#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).