122 lines
3.2 KiB
C++
122 lines
3.2 KiB
C++
// Filename: maya_funcs.h
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// Created by: drose (16Feb00)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#ifndef MAYA_FUNCS_H
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#define MAYA_FUNCS_H
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#include "pandatoolbase.h"
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#include "luse.h"
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#include "config_maya.h"
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#include "pre_maya_include.h"
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#include <maya/MFnAttribute.h>
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#include <maya/MPlug.h>
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#include <maya/MStatus.h>
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#include <maya/MFnDependencyNode.h>
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#include <maya/MObject.h>
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#include <maya/MString.h>
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#include <maya/MVector.h>
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#include "post_maya_include.h"
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class MObject;
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bool
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get_maya_plug(MObject &node, const string &attribute_name, MPlug &plug);
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bool
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is_connected(MObject &node, const string &attribute_name);
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template<class ValueType>
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bool
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get_maya_attribute(MObject &node, const string &attribute_name,
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ValueType &value);
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template<class ValueType>
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bool
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set_maya_attribute(MObject &node, const string &attribute_name,
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ValueType &value);
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bool
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has_attribute(MObject &node, const string &attribute_name);
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bool
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remove_attribute(MObject &node, const string &attribute_name);
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bool
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get_bool_attribute(MObject &node, const string &attribute_name,
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bool &value);
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bool
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get_angle_attribute(MObject &node, const string &attribute_name,
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double &value);
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bool
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get_vec2f_attribute(MObject &node, const string &attribute_name,
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LVecBase2f &value);
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bool
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get_vec3f_attribute(MObject &node, const string &attribute_name,
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LVecBase3f &value);
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bool
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get_vec2d_attribute(MObject &node, const string &attribute_name,
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LVecBase2d &value);
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bool
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get_vec3d_attribute(MObject &node, const string &attribute_name,
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LVecBase3d &value);
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bool
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get_mat4d_attribute(MObject &node, const string &attribute_name,
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LMatrix4d &value);
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bool
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get_enum_attribute(MObject &node, const string &attribute_name,
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string &value);
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bool
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get_string_attribute(MObject &node, const string &attribute_name,
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string &value);
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bool
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set_string_attribute(MObject &node, const string &attribute_name,
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const string &value);
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void
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describe_maya_attribute(MObject &node, const string &attribute_name);
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bool
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describe_compound_attribute(MObject &node);
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string
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string_mfndata_type(MFnData::Type type);
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void
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list_maya_attributes(MObject &node);
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// Also, we must define some output functions for Maya objects, since
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// we can't use those built into Maya (which forward-defines the
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// ostream type incorrectly).
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INLINE ostream &operator << (ostream &out, const MString &str);
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INLINE ostream &operator << (ostream &out, const MVector &vec);
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#include "maya_funcs.I"
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#include "maya_funcs.T"
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#endif
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