//- // ========================================================================== // Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved. // // Use of this software is subject to the terms of the Autodesk // license agreement provided at the time of installation or download, // or which otherwise accompanies this software in either electronic // or hard copy form. // ========================================================================== //+ #include <maya/MSimple.h> #include <maya/MLightLinks.h> #include <maya/M3dView.h> #include <maya/MDagPathArray.h> #include <maya/MSelectionList.h> #include <maya/MDagPath.h> #include <maya/MGlobal.h> #include <maya/MStringArray.h> #include <maya/MItSelectionList.h> #include <math.h> DeclareSimpleCommand( listLightLinks, PLUGIN_COMPANY, "4.5"); MStatus listLightLinks::doIt( const MArgList& args ) // // Description: // Implements the MEL listLightLinks command. After parsing the // information stored in Maya's light linker nodes, it examines // the first item on the selection list. If the item is an object, // then the command selects all lights that are linked to that object. // If the item is a light, then it will select all of the objects // that are linked to that light. // // Arguments: // args - The argument list that was passes to the command from MEL. // This command takes no arguments. // // Return Value: // MS::kSuccess - command succeeded // MS::kFailure - command failed (returning this value will cause the // MEL script that is being run to terminate unless the // error is caught using a "catch" statement. // { MStatus stat = MS::kSuccess; clearResult(); // Parse the links on the current scene's light linker node(s). // MLightLinks lightLink; bool parseStatus; parseStatus = lightLink.parseLinks(MObject::kNullObj); if( !parseStatus ) { setResult( "Error parsing light links\n" ); return MS::kFailure; } // Get the first object (or component) on the selection list. // MSelectionList selectList; MDagPath dagPath; MObject component; MGlobal::getActiveSelectionList( selectList ); selectList.getDagPath( 0, dagPath, component ); dagPath.extendToShape(); // Selection list to store entities linked to the selected light or // object. // MSelectionList newSelection; newSelection.clear(); // Stores the command result. // char resultString[512]; // If the object is a surface, we'll select all the lights linked to it. // If the object is a light, we'll select all the objects linked to it. // if( dagPath.hasFn( MFn::kLight ) ) { // Select objects linked to this light. // MSelectionList objects; objects.clear(); lightLink.getLinkedObjects( dagPath, objects ); newSelection.merge( objects ); sprintf( resultString, "Selecting objects linked to light %s", dagPath.fullPathName().asChar() ); } else { // Select lights linked to this object. // MDagPathArray lights; lights.clear(); lightLink.getLinkedLights( dagPath, component, lights ); for( unsigned int j = 0; j < lights.length(); j++ ) { const MDagPath& path = lights[j]; newSelection.add( path ); } sprintf( resultString, "Selecting lights linked to object %s", dagPath.fullPathName().asChar() ); } // Select the linked entities. // MGlobal::setActiveSelectionList( newSelection ); setResult( resultString ); return stat; }
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