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MFnAmbientLight Class Reference

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Detailed Description

Manage Ambient Light dependency Nodes.

MFnAmbientLight facilitates creation and manipulation of ambient light dependency graph nodes.

#include <MFnAmbientLight.h>

Inheritance diagram for MFnAmbientLight:
Inheritance graph
[legend]

List of all members.

Public Member Functions

virtual MFn::Type  type () const
  Function set type.
virtual  ~MFnAmbientLight ()
  Destructor.
  MFnAmbientLight ()
  Default constructor.
  MFnAmbientLight (MObject &object, MStatus *ReturnStatus=NULL)
  Constructor.
  MFnAmbientLight (const MDagPath &object, MStatus *ret=NULL)
  Constructor.
MObject  create (bool UIvisible=true, MStatus *ReturnStatus=NULL)
  Creates a new ambient light dependency graph node and adds it to the dependency graph.
MObject  create (const MObject &parent, bool UIvisible=true, bool wantTransform=false, MStatus *ReturnStatus=NULL)
  Creates a new ambient light dependency graph node and adds it to the dependency graph.
float  ambientShade (MStatus *ReturnStatus=NULL) const
  Retrieves the value of the "ambientShade" attribute of an ambient light node.
MStatus  setAmbientShade (const float &ambient_shade)
  Sets the value of the "ambientShade" attribute of an ambient light node.
bool  castSoftShadows (MStatus *ReturnStatus=NULL) const
  Retrieves the value of the "castSoftShadows" attribute of an ambient light node.
MStatus  setCastSoftShadows (const bool &cast_soft_shadows)
  Sets the value of the "castSoftShadows" attribute of an ambient light node.
float  shadowRadius (MStatus *ReturnStatus=NULL) const
  Retrieves the value of the "shadowRadius" attribute of an ambient light node.
MStatus  setShadowRadius (const float &shadow_radius)
  Sets the value of the "shadowRadius" attribute of an ambient light node.
  MFnAmbientLight (const MObject &object, MStatus *ret=NULL)
  Constructor.
MObject  create (const MObject &parent, bool UIvisible=true, MStatus *ReturnStatus=NULL)
  NO SCRIPT SUPPORT.

Protected Member Functions

virtual const char *  className () const
  Class name.

Constructor & Destructor Documentation

~MFnAmbientLight ( ) [virtual]

Destructor.

The class destructor.

MFnAmbientLight ( MObject object,
MStatus ReturnStatus = NULL 
)

Constructor.

Class constructor that initializes the function set to the given MObject.

Parameters:
[in] object The MObject to attach the function set to
[out] ReturnStatus the return status
Status Codes:
MFnAmbientLight ( const MDagPath object,
MStatus ReturnStatus = NULL 
)

Constructor.

Class constructor that initializes the function set to the given constant MDagPath object.

Parameters:
[in] object The const MDagPath to attach the function set to
[out] ReturnStatus The return status
Status Codes:
MFnAmbientLight ( const MObject object,
MStatus ReturnStatus = NULL 
)

Constructor.

Class constructor that initializes the function set to the given MObject.

Parameters:
[in] object The MObject to attach the function set to
[out] ReturnStatus the return status
Status Codes:

Member Function Documentation

MFn::Type type ( ) const [virtual]

Function set type.

Return the class type : MFn::kAmbientLight.

Reimplemented from MFnLight.

const char * className ( ) const [protected, virtual]

Class name.

Return the class name : "MFnAmbientLight".

Reimplemented from MFnLight.

MObject create ( bool  UIvisible = true,
MStatus ReturnStatus = NULL 
)

Creates a new ambient light dependency graph node and adds it to the dependency graph.

If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.

The light node is added to the current model, under a new transformation.

Parameters:
[in] UIvisible determines whether or not to connect the new node to the light classification node and add it to the default light list.
[out] ReturnStatus return status
Returns:
MObject representing the new dependency node.
Status Codes:
MObject create ( const MObject parent,
bool  UIvisible = true,
bool  wantTransform = false,
MStatus ReturnStatus = NULL 
)

Creates a new ambient light dependency graph node and adds it to the dependency graph.

If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.

If wantTransform parameter is false ( which is by default ), the new shape node is created under the specified parent and no transform node is created. If the specified parent is null, then no shape node will be created.

The light node is added to the current model, under the specified parent.

Parameters:
[in] parent the node under which the new light and its transform will be added.
[in] wantTransform Boolean to indicate whether the transform node is needed or not, which is 'false' by default.
[in] UIvisible determines whether or not to connect the new node to the light classification node and add it to the default light list.
[out] ReturnStatus return status
Returns:
MObject representing the new dependency node.
Status Codes:
float ambientShade ( MStatus ReturnStatus = NULL ) const

Retrieves the value of the "ambientShade" attribute of an ambient light node.

This attribute determines how positional the light is. A value of 0 represents a completely ambient light, while a value of 1 represents a point light.

Parameters:
[out] ReturnStatus return status
Returns:
The value of the "ambientShade" attribute of the ambient light node.
Status Codes:
MStatus setAmbientShade ( const float &  ambient_shade )

Sets the value of the "ambientShade" attribute of an ambient light node.

Parameters:
[in] ambient_shade value to which the attribute will be set.
Returns:
Return status
Status Codes:
bool castSoftShadows ( MStatus ReturnStatus = NULL ) const

Retrieves the value of the "castSoftShadows" attribute of an ambient light node.

This attribute determines whether or not the light casts soft shadows.

Parameters:
[out] ReturnStatus return status
Returns:
The value of the "castSoftShadows" attribute of the ambient light node.
Status Codes:
MStatus setCastSoftShadows ( const bool &  cast_soft_shadows )

Sets the value of the "castSoftShadows" attribute of an ambient light node.

Parameters:
[in] cast_soft_shadows value to which the attribute will be set.
Returns:
Return status
Status Codes:
float shadowRadius ( MStatus ReturnStatus = NULL ) const

Retrieves the value of the "shadowRadius" attribute of an ambient light node.

This attribute represents the radius of the light used when computing soft shadows. Higher radius values result in more extended soft shadows.

Parameters:
[out] ReturnStatus return status
Returns:
The value of the "shadowRadius" attribute of the ambient light node.
Status Codes:
MStatus setShadowRadius ( const float &  shadow_radius )

Sets the value of the "shadowRadius" attribute of an ambient light node.

Parameters:
[in] shadow_radius value to which the attribute will be set.
Returns:
Return status
Status Codes:
MObject create ( const MObject parent,
bool  UIvisible = true,
MStatus ReturnStatus = NULL 
)

NO SCRIPT SUPPORT.

Creates a new ambient light dependency graph node and adds it to the dependency graph.

If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.

The light node is added to the current model, under a new transformation. The transformation is added to the current model under the specified parent.

Parameters:
[in] parent the node under which the new light and its transform will be added.
[in] UIvisible determines whether or not to connect the new node to the light classification node and add it to the default light list.
[out] ReturnStatus return status
Returns:
MObject representing the new dependency node.
Status Codes:

MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight
MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight MFnAmbientLight