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Effex 2.80.03 for Cinema 4D R16 or higher. For free.
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30 changes: 30 additions & 0 deletions Navie Effex/help/DE/Effex/dialogs.html
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<a href="../index.html">Documentation</a> : <a href="index.html">Effex</a></div>
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<h3>Dialogs</h3>
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<a href="fx_pipelineviewer.html">Pipeline Viewer</a><br>
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31 changes: 31 additions & 0 deletions Navie Effex/help/DE/Effex/fx_api.html
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<h3>Developer API</h3>
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<a href="fx_api_global.html">Getting started..</a><br>
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35 changes: 35 additions & 0 deletions Navie Effex/help/DE/Effex/fx_api_classes.html
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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208 changes: 208 additions & 0 deletions Navie Effex/help/DE/Effex/fx_api_classes_fxmeshiterator.html
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<a href="../index.html">Documentation</a> : <a href="index.html">Effex</a> : <a href="fx_api.html">Developer API</a> : <a href="fx_api_classes.html">Classes</a> : <a href="fx_api_classes_iterators.html">Iterators</a></div>
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<h3>FXMeshIterator</h3>
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<div class="subtab">FXMeshIterator</div>
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<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,120,120);">vector3d</span> GetVertex(<span style="color:rgb(0,31,174);">void</span>)</A></h4><div class="selected"><p><br>
<b>Returns</b><br>
the current vertex location in physical space
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,120,120);">vector3d</span> GetVertexByIndex(long index)</A></h4><div class="selected"><p><br>
<b>Returns</b><br>
the vertex location in physical space
<br></br>
<b>Parameters</b><BR>
<i>long index</i>: <br>
pass a vertex index here. The internal iterator is automatically adjusted to this vertex index!
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,120,120);">VecInt3D</span> GetTriangle(<span style="color:rgb(0,31,174);">void</span>)</A></h4><div class="selected"><p><br>
<b>Returns</b><br>
the current triangle the iterator is pointing to containing the three vertex indices.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,120,120);">VecInt3D</span> GetTriangleByIndex(long index)</A></h4><div class="selected"><p><br>
<b>Returns</b><br>
the triangle containing the three vertex indices.
<br></br>
<b>Parameters</b><BR>
<i>long index</i>: <br>
pass a triangle index here. The internal iterator is automatically adjusted to this triangle index!
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">double</span> GetProperty_Scalar(<span style="color:rgb(0,31,174);">const</span> <span style="color:rgb(0,120,120);">ParticleProperty</span> type, <span style="color:rgb(0,120,120);">BaseObject</span>* node) </A></h4><div class="selected"><p><br>
<b>Returns</b><br>
the value of the requested scalar property
<br></br>
<b>Parameters</b><BR>
<i>const ParticleProperty & prop</i>: <br>
the property type to retrieve. See ParticleProperty for a list of properties.
<br></br>
<i>const BaseObject* node_interface</i>: <br>
optionally a property node interface. This is really only necessary if you want to retrieve a custom property
because there can be multiple custom properties of the same type. The node interface is the explicit identifier for such a custom property.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,120,120);">vector3d</span> GetProperty_Vector(<span style="color:rgb(0,31,174);">const</span> <span style="color:rgb(0,120,120);">ParticleProperty</span> type, <span style="color:rgb(0,120,120);">BaseObject</span>* node) </A></h4><div class="selected"><p><br>
<b>Returns</b><br>
the value of the requested vector property
<br></br>
<b>Parameters</b><BR>
<i>const ParticleProperty & prop</i>: <br>
the property type to retrieve. See ParticleProperty for a list of properties.
<br></br>
<i>const BaseObject* node_interface</i>: <br>
optionally a property node interface. This is really only necessary if you want to retrieve a custom property
because there can be multiple custom properties of the same type. The node interface is the explicit identifier for such a custom property.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">void</span> SetProperty_Scalar(<span style="color:rgb(0,31,174);">const</span> <span style="color:rgb(0,31,174);">double</span> <span style="color:rgb(0,31,174);">new</span>_value, <span style="color:rgb(0,31,174);">const</span> <span style="color:rgb(0,120,120);">ParticleProperty</span> type, <span style="color:rgb(0,120,120);">BaseObject</span>* node)</A></h4><div class="selected"><p><br>
Overwrites the requested scalar property. If no such property is available it will be created automatically!
<br></br>
<b>Parameters</b><BR>
<i>const double new_value</i>: <br>
the new scalar property value.
<br></br>
<i>const ParticleProperty & prop</i>: <br>
the property type to set. See ParticleProperty for a list of properties.
<br></br>
<i>const BaseObject* node_interface</i>: <br>
optionally a property node interface. This is really only necessary if you want to change a custom property
because there can be multiple custom properties of the same type. The node interface is the explicit identifier for such a custom property.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">void</span> SetProperty_Vector(<span style="color:rgb(0,31,174);">const</span> <span style="color:rgb(0,120,120);">vector3d</span>& <span style="color:rgb(0,31,174);">new</span>_value, <span style="color:rgb(0,31,174);">const</span> <span style="color:rgb(0,120,120);">ParticleProperty</span> type, <span style="color:rgb(0,120,120);">BaseObject</span>* node)</A></h4><div class="selected"><p><br>
Overwrites the requested vector property. If no such property is available it will be created automatically!
<br></br>
<b>Parameters</b><BR>
<i>const vector3d& new_value</i>: <br>
the new vector property value.
<br></br>
<i>const ParticleProperty & prop</i>: <br>
the property type to set. See ParticleProperty for a list of properties.
<br></br>
<i>const BaseObject* node_interface</i>: <br>
optionally a property node interface. This is really only necessary if you want to change a custom property
because there can be multiple custom properties of the same type. The node interface is the explicit identifier for such a custom property.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">bool</span> Init (<span style="color:rgb(0,120,120);">FXVolumeMesh</span>* mesh)</A></h4><div class="selected"><p><br>
Initialise the iterator for a mesh volume.
<br></br>
<b>Returns</b><br>
true if the iterator was successfully initialised.
<br></br>
<b>Parameters</b><BR>
<i>FXVolumeMesh* mesh</i>: <br>
the mesh volume to initialise the iterator for.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">bool</span> Init (<span style="color:rgb(0,120,120);">FXMesher</span>* mesh)</A></h4><div class="selected"><p><br>
Initialise the iterator for a mesher.
<br></br>
<b>Returns</b><br>
true if the iterator was successfully initialised.
<br></br>
<b>Parameters</b><BR>
<i>FXMesher* mesh</i>: <br>
the mesher to initialise the iterator for.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">void</span> Restart(<span style="color:rgb(0,31,174);">bool</span> tri = <span style="color:rgb(0,31,174);">true</span>, <span style="color:rgb(0,31,174);">bool</span> vert = <span style="color:rgb(0,31,174);">true</span>)</A></h4><div class="selected"><p><br>
This will reset the iterator so that it points to the first element again.
<br></br>
<b>Parameters</b><BR>
<i>bool tri</i>: <br>
Pass true if you want to iterate triangles.
<br></br>
<i>bool vert</i>: <br>
Pass true if you want to iterate vertices.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">bool</span> SetNext(<span style="color:rgb(0,31,174);">bool</span> tri)</A></h4><div class="selected"><p><br>
Steps the iterator to get the next triangle or vertex. Used for forward stepping.
<br></br>
<b>Returns</b><br>
true if the iterator has been incremented.
<br></br>
<b>Parameters</b><BR>
<i>bool tri</i>: <br>
Pass true if you want to increment the triangle iterator. Pass false for incrementing the vertex iterator.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">bool</span> SetPrev(<span style="color:rgb(0,31,174);">bool</span> tri)</A></h4><div class="selected"><p><br>
Steps the iterator to get the previous triangle or vertex. Used for backward stepping.
<br></br>
<b>Returns</b><br>
true if the iterator has been decremented.
<br></br>
<b>Parameters</b><BR>
<i>bool tri</i>: <br>
Pass true if you want to decrement the triangle iterator. Pass false for incrementing the vertex iterator.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">void</span> Offset(<span style="color:rgb(0,31,174);">bool</span> tri, long offset)</A></h4><div class="selected"><p><br>
Offsets the iterator to a user defined position.
<br>You need to make sure yourself the resulting iterator index does not exceed the
particle array bounds!
<br></br>
<b>Parameters</b><BR>
<i>bool tri</i>: <br>
Pass true if you want to offset the triangle iterator. Pass false to offset the vertex iterator.

<br></br>
<i>const long offset</i>: <br>
the iterator offset.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">bool</span> OffsetSafe(<span style="color:rgb(0,31,174);">bool</span> tri, long offset)</A></h4><div class="selected"><p><br>
Offsets the iterator to a user defined position.
<br>Will automatically make sure the resulting iterator does not exceed the array bounds.
<br></br>
<b>Returns</b><br>
true if the resulting iterator is valid.
<br></br>
<b>Parameters</b><BR>
<i>bool tri</i>: <br>
Pass true if you want to offset the triangle iterator. Pass false to offset the vertex iterator.

<br></br>
<i>const long offset</i>: <br>
the iterator offset.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">bool</span> IsValid(<span style="color:rgb(0,31,174);">bool</span> tri) </A></h4><div class="selected"><p><br>
<b>Returns</b><br>
true if the current iterator is valid.
<br></br>
<b>Parameters</b><BR>
<i>bool tri</i>: <br>
Pass true if you want to check the triangle iterator for validity. Otherwise it will check the vertex iterator.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">static</span> <span style="color:rgb(0,120,120);">FXMeshIterator</span>* Alloc(<span style="color:rgb(0,31,174);">void</span>)</A></h4><div class="selected"><p><br>
Allocates the iterator. You can use AutoAlloc for a scope based allocation.
<br></br>
<b>Returns</b><br>
the mesh iterator. The user owns the pointed object.
<br></br></p></div>
<h4><a name="" onclick="HideNextDOM($(this));" ><span style="color:rgb(0,31,174);">static</span> <span style="color:rgb(0,31,174);">void</span> Free(<span style="color:rgb(0,120,120);">FXMeshIterator</span>*& p)</A></h4><div class="selected"><p><br>
Frees a previously allocated Mesh Iterator..
<br></br>
<b>Parameters</b><BR>
<i>FXMeshIterator*&</i>: <br>
Pass the Mesh iterator to free.
<br></br></p></div>
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