MStatus CXRayMtl::initialize() { MFnNumericAttribute nAttr; MFnLightDataAttribute lAttr; MFnEnumAttribute eAttr; MFnTypedAttribute tAttr; MStatus status; // Status will be used to hold the MStatus value // returned by each api function call. It is important // to check the status returned by a call to aid in // debugging. Failed API calls can result in subtle // errors that can be difficult to track down, you may // wish to use the CHECK_MSTATUS macro for any API // call where you do not need to provide your own // error handling. // // Attribute Initialization: // // create - The create function creates a new attribute for the // node, it takes a long name for the attribute, a short // name for the attribute, the type of the attribute, // and a status object to determine if the api call was // successful. // // setKeyable - Sets whether this attribute should accept keyframe // data, Attributes are not keyable by default. // // setStorable - Sets whether this attribute should be storable. If an // attribute is storable, then it will be writen out // when the node is stored to a file. Attributes are // storable by default. // // setDefault - Sets the default value for this attribute. // // setUsedAsColor - Sets whether this attribute should be presented as // a color in the UI. // // setHidden - Sets whether this attribute should be hidden from the // UI. This is useful if the attribute is being used for // blind data, or if it is being used as scratch space // for a geometry calculation (should also be marked // non-connectable in that case). Attributes are not // hidden by default. // // setReadable - Sets whether this attribute should be readable. If an // attribute is readable, then it can be used as the // source in a dependency graph connection. Attributes // are readable by default. // // setWritable - Sets whether this attribute should be readable. If an // attribute is writable, then it can be used as the // destination in a dependency graph connection. If an // attribute is not writable then setAttr commands will // fail to change the attribute. If both keyable and // writable for an attribute are set to true it will be // displayed in the channel box when the node is // selected. Attributes are writable by default. // // setArray - Sets whether this attribute should have an array of // data. This should be set to true if the attribute // needs to accept multiple incoming connections. // Attributes are single elements by default. // // Input Attributes // aTranslucenceCoeff = nAttr.create( "translucenceCoeff", "tc", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.0f ) ); aDiffuseReflectivity = nAttr.create( "diffuseReflectivity", "drfl", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.8f ) ); aColorR = nAttr.create( "colorR", "cr",MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.0f ) ); aColorG = nAttr.create( "colorG", "cg", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.58824f ) ); aColorB = nAttr.create( "colorB", "cb",MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.644f ) ); aColor = nAttr.create( "color", "c", aColorR, aColorG, aColorB, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.58824f, 0.644f ) ); CHECK_MSTATUS( nAttr.setUsedAsColor( true ) ); aIncandescenceR = nAttr.create( "incandescenceR", "ir", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.0f ) ); aIncandescenceG = nAttr.create( "incandescenceG", "ig", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.0f ) ); aIncandescenceB = nAttr.create( "incandescenceB", "ib", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.0f ) ); aIncandescence = nAttr.create( "incandescence", "ic", aIncandescenceR, aIncandescenceG, aIncandescenceB, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.0f, 0.0f ) ); CHECK_MSTATUS( nAttr.setUsedAsColor( true ) ); aInTransR = nAttr.create( "transparencyR", "itr", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); aInTransG = nAttr.create( "transparencyG", "itg", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); aInTransB = nAttr.create( "transparencyB", "itb", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); aInTransparency = nAttr.create( "transparency", "it", aInTransR, aInTransG, aInTransB, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setKeyable( true ) ); CHECK_MSTATUS( nAttr.setStorable( true ) ); CHECK_MSTATUS( nAttr.setDefault( 0.0f, 0.0f, 0.0f ) ); CHECK_MSTATUS( nAttr.setUsedAsColor( true ) ); // Output Attributes // // Color Output // aOutColorR = nAttr.create( "outColorR", "ocr", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); aOutColorG = nAttr.create( "outColorG", "ocg", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); aOutColorB = nAttr.create( "outColorB", "ocb", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); aOutColor = nAttr.create( "outColor", "oc", aOutColorR, aOutColorG, aOutColorB, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setHidden( false ) ); CHECK_MSTATUS( nAttr.setReadable( true ) ); CHECK_MSTATUS( nAttr.setWritable( false ) ); // Transparency Output // aOutTransR = nAttr.create( "outTransparencyR", "otr", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); aOutTransG = nAttr.create( "outTransparencyG", "otg", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); aOutTransB = nAttr.create( "outTransparencyB", "otb", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); aOutTransparency = nAttr.create( "outTransparency", "ot", aOutTransR,aOutTransG,aOutTransB, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setHidden( false ) ); CHECK_MSTATUS( nAttr.setReadable( true ) ); CHECK_MSTATUS( nAttr.setWritable( false ) ); // Camera Normals // aNormalCameraX = nAttr.create( "normalCameraX", "nx", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setStorable( false ) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aNormalCameraY = nAttr.create( "normalCameraY", "ny", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setStorable( false ) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aNormalCameraZ = nAttr.create( "normalCameraZ", "nz", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setStorable( false ) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aNormalCamera = nAttr.create( "normalCamera","n", aNormalCameraX, aNormalCameraY, aNormalCameraZ, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( nAttr.setStorable( false ) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f, 1.0f, 1.0f ) ); CHECK_MSTATUS( nAttr.setHidden( true ) ); // Light Direction // aLightDirectionX = nAttr.create( "lightDirectionX", "ldx", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aLightDirectionY = nAttr.create( "lightDirectionY", "ldy", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aLightDirectionZ = nAttr.create( "lightDirectionZ", "ldz", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aLightDirection = nAttr.create( "lightDirection", "ld", aLightDirectionX, aLightDirectionY, aLightDirectionZ, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f, 1.0f, 1.0f ) ); // Light Intensity // aLightIntensityR = nAttr.create( "lightIntensityR", "lir", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aLightIntensityG = nAttr.create( "lightIntensityG", "lig", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aLightIntensityB = nAttr.create( "lightIntensityB", "lib", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aLightIntensity = nAttr.create( "lightIntensity", "li", aLightIntensityR, aLightIntensityG, aLightIntensityB, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f, 1.0f, 1.0f ) ); // Light // aLightAmbient = nAttr.create( "lightAmbient", "la", MFnNumericData::kBoolean, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( true ) ); aLightDiffuse = nAttr.create( "lightDiffuse", "ldf", MFnNumericData::kBoolean, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( true ) ); aLightSpecular = nAttr.create( "lightSpecular", "ls", MFnNumericData::kBoolean, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( false ) ); aLightShadowFraction = nAttr.create( "lightShadowFraction", "lsf", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aPreShadowIntensity = nAttr.create( "preShadowIntensity", "psi", MFnNumericData::kFloat, 0, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS( nAttr.setDefault( 1.0f ) ); aLightBlindData = nAttr.createAddr("lightBlindData", "lbld", &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); aLightData = lAttr.create( "lightDataArray", "ltd", aLightDirection, aLightIntensity, aLightAmbient, aLightDiffuse, aLightSpecular, aLightShadowFraction, aPreShadowIntensity, aLightBlindData, &status ); CHECK_MSTATUS( status ); CHECK_MSTATUS( lAttr.setArray( true ) ); CHECK_MSTATUS( lAttr.setStorable( false ) ); CHECK_MSTATUS( lAttr.setHidden( true ) ); CHECK_MSTATUS( lAttr.setDefault( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, true, true, false, 1.0f, 1.0f, NULL ) ); // Next we will add the attributes we have defined to the node // CHECK_MSTATUS( addAttribute( aTranslucenceCoeff ) ); CHECK_MSTATUS( addAttribute( aDiffuseReflectivity ) ); CHECK_MSTATUS( addAttribute( aColor ) ); CHECK_MSTATUS( addAttribute( aIncandescence ) ); CHECK_MSTATUS( addAttribute( aInTransparency ) ); CHECK_MSTATUS( addAttribute( aOutColor ) ); CHECK_MSTATUS( addAttribute( aOutTransparency ) ); CHECK_MSTATUS( addAttribute( aNormalCamera ) ); // Only add the parent of the compound CHECK_MSTATUS( addAttribute( aLightData ) ); // The attributeAffects() method is used to indicate when the input // attribute affects the output attribute. This knowledge allows Maya // to optimize dependencies in the graph in more complex nodes where // there may be several inputs and outputs, but not all the inputs // affect all the outputs. // CHECK_MSTATUS( attributeAffects( aTranslucenceCoeff, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aDiffuseReflectivity, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aColorR, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aColorG, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aColorB, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aColor, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aInTransR, aOutTransparency ) ); CHECK_MSTATUS( attributeAffects( aInTransG, aOutTransparency ) ); CHECK_MSTATUS( attributeAffects( aInTransB, aOutTransparency ) ); CHECK_MSTATUS( attributeAffects( aInTransparency, aOutTransparency ) ); CHECK_MSTATUS( attributeAffects( aInTransparency, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aIncandescenceR, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aIncandescenceG, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aIncandescenceB, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aIncandescence, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightIntensityR, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightIntensityB, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightIntensityG, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightIntensity, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aNormalCameraX, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aNormalCameraY, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aNormalCameraZ, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aNormalCamera, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightDirectionX, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightDirectionY, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightDirectionZ, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightDirection, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightAmbient, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightSpecular, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightDiffuse, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightShadowFraction, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aPreShadowIntensity, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightBlindData, aOutColor ) ); CHECK_MSTATUS( attributeAffects( aLightData, aOutColor ) ); // loading x-ray part xrDoubleSide = nAttr.create( "xrayDoubleSide", "xrd", MFnNumericData::kBoolean, 0, &status ); MAKE_INPUT(nAttr); LPSTRVec lst; LPSTRIt it; xrEngineData = eAttr.create( "xrayEngineShader", "xre"); MAKE_INPUT(eAttr); LoadBlenderList(lst); for (it=lst.begin(); it!=lst.end(); it++) { _ChangeSymbol(*it,'\\','/'); CHECK_MSTATUS (eAttr.addField(*it,crc16_calc((u8*)*it,xr_strlen(*it)))); } #if MAYA_API_VERSION > 450 CHECK_MSTATUS ( eAttr.setDefault(eAttr.fieldIndex("default"))); #else #endif ClearList(lst); xrCompilerData = eAttr.create( "xrayCompilerShader", "xrc"); MAKE_INPUT(eAttr); LoadShaderLCList(lst); for (it=lst.begin(); it!=lst.end(); it++){ _ChangeSymbol(*it,'\\','/'); CHECK_MSTATUS (eAttr.addField(*it,crc16_calc((u8*)*it,xr_strlen(*it)))); } #if MAYA_API_VERSION > 450 CHECK_MSTATUS ( eAttr.setDefault(eAttr.fieldIndex("default"))); #else #endif ClearList(lst); xrMaterialData = eAttr.create( "xrayGameMaterial", " "); MAKE_INPUT(eAttr); LoadGameMtlList(lst); for (it=lst.begin(); it!=lst.end(); it++) { _ChangeSymbol(*it,'\\','/'); CHECK_MSTATUS (eAttr.addField(*it,crc16_calc((u8*)*it,xr_strlen(*it)))); } #if MAYA_API_VERSION > 450 CHECK_MSTATUS ( eAttr.setDefault(eAttr.fieldIndex("default"))); #else #endif ClearList(lst); CHECK_MSTATUS ( addAttribute(xrDoubleSide) ); CHECK_MSTATUS ( addAttribute(xrEngineData) ); CHECK_MSTATUS ( addAttribute(xrCompilerData) ); CHECK_MSTATUS ( addAttribute(xrMaterialData) ); // end x-ray part return( MS::kSuccess ); }