tge/lib/maxsdk70/include/ISkinWrapMesh.h
2017-04-17 06:17:10 -06:00

165 lines
7.7 KiB
C++
Executable File

#ifndef __ISKINWRAP__H
#define __ISKINWRAP__H
#define MESHDEFORMPW_CLASS_ID Class_ID(0x22b7bd09, 0x673ac5cf)
#define MESHDEFORMPW_INTERFACE Interface_ID(0xDE21A34f, 0x8A43E3D2)
class IMeshDeformPWMod : public FPMixinInterface
{
FPInterfaceDesc* GetDesc();
/// SelectVertices(BitArray *selList, BOOL updateViews)
/// This selects the control point cage vertices
/// int whichWrapMesh this is which wrap mesh you are getting the selection from
// each wrap mesh keeps it own selection list
/// BitArray *selList the bitarray representing the selection
/// BOOL updateView whether to update the view and the modifier
virtual void SelectVertices(int whichWrapMesh, BitArray *selList, BOOL updateViews)=0;
/// BitArray *GetSelectedVertices()
/// This returns the current selected control points on the cage
/// int whichWrapMesh this is which wrap mesh you are setting the selection to
// each wrap mesh keeps it own selection list
virtual BitArray *GetSelectedVertices(int whichWrapMesh)=0;
/// int GetNumberControlPoints()
/// This returns the number of control points on the cage
/// int whichWrapMesh this is which wrap mesh you are getting the number of control pointss from
virtual int GetNumberControlPoints(int whichWrapMesh)=0;
/// Point3 *GetPointScale(int index)
/// This returns the local scale factor for a control point
/// The total influence area is equal to the control points distance * global distance * local scale
/// int whichWrapMesh this is which wrap mesh you are getting the info from
/// int index this is which control point you want to get
virtual Point3 *GetPointScale(int whichWrapMesh,int index)=0;
/// void SetPointScale(int index, Point3 scale)
/// This lets you set a control points local scale
/// int whichWrapMesh this is which wrap mesh you are setting the info to
/// int index this is the index of the point you want to set
/// Point3 scale this is the scale of the point
virtual void SetPointScale(int whichWrapMesh,int index, Point3 scale)=0;
/// float GetPointStr(int index)
/// this returns the strength of a control point
/// int whichWrapMesh this is which wrap mesh you are getting the info from
/// int index this is the index of the control point you want to get
virtual float GetPointStr(int whichWrapMesh,int index)=0;
/// void SetPointStr(int index, float str)
/// This lets you set the strength of a control point
/// int whichWrapMesh this is which wrap mesh you are setting the info to
/// int index this is the index of the control point you want to set
/// float str this is the strength
virtual void SetPointStr(int whichWrapMesh,int index, float str)=0;
///Matrix3 GetPointInitialTM(int index)
/// This returns the initial tm of the control point
/// int whichWrapMesh this is which wrap mesh you are getting the info from
/// int index the control point index
virtual Matrix3 GetPointInitialTM(int whichWrapMesh,int index)=0;
///Matrix3 GetPointCurrentTM(int index)
/// This returns the current tm of the control point
/// int index the control point index
virtual Matrix3 GetPointCurrentTM(int whichWrapMesh,int index)=0;
///float GetPointDist(int index)
/// This returns the size of the envelope of a control point
/// int whichWrapMesh this is which wrap mesh you are getting the info from
/// int index the control point index
virtual float GetPointDist(int whichWrapMesh,int index) = 0;
///int GetPointXVert(int index)
/// this is the vertex that forms the x axis, the z axis is the normal
/// int whichWrapMesh this is which wrap mesh you are getting the info from
/// int index the control point index
virtual int GetPointXVert(int whichWrapMesh,int index) = 0;
/// MirrorSelectedVerts()
/// This mirrors the current selected control points. This is identical to
/// pushing the Mirro button in the UI
virtual void MirrorSelectedVerts()=0;
/// BakeControlPoints()
/// This bakes the control point data into the app data of the node that is the control mesh. This is identical to
/// pushing the Bake button in the UI
virtual void BakeControlPoints()=0;
/// RetreiveControlPoints()
/// This retrieves the control point data from the app data of the node that is the control mesh. This is identical to
/// pushing the Retrieve button in the UI
virtual void RetreiveControlPoints()=0;
/// Resample()
/// This forces the modifier to resample itself. This will force all weights to be recomputed
virtual void Resample()=0;
/// void SetResampleModContext()
/// same as Resample
virtual void SetResampleModContext() = 0;
/// void SetRebuildNeighborDataModContext()
/// The system keep tracks of a potential weight lists by using neighbor data
/// Any time a selection is changed this potential weight list needs to be updated
/// use this function to update that list. It should be called after any control point selection
/// change.
virtual void SetRebuildNeighborDataModContext() = 0;
/// void SetRebuildSelectedWeightDataModContext()
/// This forces the selected control points to have their weights rebuilt
/// this should be called when you change the str/scaling etc of a control point
virtual void SetRebuildSelectedWeightDataModContext() = 0;
/// int NumberOfVertices()
/// returns the number of deformed vertices
/// INode *node the node that owns the local data
virtual int NumberOfVertices(INode *node) = 0;
/// int VertNumberWeights(INode *node, int vindex)
/// this returns the number of weights of a vertex
/// INode *node the node that owns the local data
/// int vindex the vertex index that you want to get the number of weights from
virtual int VertNumberWeights(INode *node, int vindex) = 0;
/// float VertGetWeight(INode *node, int vindex, int windex)
/// this returns a particular weight of a vertex
/// INode *node the node that owns the local data
/// int vindex the vertex index that you want to get the weight
/// int windex the weight index you want to get
virtual float VertGetWeight(INode *node, int vindex, int windex) = 0;
/// float VertGetDistance(INode *node, int vindex, int windex)
/// this returns a particular distance of a vertex
/// INode *node the node that owns the local data
/// int vindex the vertex index that you want to get the weight
/// int windex the weight index you want to get
virtual float VertGetDistance(INode *node, int vindex, int windex) = 0;
/// int VertGetControlPoint(INode *node, int vindex, int windex)
/// this returns the control point that owns this weight
/// INode *node the node that owns the local data
/// int vindex the vertex index that you want to get the weight
/// int windex the weight index you want to get
virtual int VertGetControlPoint(INode *node, int vindex, int windex) = 0;
/// int VertGetWrapNode(INode *node, int vindex, int windex)
/// this returns the wrap node that owns this weight
/// INode *node the node that owns the local data
/// int vindex the vertex index that you want to get the weight
/// int windex the weight index you want to get
virtual int VertGetWrapNode(INode *node, int vindex, int windex) = 0;
/// Reset()
/// This forces the modifier to reset itself. This is identical to pressing the reset button
/// in the UI. This will force all weights and param space to be recomputed
virtual void Reset()=0;
/// ConvertToSkin()
/// This takes the weighting generated from a wrap modifier and turns it into a skin modifier
/// This requires that the modifier not be instances and all the wrap objects be driven by skin
/// INode *node the node that owns the local data
/// BOOL silent this supresses any warning/error message boxes
virtual void ConvertToSkin(BOOL silent)=0;
};
#endif