//- // ========================================================================== // Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by international treaties. // // The Data is provided for use exclusively by You. You have the right // to use, modify, and incorporate this Data into other products for // purposes authorized by the Autodesk software license agreement, // without fee. // // The copyright notices in the Software and this entire statement, // including the above license grant, this restriction and the // following disclaimer, must be included in all copies of the // Software, in whole or in part, and all derivative works of // the Software, unless such copies or derivative works are solely // in the form of machine-executable object code generated by a // source language processor. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. // AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED // WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF // NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR // PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR // TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS // BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL, // DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK // AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY // OR PROBABILITY OF SUCH DAMAGES. // // ========================================================================== //+ #ifndef MAYA_ShadingConnection #define MAYA_ShadingConnection // ShadingConnection.h // DESCRIPTION: This class stores useful information about // a shader's attribute, including what's connected upstream of it. // It also automatically passes through shader switches. // // The ShadingConnection is a helper class that stores useful information // about a shader's attribute, including what's connected upstream of it. // // It can: // Traverse upstream until it finds if the connection is ultimately // on a constant color, or a shading object. This process goes through // shading switches if it encounters some. The object/color found is called // the "target". // // At the end of this process, the following information is stored: // 1. Target type: whether or not the connection ends up on a shading // object (for example: file texture), or a constant // color (ex: bright red). // 2. Target identity: either the color, or the target object itself. Note // that the caller is responsible to first check the type // before calling color() or object(). // 3. Directness: Whether or not the connection was direct (ie: there was // no shading switch in between the source and the target) // or indirect (ie: there were shading switches in between.) // // In order to traverse the shading network, we need the name of the shape. // // AUTHOR: Christian Laforte // #include <maya/MColor.h> class ShadingConnection { public: enum TYPE { CONSTANT_COLOR, TEXTURE }; ShadingConnection(MObject shaderObj, MString shapeName, MString attribute = ""); TYPE traverseAttribute(MString attributeName); TYPE analyzePlug(MPlug plug); TYPE traverseTripleShadingSwitch(MObject connectedObject); TYPE type(); MColor constantColor(); MObject texture(); MObject shaderObj(); MString shaderName(); MString attributeName(); MString shapeName(); TYPE setConstantColor(MColor col); TYPE setTexture(MObject texture); bool isDirectConnection(); private: // Input MObject m_shaderObj; MString m_attributeName; MString m_shapeName; // Output TYPE m_type; MColor m_constantColor; MObject m_texture; bool m_directConnection; }; #endif // MAYA_ShadingConnection
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