Public Member Functions | Friends

MGeometryRequirements Class Reference

This reference page is linked to from the following overview topics: Extension for Autodesk Maya 2013, Data Classes, 2.2 Geometric Data (MGeometry), 3.4 Effect Overrides.


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Detailed Description

Image manipulation.

MGeometryRequirements stores the collection of MGeometryRequirementsData arrays which describe a Maya surface, including per-component data such as UV mapping and colour.

Examples:

D3DGeometryItem.cpp, hlslShader.cpp, and OpenGLViewportRenderer.cpp.

#include <MGeometryRequirements.h>

List of all members.

Public Member Functions

 MGeometryRequirements ()
 Default constructor.
 ~MGeometryRequirements ()
 Destructor.
void addPosition (int dimension=3)
 Add position to the set of required elements.
void addComponentId ()
 Add component id to the set of required elements.
void addNormal (int dimension=3)
 Add normal to the set of required elements.
void addTexCoord (const MString &uvSetName)
 Add a texture coordinate set to the list of required elements.
void addTangent (const MString &uvSetName, int dimension=3)
 Add a tangent set to the list of required elements.
void addBinormal (const MString &uvSetName, int dimension=3)
 Add a binormal set to the list of required elements.
void addColor (const MString &colorSetName)
 Add a color set to the list of required elements.
void addFaceOffsets ()
 Add face offsets to the set of required elements.

Friends

class MGeometryManager
class MPxHardwareShader

Constructor & Destructor Documentation

Default constructor.

Initialized to no requirements.


Member Function Documentation

void addPosition ( int  dimension = 3)

Add position to the set of required elements.

Parameters:
[in]dimensionthe size of the position requirement. Valid values are 3 and 4. Default is 3.
Examples:
D3DGeometryItem.cpp, hlslShader.cpp, and OpenGLViewportRenderer.cpp.
void addNormal ( int  dimension = 3)

Add normal to the set of required elements.

Parameters:
[in]dimensionthe size of the normal requirement. Valid values are 3 and 4. Default is 3.
Examples:
D3DGeometryItem.cpp, hlslShader.cpp, and OpenGLViewportRenderer.cpp.
void addTexCoord ( const MString name)

Add a texture coordinate set to the list of required elements.

Parameters:
[in]namethe name of the uv set to add
Examples:
D3DGeometryItem.cpp, hlslShader.cpp, and OpenGLViewportRenderer.cpp.
void addTangent ( const MString name,
int  dimension = 3 
)

Add a tangent set to the list of required elements.

Parameters:
[in]namethe name of the uv set to add tangent data for
[in]dimensionthe size of the normal requirement. Valid values are 3 and 4. Default is 3.
Examples:
D3DGeometryItem.cpp, and OpenGLViewportRenderer.cpp.
void addBinormal ( const MString name,
int  dimension = 3 
)

Add a binormal set to the list of required elements.

Parameters:
[in]namethe name of the uv set to add binormal data for
[in]dimensionthe size of the normal requirement. Valid values are 3 and 4. Default is 3.
Examples:
D3DGeometryItem.cpp, and OpenGLViewportRenderer.cpp.
void addColor ( const MString name)

Add a color set to the list of required elements.

Parameters:
[in]namethe name of the color set to add
Examples:
D3DGeometryItem.cpp, hlslShader.cpp, and OpenGLViewportRenderer.cpp.
void addFaceOffsets ( )

Add face offsets to the set of required elements.

Face offsets are used internally to calculate component-indexed data such as shading group membership. Note that geometry data is cached internally, so it is important to call this method whenever you use MGeometryRequirements if you will ever require this information.


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