//- // ========================================================================== // Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files are provided by Alias // Systems Corp. ("Alias") and/or its licensors for the exclusive use of the // Customer (as defined in the Alias Software License Agreement that // accompanies this Alias software). Such Customer has the right to use, // modify, and incorporate the Data into other products and to distribute such // products for use by end-users. // // THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES // RELATING TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR // IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES // WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN // ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY, // ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA. // ========================================================================== //+ //////////////////////////////////////////////////////////////////////////////// // // Component iterator for control-point based geometry // // This is used by the translate/rotate/scale manipulators to // determine where to place the manipulator when components are // selected. // // As well deformers use this class to deform points of the shape. // //////////////////////////////////////////////////////////////////////////////// #include #include class MVectorArray; class apiSimpleShapeIterator : public MPxGeometryIterator { public: apiSimpleShapeIterator( void * userGeometry, MObjectArray & components ); apiSimpleShapeIterator( void * userGeometry, MObject & components ); ////////////////////////////////////////////////////////// // // Overrides // ////////////////////////////////////////////////////////// virtual void reset(); virtual MPoint point() const; virtual void setPoint( const MPoint & ) const; virtual int iteratorCount() const; virtual bool hasPoints() const; public: MVectorArray * geometry; };