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Torque/SDK/lib/mayasdk6/include/maya/MFnReflectShader.h
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97
Torque/SDK/lib/mayasdk6/include/maya/MFnReflectShader.h
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#ifndef _MFnReflectShader
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#define _MFnReflectShader
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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// programs contain unpublished information proprietary to Alias Systems,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: MFnReflectShader
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//
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// *****************************************************************************
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//
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// CLASS DESCRIPTION (MFnReflectShader)
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//
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// MFnReflectShader allows manipulation of dependency graph nodes representing
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// reflective surface shaders. This includes Phong and Blinn 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/MFnLambertShader.h>
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// *****************************************************************************
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// DECLARATIONS
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class MFnLambertShader;
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class MColor;
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// *****************************************************************************
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// CLASS DECLARATION (MFnReflectShader)
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/// Manage Reflective Surface Shaders
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/**
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Facilitate the creation and manipulation of reflective surface 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 MFnReflectShader : public MFnLambertShader
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{
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declareMFn( MFnReflectShader, MFn::kReflect );
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public:
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///
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short reflectedRayDepthLimit( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setReflectedRayDepthLimit( const short& new_limit );
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///
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MColor specularColor( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setSpecularColor( const MColor& specular_color );
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///
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float reflectivity( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setReflectivity( const float& reflectivity );
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///
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MColor reflectedColor( MStatus * ReturnStatus = NULL ) const;
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///
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MStatus setReflectedColor( const MColor& reflected_color );
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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 /* _MFnReflectShader */
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