Related Scripting Object: DirectedObject
An object representing the interest of a Camera or Light. More...
#include <xsi_directed.h>
Inheritance diagram for Directed:

Public Member Functions |
|
| Directed () | |
| ~Directed () | |
| Directed (const CRef &in_ref) | |
| Directed (const Directed &in_obj) | |
| bool | IsA (siClassID in_ClassID) const |
| siClassID | GetClassID () const |
| Directed & | operator= (const Directed &in_obj) |
| Directed & | operator= (const CRef &in_ref) |
| X3DObject | GetInterest () const |
| CStatus | PutInterest (const X3DObject &in_obj) |
A Directed object cannot be created directly, it acts as a X3DObject class for Camera and Light objects.
using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); Light spot; root.AddLight( L"Spot", true, L"MySpotLight", spot ); X3DObject interest = spot.GetInterest(); app.LogMessage( CString(L"interest: ") + interest.GetName() ); X3DObject myCone; root.AddGeometry( L"Cone", L"MeshSurface", L"", myCone ); spot.PutInterest( myCone ); interest = spot.GetInterest(); app.LogMessage( L"interest: " + interest.GetName() );
| Directed | ( | ) |
Default constructor.
| ~Directed | ( | ) |
Default destructor.
Constructor.
| in_ref | constant reference object. |
Copy constructor.
| in_obj | constant class object. |
| bool IsA | ( | siClassID | in_ClassID | ) | const [virtual] |
| siClassID GetClassID | ( | ) | const [virtual] |
Returns the type of the API class.
Reimplemented from X3DObject.
Reimplemented in Camera, and Light.
Creates an object from another object. The newly created object is set to empty if the input object is not compatible.
| in_obj | constant class object. |
Creates an object from a reference object. The newly created object is set to empty if the input reference object is not compatible.
| in_ref | constant class object. |
Reimplemented from X3DObject.
Reimplemented in Camera, and Light.
| X3DObject GetInterest | ( | ) | const |
Returns the object's interest.
using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); Light spot = root.AddLight( CString(L"Spot"), true, CString(L"MySpotLight"); X3DObject interest = spot.GetInterest(); app.LogMessage( CString(L"interest: ") + oInterest.Name() ); X3DObject myCone = root.AddGeometry( CString(L"Cone"), CString(L"MeshSurface"), spot.PutInterest( myCone ); interest = spot.GetInterest(); app.LogMessage( CString(L"interest: ") + oInterest.Name() );
Sets the object's interest.
| in_obj | The new interest object |
CStatus::Fail Failure