OpenSubdiv/examples/osdPolySmooth/osdPolySmooth.h

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//
// Copyright 2013 Autodesk, Inc.
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#ifndef _OsdPolySmooth
#define _OsdPolySmooth
#include <maya/MPxNode.h>
#include <maya/MTypeId.h>
class OsdPolySmooth : public MPxNode {
public:
OsdPolySmooth();
virtual ~OsdPolySmooth();
virtual MStatus compute( const MPlug& plug, MDataBlock& data );
static void * creator();
static MStatus initialize();
public:
// MAYA_NODE_BUILDER:BEG [ATTRIBUTE DECLARATION] ==========
static MObject a_inputPolymesh; // This is a description for this attribute
static MObject a_output; // This is a description for this attribute
static MObject a_subdivisionLevels; // The number of recursive quad subdivisions to perform on each face.
static MObject a_recommendedIsolation; // The recommended number of levels of isolation / subdivision based on topology
static MObject a_vertBoundaryMethod; // Controls how boundary edges and vertices are interpolated. <ul> <li>Smooth, Edges: Renderman: InterpolateBoundaryEdgeOnly</li> <li>Smooth, Edges and Corners: Renderman: InterpolateBoundaryEdgeAndCorner</li> </ul>
static MObject a_fvarBoundaryMethod; // Controls how boundaries are treated for face-varying data (UVs and Vertex Colors). <ul> <li>Bi-linear (None): Renderman: InterpolateBoundaryNone</li> <li>Smooth, (Edge Only): Renderman: InterpolateBoundaryEdgeOnly</li> <li>Smooth, (Edges and Corners: Renderman: InterpolateBoundaryEdgeAndCorner</li> <li>Smooth, (ZBrush and Maya "Smooth Internal Only"): Renderman: InterpolateBoundaryAlwaysSharp</li> </ul>
static MObject a_fvarPropagateCorners; //
static MObject a_smoothTriangles; // Apply a special subdivision rule be applied to all triangular faces that was empirically determined to make triangles subdivide more smoothly.
static MObject a_creaseMethod; // Controls how boundary edges and vertices are interpolated. <ul> <li>Normal</li> <li>Chaikin: Improves the appearance of multiedge creases with varying weight</li> </ul>
// MAYA_NODE_BUILDER:END [ATTRIBUTE DECLARATION] ==========
static const MTypeId id;
static const MString typeNameStr;
};
#endif // _OsdPolySmooth