The PassContainer object represents the pass container object found in the scene. The pass container holds all the render passes in the scene, the global render options and individual render options for all installed rendering engines.
#include <xsi_passcontainer.h>
Public Member Functions |
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PassContainer () | |
~PassContainer () | |
PassContainer (const CRef &in_ref) | |
PassContainer (const PassContainer &in_obj) | |
bool | IsA (siClassID in_ClassID) const |
siClassID | GetClassID () const |
PassContainer & | operator= (const PassContainer &in_obj) |
PassContainer & | operator= (const CRef &in_ref) |
CRefArray | GetPasses () const |
CRefArray | GetProperties () const |
Pass | AddPass (const CString &in_preset, const CString &in_name) |
Property | AddProperty (const CString &in_preset, bool in_bBranch=false, const CString &in_name=CString()) |
CStatus | AddCustomProperty (const CString &in_name, bool in_bBranch, CustomProperty &out_customprop) |
PassContainer | ( | ) |
Default constructor.
~PassContainer | ( | ) |
Default destructor.
PassContainer | ( | const CRef & | in_ref | ) |
Constructor.
in_ref | constant reference object. |
PassContainer | ( | const PassContainer & | in_obj | ) |
Copy constructor.
in_obj | constant class object. |
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 ProjectItem.
siClassID GetClassID | ( | ) | const [virtual] |
PassContainer& operator= | ( | const PassContainer & | in_obj | ) |
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. |
PassContainer& operator= | ( | const CRef & | in_ref | ) |
Creates an object from a reference object. The newly created object is set to empty if the input reference object is not compatible.
in_ref | constant class object. |
Reimplemented from ProjectItem.
CRefArray GetPasses | ( | ) | const |
Returns all passes associated with the scene.
CRefArray GetProperties | ( | ) | const |
Returns all applied properties on the pass container.
Creates and adds a new Pass to the scene.
in_preset | Name of a PassPresets pass preset to apply to the new pass. The pass preset is optional. If no pass preset is supplied then a default, empty pass is created and added. |
in_name | The name of the new Pass object. |
Property AddProperty | ( | const CString & | in_preset, |
bool | in_bBranch =
false , |
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const CString & | in_name = CString() |
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) |
Creates and adds a property to a PassContainer object.
in_preset | This argument contains the filename or full path to a Preset
file (see the PassPresets list of available pass presets ). The
type of property that is created is determined by this argument.
For example "CustomProperty" creates an empty
CustomProperty and "UserDataMap" creates a
UserDataMap. Is is also possible to specify the name of a
CustomProperty that is installed as a
PluginItem. |
in_bBranch | True to apply property in branch; false to apply it on the node of the pass container. |
in_name | The name of the new
Property object (see SIObject::GetName).
If not specified the name is derived from the
in_preset argument. |
CStatus AddCustomProperty | ( | const CString & | in_name, |
bool | in_bBranch, | ||
CustomProperty & | out_customprop | ||
) |
Creates and adds an empty CustomProperty to a PassContainer object.
in_name | Represents the name of the new CustomProperty object. |
in_bBranch | True to apply property in branch; false to apply it on the node of the pass container. |
out_customprop | Returns the new property. |