#pragma once //- // =========================================================================== // Copyright 2018 Autodesk, Inc. All rights reserved. // // Use of this software is subject to the terms of the Autodesk license // agreement provided at the time of installation or download, or which // otherwise accompanies this software in either electronic or hard copy form. // =========================================================================== //+ // // CLASS: MAttributePattern // // **************************************************************************** #include #include #include #include OPENMAYA_MAJOR_NAMESPACE_OPEN // **************************************************************************** // CLASS DECLARATION (MAttributePattern) //! \ingroup OpenMaya //! \brief The pattern of an attribute tree that can be applied to nodes or node classes /*! Class that provides a pattern of attributes to be applied to nodes as dynamic attributes or to node classes as extension attributes. An attribute pattern is a pattern describing an attribute tree. In the simplest implementation it can just store an internal copy of the tree to be applied. The code to apply the attribute patterns will use the rootAttr() and rootAttrCount() methods to iterate through the list of top level attributes to be applied. It presumes that if they are compounds then their children will already be parented properly. \code for( unsigned int i=0; i < tmpl.rootAttrCount(); ++i ) { applyAttributesToNodes( tmpl.rootAttr(i), someNode ); } \endcode When creating the pattern from inside MPxAttributePatternFactory you add only the root level attributes, i.e. the attributes without parents. As a simple example if your pattern factory has data that specifies creating a pattern with one integer attribute and one compound with three float children the code would like something like this. \code MStatus status; MFnCompoundAttribute parentAttr; MObject parentObj1 = parentAttr.create( "parent", "par", &status ); MFnNumericAttribute childAttrX; MFnNumericAttribute childAttrY; MFnNumericAttribute childAttrZ; MObject childObjX = childAttrX.create( "childX", "cx" MFnNumericData::kFloat, 0, &status ); MObject childObjY = childAttrY.create( "childY", "cy" MFnNumericData::kFloat, 0, &status ); MObject childObjZ = childAttrZ.create( "childZ", "cz" MFnNumericData::kFloat, 0, &status ); parentAttr.addChild( childObjX ); parentAttr.addChild( childObjY ); parentAttr.addChild( childObjZ ); MFnNumericAttribute otherParent; MObject parentObj2 = otherParent.create( "intValue", "iv" MFnNumericData::kInt, 0, &status ); // Note that you only add the top-level attributes to the pattern, // not the children. MAttributePattern* tmpl = new MAttributePattern("myPattern"); return ( (tmpl->addRootAttr( parentObj1 ) == MS::kSuccess) && (tmpl->addRootAttr( parentObj2 ) == MS::kSuccess) ); \endcode */ class OPENMAYA_EXPORT MAttributePattern { public: MAttributePattern (); MAttributePattern ( const MString& name ); MAttributePattern ( const MAttributePattern& rhs ); MAttributePattern& operator=( const MAttributePattern& rhs ); bool operator==( const MAttributePattern& rhs ) const; ~MAttributePattern (); static MAttributePattern* findPattern (const MString& name); static unsigned int attrPatternCount (); static MAttributePattern* attrPattern (unsigned int n); public: MString name (MStatus* ReturnStatus = NULL) const; unsigned int rootAttrCount (MStatus* ReturnStatus = NULL) const; MObject rootAttr (unsigned int idx, MStatus* ReturnStatus = NULL) const; MStatus removeRootAttr (unsigned int idx); MStatus removeRootAttr (const MObject& attr); MStatus addRootAttr (const MObject& attr); static const char* className(); OPENMAYA_PRIVATE: void* fAttributePattern; MAttributePattern ( void* mayaAttributePattern ); }; OPENMAYA_NAMESPACE_CLOSE