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#include "precompiled/PCH.h"
#ifndef _MEXT_H
#define _MEXT_H
//-----------------------------------------------------------------------------
// Copyright (C) 2001 Radical Entertainment Ltd. All rights reserved.
//
// MExt.h
//
// Description: Functions that extend the Maya API to perform other common
// tasks.
//
// Modification History:
// + Created Aug 21, 2001 -- bkusy
//-----------------------------------------------------------------------------
//----------------------------------------
// System Includes
//----------------------------------------
/* Using precompiled headers.
#include <maya/MStringArray.h>
#include <maya/MPoint.h>
#include <maya/MObject.h>
#include <maya/MPlug.h>
*/
//----------------------------------------
// Project Includes
//----------------------------------------
#include "MExt_template.h"
//----------------------------------------
// Forward References
//----------------------------------------
class MString;
class MDagPath;
class MArgList;
class MPlug;
class MObject;
class MSelectionList;
class MTypeId;
class MDoubleArray;
//----------------------------------------
// Macros
//----------------------------------------
#define RETURN_STATUS_ON_FAILURE( STATUS ) if ( ! (STATUS) ) return (STATUS)
#define RETURN_FALSE_ON_FAILURE( STATUS ) if ( ! (STATUS) ) return false
//These are used when dealing with plugs.
#define AS_DEST true, false
#define AS_SOURCE false, true
#define AS_BOTH true, true
//----------------------------------------
// Constants, Typedefs and Statics
//----------------------------------------
namespace MExt
{
namespace Attr
{
void GetScaled( MPoint*, const MObject& node, const MObject& attr );
void SetScaled( const MPoint&, MObject& node, MObject& attr );
void SetScaled( const MPoint&, MObject& node, const MString& attr );
} // namespace Attr
namespace OptionVar
{
bool Get( char* buffer, unsigned int buffer_size, const char* symbol );
void Set( const char* buffer, const char* symbol );
} // namespace OptionVar
class OptionParser
{
public:
OptionParser( const char* command, const MArgList& args );
~OptionParser();
void setOptions( const char* optionSpec );
int nextOption();
MString getArg();
private:
int m_argc;
char** m_argv;
char* m_opt;
};
void AddChild( MObject& parentLocatorNode, MObject& childLocatorNode );
void Connect( MObject& node,
MObject& attr,
MObject& otherNode,
MObject& otherAttr
);
void Connect( MObject& node,
const char* attr,
MObject& otherNode,
const char* otherAttr
);
void CreateNode( MObject* node,
MObject* transform,
const MString& type,
const MString* name = 0,
const MObject& parent = MObject::kNullObj
);
void CreateNode( MObject& node,
MObject& transform,
const MString& type,
const MString* name = 0,
const MObject& parent = MObject::kNullObj
);
void CreateVertexAttribute( MObject* attr,
const char* name,
const char* brief_name
);
void DeleteNode( MObject& node, bool deleteParent );
void DisconnectAll( MObject& node, MObject& attr );
void DisconnectAll( MObject& node, const char* attrName );
int DisplayError( const char* fmt, ... );
int DisplayWarning( const char* fmt, ... );
int DisplayInfo( const char* fmt, ... );
void FilterSelectionList( MSelectionList* filteredList,
const MString& typeName,
const MSelectionList& sourceList
);
bool FindAllSkeletonRoots( MObjectArray* objects );
bool FindAllTransforms( MObjectArray* transforms, const MObject& root );
bool FindDagNodeByName( MDagPath* path,
const MString& node,
const MObject& root = MObject::kNullObj
);
bool FindDagNodeByName( MDagPath* path,
const MString& node,
const MString& root
);
void GetWorldPosition( MPoint*, const MObject& node );
MPoint GetWorldPositionBetween( MObject& node1, MObject& node2 );
MMatrix GetWorldMatrix( MObject& node );
bool IsConnected( MObject& node, const char* attr );
bool IsConnected( MObject& node, MObject& attr );
bool IsConnected( MPlug& plug1, MPlug& plug2 );
void MakeNameUnique( MString* unique,
const MString& name,
const MObject& root = MObject::kNullObj
);
void MakeNameUnique( MString* unique,
const MString& name,
const MString& root
);
bool MeshClickIntersect( short xClick, short yClick, MPoint& intersect, bool closest = true );
bool MeshIntersectAlongVector( MPoint from, MPoint direction, MPoint& intersect, bool closest = true );
bool PlugHasConnection( MObject* connectedNode,
MPlug& plug,
bool asDst = true,
bool asSrc = true,
const char* type = 0
);
bool PlugHasConnection( MPlug* connectedPlug,
MPlug& plug,
bool asDst = true,
bool asSrc = true,
const char* type = 0
);
void ResolveConnections( MPlugArray* sources,
MPlugArray* targets,
MPlug& plug,
bool asDst = true,
bool asSrc = true
);
void SelectNodesBelowRoot( MSelectionList* list,
const MString& typeName,
const MObject& root = MObject::kNullObj,
MSelectionList* intersectionList = 0
);
void SetWorldPosition( const MPoint&, const MObject& node );
void ViewToWorldAtY( MPoint* world, MPoint& view, double y = 0.0 );
} // namespace MExt
#endif
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