tge/lib/mayasdk4/include/maya/MFnLambertShader.h
2017-04-17 06:17:10 -06:00

129 lines
3.8 KiB
C++
Executable File

#ifndef LINUX
#pragma once
#endif
#ifndef _MFnLambertShader
#define _MFnLambertShader
//
// *****************************************************************************
//
// Copyright (C) 1997-2001 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// unpublished information proprietary to Alias|Wavefront Inc. and are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// Unpublished-rights reserved under the Copyright Laws of the United States.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 <maya/MObject.h>
#include <maya/MStatus.h>
#include <maya/MFnDependencyNode.h>
// *****************************************************************************
// 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 */