Light data attribute function set.
Function object for LightData attributes. A LightData attribute describes a single light source, giving its direction and intensity, as well as specifying whether or not it contributes to the ambient, diffuse, and specular components of the shading model.
#include <MFnLightDataAttribute.h>

Public Member Functions |
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| virtual MFn::Type | type () const |
| Function set type. |
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| virtual | ~MFnLightDataAttribute () |
| Destructor. |
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| MFnLightDataAttribute () | |
| Default constructor. |
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| MFnLightDataAttribute (MObject &object, MStatus *ReturnStatus=NULL) | |
| Constructor. |
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| MObject | create (const MString &fullName, const MString &briefName, const MObject &direction, const MObject &intensity, const MObject &ambient, const MObject &diffuse, const MObject &specular, const MObject &shadowFraciton, const MObject &preShadowIntensity, const MObject &blindData, MStatus *ReturnStatus=NULL) |
| Creates a LightData attribute object.
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| MStatus | getDefault (float &defDirectionX, float &defDirectionY, float &defDirectionZ, float &defIntensityR, float &defIntensityG, float &defIntensityB, bool &defAmbient, bool &defDiffuse, bool &defSpecular, float &defShadowFraction, float &defPreShadowIntensity, void *&defBlindData) |
| Gets the default value for the attribute.
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| MStatus | setDefault (float defDirectionX, float defDirectionY, float defDirectionZ, float defIntensityR, float defIntensityG, float defIntensityB, bool defAmbient, bool defDiffuse, bool defSpecular, float defShadowFraction, float defPreShadowIntensity, void *defBlindData) |
| Sets the default value for the attribute.
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| MObject | child (unsigned int index, MStatus *returnStatus) |
| Gets a pointer to one of the child
attributes. |
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| MFnLightDataAttribute (const MObject &object, MStatus *ReturnStatus=NULL) | |
| Constructor. |
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Protected Member Functions |
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| virtual const char * | className () const |
| Class name. |
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| MFnLightDataAttribute | ( | MObject & | object, |
| MStatus * | ReturnStatus =
NULL |
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| ) |
Constructor.
Class constructor that initializes the function set to the given MObject.
| [in] | object | The MObject to attach the function set to |
| [out] | ReturnStatus | the return status |
| MFnLightDataAttribute | ( | const MObject & | object, |
| MStatus * | ReturnStatus =
NULL |
||
| ) |
Constructor.
Class constructor that initializes the function set to the given MObject.
| [in] | object | The MObject to attach the function set to |
| [out] | ReturnStatus | the return status |
| MFn::Type type | ( | ) | const [virtual] |
Function set type.
Return the class type : MFn::kLightDataAttribute.
Reimplemented from MFnAttribute.
| const char * className | ( | ) | const [protected, virtual] |
| MObject create | ( | const MString & | fullName, |
| const MString & | briefName, | ||
| const MObject & | direction, | ||
| const MObject & | intensity, | ||
| const MObject & | ambient, | ||
| const MObject & | diffuse, | ||
| const MObject & | specular, | ||
| const MObject & | shadowFraction, | ||
| const MObject & | preShadowIntensity, | ||
| const MObject & | blindData, | ||
| MStatus * | ReturnStatus =
NULL |
||
| ) |
Creates a LightData attribute object.
The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique MObject back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.
| [in] | fullName | The full name of the attribute |
| [in] | briefName | The brief name of the attribute |
| [in] | direction | The 3Float child attribute that will represent the light direction |
| [in] | intensity | The 3Float child attibute that will represent the light intensity |
| [in] | ambient | The Boolean child attribute that specifies whether or not the light contributes to the ambient component of the shading model |
| [in] | diffuse | The Boolean child attribute that specifies whether or not the light contributes to the diffuse component of the shading model |
| [in] | specular | The Boolean child attribute that specifies whether or not the light contributes to the specular component of the shading model |
| [in] | shadowFraction | The float attribute that will represent the percentage of the light that is in shadow with respect to the intersection point. 0 means the light is total visible to the intersection point and 1 means the light is total invisible to the intersection point. |
| [in] | preShadowIntensity | The float attribute that will represetnt the light intensity without shadow consideration |
| [in] | blindData | Attribute to hold the light's blind data. |
| [out] | ReturnStatus | Status code for the operation. |
| MStatus getDefault | ( | float & | defDirectionX, |
| float & | defDirectionY, | ||
| float & | defDirectionZ, | ||
| float & | defIntensityR, | ||
| float & | defIntensityG, | ||
| float & | defIntensityB, | ||
| bool & | defAmbient, | ||
| bool & | defDiffuse, | ||
| bool & | defSpecular, | ||
| float & | defShadowFraction, | ||
| float & | defPreShadowIntensity, | ||
| void *& | defBlindData | ||
| ) |
Gets the default value for the attribute.
| [out] | defDirectionX | returns the default x component of light direction |
| [out] | defDirectionY | returns the default y component of light direction |
| [out] | defDirectionZ | returns the default z component of light direction |
| [out] | defIntensityR | returns the default red component of light intensity |
| [out] | defIntensityG | returns the default green component of light intensity |
| [out] | defIntensityB | returns the default blue component of light intensity |
| [out] | defAmbient | returns the default ambient flag |
| [out] | defDiffuse | returns the default diffuse flag |
| [out] | defSpecular | returns the default specular flag |
| [out] | defShadowFraction | returns the default shadow fraction flag |
| [out] | defPreShadowIntensity | returns the default pre shadow intensity flag |
| [out] | defBlindData | returns the default blind data |
| MStatus setDefault | ( | float | defDirectionX, |
| float | defDirectionY, | ||
| float | defDirectionZ, | ||
| float | defIntensityR, | ||
| float | defIntensityG, | ||
| float | defIntensityB, | ||
| bool | defAmbient, | ||
| bool | defDiffuse, | ||
| bool | defSpecular, | ||
| float | defShadowFraction, | ||
| float | defPreShadowIntensity, | ||
| void * | defBlindData | ||
| ) |
Sets the default value for the attribute.
| [in] | defDirectionX | Default x component of light direction |
| [in] | defDirectionY | Default y component of light direction |
| [in] | defDirectionZ | Default z component of light direction |
| [in] | defIntensityR | Default red component of light intensity |
| [in] | defIntensityG | Default green component of light intensity |
| [in] | defIntensityB | Default blue component of light intensity |
| [in] | defAmbient | Default ambient flag |
| [in] | defDiffuse | Default diffuse flag |
| [in] | defSpecular | Default specular flag |
| [in] | defShadowFraction | Default shadow fraction flag |
| [in] | defPreShadowIntensity | Default pre shadow intensity flag |
| [in] | defBlindData | Default blind data |
Gets a pointer to one of the child attributes.
| [in] | index | Specifies which child is desired:
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| [out] | ReturnStatus | Status code for the operation |