#ifndef _MFnLambertShader #define _MFnLambertShader // // ***************************************************************************** // // Copyright (C) 1997-2003 Alias|Wavefront Inc. // // These coded instructions, statements and computer programs contain // unpublished information proprietary to Alias|Wavefront Inc. and are // protected by Canadian and US federal copyright laws. They may not be // disclosed to third parties or copied or duplicated, in whole or in part, // without prior written consent of Alias|Wavefront Inc. // // Unpublished-rights reserved under the Copyright Laws of the United States. // // ***************************************************************************** // // 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 /** 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 ); protected: // No protected members private: // No private members }; #ifdef _WIN32 #pragma warning(default: 4522) #endif // _WIN32 // ***************************************************************************** #endif /* __cplusplus */ #endif /* _MFnLambertShader */