#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: MFnLambertShader // // **************************************************************************** #include #include #include OPENMAYA_MAJOR_NAMESPACE_OPEN // **************************************************************************** // DECLARATIONS // **************************************************************************** // CLASS DECLARATION (MFnLambertShader) //! \ingroup OpenMaya MFn //! \brief Manage Lambert shaders. /*! MFnLambertShader facilitates creation and manipulation of dependency graph nodes representing lambertian shaders. */ 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 ); BEGIN_NO_SCRIPT_SUPPORT: declareMFnConstConstructor( MFnLambertShader, MFnDependencyNode ); END_NO_SCRIPT_SUPPORT: protected: // No protected members private: // No private members }; OPENMAYA_NAMESPACE_CLOSE