bool GetMesherDirtyState(ICENodeContext& in_ctxt ) { CICEPortState LineState( in_ctxt, ID_IN_ToonixLine ); bool lineDirty = LineState.IsDirty( CICEPortState::siAnyDirtyState ); LineState.ClearState(); CICEPortState SubdivState( in_ctxt, ID_IN_Subdiv ); bool subdivDirty = SubdivState.IsDirty( CICEPortState::siAnyDirtyState ); SubdivState.ClearState(); CICEPortState ViewState( in_ctxt, ID_IN_ViewPosition ); bool viewDirty = ViewState.IsDirty( CICEPortState::siAnyDirtyState ); ViewState.ClearState(); return(lineDirty||subdivDirty||viewDirty); }
bool GetLighterDirtyState(ICENodeContext& in_ctxt ) { CICEPortState DataState( in_ctxt, ID_IN_ToonixData ); bool dataDirty = DataState.IsDirty( CICEPortState::siAnyDirtyState ); CICEPortState LightState( in_ctxt, ID_IN_LightPosition ); bool lightDirty = LightState.IsDirty( CICEPortState::siAnyDirtyState ); LightState.ClearState(); CICEPortState ViewState( in_ctxt, ID_IN_ViewPosition ); bool viewDirty = ViewState.IsDirty( CICEPortState::siAnyDirtyState ); ViewState.ClearState(); CICEPortState RevertState( in_ctxt, ID_IN_Revert ); bool revertDirty = RevertState.IsDirty( CICEPortState::siAnyDirtyState ); RevertState.ClearState(); CICEPortState BiasState( in_ctxt, ID_IN_LightBias ); bool biasDirty = BiasState.IsDirty( CICEPortState::siAnyDirtyState ); BiasState.ClearState(); CICEPortState DistanceState( in_ctxt, ID_IN_LightDistance ); bool distanceDirty = DistanceState.IsDirty( CICEPortState::siAnyDirtyState ); DistanceState.ClearState(); CICEPortState PushState( in_ctxt, ID_IN_LightDistance ); bool pushDirty = PushState.IsDirty( CICEPortState::siAnyDirtyState ); PushState.ClearState(); CICEPortState ByTriangleState( in_ctxt, ID_IN_ByTriangle ); bool byTriangleDirty = ByTriangleState.IsDirty( CICEPortState::siAnyDirtyState ); ByTriangleState.ClearState(); return(dataDirty||viewDirty||lightDirty||revertDirty||biasDirty||distanceDirty||byTriangleDirty); }