119 lines
3.1 KiB
C
119 lines
3.1 KiB
C
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/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file maya_funcs.h
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* @author drose
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* @date 2000-02-16
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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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bool
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get_maya_plug(MObject &node, const std::string &attribute_name, MPlug &plug);
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bool
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is_connected(MObject &node, const std::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 std::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 std::string &attribute_name,
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ValueType &value);
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bool
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has_attribute(MObject &node, const std::string &attribute_name);
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bool
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remove_attribute(MObject &node, const std::string &attribute_name);
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bool
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get_bool_attribute(MObject &node, const std::string &attribute_name,
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bool &value);
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bool
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get_angle_attribute(MObject &node, const std::string &attribute_name,
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double &value);
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bool
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get_vec2_attribute(MObject &node, const std::string &attribute_name,
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LVecBase2 &value);
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bool
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get_vec3_attribute(MObject &node, const std::string &attribute_name,
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LVecBase3 &value);
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bool
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get_vec2d_attribute(MObject &node, const std::string &attribute_name,
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LVecBase2d &value);
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bool
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get_vec3d_attribute(MObject &node, const std::string &attribute_name,
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LVecBase3d &value);
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bool
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get_mat4d_attribute(MObject &node, const std::string &attribute_name,
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LMatrix4d &value);
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void
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get_tag_attribute_names(MObject &node, pvector<std::string> &tag_names);
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bool
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get_enum_attribute(MObject &node, const std::string &attribute_name,
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std::string &value);
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bool
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get_string_attribute(MObject &node, const std::string &attribute_name,
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std::string &value);
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bool
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set_string_attribute(MObject &node, const std::string &attribute_name,
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const std::string &value);
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void
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describe_maya_attribute(MObject &node, const std::string &attribute_name);
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bool
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describe_compound_attribute(MObject &node);
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std::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 we can't
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// use those built into Maya (which forward-defines the ostream type
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// incorrectly).
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INLINE std::ostream &operator << (std::ostream &out, const MString &str);
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INLINE std::ostream &operator << (std::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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