LightWrap++
AC++wrapperfortheLightWave3DSDK
Lightwave plugin classes with an XPanel GUI

Classes

class  lwpp::XPanelCameraHandler
class  lwpp::XPanelChannelHandler
class  lwpp::XPanelCustomObjHandler
class  lwpp::XPanelDisplacementHandler
class  lwpp::XPanelEnvironmentHandler
class  lwpp::XPanelImageFilterHandler
class  lwpp::XPanelItemMotionHandler
class  lwpp::XPanelLightHandler
class  lwpp::XPanelMasterHandler
class  lwpp::XPanelNodeHandler
class  lwpp::XPanelPixelFilterHandler
class  lwpp::XPanelShaderHandler
class  lwpp::XPanelTextureHandler
class  lwpp::XPanelVolumetricHandler

Detailed Description

Plugins that use XPanels should be derived from these classes.

Each one of them has a matching XPanelAdaptor.

To write a new LightWave 3D plugin, derive your class from any of these (depending on the Lightwave Plugin class you'd like to implement).

Then override the methods as needed.

Finally use something like:

lwpp::XPanel____Adaptor<yourPlugin> yourPluginInstance("pluginName", optionalTags);

To make the plugin visible for LightWave 3D.

The XPanel____Adaptor class should of course match your XPanelHandler class, yourPlugin is the name of your plugin C++ class, yourPluginInstance can be any name you choose.

The XPanel____Adaptor class is only instanced to call the constructor, which in turn adds the plugin to a global list of plugins before LightWave queries the list of plugins present in the binary upon loading it.

See also:
lwpp::XPanelInterface