mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 16:31:04 +00:00
b3b2e56a26
- added attribute to the maya example node - added AE template for editor display - added ReSt documentation for the plugin
65 lines
3.2 KiB
C++
65 lines
3.2 KiB
C++
//
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// Copyright 2013 Autodesk, Inc.
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef _OsdPolySmooth
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#define _OsdPolySmooth
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#include <maya/MPxNode.h>
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#include <maya/MTypeId.h>
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class OsdPolySmooth : public MPxNode {
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public:
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OsdPolySmooth();
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virtual ~OsdPolySmooth();
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virtual MStatus compute( const MPlug& plug, MDataBlock& data );
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static void * creator();
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static MStatus initialize();
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public:
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// MAYA_NODE_BUILDER:BEG [ATTRIBUTE DECLARATION] ==========
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static MObject a_inputPolymesh; // This is a description for this attribute
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static MObject a_output; // This is a description for this attribute
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static MObject a_subdivisionLevels; // The number of recursive quad subdivisions to perform on each face.
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static MObject a_recommendedIsolation; // The recommended number of levels of isolation / subdivision based on topology
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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>
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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>
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static MObject a_fvarPropagateCorners; //
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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.
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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>
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// MAYA_NODE_BUILDER:END [ATTRIBUTE DECLARATION] ==========
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static const MTypeId id;
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static const MString typeNameStr;
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};
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#endif // _OsdPolySmooth
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