234 lines
6.9 KiB
C++
Executable File
234 lines
6.9 KiB
C++
Executable File
/**********************************************************************
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FILE: ISkin.h
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DESCRIPTION: Skin Bone Deformer API
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CREATED BY: Nikolai Sander, Discreet
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HISTORY: 7/12/99
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*> Copyright (c) 1998, All Rights Reserved.
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**********************************************************************/
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#ifndef __ISKIN__H
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#define __ISKIN__H
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#include "ISkinCodes.h"
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#define I_SKIN 0x00010000
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#define I_GIZMO 9815854
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#define SKIN_INVALID_NODE_PTR 0
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#define SKIN_OK 1
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//#define SKIN_CLASSID Class_ID(0x68477bb4, 0x28cf6b86)
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#define SKIN_CLASSID Class_ID(9815843,87654)
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class ISkinContextData
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{
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public:
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virtual int GetNumPoints()=0;
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virtual int GetNumAssignedBones(int vertexIdx)=0;
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virtual int GetAssignedBone(int vertexIdx, int boneIdx)=0;
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virtual float GetBoneWeight(int vertexIdx, int boneIdx)=0;
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// These are only used for Spline animation
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virtual int GetSubCurveIndex(int vertexIdx, int boneIdx)=0;
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virtual int GetSubSegmentIndex(int vertexIdx, int boneIdx)=0;
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virtual float GetSubSegmentDistance(int vertexIdx, int boneIdx)=0;
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virtual Point3 GetTangent(int vertexIdx, int boneIdx)=0;
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virtual Point3 GetOPoint(int vertexIdx, int boneIdx)=0;
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};
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class ISkin
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{
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public:
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virtual int GetBoneInitTM(INode *pNode, Matrix3 &InitTM, bool bObjOffset = false)=0;
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virtual int GetSkinInitTM(INode *pNode, Matrix3 &InitTM, bool bObjOffset = false)=0;
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virtual int GetNumBones()=0;
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virtual INode *GetBone(int idx)=0;
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virtual DWORD GetBoneProperty(int idx)=0;
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virtual ISkinContextData *GetContextInterface(INode *pNode)=0;
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//new stuff
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virtual TCHAR *GetBoneName(int index) = 0;
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virtual int GetSelectedBone() = 0;
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virtual void UpdateGizmoList() = 0;
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virtual void GetEndPoints(int id, Point3 &l1, Point3 &l2) = 0;
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virtual Matrix3 GetBoneTm(int id) = 0;
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virtual INode *GetBoneFlat(int idx)=0;
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virtual int GetNumBonesFlat()=0;
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virtual int GetRefFrame()=0;
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};
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class IGizmoBuffer
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{
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public:
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Class_ID cid;
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void DeleteThis() { delete this; }
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};
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class GizmoClass : public ReferenceTarget
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{
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// all the refernce stuff and paramblock stuff here
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public:
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ISkin *bonesMod;
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IParamBlock2 *pblock_gizmo_data;
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int NumParamBlocks() { return 1; }
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IParamBlock2* GetParamBlock(int i)
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{
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if (i == 0) return pblock_gizmo_data;
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else return NULL;
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}
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IParamBlock2* GetParamBlockByID(BlockID id)
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{
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if (pblock_gizmo_data->ID() == id) return pblock_gizmo_data ;
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else return NULL;
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}
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int NumRefs() {return 1;}
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RefTargetHandle GetReference(int i)
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{
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if (i==0)
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{
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return (RefTargetHandle)pblock_gizmo_data;
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}
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return NULL;
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}
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void SetReference(int i, RefTargetHandle rtarg)
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{
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if (i==0)
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{
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pblock_gizmo_data = (IParamBlock2*)rtarg;
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}
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}
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void DeleteThis() {
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delete this;
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}
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int NumSubs() {return 1;}
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Animatable* SubAnim(int i) { return GetReference(i);}
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TSTR SubAnimName(int i) {return _T(""); }
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int SubNumToRefNum(int subNum) {return -1;}
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RefResult NotifyRefChanged( Interval changeInt,RefTargetHandle hTarget,
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PartID& partID, RefMessage message)
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{
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return REF_SUCCEED;
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}
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virtual void BeginEditParams(IObjParam *ip, ULONG flags,Animatable *prev) {}
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virtual void EndEditParams(IObjParam *ip,ULONG flags,Animatable *next) {}
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virtual IOResult Load(ILoad *iload) {return IO_OK;}
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virtual IOResult Save(ISave *isave) {return IO_OK;}
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// void* GetInterface(ULONG id);
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//this retrieves the boudng bx of the gizmo in world space
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virtual void GetWorldBoundBox(TimeValue t,INode* inode, ViewExp *vpt, Box3& box, ModContext *mc){}
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// this called in the bonesdef display code to show the gizmo
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virtual int Display(TimeValue t, GraphicsWindow *gw, Matrix3 tm ) { return 1;}
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virtual Interval LocalValidity(TimeValue t) {return FOREVER;}
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virtual BOOL IsEnabled() { return TRUE; }
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virtual BOOL IsVolumeBased() {return FALSE;}
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virtual BOOL IsInVolume(Point3 p, Matrix3 tm) { return FALSE;}
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//this is what deforms the point
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// this is passed in from the Map call in bones def
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virtual Point3 DeformPoint(TimeValue t, int index, Point3 initialP, Point3 p, Matrix3 tm)
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{return p;}
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//this is the suggested name that the gizmo should be called in the list
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virtual void SetInitialName() {}
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//this is the final name of the gizmo in th list
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virtual TCHAR *GetName(){return NULL;}
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//this sets the final name of the gizmo in the list
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virtual void SetName(TCHAR *name) {}
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// this is called when the gizmo is initially created
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// it is passed to the current selected verts in the world space
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//count is the number of vertice in *p
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//*p is the list of point being affected in world space
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//numberOfInstances is the number of times this modifier has been instanced
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//mapTable is an index list into the original vertex table for *p
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virtual BOOL InitialCreation(int count, Point3 *p, int numbeOfInstances, int *mapTable) { return TRUE;}
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//this is called before the deformation on a frame to allow the gizmo to do some
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//initial setupo
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virtual void PreDeformSetup(TimeValue t) {}
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virtual void PostDeformSetup(TimeValue t) {}
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virtual IGizmoBuffer *CopyToBuffer() { return NULL;}
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virtual void PasteFromBuffer(IGizmoBuffer *buffer) {}
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virtual void Enable(BOOL enable) {}
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virtual BOOL IsEditing() { return FALSE;}
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virtual void EndEditing() {}
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virtual void EnableEditing(BOOL enable) {}
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// From BaseObject
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virtual int HitTest(TimeValue t, INode* inode, int type, int crossing, int flags, IPoint2 *p, ViewExp *vpt, ModContext* mc, Matrix3 tm) {return 0;}
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virtual void SelectSubComponent(HitRecord *hitRec, BOOL selected, BOOL all, BOOL invert=FALSE) {}
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virtual void Move( TimeValue t, Matrix3& partm, Matrix3& tmAxis, Point3& val, Matrix3 tm, BOOL localOrigin=FALSE ) {}
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virtual void GetSubObjectCenters(SubObjAxisCallback *cb,TimeValue t,INode *node, Matrix3 tm) {}
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virtual void GetSubObjectTMs(SubObjAxisCallback *cb,TimeValue t,INode *node, Matrix3 tm) {}
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virtual void ClearSelection(int selLevel) {}
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virtual void SelectAll(int selLevel) {}
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virtual void InvertSelection(int selLevel) {}
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};
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/*
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Modifier* FindSkinModifier (INode* node)
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{
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// Get object from node. Abort if no object.
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Object* pObj = node->GetObjectRef();
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if (!pObj) return NULL;
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// Is derived object ?
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while (pObj->SuperClassID() == GEN_DERIVOB_CLASS_ID)
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{
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// Yes -> Cast.
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IDerivedObject* pDerObj = static_cast<IDerivedObject*>(pObj);
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// Iterate over all entries of the modifier stack.
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int ModStackIndex = 0;
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while (ModStackIndex < pDerObj->NumModifiers())
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{
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// Get current modifier.
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Modifier* mod = pDerObj->GetModifier(ModStackIndex);
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// Is this Skin ?
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if (mod->ClassID() == SKIN_CLASSID )
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{
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// Yes -> Exit.
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return mod;
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}
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// Next modifier stack entry.
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ModStackIndex++;
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}
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pObj = pDerObj->GetObjRef();
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}
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// Not found.
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return NULL;
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}
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*/
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#endif |