#ifndef _MFnLambertShader #define _MFnLambertShader // //- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright law // and by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 may not be disclosed or distributed to third parties or be // copied or duplicated, in whole or in part, without the prior written // consent of Autodesk. // // 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. // ========================================================================== //+ // // CLASS: MFnLambertShader // // ***************************************************************************** // // CLASS DESCRIPTION (MFnLambertShader) // // MFnLambertShader facilitates creation and manipulation of dependency graph // nodes representing lambertian shaders. // // ***************************************************************************** #if defined __cplusplus // ***************************************************************************** // INCLUDED HEADER FILES #include #include #include // ***************************************************************************** // DECLARATIONS class MFnDependencyNode; class MFltVector; class MColor; // ***************************************************************************** // CLASS DECLARATION (MFnLambertShader) /// Manage Lambert shaders. (OpenMaya) (OpenMaya.py) /** Facilitate the creation and manipulation of Lambert shaders. */ #ifdef _WIN32 #pragma warning(disable: 4522) #endif // _WIN32 class OPENMAYA_EXPORT MFnLambertShader : public MFnDependencyNode { declareMFn( MFnLambertShader, MFnDependencyNode ); public: /// MObject create( bool UIvisible = true, MStatus * ReturnStatus = NULL ); /// short refractedRayDepthLimit( MStatus * ReturnStatus = NULL ) const; /// MStatus setRefractedRayDepthLimit( const short& new_limit ); /// float refractiveIndex( MStatus * ReturnStatus = NULL ) const; /// MStatus setRefractiveIndex( const float& refractive_index ); /// bool rtRefractedColor( MStatus * ReturnStatus = NULL ) const; /// MStatus setRtRefractedColor( const bool& rt_refracted_color ); /// float diffuseCoeff( MStatus * ReturnStatus = NULL ) const; /// MStatus setDiffuseCoeff( const float& diffuse_coeff ); /// MColor color( MStatus * ReturnStatus = NULL ) const; /// MStatus setColor( const MColor & col ); /// MColor transparency( MStatus * ReturnStatus = NULL ) const; /// MStatus setTransparency( const MColor & transp ); /// MColor ambientColor( MStatus * ReturnStatus = NULL ) const; /// MStatus setAmbientColor( const MColor & ambient_color ); /// MColor incandescence( MStatus * ReturnStatus = NULL ) const; /// MStatus setIncandescence( const MColor & incand ); /// float translucenceCoeff( MStatus * ReturnStatus = NULL ) const; /// MStatus setTranslucenceCoeff( const float& translucence_coeff ); /// float glowIntensity( MStatus * ReturnStatus = NULL ) const; /// MStatus setGlowIntensity( const float& glow_intensity ); /// bool hideSource( MStatus * ReturnStatus = NULL ) const; /// MStatus setHideSource( const bool& hide_source ); BEGIN_NO_SCRIPT_SUPPORT: declareMFnConstConstructor( MFnLambertShader, MFnDependencyNode ); END_NO_SCRIPT_SUPPORT: protected: // No protected members private: // No private members }; #ifdef _WIN32 #pragma warning(default: 4522) #endif // _WIN32 // ***************************************************************************** #endif /* __cplusplus */ #endif /* _MFnLambertShader */