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LightWrap++
AC++wrapperfortheLightWave3DSDK
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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 |
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:
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.