Community
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Autodesk.Max;
using Autodesk.Max.Plugins;
namespace Plane
{
public class PlaneDescriptor : ClassDesc2
{
IGlobal global;
internal static IClass_ID classID;
public PlaneDescriptor(IGlobal global_)
{
this.global = global_;
classID = global.Class_ID.Create(253674,23564);
}
public override string Category
{
get { return "Max .NET Tutorial"; }
}
public override IClass_ID ClassID
{
get { return classID; }
}
public override string ClassName
{
get { return "Plane"; }
}
public override object Create(bool loading)
{
return new Plane();
}
public override bool IsPublic
{
get { return true; }
}
public override SClass_ID SuperClassID
{
get { return SClass_ID.Geomobject; }
}
}
public class Plane : SimpleObject2
{
public override void BuildMesh(int t)
{
}
public override ICreateMouseCallBack CreateMouseCallBack
{
get { return null; }
}
public override RefResult NotifyRefChanged(IInterval changeInt, IReferenceTarget hTarget, ref UIntPtr partID, RefMessage message)
{
return RefResult.Succeed;
}
}
public static class AssemblyFunctions
{
public static void AssemblyMain()
{
var g = Autodesk.Max.GlobalInterface.Instance;
var i = g.COREInterface13;
i.AddClass(new PlaneDescriptor(g));
}
}
}
yeah i'm currently trying to make the same thing work with no luck and no i can't use CUIstuff since i need an actual object that "lives" in the scene and updates frame by frame, tick by tick; like the rest of the objects.
i am just looking to make a proper, nice integration; create from create panel, modify in.. well.. modify panel.. the works
any help on this would be greatly apprechiated
(i'm using max2013x64 and VS2010 in case one is interrested)