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127
Torque/SDK/lib/mayamacsdk5/include/maya/MFnLambertShader.h
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127
Torque/SDK/lib/mayamacsdk5/include/maya/MFnLambertShader.h
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#ifndef _MFnLambertShader
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#define _MFnLambertShader
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//
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// *****************************************************************************
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//
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// Copyright (C) 1997-2003 Alias|Wavefront Inc.
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//
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// These coded instructions, statements and computer programs contain
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// unpublished information proprietary to Alias|Wavefront Inc. and are
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// protected by Canadian and US federal copyright laws. They may not be
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// disclosed to third parties or copied or duplicated, in whole or in part,
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// without prior written consent of Alias|Wavefront Inc.
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//
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// Unpublished-rights reserved under the Copyright Laws of the United States.
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//
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// *****************************************************************************
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//
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// CLASS: MFnLambertShader
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//
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// *****************************************************************************
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//
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// CLASS DESCRIPTION (MFnLambertShader)
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//
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// MFnLambertShader facilitates creation and manipulation of dependency graph
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// nodes representing lambertian shaders.
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//
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// *****************************************************************************
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#if defined __cplusplus
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// *****************************************************************************
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// INCLUDED HEADER FILES
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#include <maya/MObject.h>
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#include <maya/MStatus.h>
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#include <maya/MFnDependencyNode.h>
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// *****************************************************************************
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// DECLARATIONS
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class MFnDependencyNode;
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class MFltVector;
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class MColor;
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// *****************************************************************************
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// CLASS DECLARATION (MFnLambertShader)
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/// Manage Lambert shaders
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/**
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Facilitate the creation and manipulation of Lambert shaders.
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*/
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#ifdef _WIN32
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#pragma warning(disable: 4522)
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#endif // _WIN32
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class OPENMAYA_EXPORT MFnLambertShader : public MFnDependencyNode
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{
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declareMFn( MFnLambertShader, MFnDependencyNode );
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public:
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///
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MObject create( bool UIvisible = true, MStatus * ReturnStatus = NULL );
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///
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short refractedRayDepthLimit( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setRefractedRayDepthLimit( const short& new_limit );
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///
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float refractiveIndex( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setRefractiveIndex( const float& refractive_index );
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///
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bool rtRefractedColor( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setRtRefractedColor( const bool& rt_refracted_color );
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///
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float diffuseCoeff( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setDiffuseCoeff( const float& diffuse_coeff );
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///
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MColor color( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setColor( const MColor & col );
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///
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MColor transparency( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setTransparency( const MColor & transp );
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///
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MColor ambientColor( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setAmbientColor( const MColor & ambient_color );
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///
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MColor incandescence( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setIncandescence( const MColor & incand );
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///
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float translucenceCoeff( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setTranslucenceCoeff( const float& translucence_coeff );
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///
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float glowIntensity( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setGlowIntensity( const float& glow_intensity );
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///
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bool hideSource( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setHideSource( const bool& hide_source );
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protected:
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// No protected members
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private:
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// No private members
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};
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#ifdef _WIN32
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#pragma warning(default: 4522)
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#endif // _WIN32
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// *****************************************************************************
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#endif /* __cplusplus */
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#endif /* _MFnLambertShader */
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