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