//- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by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. // // ========================================================================== //+ #include class hwPhongShaderBehavior : public MPxDragAndDropBehavior { public: hwPhongShaderBehavior(); virtual ~hwPhongShaderBehavior(); virtual bool shouldBeUsedFor(MObject &sourceNode, MObject &destinationNode, MPlug &sourcePlug, MPlug &destinationPlug); virtual MStatus connectNodeToNode(MObject &sourceNode, MObject &destinationNode, bool force ); virtual MStatus connectNodeToAttr(MObject &sourceNode, MPlug &destinationPlug, bool force ); virtual MStatus connectAttrToNode(MPlug &sourceNode, MObject &destinationNode, bool force ); virtual MStatus connectAttrToAttr(MPlug &sourceNode, MPlug &destinationPlug, bool force ); static void *creator(); protected: MObject findShadingEngine(MObject &node); private: };