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132
Torque/SDK/lib/mayasdk6/include/maya/MFnCharacter.h
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132
Torque/SDK/lib/mayasdk6/include/maya/MFnCharacter.h
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#ifndef _MFnCharacter
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#define _MFnCharacter
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//
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//-
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// ==========================================================================
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// Copyright (C) Alias Systems, a division of Silicon Graphics Limited.
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// All rights reserved. These coded instructions, statements and computer
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// programs contain unpublished information proprietary to Alias Systems,
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// a division of Silicon Graphics Limited, which is protected by the
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// Canadian and US federal copyright law and may not be disclosed to third
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// parties or copied or duplicated, in whole or in part, without prior
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// written consent of Alias Systems, a division of Silicon Graphics Limited
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// ==========================================================================
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//+
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//
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// CLASS: MFnCharacter
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//
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// *****************************************************************************
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//
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// CLASS DESCRIPTION (MFnCharacter)
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//
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// MFnCharacter is the function set that is used for manipulating characters.
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// Characters in Maya are dependency nodes used to manage any set of keyable
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// attributes. The attributes contained in a character can be manipulated
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// using clips, scheduled in a nonlinear manner by a clipScheduler node.
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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/MString.h>
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#include <maya/MFnSet.h>
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#include <maya/MObject.h>
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// *****************************************************************************
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// DECLARATIONS
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class MObjectArray;
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class MSelectionList;
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class MDagPath;
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class TsetCmd;
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class Tstring;
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class MDGModifier;
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// *****************************************************************************
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// CLASS DECLARATION (MFnCharacter)
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/// Function Set for Characters
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/**
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Function set for characters
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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 OPENMAYAANIM_EXPORT MFnCharacter : public MFnSet
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{
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declareMFn(MFnCharacter, MFnSet);
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public:
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///
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MStatus attachSourceToCharacter( MObject& sourceClip,
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MDGModifier& dgMod);
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///
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MStatus attachInstanceToCharacter( MObject& instanceClip,
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MDGModifier& dgMod);
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///
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MStatus addCurveToClip( MObject& curve,
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MObject& sourceClip,
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MPlug& characterPlug,
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MDGModifier& dgMod);
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///
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MObject createBlend( MObject& instancedClip1,
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MObject& instancedClip2,
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MObject& blendAnimCurve,
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MDGModifier& dgMod,
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MStatus *ReturnStatus = NULL);
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///
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bool blendExists(MObject& instancedClip1,
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MObject& instancedClip2,
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MObject& blendResult);
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///
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bool removeBlend(MObject& instancedClip1,
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MObject& instancedClip2,
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MDGModifier& dgMod,
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MStatus* ReturnStatus = NULL);
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///
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bool getCharacterThatOwnsPlug(MPlug& plug, MObject& result) const;
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///
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MStatus getMemberPlugs(MPlugArray& result) const;
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///
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MStatus getSubCharacters(MSelectionList& result) const;
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///
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MObject getClipScheduler(MStatus * ReturnStatus = NULL);
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///
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int getScheduledClipCount(MStatus * ReturnStatus = NULL);
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///
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MObject getScheduledClip(int index, MStatus * ReturnStatus = NULL);
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///
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int getSourceClipCount(MStatus * ReturnStatus = NULL);
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///
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MObject getSourceClip(int index, MStatus * ReturnStatus = NULL);
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///
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int getBlendCount(MStatus * ReturnStatus = NULL);
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///
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MObject getBlend(int index, MStatus * ReturnStatus = NULL);
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///
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MStatus getBlendClips(int index, MObject& clip1, MObject& clip2);
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protected:
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virtual Tstring setCommandString();
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virtual TsetCmd* setCommand();
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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 /* _MFnCharacter */
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