#include <c4d_baseeffectordata.h>
Data structure for an effector's internal data, filled from its container.
See 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.
Public Member Functions | |
EffectorDataStruct () | |
~EffectorDataStruct () | |
Public Attributes | |
Float | falloff_time |
Vector | pos |
Vector | scale |
Vector | rot |
Vector | col |
Float | strength |
Float | maxstrength |
Float | minstrength |
Int32 | trans_mode |
Int32 | col_mode |
Int32 | blend_mode |
Float | strengths [21] |
Default constructor.
~EffectorDataStruct | ( | ) |
Destructor.
Float falloff_time |
Falloff time.
Vector pos |
Position.
Vector scale |
Scale.
Vector rot |
Rotation.
Vector 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).