open_toontown_panda3d/pandatool/src/maya/maya_funcs.h

122 lines
3.2 KiB
C++

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