//- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by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. // // ========================================================================== //+ // Description: // Metacycle is not implemented in Maya. // All the functions in this file either return NULL // or commented out at this point. // #include #if defined (UNIX) || defined (WIN32) #include #endif #include // HERE ARE THE BACKDOORS! // #define ACN_NODE_PREVIEW_LOOPS 0 #define ACN_NODE_PREVIEW_FRAMES 1 #define ACN_STARTFRAME_ONE 0 #define ACN_STARTFRAME_END 1 #define ACN_STARTFRAME_SPACED 2 #define ACN_STARTFRAME_ALL 3 #define ACN_ENDFRAME_START 0 #define ACN_ENDFRAME_ONE 1 #define ACN_ROLLING_ENDPOINT 0 #define ACN_FIXED_ENDPOINT 1 #define ACN_ROLLING_STARTPOINT 0 #define ACN_FIXED_STARTPOINT 1 #define ACN_LINEAR 0 #define ACN_EASE 1 #ifdef WIN32 #include #else #include #endif /* * This is a magic number to terminate a list of transitions. */ #define LIST_TERM -999999 // // Return a count of the number of characters in the scene // int DtCnetCharacterCount( int *count ) { *count = 0; return 0; } // // Returns the range of frames defined in the character network. // 1 on success, 0 on failure // // Not implemented for Maya int DtCnetCharacterGetFrameRange(int cnetId, int *start, int *end) { *start = 0; *end = 0; return(0); } // // Return the number and list of parent shapes that belong // to the character. // 1 on success, 0 on failure. // // Not implemented for Maya int DtCnetCharacterGetShapes(int cnetId, int *count, int **shapelist) { *count = 0; *shapelist = NULL; return(0); } // // Return the name of character N // int DtCnetCharacterName( int i, char **name ) { return 0; } // // Return a state table corresponding to character N // int DtCnetGetStateTable( int i, DtStateTable **table ) { return 0; }