB | ||
) | [inherited] |
Swap source connection at index A with source connection at index B.
pIndexA | Plug index. |
pIndexB | Other plug index. |
bool FBPlug::MoveSrcAt | ( | int | pIndex, |
int | pAtIndex | ||
) | [inherited] |
Move source connection at pIndex to pAtIndex.
pIndex | Plug current index. |
pAtIndex | Plug new index. |
Move source connection pSrc to the position of pAtSrc.
pSrc | Plug. |
pAtSrc | Plug that mark where we want to insert (will insert before this one). |
int FBPlug::GetSrcCount | ( | ) | [inherited] |
FBPlug* FBPlug::GetSrc | ( | int | pIndex | ) | [inherited] |
Get a source connection's plug at specified index.
pIndex | Index of the source connection's plug. |
FBConnectionType FBPlug::GetSrcType | ( | int | pIndex | ) | [inherited] |
Get a source connection's type at specified index.
pIndex | Index of the source connection's type. |
int FBPlug::GetDstCount | ( | ) | [inherited] |
Get destination connection count.
FBPlug* FBPlug::GetDst | ( | int | pIndex | ) | [inherited] |
Get a destination connection's plug at specified index.
pIndex | Index of the destination connection's plug. |
FBConnectionType FBPlug::GetDstType | ( | int | pIndex | ) | [inherited] |
Get a destination connection's type at specified index.
pIndex | Index of the destination connection's type. |
bool FBPlug::BeginChange | ( | ) | [inherited] |
Begins a change on multiple plugs.
void FBPlug::EndChange | ( | ) | [inherited] |
Ends a change on multiple plugs.
void FBPlug::SetSelfModified | ( | FBPlugModificationFlag | pFlag, |
bool | pBool | ||
) | [inherited] |
Set the plug's self modification flag.
pFlag | bitwise AND of self modification flags. |
pBool | true if self changed. |
bool FBPlug::GetSelfModified | ( | FBPlugModificationFlag | pFlag | ) | [inherited] |
Tell if the plug's self has changed.
pFlag | bitwise AND of self modification flags. |
void FBPlug::SetContentModified | ( | FBPlugModificationFlag | pFlag, |
bool | pBool | ||
) | [inherited] |
Set the plug's owned property/object's modification flag.
pFlag | bitwise AND of content modification flags. |
pBool | true if content has modification. |
bool FBPlug::GetContentModified | ( | FBPlugModificationFlag | pFlag | ) | [inherited] |
Tell if the plug's content has changed.
pFlag | bitwise AND of content modification flags. |
int FBPlug::GetPlugConnectionModifiedList | ( | FBPlugList & | pPlugList, |
FBPlugModificationFlag | pConnectionModificatonFlag, | ||
bool | pAddRemove | ||
) | [inherited] |
Get plug's modified src/dst property/object connection added/removed List.
pPlugList | plug list to fill up. |
pConnectionModificatonFlag | Src/Dst Property/Object connection modification flag. |
pAddRemove | Ask for the added list if true, removed list if false. |
bool FBPlug::RevertModification | ( | FBPlugModificationFlag | pFlag =
kFBAllModifiedMask |
) | [inherited] |
Revert the plug's modification to original status.
pFlag | the type of modification to be reverted. |
void FBPlug::SetStatusFlag | ( | FBPlugStatusFlag | pStatus, |
bool | pValue | ||
) | [inherited] |
Set the plug's status flag.
pStatus | bitwise AND of status flags. |
pValue | true if status has modification. |
bool FBPlug::GetStatusFlag | ( | FBPlugStatusFlag | pStatus | ) | const [inherited] |
Tell if the plug's status has changed.
pStatus | bitwise AND of self modification flags. |
FBPlug* FBPlug::GetOwner | ( | ) | [inherited] |
Get the owner of this plug.
Very useful for properties since they are plugs too.
FBPlug* FBPlug::GetOwned | ( | int | pIndex | ) | [inherited] |
Get the owned plug at specified index.
pIndex | Index of the owned plug to get. |
int FBPlug::GetOwnedCount | ( | ) | [inherited] |
virtual bool FBPlug::PlugDataNotify | ( | FBConnectionAction | pAction, |
FBPlug * | pThis, | ||
void * | pData = NULL , |
||
void * | pDataOld = NULL , |
||
int | pDataSize =
0 |
||
) | [virtual, inherited] |
PlugDataNotify when overloaded is equivalent of FBSystem.OnConnectionDataNotify but in the context of the derived object only.
pAction | Plug action, the event type. |
pThis | Plug concerned. |
pData | Current data, meaning depends of plug action. |
pDataOld | Previous data, meaning depends of plug action. |
pDataSize | Size of data. |
virtual bool FBPlug::PlugStateNotify | ( | FBConnectionAction | pAction, |
FBPlug * | pThis, | ||
void * | pData = NULL , |
||
void * | pDataOld = NULL , |
||
int | pDataSize =
0 |
||
) | [virtual, inherited] |
PlugStateNotify when overloaded is equivalent of FBSystem.OnConnectionStateNotify but in the context of the derived object only.
pAction | Plug action, the event type. |
pThis | Plug concerned. |
pData | Current data, meaning depends of plug action. |
pDataOld | Previous data, meaning depends of plug action. |
pDataSize | Size of data. |
virtual bool FBPlug::PlugNotify | ( | FBConnectionAction | pAction, |
FBPlug * | pThis, | ||
int | pIndex, | ||
FBPlug * | pPlug = NULL , |
||
FBConnectionType | pConnectionType =
kFBConnectionTypeNone , |
||
FBPlug * | pNewPlug =
NULL |
||
) | [virtual, inherited] |
PlugNotify when overloaded is equivalent of FBSystem.OnConnectionNotify but in the context of the derived object only.
pAction | Plug action, the event type. |
pThis | Plug concerned. |
pIndex | Index of the plug. |
pPlug | Other plug concerned. |
pConnectionType | Connection type between the plugs. |
pNewPlug | New plug (for the replace event). |
static void FBPlug::PrintClassDefinitions | ( | ) | [static, inherited] |
Print out internal Class (ID) Definition table.
For internal debug purpose only.
FBScriptWrapper* FBWrapperHolder::GetWrapper | ( | ) | [inherited] |
Return the wrapper interface of this FBObject.
void FBWrapperHolder::AddWrapper | ( | FBScriptWrapper * | ) | [inherited] |
void FBWrapperHolder::RemoveWrapper | ( | FBScriptWrapper * | ) | [inherited] |
K_DLLIMPORT friend int __FBRegisterTypeInfo | ( | int | pInternalClassId | ) | [friend, inherited] |
__FBRegisterTypeInfo For internal use only, Register the TypeInfo mapped to internal class id.
FBPropertyCharacterInputType FBCharacter::InputType |
Read Write Property: The input type for the character (ex: Actor).
Definition at line 1130 of file fbcharacter.h.
FBPropertyCharacterKeyingMode FBCharacter::KeyingMode |
Read Write Property: The current keying mode.
Definition at line 1131 of file fbcharacter.h.
FBPropertyActor FBCharacter::InputActor |
Read Write Property: The index of the actor used for the input.
Definition at line 1132 of file fbcharacter.h.
FBPropertyCharacter FBCharacter::InputCharacter |
Read Write Property: The index of the character used for the input.
Definition at line 1133 of file fbcharacter.h.
Read Write Property: Is the character input active?
Definition at line 1134 of file fbcharacter.h.
List: Character Extensions in the character.
Definition at line 1136 of file fbcharacter.h.
Used to store SetCharacterizeOn errors and warnings.
Definition at line 1379 of file fbcharacter.h.
Read Write Property: is in mirror mode.
Definition at line 1383 of file fbcharacter.h.
Read Write Property: shoulder correction values.
Definition at line 1384 of file fbcharacter.h.
Read Write Property: is Pitch used for Left knee.
Definition at line 1385 of file fbcharacter.h.
Read Write Property: is Pitch used for Right knee.
Definition at line 1386 of file fbcharacter.h.
Read Write Property: is Pitch used for Left elbow.
Definition at line 1387 of file fbcharacter.h.
Read Write Property: is Pitch used for Right elbow.
Definition at line 1388 of file fbcharacter.h.
FBPropertyCharacterHipsTranslationMode FBCharacter::HipsTranslationMode |
Read Write Property: Hips Translation Mode.
Definition at line 1389 of file fbcharacter.h.
Read Write Property: are we writing back on reference.
Definition at line 1390 of file fbcharacter.h.
Read Write Property: is character in sync mode.
Definition at line 1391 of file fbcharacter.h.
Read Write Property: Is left knee inverted.
Definition at line 1392 of file fbcharacter.h.
Read Write Property: Is right knee inverted.
Definition at line 1393 of file fbcharacter.h.
Read Write Property: Is left elbow inverted.
Definition at line 1394 of file fbcharacter.h.
Read Write Property: Is right elbow inverted.
Definition at line 1395 of file fbcharacter.h.
FBPropertyCharacterRollSolver FBCharacter::RollSolver |
Read Write Property: Roll Solver selection.
Definition at line 1396 of file fbcharacter.h.
FBPropertyCharacterContactBehaviour FBCharacter::ContactBehaviour |
Read Write Property: Contact Behavior selection.
Definition at line 1397 of file fbcharacter.h.
Definition at line 1399 of file fbcharacter.h.
Definition at line 1400 of file fbcharacter.h.
Definition at line 1401 of file fbcharacter.h.
Definition at line 1402 of file fbcharacter.h.
Read Write Property: Lock character skeleton in place on X axis.
Definition at line 1404 of file fbcharacter.h.
Read Write Property: Lock character skeleton in place on Y axis.
Definition at line 1405 of file fbcharacter.h.
Read Write Property: Lock character skeleton in place on Z axis.
Definition at line 1406 of file fbcharacter.h.
FBPropertyBool
FBConstraint::Deformer
[inherited] |
Read Write Property: Is a deformer constraint?
Definition at line 335 of file fbconstraint.h.
FBPropertyBool
FBConstraint::HasLayout
[inherited] |
Read Write Property: Does the constraint have a layout?
Definition at line 336 of file fbconstraint.h.
FBPropertyString FBConstraint::Description
[inherited] |
Read Write Property: Long description of constraint.
Definition at line 337 of file fbconstraint.h.
FBPropertyBool
FBConstraint::Active
[inherited] |
Read Write Property: Active state.
Definition at line 339 of file fbconstraint.h.
FBPropertyBool
FBConstraint::Lock
[inherited] |
Read Write Property: Lock state.
Definition at line 340 of file fbconstraint.h.
FBPropertyAction FBConstraint::Snap
[inherited] |
Function Property: Snap constraint.
Definition at line 341 of file fbconstraint.h.
FBPropertyAnimatableDouble
FBConstraint::Weight
[inherited] |
Read Write Property: Weight of constraint.
Reimplemented in FBStoryTrack.
Definition at line 342 of file fbconstraint.h.
const char* FBBox::UniqueName
[inherited] |
FBPropertyBool
FBBox::Animatable
[inherited] |
Read Write Property: Is the box animatable.
FBPropertyBool
FBBox::Live
[inherited] |
FBPropertyBool
FBBox::RecordMode
[inherited] |
Read Write Property: Is recording?
DataFBComponent* FBComponent::mLocalPtr
[inherited] |
Handle on DataFBComponent.
Reimplemented in FBCustomManager.
Definition at line 650 of file fbcomponent.h.
FBString FBComponent::mName
[protected, inherited] |
int FBComponent::TypeInfo
[static, inherited] |
Contains the Type information of the object.
Reimplemented from FBPlug.
Reimplemented in FBCustomManager.
Definition at line 658 of file fbcomponent.h.
FBPropertyManager FBComponent::PropertyList
[inherited] |
Read Only Property: Manages all of the properties for the component.
Definition at line 838 of file fbcomponent.h.
FBPropertyListComponent
FBComponent::Components
[inherited] |
List: List of components.
Reimplemented in FBScene, and FBPropertyInspector.
Definition at line 839 of file fbcomponent.h.
FBPropertyListComponent
FBComponent::Parents
[inherited] |
FBPropertyBool
FBComponent::Selected
[inherited] |
Read Write Property: Selected property.
Definition at line 841 of file fbcomponent.h.
FBPropertyString FBComponent::Name
[inherited] |
Read Write Property: Unique name of object.
Reimplemented in FBAssetMng, FBConsoleChannel, FBTriggerGroup, FBTrigger, FBMotionClip, and FBTool.
Definition at line 842 of file fbcomponent.h.
FBPropertyString FBComponent::LongName
[inherited] |
Read Write Property: Name and namespace for object.
Definition at line 843 of file fbcomponent.h.
FBPropertyFolder FBComponent::Folder
[inherited] |
Read Write Property: The folder that contain this component.
Definition at line 846 of file fbcomponent.h.
KObject* FBComponent::mDummyObject
[inherited] |
Internal Dummy Object for non KObject Components.
Definition at line 871 of file fbcomponent.h.
const char* FBPlug::ClassGroupName
[static, inherited] |
bool FBPlug::mAllocated
[inherited] |
Contain the Allocation State of the Component.
int FBPlug::mGlobalTypeInfo
[static, protected, inherited] |
HIObject FBPlug::mObject
[protected, inherited] |
bool FBPlug::mSDKComponent
[protected, inherited] |