Example #1
0
void LiveScene::attributeNames( NameList &attrs ) const
{
	if( !m_isRoot && m_dagPath.length() == 0 )
	{
		throw Exception( "IECoreMaya::LiveScene::attributeNames: Dag path no longer exists!" );
	}

	tbb::mutex::scoped_lock l( s_mutex );
	attrs.clear();
	attrs.push_back( SceneInterface::visibilityName );

	// translate attributes with names starting with "ieAttr_":
	MFnDependencyNode fnNode( m_dagPath.node() );
	unsigned int n = fnNode.attributeCount();
	for( unsigned int i=0; i<n; i++ )
	{
		MObject attr = fnNode.attribute( i );
		MFnAttribute fnAttr( attr );
		MString attrName = fnAttr.name();
		if( attrName.length() > 7 && ( strstr( attrName.asChar(),"ieAttr_" ) == attrName.asChar() ) )
		{
			attrs.push_back( ( "user:" + attrName.substring( 7, attrName.length()-1 ) ).asChar() );
		}
	}

	// add attributes from custom readers:
	for ( std::vector< CustomAttributeReader >::const_iterator it = customAttributeReaders().begin(); it != customAttributeReaders().end(); it++ )
	{
		it->m_names( m_dagPath, attrs );
	}

	// remove duplicates:
	std::sort( attrs.begin(), attrs.end() );
	attrs.erase( std::unique( attrs.begin(), attrs.end() ), attrs.end() );
}
Example #2
0
void LinkedScene::attributeNames( NameList &attrs ) const
{
	if ( m_linkedScene && !m_atLink )
	{
		m_linkedScene->attributeNames(attrs);
	}
	else
	{
		m_mainScene->attributeNames(attrs);
		
		for ( NameList::iterator it = attrs.begin(); it != attrs.end(); it++ )
		{
			// \todo: remove "*it == linkAttribute" when it's no longer relevant
			if ( *it == linkAttribute || *it == fileNameLinkAttribute || *it == rootLinkAttribute || *it == timeLinkAttribute )
			{
				attrs.erase( it );
				--it;
			}
		}
	}
}