A Partition is a division of a Pass, which behaves like a Group. Partitions are used to organize scene elements within a Pass. There are only two types of partitions: object and light. Light partitions can only contain lights, and object partitions can only contain geometric objects.
Each pass created has at least two partitions: a background objects partition, which contains most or all of the scene's objects, and a background lights partition, which contains most or all of the scene's lights.
#include <xsi_partition.h>
Public Member Functions |
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Partition () | |
~Partition () | |
Partition (const CRef &in_ref) | |
Partition (const Partition &in_obj) | |
bool | IsA (siClassID in_ClassID) const |
siClassID | GetClassID () const |
Partition & | operator= (const Partition &in_obj) |
Partition & | operator= (const CRef &in_ref) |
XSI::siPartitionType | GetPartitionType () const |
bool | IsBackground () const |
Partition | ( | ) |
Default constructor.
~Partition | ( | ) |
Default destructor.
bool IsA | ( | siClassID | in_ClassID | ) | const [virtual] |
Returns true if a given class type is compatible with this API class.
in_ClassID | class type. |
Reimplemented from Group.
siClassID GetClassID | ( | ) | const [virtual] |
Creates an object from another object. The newly created object is set to empty if the input object is not compatible.
in_obj | constant class object. |
XSI::siPartitionType GetPartitionType | ( | ) | const |
bool IsBackground | ( | ) | const |