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virtual void | postConstructor () |
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virtual bool | isBounded () const |
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virtual MBoundingBox | boundingBox () const |
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virtual MStatus | setDependentsDirty (const MPlug &plug, MPlugArray &plugArray) |
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virtual MStatus | compute (const MPlug &plug, MDataBlock &dataBlock) |
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virtual MatchResult | matchComponent (const MSelectionList &item, const MAttributeSpecArray &spec, MSelectionList &list) |
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virtual MPxGeometryIterator * | geometryIteratorSetup (MObjectArray &, MObject &, bool) |
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virtual void | transformUsing (const MMatrix &mat, const MObjectArray &componentList, MPxSurfaceShape::MVertexCachingMode cachingMode, MPointArray *pointCache) |
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virtual IECore::ConstSceneInterfacePtr | getSceneInterface () |
| Returns the sceneInterface for this node. Needs to be implemented by derived classes.
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IECoreGL::ConstScenePtr | glScene () |
| Returns the GL Scene representing the sceneInterface for the preview plug values ( objectOnly, drawGeometry, drawLocators, drawChildBounds )
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IECoreGL::GroupPtr | glGroup (const IECore::InternedString &name) |
| Returns GL Group matching the given path name.
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int | selectionIndex (const IECore::InternedString &name) |
| Returns the internal index stored for the given path.
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IECore::InternedString | selectionName (int index) |
| Returns the path name for the given index.
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const std::vector< IECore::InternedString > & | componentNames () const |
| Returns all component names currently existing in the shape.
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double | time () const |
| Return the value of the time plug for the SceneShape.
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A base class for a maya shape that can read an IECore::SceneInterface. getSceneInterface should be implemented by any derived class Builds a glScene for preview, which can draw all geometry in the hierarchy and the child bounds Can be used as objectOnly, in which case the glScene will only represent the current path of the sceneInterface or not objectOnly in which case the entire hierarchy starting from the current path is represented. Computes queries on paths to get transforms, bounds and objects as outputs, as well as attributes. The query paths are relative to the current sceneInterface path. Queries can be accessed in local space or world space (starting from the current path).