tge/lib/maxsdk40/plugapi.h
2025-02-17 23:17:30 -06:00

598 lines
24 KiB
C++
Executable File

/*******************************************************************
*
* DESCRIPTION: DLL Plugin API
*
* AUTHOR: Dan Silva
*
* HISTORY: 11/30/94 Started coding
*
*******************************************************************/
#include "maxtypes.h"
#ifndef PLUGAPI_H_DEFINED
#define PLUGAPI_H_DEFINED
// 3DSMAX Version number to be compared against that returned by DLL's
// LibVersion function to detect obsolete DLLs.
//#define VERSION_3DSMAX 100 // changed 4/ 9/96 -- DB
//#define VERSION_3DSMAX 110 // changed 7/17/96 -- DS
//#define VERSION_3DSMAX 111 // changed 9/24/96 -- DS
//#define VERSION_3DSMAX 120 // changed 9/30/96 -- DB
//#define VERSION_3DSMAX 200 // changed 10/30/96 -- DS
// MAX release number X 1000
//#define MAX_RELEASE 2000 // DDS 9/30/97
//#define MAX_RELEASE 2500 // JMK 2/25/98
//#define MAX_RELEASE 3000 // DDS 9/3/98
//#define MAX_RELEASE 3100 // CCJ 10/21/99
//#define MAX_RELEASE 3900 // CCJ 6/26/00
#define MAX_RELEASE 4000 // CCJ 11/29/00
// This is the max API number. When a change in the API requires DLL's
// to be recompiled, increment this number and set MAX_SDK_REV to 0
// THis will make all DLL's with the former MAX_API_NUM unloadable.
//#define MAX_API_NUM 4 // DDS 9/30/97
//#define MAX_API_NUM 5 // DDS 10/06/97
//#define MAX_API_NUM 6 // DDS 9/3/98
//#define MAX_API_NUM 7 // CCJ 5/14/99
#define MAX_API_NUM 8 // CCJ 11/29/00 - R4
// This denotes the revision of the SDK for a given API. Increment this
// when the SDK functionality changes in some significant way (for instance
// a new GetProperty() query response is added), but the headers have
// not been changed.
#define MAX_SDK_REV 0 // DDS 9/20/97
// This value should be returned by the LibVersion() method for DLL's:
#define VERSION_3DSMAX ((MAX_RELEASE<<16)+(MAX_API_NUM<<8)+MAX_SDK_REV)
#ifdef DESIGN_VER
#define VERSION_DMAX ((MAX_RELEASE<<16)+(MAX_API_NUM<<8)+MAX_SDK_REV)
#endif
typedef enum {kAPP_NONE, kAPP_MAX, kAPP_VIZ} APPLICATION_ID;
//This method returns the ApplicationID, either VIZ or MAX. If a plugin
//is designed to work only in one product, then you could use this method
//in your IsPublic() call to switch between exposing the plug-in or not.
CoreExport APPLICATION_ID GetAppID();
// Macros for extracting parts of VERSION_3DSMAX
#define GET_MAX_RELEASE(x) (((x)>>16)&0xffff)
#define GET_MAX_API_NUM(x) (((x)>>8)&0xff)
#define GET_MAX_SDK_REV(x) ((x)&0xff)
#define GET_MAX_SDK_NUMREV(x) ((x)&0xffff)
// Internal super classes, that plug-in developers need not know about
#define GEN_MODAPP_CLASS_ID 0x00000b
#define MODAPP_CLASS_ID 0x00000c
#define OBREF_MODAPP_CLASS_ID 0x00000d
#define BASENODE_CLASS_ID 0x000001
#define GEN_DERIVOB_CLASS_ID 0x000002
#define DERIVOB_CLASS_ID 0x000003
#define WSM_DERIVOB_CLASS_ID 0x000004
#define PARAMETER_BLOCK_CLASS_ID 0x000008
#define PARAMETER_BLOCK2_CLASS_ID 0x000082 // <JBW> ParamBlocks Ed. 2
#define EASE_LIST_CLASS_ID 0x000009
#define AXIS_DISPLAY_CLASS_ID 0x00000e
#define MULT_LIST_CLASS_ID 0x00000f
#define NOTETRACK_CLASS_ID 0x0000ff
#define TREE_VIEW_CLASS_ID 0xffffff00
#define SCENE_CLASS_ID 0xfffffd00
#define THE_GRIDREF_CLASS_ID 0xfffffe00
#define VIEWREF_CLASS_ID 0xffffff01
#define BITMAPDAD_CLASS_ID 0xffffff02 // for drag/drop of bitmaps
#define PARTICLE_SYS_CLASS_ID 0xffffff03 // NOTE: this is for internal use only. Particle systems return GEOMOBJECT_CLASS_ID -- use IsParticleObject() to determine if an object is a particle system.
#define XREF_CLASS_ID 0xffffff04 // Object XRefs
#define AGGMAN_CLASS_ID 0xffffff05 // Object aggregation, VIZ
#define MAXSCRIPT_WRAPPER_CLASS_ID 0xffffff06 // JBW, 5/14/99, MAX object wrappers within MAXScript
//-------------------------------------------
// Deformable object psuedo-super-class
#define DEFORM_OBJ_CLASS_ID 0x000005
//-------------------------------------------
// Mappable object psuedo-super-class
#define MAPPABLE_OBJ_CLASS_ID 0x000006
//-------------------------------------------
// Shape psuedo-super-class
#define GENERIC_SHAPE_CLASS_ID 0x0000ab
//-------------------------------------------
// Super-classes that are plugable.
#define GEOMOBJECT_CLASS_ID 0x000010
#define CAMERA_CLASS_ID 0x000020
#define LIGHT_CLASS_ID 0x000030
#define SHAPE_CLASS_ID 0x000040
#define HELPER_CLASS_ID 0x000050
#define SYSTEM_CLASS_ID 0x000060
#define REF_MAKER_CLASS_ID 0x000100
#define REF_TARGET_CLASS_ID 0x000200
#define OSM_CLASS_ID 0x000810
#define WSM_CLASS_ID 0x000820
#define WSM_OBJECT_CLASS_ID 0x000830
#define SCENE_IMPORT_CLASS_ID 0x000A10
#define SCENE_EXPORT_CLASS_ID 0x000A20
#define BMM_STORAGE_CLASS_ID 0x000B10
#define BMM_FILTER_CLASS_ID 0x000B20
#define BMM_IO_CLASS_ID 0x000B30
#define BMM_DITHER_CLASS_ID 0x000B40
#define BMM_COLORCUT_CLASS_ID 0x000B50
#define USERDATATYPE_CLASS_ID 0x000B60
#define MATERIAL_CLASS_ID 0x000C00 // Materials
#define TEXMAP_CLASS_ID 0x000C10 // Texture maps
#define UVGEN_CLASS_ID 0x0000C20 // UV Generator
#define XYZGEN_CLASS_ID 0x0000C30 // XYZ Generator
#define TEXOUTPUT_CLASS_ID 0x0000C40 // Texture output filter
#define SOUNDOBJ_CLASS_ID 0x000D00
#define FLT_CLASS_ID 0x000E00
#define RENDERER_CLASS_ID 0x000F00
#define BEZFONT_LOADER_CLASS_ID 0x001000
#define ATMOSPHERIC_CLASS_ID 0x001010
#define UTILITY_CLASS_ID 0x001020 // Utility plug-ins
#define TRACKVIEW_UTILITY_CLASS_ID 0x001030
#define FRONTEND_CONTROL_CLASS_ID 0x001040
#define MOT_CAP_DEV_CLASS_ID 0x001060
#define MOT_CAP_DEVBINDING_CLASS_ID 0x001050
#define OSNAP_CLASS_ID 0x001070
#define TEXMAP_CONTAINER_CLASS_ID 0x001080 // Texture map container
#define RENDER_EFFECT_CLASS_ID 0x001090 // Render post-effects
#define FILTER_KERNEL_CLASS_ID 0x0010a0 // AA Filter kernel
#define SHADER_CLASS_ID 0x0010b0 // plugable shading into stdmtl
#define COLPICK_CLASS_ID 0x0010c0 // color picker
#define SHADOW_TYPE_CLASS_ID 0x0010d0 // shadow generators
//-- GUPSTART
#define GUP_CLASS_ID 0x0010e0 // Global Utility Plug-In
//-- GUPEND
#define LAYER_CLASS_ID 0x0010f0
#define SCHEMATICVIEW_UTILITY_CLASS_ID 0x001100
#define SAMPLER_CLASS_ID 0x001110
#define ASSOC_CLASS_ID 0x001120
#define GLOBAL_ASSOC_CLASS_ID 0x001130
#define IK_SOLVER_CLASS_ID 0x001140
#define RENDER_ELEMENT_CLASS_ID 0x001150 // render output elements
#define CUST_ATTRIB_CLASS_ID 0x001160 // Custom attributes
#define RADIOSITY_CLASS_ID 0x001170 // global illumination plugins
#define TONE_OPERATOR_CLASS_ID 0x001180 // tone operator plugins
#define MPASS_CAM_EFFECT_CLASS_ID 0x001190 // multi-pass camera effect plugins
// Super-class ID's of various controls
#define CTRL_SHORT_CLASS_ID 0x9001
#define CTRL_INTEGER_CLASS_ID 0x9002
#define CTRL_FLOAT_CLASS_ID 0x9003
#define CTRL_POINT2_CLASS_ID 0x9004
#define CTRL_POINT3_CLASS_ID 0x9005
#define CTRL_POS_CLASS_ID 0x9006
#define CTRL_QUAT_CLASS_ID 0x9007
#define CTRL_MATRIX3_CLASS_ID 0x9008
#define CTRL_COLOR_CLASS_ID 0x9009 // float color
#define CTRL_COLOR24_CLASS_ID 0x900A // 24 bit color
#define CTRL_POSITION_CLASS_ID 0x900B
#define CTRL_ROTATION_CLASS_ID 0x900C
#define CTRL_SCALE_CLASS_ID 0x900D
#define CTRL_MORPH_CLASS_ID 0x900E
#define CTRL_USERTYPE_CLASS_ID 0x900F // User defined type
#define CTRL_MASTERPOINT_CLASS_ID 0x9010
#define MASTERBLOCK_SUPER_CLASS_ID 0x9011
#define PATH_CONTROL_CLASS_ID 0x2011
#define EULER_CONTROL_CLASS_ID 0x2012
#define EXPR_POS_CONTROL_CLASS_ID 0x2013
#define EXPR_P3_CONTROL_CLASS_ID 0x2014
#define EXPR_FLOAT_CONTROL_CLASS_ID 0x2015
#define EXPR_SCALE_CONTROL_CLASS_ID 0x2016
#define EXPR_ROT_CONTROL_CLASS_ID 0x2017
#define LOCAL_EULER_CONTROL_CLASS_ID 0x2018
#define POSITION_CONSTRAINT_CLASS_ID 0x2019 // AG added for Position Constraint 4/21/2000
#define ORIENTATION_CONSTRAINT_CLASS_ID 0x2020 // AG added for Position Constraint 5/04/2000
#define LOOKAT_CONSTRAINT_CLASS_ID 0x2021 // AG added for new LookAt Constraint 5/24/2000
#define ADDITIVE_EULER_CONTROL_CLASS_ID 0x2022 // 000830 --prs.
#define FLOATNOISE_CONTROL_CLASS_ID 0x87a6df24
#define POSITIONNOISE_CONTROL_CLASS_ID 0x87a6df25
#define POINT3NOISE_CONTROL_CLASS_ID 0x87a6df26
#define ROTATIONNOISE_CONTROL_CLASS_ID 0x87a6df27
#define SCALENOISE_CONTROL_CLASS_ID 0x87a6df28
#define SURF_CONTROL_CLASSID Class_ID(0xe8334011,0xaeb330c8)
#define LINKCTRL_CLASSID Class_ID(0x873fe764,0xaabe8601)
// Class ID's of built-in classes. The value is the first ULONG of the
// 8 byte Class ID: the second ULONG is 0 for all built-in classes.
// NOTE: Only built-in classes should have the second ULONG == 0.
//--------------------- subclasses of GEOMOBJECT_CLASS_ID:
// Built into CORE
#define TRIOBJ_CLASS_ID 0x0009
#define EDITTRIOBJ_CLASS_ID 0xe44f10b3 // base triangle mesh
#define POLYOBJ_CLASS_ID 0x5d21369a // polygon mesh
#define PATCHOBJ_CLASS_ID 0x1030
#define NURBSOBJ_CLASS_ID 0x4135
// Primitives
#define BOXOBJ_CLASS_ID 0x0010
#define SPHERE_CLASS_ID 0x0011
#define CYLINDER_CLASS_ID 0x0012
#define CONE_CLASS_ID 0xa86c23dd
#define TORUS_CLASS_ID 0x0020
#define TUBE_CLASS_ID 0x7B21
#define HEDRA_CLASS_ID 0xf21c5e23
#define BOOLOBJ_CLASS_ID 0x387BB2BB
// Above used in obselete Boolean -- henceforth use following:
#define NEWBOOL_CLASS_ID Class_ID(0x51db4f2f,0x1c596b1a)
// Class ID for XRef object
#define XREFOBJ_CLASS_ID 0x92aab38c
// Class ID for XRef object
#define XREFOBJ_CLASS_ID 0x92aab38c
//Subclasses of object snaps.
#define GRID_OSNAP_CLASS_ID Class_ID(0x62f565d6, 0x110a1f97)
// The teapot is unique in that it uses both DWORDs in its class IDs
// Note that this is what 3rd party plug-ins SHOULD do.
#define TEAPOT_CLASS_ID1 0xACAD13D3
#define TEAPOT_CLASS_ID2 0xACAD26D9
#define PATCHGRID_CLASS_ID 0x1070
// New procedural bone object for Magma (subclass of GeomObject)
#define BONE_OBJ_CLASSID Class_ID(0x28bf6e8d, 0x2ecca840)
// Particles
#define RAIN_CLASS_ID 0x9bd61aa0
#define SNOW_CLASS_ID 0x9bd61aa1
// Space Warp Objects
#define WAVEOBJ_CLASS_ID 0x0013
// The basic lofter class
#define LOFTOBJ_CLASS_ID 0x1035
#define LOFT_DEFCURVE_CLASS_ID 0x1036
// Our implementation of the lofter
#define LOFT_GENERIC_CLASS_ID 0x10B0
#define TARGET_CLASS_ID 0x1020 // should this be a helper?
#define MORPHOBJ_CLASS_ID 0x1021
// Subclasses of SHAPE_CLASS_ID
#define SPLINESHAPE_CLASS_ID 0x00000a
#define LINEARSHAPE_CLASS_ID 0x0000aa
#define SPLINE3D_CLASS_ID 0x1040
#define NGON_CLASS_ID 0x1050
#define DONUT_CLASS_ID 0x1060
#define STAR_CLASS_ID 0x1995
#define RECTANGLE_CLASS_ID 0x1065
#define HELIX_CLASS_ID 0x1994
#define ELLIPSE_CLASS_ID 0x1097
#define CIRCLE_CLASS_ID 0x1999
#define TEXT_CLASS_ID 0x1993
#define ARC_CLASS_ID 0x1996
// subclasses of CAMERA_CLASS_ID:
#define SIMPLE_CAM_CLASS_ID 0x1001
#define LOOKAT_CAM_CLASS_ID 0x1002
// subclasses of LIGHT_CLASS_ID:
#define OMNI_LIGHT_CLASS_ID 0x1011
#define SPOT_LIGHT_CLASS_ID 0x1012
#define DIR_LIGHT_CLASS_ID 0x1013
#define FSPOT_LIGHT_CLASS_ID 0x1014
#define TDIR_LIGHT_CLASS_ID 0x1015
// subclasses of HELPER_CLASS_ID
#define DUMMY_CLASS_ID 0x876234
#define BONE_CLASS_ID 0x8a63c0
#define TAPEHELP_CLASS_ID 0x02011
#define GRIDHELP_CLASS_ID 0x02010
#define POINTHELP_CLASS_ID 0x02013
#define PROTHELP_CLASS_ID 0x02014
//subclasses of UVGEN_CLASS_ID
#define STDUV_CLASS_ID 0x0000100
//subclasses of XYZGEN_CLASS_ID
#define STDXYZ_CLASS_ID 0x0000100
//subclasses of TEXOUT_CLASS_ID
#define STDTEXOUT_CLASS_ID 0x0000100
// subclasses of MATERIAL_CLASS_ID
#define DMTL_CLASS_ID 0x00000002 // Origninal Stdmtl
#define DMTL2_CLASS_ID 0x00000003 // R2.5 stdmtl
#define CMTL_CLASS_ID 0x0000100 // top-bottom material
#define MULTI_CLASS_ID 0x0000200 // multi material
#define DOUBLESIDED_CLASS_ID 0x0000210 // double-sided mtl
#define MIXMAT_CLASS_ID 0x0000250 // blend mtl
#define MATTE_CLASS_ID 0x0000260 // Matte mtl
// subclasses of TEXMAP_CLASS_ID
#define CHECKER_CLASS_ID 0x0000200
#define MARBLE_CLASS_ID 0x0000210
#define MASK_CLASS_ID 0x0000220 // mask texture
#define MIX_CLASS_ID 0x0000230
#define NOISE_CLASS_ID 0x0000234
#define GRADIENT_CLASS_ID 0x0000270
#define TINT_CLASS_ID 0x0000224 // Tint texture
#define BMTEX_CLASS_ID 0x0000240 // Bitmap texture
#define ACUBIC_CLASS_ID 0x0000250 // Reflect/refract
#define MIRROR_CLASS_ID 0x0000260 // Flat mirror
#define COMPOSITE_CLASS_ID 0x0000280 // Composite texture
#define RGBMULT_CLASS_ID 0x0000290 // RGB Multiply texture
#define FALLOFF_CLASS_ID 0x00002A0 // Falloff texture
#define OUTPUT_CLASS_ID 0x00002B0 // Output texture
#define PLATET_CLASS_ID 0x00002C0 // Plate glass texture
#define VCOL_CLASS_ID 0x0934851 // Vertex color map
// Subclasses of SHADER_CLASS_ID
#define STDSHADERS_CLASS_ID 0x00000035 // to 39
// Subclasses of SHADOW_TYPE_CLASS_ID
#define STD_SHADOW_MAP_CLASS_ID 0x0000100
#define STD_RAYTRACE_SHADOW_CLASS_ID 0x0000200
// subclasses of RENDERER_CLASS_ID
#define SREND_CLASS_ID 0x000001 // default scan-line renderer
// subclasses of REF_MAKER_CLASS_ID
#define MTL_LIB_CLASS_ID 0x001111
#define MTLBASE_LIB_CLASS_ID 0x003333
#define THE_SCENE_CLASS_ID 0x002222
#define MEDIT_CLASS_ID 0x000C80
// subclass of all classes
#define STANDIN_CLASS_ID 0xffffffff // subclass of all super classes
// Default sound object
#define DEF_SOUNDOBJ_CLASS_ID 0x0000001
// Default atmosphere
#define FOG_CLASS_ID 0x10000001
//------------------ Modifier sub classes --------
#define SKEWOSM_CLASS_ID 0x6f3cc2aa
#define BENDOSM_CLASS_ID 0x00010
#define TAPEROSM_CLASS_ID 0x00020
#define TWISTOSM_CLASS_ID 0x00090
#define UVWMAPOSM_CLASS_ID 0xf72b1
#define SELECTOSM_CLASS_ID 0xf8611
#define MATERIALOSM_CLASS_ID 0xf8612
#define SMOOTHOSM_CLASS_ID 0xf8613
#define NORMALOSM_CLASS_ID 0xf8614
#define OPTIMIZEOSM_CLASS_ID 0xc4d31
#define AFFECTREGION_CLASS_ID 0xc4e32
#define SUB_EXTRUDE_CLASS_ID 0xc3a32
#define TESSELLATE_CLASS_ID 0xa3b26ff2
#define DELETE_CLASS_ID 0xf826ee01
#define MESHSELECT_CLASS_ID 0x73d8ff93
#define UVW_XFORM_CLASS_ID 0x5f32de12
#define EXTRUDEOSM_CLASS_ID 0x000A0
#define SURFREVOSM_CLASS_ID 0x000B0
#define DISPLACEOSM_CLASS_ID 0xc4d32
#define DISPLACE_OBJECT_CLASS_ID 0xe5240
#define DISPLACE_WSM_CLASS_ID 0xe5241
#define SINEWAVE_OBJECT_CLASS_ID 0x00030
#define SINEWAVE_CLASS_ID 0x00040
#define SINEWAVE_OMOD_CLASS_ID 0x00045
#define LINWAVE_OBJECT_CLASS_ID 0x00035
#define LINWAVE_CLASS_ID 0x00042
#define LINWAVE_OMOD_CLASS_ID 0x00047
#define GRAVITYOBJECT_CLASS_ID 0xe523c
#define GRAVITYMOD_CLASS_ID 0xe523d
#define WINDOBJECT_CLASS_ID 0xe523e
#define WINDMOD_CLASS_ID 0xe523f
#define DEFLECTOBJECT_CLASS_ID 0xe5242
#define DEFLECTMOD_CLASS_ID 0xe5243
#define BOMB_OBJECT_CLASS_ID 0xf2e32
#define BOMB_CLASS_ID 0xf2e42
// These are the FFD Modifier's class ID's
#define FFDNMOSSQUARE_CLASS_ID Class_ID(0x8ab36cc5,0x82d7fe74)
#define FFDNMWSSQUARE_CLASS_ID Class_ID(0x67ea40b3,0xfe7a30c4)
#define FFDNMWSSQUARE_MOD_CLASS_ID Class_ID(0xd6636ea2,0x9aa42bf3)
#define FFDNMOSCYL_CLASS_ID Class_ID(0x98f37a63,0x3ffe9bca)
#define FFDNMWSCYL_CLASS_ID Class_ID(0xfa4700be,0xbbe85051)
#define FFDNMWSCYL_MOD_CLASS_ID Class_ID(0xf1c630a3,0xaa8ff601)
#define FFD44_CLASS_ID Class_ID(0x21325596, 0x2cd10bd8)
#define FFD33_CLASS_ID Class_ID(0x21325596, 0x2cd10bd9)
#define FFD22_CLASS_ID Class_ID(0x21325596, 0x2cd10bd0)
//JH Association context modifiers
//GEOM TO GEOM
#define ACMOD_GEOM_GEOM_BOOLADD_CID 0x4e0f483a
#define ACMOD_GEOM_GEOM_BOOLSUB_CID 0x61661a5c
#define ACMOD_GEOM_GEOM_BOOLINT_CID 0x2a4f3945
#define ACMOD_GEOM_GEOM_SIMPAGG_CID 0x40cb05ab
//SHAPE To GEOM
#define ACMOD_SHAPE_GEOM_HOLE_CID 0x366307b0
#define ACMOD_SHAPE_GEOM_INT_CID 0x782d8d50
#define ACMOD_SHAPE_GEOM_EMBOSS_CID 0x7a13397c
#define ACMOD_SHAPE_GEOM_REVEAL_CID 0x55ed658c
//JH Solids
#define GENERIC_AMSOLID_CLASS_ID Class_ID(0x5bb661e8, 0xa2c27f02)
//------------------ Controller sub classes --------
#define LININTERP_FLOAT_CLASS_ID 0x2001
#define LININTERP_POSITION_CLASS_ID 0x2002
#define LININTERP_ROTATION_CLASS_ID 0x2003
#define LININTERP_SCALE_CLASS_ID 0x2004
#define PRS_CONTROL_CLASS_ID 0x2005
#define LOOKAT_CONTROL_CLASS_ID 0x2006
#define HYBRIDINTERP_FLOAT_CLASS_ID 0x2007
#define HYBRIDINTERP_POSITION_CLASS_ID 0x2008
#define HYBRIDINTERP_ROTATION_CLASS_ID 0x2009
#define HYBRIDINTERP_POINT3_CLASS_ID 0x200A
#define HYBRIDINTERP_SCALE_CLASS_ID 0x2010
#define HYBRIDINTERP_COLOR_CLASS_ID 0x2011
#define TCBINTERP_FLOAT_CLASS_ID 0x442311
#define TCBINTERP_POSITION_CLASS_ID 0x442312
#define TCBINTERP_ROTATION_CLASS_ID 0x442313
#define TCBINTERP_POINT3_CLASS_ID 0x442314
#define TCBINTERP_SCALE_CLASS_ID 0x442315
#define MASTERPOINTCONT_CLASS_ID 0xd9c20ff
//--------------------------------------------------
class ISave;
class ILoad;
class Interface;
class ActionTable;
typedef short BlockID;
class ParamBlockDesc2;
class IParamBlock2;
class IObjParam;
class Animatable;
class ParamMap2UserDlgProc;
class IParamMap2;
class FPInterface;
class Manipulator;
class ReferenceTarget;
// System keeps a list of the DLL's found on startup.
// This is the interface to a single class
class ClassDesc {
private:
Tab<FPInterface*> interfaces; // the FnPub interfaces published by this plugin
public:
virtual ~ClassDesc() {}
virtual int IsPublic()=0; // Show this in create branch?
virtual void * Create(BOOL loading=FALSE)=0; // return a pointer to an instance of the class.
virtual int BeginCreate(Interface *i) {return 0;}
virtual int EndCreate(Interface *i) {return 0;};
virtual const TCHAR* ClassName()=0;
virtual SClass_ID SuperClassID()=0;
virtual Class_ID ClassID()=0;
virtual const TCHAR* Category()=0; // primitive/spline/loft/ etc
virtual BOOL OkToCreate(Interface *i) { return TRUE; } // return FALSE to disable create button
virtual BOOL HasClassParams() {return FALSE;}
virtual void EditClassParams(HWND hParent) {}
virtual void ResetClassParams(BOOL fileReset=FALSE) {}
// These functions return keyboard action tables that plug-ins can use
virtual int NumActionTables() { return 0; }
virtual ActionTable* GetActionTable(int i) { return NULL; }
// Manipulator Interface
// Returns true of the class implements a manipulator object.
virtual BOOL IsManipulator() { return FALSE; }
// Returns true if the class is a manipulator and it
// manipulates the given reference targer which can be a base
// object, modifier or controller. When starting "Manipulate"
// mode, this is called on selected nodes for the base object,
// all modifiers, the TM controller and the position, rotation
// and scale controllers, if the TM controller is a
// PRSController.
virtual BOOL CanManipulate(ReferenceTarget* hTarget) { return FALSE; }
// Returns true if the manipulator applies to the given node.
// This is general case if CanManipulateClassID isn't sufficient.
// This can be used to indicate that the manipulator works on a part
// of the node not covered by the cases mentioned above, such as the
// visibility controller.
virtual BOOL CanManipulateNode(INode* pNode) { return FALSE; }
// When a manipulator returns TRUE to CanManipulateClassID(),
// the system calls this version of CreateManipulator to
// create an instance. The hTarget passed is the object,
// modifier or controller that the manipulator said it could
// manipulate.
virtual Manipulator* CreateManipulator(ReferenceTarget* hTarget,
INode* pNode) {return NULL;}
// When a manipulator returns TRUE to CanManipulateNode(INode*),
// the system calls this version of CreateManipulator to
// create an instance.
virtual Manipulator* CreateManipulator(INode* pNode) {return NULL;}
// Class IO
virtual BOOL NeedsToSave() { return FALSE; }
virtual IOResult Save(ISave *isave) { return IO_OK; }
virtual IOResult Load(ILoad *iload) { return IO_OK; }
// bits of dword set indicate corrresponding rollup page is closed.
// the value 0x7fffffff is returned by the default implementation so the
// command panel can detect this method is not being overridden, and just leave
// the rollups as is.
virtual DWORD InitialRollupPageState() { return 0x7fffffff; }
// ParamBlock2-related metadata interface, supplied & implemented in ClassDesc2 (see maxsdk\include\iparamb2.h)
virtual const TCHAR* InternalName() { return NULL; }
virtual HINSTANCE HInstance() { return NULL; }
// access parameter block descriptors for this class
virtual int NumParamBlockDescs() { return 0; }
virtual ParamBlockDesc2* GetParamBlockDesc(int i) { return NULL; }
virtual ParamBlockDesc2* GetParamBlockDescByID(BlockID id) { return NULL; }
virtual void AddParamBlockDesc(ParamBlockDesc2* pbd) { }
// automatic UI management
virtual void BeginEditParams(IObjParam *ip, ReferenceMaker* obj, ULONG flags, Animatable *prev) { }
virtual void EndEditParams(IObjParam *ip, ReferenceMaker* obj, ULONG flags, Animatable *prev) { }
virtual void InvalidateUI(ParamBlockDesc2* pbd) { }
CoreExport virtual TCHAR* GetRsrcString(INT_PTR id);
// automatic ParamBlock construction
virtual void MakeAutoParamBlocks(ReferenceMaker* owner) { }
// access automatically-maintained ParamMaps, by simple index or by associated ParamBlockDesc
virtual int NumParamMaps() { return 0; }
virtual IParamMap2* GetParamMap(int i) { return NULL; }
virtual IParamMap2* GetParamMap(ParamBlockDesc2* pbd) { return NULL; }
// maintain user dialog procs on automatically-maintained ParamMaps
virtual void SetUserDlgProc(ParamBlockDesc2* pbd, ParamMap2UserDlgProc* proc=NULL) { }
virtual ParamMap2UserDlgProc* GetUserDlgProc(ParamBlockDesc2* pbd) { return NULL; }
// Class can draw an image to represent itself graphically...
virtual bool DrawRepresentation(COLORREF bkColor, HDC hDC, Rect &rect) { return FALSE; }
// Function Publishing interfaces - jbw 3.13.00
virtual int NumInterfaces() { return interfaces.Count(); }
virtual FPInterface* GetInterfaceAt(int i) { return interfaces[i]; }
CoreExport virtual FPInterface* GetInterface(Interface_ID id);
CoreExport virtual FPInterface* GetInterface(TCHAR* name);
CoreExport virtual void AddInterface(FPInterface* fpi);
virtual void ClearInterfaces() { interfaces.ZeroCount(); }
// This method can be used for further categorizing plugin's. If a plugin has
// sub-plugins(like light > shadows, particles > operators), this method can be
// used to differentiate them. sub-plugins can be derived off reference target
// but return a particular class ID published by the parent plugins SDK headers.
// Then parent plugin can get a list of all reference targets whose SubClassID
// matches the published SubClassID
virtual Class_ID SubClassID() { return Class_ID(); }
// Generic expansion function
virtual INT_PTR Execute(int cmd, ULONG_PTR arg1=0, ULONG_PTR arg2=0, ULONG_PTR arg3=0) { return 0; }
};
// Create instance of the specified class
CoreExport void *CreateInstance(SClass_ID superID, Class_ID classID);
#endif