#include <c4d_baseeffectordata.h>
Data structure for an effector's internal data, filled from its container.
见
obaseeffector.res
and
obaseeffector.h
for the IDs.
To get it filled make sure that the IDs for strength etc. match those in
obaseeffector.h
.
公共成员函数 |
|
| EffectorDataStruct () | |
| ~EffectorDataStruct (void) | |
Public Attributes |
|
| Float | falloff_time |
| 向量 | pos |
| 向量 | scale |
| 向量 | rot |
| 向量 | col |
| Float | strength |
| Float | maxstrength |
| Float | minstrength |
| Int32 | trans_mode |
| Int32 | col_mode |
| Int32 | blend_mode |
| Float | strengths [21] |
| EffectorDataStruct | ( | ) |
Default constructor.
| ~ EffectorDataStruct | ( | void | ) |
Destructor.
| Float falloff_time |
Falloff time.
| 向量 pos |
Position.
| 向量 scale |
Scale.
| 向量 rot |
Rotation.
| 向量 col |
Color.
| Float strength |
Effector strength.
| Float maxstrength |
Effector maximum strength.
| Float minstrength |
Effector minimum strength.
| Int32 trans_mode |
Transform mode. (See obaseeffector.res )
| Int32 col_mode |
Color mode. (See obaseeffector.res )
| Int32 blend_mode |
Blending mode (See obaseeffector.res )
| Float strengths[21] |
Strength value are set by the effector in EffectorData::CalcPointValue .
Amount of strengths for each value, of in order, position, scale, rotation, color (and anything else to affect).