#ifndef _MPxMayaAsciiFilter #define _MPxMayaAsciiFilter // //- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright law // and by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 DESCRIPTION (MPxMayaAsciiFilter) // // This class allows the output to the Maya Ascii (.ma) file format to be // filtered by a plug-in. This can be used to, for example, partition a scene // into several files which have been each filtered to write out different // parts of the scene. // // ***************************************************************************** #if defined __cplusplus // ***************************************************************************** // INCLUDED HEADER FILES #include #include // ***************************************************************************** // DECLARATIONS class MObject; class MPlug; class MFileIO; class MDagPath; class MFileObject; // MPxMayaAsciiFilterOutput is used to allow output to the Maya ASCII file. // Simply use the output operator (<<) to write a char* buffer to the output // stream. class OPENMAYA_EXPORT MPxMayaAsciiFilterOutput { public: MPxMayaAsciiFilterOutput(void* outputFile); MPxMayaAsciiFilterOutput& operator << (const char* data); protected: // No protected members private: void* file; }; // ***************************************************************************** // CLASS DECLARATION (MPxMayaAsciiFilter) /// Translator to output filtered Maya ASCII files. (OpenMaya) (OpenMayaMPx.py) /** Output filtered Maya ASCII files. */ #ifdef _WIN32 #pragma warning(disable: 4522) #endif // _WIN32 class OPENMAYA_EXPORT MPxMayaAsciiFilter : public MPxFileTranslator { public: /// MPxMayaAsciiFilter (); /// virtual ~MPxMayaAsciiFilter (); /// virtual bool haveWriteMethod() const; /// virtual bool haveReadMethod() const; /// virtual MStatus reader ( const MFileObject& file, const MString& optionsString, FileAccessMode mode); /// virtual MStatus writer ( const MFileObject& file, const MString& optionsString, FileAccessMode mode); protected: /// const MFileObject file() const; /// virtual MStatus processReadOptions(const MString& optionsString); /// virtual MStatus processWriteOptions(const MString& optionsString); /// virtual bool writesRequirements( ) const; /// virtual bool writesCreateNode( const MObject& node ) const; /// virtual bool writesSetAttr( const MPlug& srcPlug ) const; /// virtual bool writesConnectAttr( const MPlug& srcPlug, const MPlug& destPlug ) const; /// virtual bool writesDisconnectAttr( const MPlug& srcPlug, const MPlug& destPlug ) const; /// virtual bool writesParentNode( const MDagPath& parent, const MDagPath& child ) const; /// virtual bool writesSelectNode( const MObject& node ) const; /// virtual bool writesFileReference( const MFileObject& referenceFile ) const; /// virtual MStatus writePostHeader( MPxMayaAsciiFilterOutput& fileIO ); /// virtual MStatus writePostRequires( MPxMayaAsciiFilterOutput& fileIO ); /// virtual MStatus writePreCreateNodesBlock( MPxMayaAsciiFilterOutput& fileIO ); /// virtual MStatus writePostCreateNodesBlock( MPxMayaAsciiFilterOutput& fileIO ); /// virtual MStatus writePreConnectAttrsBlock( MPxMayaAsciiFilterOutput& fileIO ); /// virtual MStatus writePostConnectAttrsBlock( MPxMayaAsciiFilterOutput& fileIO ); /// virtual MStatus writePreTrailer( MPxMayaAsciiFilterOutput& fileIO ); private: MFileObject fileObject; }; #ifdef _WIN32 #pragma warning(default: 4522) #endif // _WIN32 // ***************************************************************************** #endif /* __cplusplus */ #endif /* _MPxMayaAsciiFilter */