C++ API Reference
|
Function set for scene assembly. More...
#include <MFnAssembly.h>
Public Member Functions | |
virtual MFn::Type | type () const |
Function set type. More... | |
virtual | ~MFnAssembly () |
Destructor. | |
MFnAssembly () | |
Default constructor. | |
MFnAssembly (MObject &object, MStatus *ReturnStatus=NULL) | |
Constructor. More... | |
MFnAssembly (const MDagPath &object, MStatus *ret=NULL) | |
Constructor. More... | |
MString | createRepresentation (const MString &input, const MString &type, MDagModifier *undoRedo=NULL, MStatus *status=NULL) |
Create a representation and add it to the list of those managed by this node. More... | |
MString | createRepresentation (const MString &input, const MString &type, const MString &representation, MDagModifier *undoRedo=NULL, MStatus *status=NULL) |
Create a representation and add it to the list of those managed by this node. More... | |
MStatus | postLoad () |
Method to initialize assemblies after their creation. More... | |
MStatus | activate (const MString &representation) |
Activate a representation. More... | |
MString | getActive (MStatus *status=NULL) const |
Get the active representation in the list of representations. More... | |
MStatus | activateNonRecursive (const MString &representation) |
Activate a representation, but prevent any nested assemblies created and initialized during this activation from activating any of their representations. More... | |
bool | canActivate (MStatus *status=NULL) const |
Determines whether this assembly can activate a representation, for the node attached to this function set. More... | |
bool | isActive (const MString &representation, MStatus *status=NULL) const |
Determines whether the given representation is the active representation for the node attached to this function set. More... | |
MString | getInitialRep (MStatus *status=NULL) const |
This method is obsolete. More... | |
MString | getInitialRep (bool &hasInitialRep, MStatus *status=NULL) const |
Get the initial representation to use when the assembly is first loaded. More... | |
MStringArray | getRepresentations (MStatus *status=NULL) const |
Returns an array of the representations managed by the node attached to this function set. More... | |
MString | getRepType (const MString &representation, MStatus *status=NULL) const |
Get the type of the specified representation. More... | |
MString | getRepLabel (const MString &representation, MStatus *status=NULL) const |
Get the label of the specified representation. More... | |
MStringArray | repTypes (MStatus *status=NULL) const |
Return the list of representation types that can be created for this assembly node. More... | |
MStatus | deleteRepresentation (const MString &representation) |
Delete a representation managed by the node attached to this function set. More... | |
MStatus | deleteAllRepresentations () |
Delete all representations managed by the node attached to this function set. More... | |
MString | getRepNamespace (MStatus *status=NULL) const |
Get the representations namespace of this assembly node. More... | |
MString | setRepName (const MString &representation, const MString &newName, MStatus *status=NULL) |
Rename a representation. More... | |
MStatus | setRepLabel (const MString &representation, const MString &label) |
Change the representation label. More... | |
MStatus | importFile (const MString &fileName, const char *type=NULL, bool preserveReferences=false, const char *nameSpace=NULL, bool ignoreVersion=false) |
Import the scene elements from the given file into this assembly. More... | |
MString | getAbsoluteRepNamespace (MStatus *status=NULL) const |
Get the fully-qualified (absolute) namespace for representations of this assembly node. More... | |
bool | isTopLevel (MStatus *status=NULL) const |
Returns whether this assembly node is a top-level assembly. More... | |
bool | supportsEdits (MStatus *status=NULL) const |
Does this assembly support edit tracking? More... | |
bool | supportsMemberChanges (MStatus *status=NULL) const |
Can members of the assembly be changed? More... | |
bool | canRepApplyEdits (const MString &representation, MStatus *status=NULL) const |
Determines whether the given representation can apply edits to its data, for the node attached to this function set. More... | |
bool | handlesAddEdits (MStatus *status=NULL) const |
Determines whether the assembly supplies edits to its data, for the node attached to this function set. More... | |
MObject | getParentAssembly (MStatus *status=NULL) const |
Return the immediate parent assembly of this assembly if there is one, otherwise return a null object. More... | |
MObjectArray | getSubAssemblies (MStatus *status=NULL) const |
Returns a list containing direct children of this assembly that are themselves assemblies, for the currently active representation. More... | |
MFnAssembly (const MObject &object, MStatus *ret=NULL) | |
Constructor. More... | |
Public Member Functions inherited from MFnDagNode | |
virtual | ~MFnDagNode () |
Destructor. More... | |
MFnDagNode () | |
Class Constructor. More... | |
MFnDagNode (MObject &object, MStatus *ret=NULL) | |
This method is not available in Python. More... | |
MFnDagNode (const MDagPath &object, MStatus *ret=NULL) | |
Class Constructor. More... | |
MObject | create (const MTypeId &typeId, MObject &parent=MObject::kNullObj, MStatus *ReturnStatus=NULL) |
Creates a new DAG node with the given type tag. More... | |
MObject | create (const MTypeId &typeId, const MString &name, MObject &parent=MObject::kNullObj, MStatus *ReturnStatus=NULL) |
Creates a new DAG node with the given type tag. More... | |
MObject | create (const MString &type, MObject &parent=MObject::kNullObj, MStatus *ReturnStatus=NULL) |
Creates a new DAG node with the given type tag. More... | |
MObject | create (const MString &type, const MString &name, MObject &parent=MObject::kNullObj, MStatus *ReturnStatus=NULL) |
Creates a new DAG node with the given type tag. More... | |
unsigned int | parentCount (MStatus *ReturnStatus=NULL) const |
Determines the number of parent Nodes of the Node. More... | |
MObject | parent (unsigned int i, MStatus *ReturnStatus=NULL) const |
Queries the DAG Node attached to the Function Set for the parent Node corresponding to the given index. More... | |
MStatus | addChild (MObject &child, unsigned int index=kNextPos, bool keepExistingParents=false) |
Makes the given DAG Node a child of the DAG Node to which this instance of the Function Set is attached. More... | |
MStatus | removeChild (MObject &child) |
Removes the given DAG Node from the parent. More... | |
MStatus | removeChildAt (unsigned int index) |
Removes the child at the given index from the parent. More... | |
unsigned int | childCount (MStatus *ReturnStatus=NULL) const |
Determines the number of child Nodes of the Node. More... | |
MObject | child (unsigned int i, MStatus *ReturnStatus=NULL) const |
Queries the DAG Node attached to the Function Set for the child Node corresponding to the given index. More... | |
MObject | dagRoot (MStatus *ReturnStatus=NULL) |
Determines the root of the first DAG Path to the DAG Node attached to the Function Set. More... | |
bool | hasParent (const MObject &node, MStatus *ReturnStatus=NULL) const |
Determines whether or not the given Node is a parent of the DAG Node attached to the Function Set. More... | |
bool | hasChild (const MObject &node, MStatus *ReturnStatus=NULL) const |
Determines whether or not the given Node is a child of the DAG Node attached to the Function Set. More... | |
bool | isChildOf (const MObject &node, MStatus *ReturnStatus=NULL) const |
Determines whether or not the DAG Node attached to the Function Set is a child of the given node. More... | |
bool | isParentOf (const MObject &node, MStatus *ReturnStatus=NULL) const |
Determines whether or not the DAG Node attached to the Function Set is a parent of the given node. More... | |
bool | inUnderWorld (MStatus *ReturnStatus=NULL) const |
Determines whether or not the DAG Node is an underworld node. More... | |
bool | inModel (MStatus *ReturnStatus=NULL) const |
Determines whether or not the DAG Node is in the model. More... | |
bool | isInstanceable (MStatus *ReturnStatus=NULL) const |
Returns true if the DAG node can be instanced, and false otherwise. More... | |
MStatus | setInstanceable (const bool how) |
Sets whether or not the DAG node is instanceable. More... | |
bool | isInstanced (bool indirect=true, MStatus *ReturnStatus=NULL) const |
Determines whether the DAG Node attached to the Function Set is directly or indirectly instanced. More... | |
bool | isInstancedAttribute (const MObject &attr, MStatus *ReturnStatus=NULL) const |
Returns true if the specified attribute is instanced. More... | |
unsigned int | instanceCount (bool total, MStatus *ReturnStatus=NULL) const |
Determines the number of times the Node attached to the Function Set is instanced. More... | |
MObject | duplicate (bool instance=false, bool instanceLeaf=false, MStatus *ReturnStatus=NULL) const |
This method duplicates the DAG hierarchy rooted at the current node. More... | |
MStatus | getPath (MDagPath &path) const |
Returns a DAG Path to the DAG Node attached to the Function Set. More... | |
MStatus | getAllPaths (MDagPathArray &paths) const |
Determines all DAG Paths to the DAG Node attached to the Function Set. More... | |
MString | fullPathName (MStatus *ReturnStatus=NULL) const |
Return a string representing the full path from the root of the dag to this object. More... | |
MString | partialPathName (MStatus *ReturnStatus=NULL) const |
Return a string representing the partial path from the root of the dag to this object. More... | |
MMatrix | transformationMatrix (MStatus *ReturnStatus=NULL) const |
Returns the object space transformation matrix for this DAG node. More... | |
bool | isIntermediateObject (MStatus *ReturnStatus=NULL) const |
Returns true if this object is an intermediate in a geometry calculation. More... | |
MStatus | setIntermediateObject (bool isIntermediate) |
Sets whether this object is an intermediate in a geometry calculation. More... | |
int | objectColor (MStatus *ReturnStatus=NULL) const |
This method is obsolete. More... | |
MStatus | setObjectColor (int color) |
Sets the index for the current user defined inactive color used by the node. More... | |
bool | usingObjectColor (MStatus *ReturnStatus=NULL) const |
MStatus | setUseObjectColor (bool useObjectColor) |
This method is obsolete. More... | |
MObjectColorType | objectColorType (MStatus *ReturnStatus=NULL) const |
Determines whether or not the user defined inactive color will be used for the node, or whether the default inactive color will be used. More... | |
MStatus | setObjectColorType (MObjectColorType type) |
Sets whether or not the user defined inactive object color will be used. More... | |
MStatus | setObjectColor (const MColor &color) |
Sets the color value for the current user defined inactive color used by the node. More... | |
MColor | objectColorRGB (MStatus *ReturnStatus=NULL) const |
Determines the RGB color for the current user defined inactive color used by the node. More... | |
int | objectColorIndex (MStatus *ReturnStatus=NULL) const |
Determines the index for the current user defined inactive color used by the node. More... | |
MColor | hiliteColor (MStatus *ReturnStatus=NULL) const |
Determines the current hilite color used by the node. More... | |
bool | usingHiliteColor (MStatus *ReturnStatus=NULL) const |
Determines whether or not the hilite color will be used for the node. More... | |
MColor | dormantColor (MStatus *ReturnStatus=NULL) const |
Determines the dormant color used by this node. More... | |
MColor | activeColor (MStatus *ReturnStatus=NULL) const |
Determines the active color used by this node. More... | |
bool | drawOverrideEnabled (MStatus *ReturnStatus=NULL) const |
Determines whether or not draw override is turned on for this node. More... | |
bool | drawOverrideIsReference (MStatus *ReturnStatus=NULL) const |
Determines whether or not Display Type of the draw override is Reference for this node. More... | |
bool | drawOverrideIsTemplate (MStatus *ReturnStatus=NULL) const |
Determines whether or not Display Type of the draw override is Template for this node. More... | |
bool | drawOverrideColor (MColor &color, MStatus *ReturnStatus=NULL) const |
Determines the draw override color used by this node. More... | |
MStatus | getConnectedSetsAndMembers (unsigned int instanceNumber, MObjectArray &sets, MObjectArray &comps, bool renderableSetsOnly) const |
Returns all the sets connected to the specified instance of this DAG object. More... | |
MBoundingBox | boundingBox (MStatus *ReturnStatus=NULL) const |
Returns the bounding box for the dag node in object space. More... | |
MDagPath | dagPath (MStatus *ReturnStatus=NULL) const |
Returns the DagPath to which the Function Set is attached. More... | |
virtual MStatus | setObject (const MDagPath &path) |
Attaches Function Set to the DAG Node that has the given DAG Path. More... | |
virtual MStatus | setObject (MObject &object) |
Attaches Function Set to given DAG Node. More... | |
MObject | model (MStatus *ReturnStatus=NULL) const |
This method is obsolete. More... | |
MFnDagNode (const MObject &object, MStatus *ret=NULL) | |
No script support. More... | |
virtual MStatus | setObject (const MObject &object) |
No script support. More... | |
Public Member Functions inherited from MFnDependencyNode | |
virtual | ~MFnDependencyNode () |
Destructor. | |
MFnDependencyNode () | |
Default constructor. | |
MFnDependencyNode (MObject &object, MStatus *ReturnStatus=NULL) | |
Constructor. More... | |
MObject | create (const MTypeId &typeId, MStatus *ReturnStatus=NULL) |
Creates a new dependency node with the given type tag. More... | |
MObject | create (const MTypeId &typeId, const MString &name, MStatus *ReturnStatus=NULL) |
Creates a new dependency node with the given type tag. More... | |
MObject | create (const MString &type, MStatus *ReturnStatus=NULL) |
Creates a new dependency node with the given type. More... | |
MObject | create (const MString &type, const MString &name, MStatus *ReturnStatus=NULL) |
Creates a new dependency node with the given type. More... | |
MTypeId | typeId (MStatus *ReturnStatus=NULL) const |
Returns the type id of this node. More... | |
MString | typeName (MStatus *ReturnStatus=NULL) const |
Returns the type name of this node. More... | |
MString | name (MStatus *ReturnStatus=NULL) const |
Returns the name of this node. More... | |
MString | absoluteName (MStatus *ReturnStatus=NULL) const |
Returns the absolute name of this node. More... | |
MString | pluginName (MStatus *ReturnStatus=NULL) const |
Returns the name of the plug-in this MFnDependendencyNode was defined in. More... | |
MString | setName (const MString &name, bool createNamespace=false, MStatus *ReturnStatus=NULL) |
Sets the name of this node. More... | |
MUuid | uuid (MStatus *ReturnStatus=NULL) const |
Returns the node's UUID. More... | |
void | setUuid (const MUuid &uuid, MStatus *ReturnStatus=NULL) |
Sets the node's UUID. More... | |
MStatus | getConnections (MPlugArray &array) const |
Get all of the current connections to this node as an array of plugs. More... | |
unsigned int | attributeCount (MStatus *ReturnStatus=NULL) const |
Returns the number of attributes that this node has. More... | |
MObject | attribute (unsigned int index, MStatus *ReturnStatus=NULL) const |
Finds the attribute of this node at the given index. More... | |
MObject | reorderedAttribute (unsigned int index, MStatus *ReturnStatus=NULL) const |
Some nodes, such as the various animCurve nodes, require that their attributes be set in a specific order for proper operation. More... | |
MObject | attribute (const MString &attrName, MStatus *ReturnStatus=NULL) const |
Finds the attribute of this node that has the given name. More... | |
MAttrClass | attributeClass (const MObject &attr, MStatus *ReturnStatus=NULL) const |
Returns the class (normal, dynamic, extension) of the specified attribute. More... | |
MStatus | getAffectedAttributes (const MObject &attr, MObjectArray &affectedAttributes) const |
Returns an array of attributes that are affected by the attribute passed in. More... | |
MStatus | getAffectedByAttributes (const MObject &attr, MObjectArray &affectedByAttributes) const |
Returns an array of attributes that affect the attribute passed in, attr. More... | |
MPlug | findPlug (const MObject &attr, bool wantNetworkedPlug, MStatus *ReturnStatus=NULL) const |
Attempt to find a plug for the given attribute. More... | |
MPlug | findPlug (const MString &attrName, bool wantNetworkedPlug, MStatus *ReturnStatus=NULL) const |
Attempt to find a plug for the given attribute. More... | |
MPlug | findPlug (const MObject &attr, MStatus *ReturnStatus=NULL) const |
This method is obsolete. More... | |
MPlug | findPlug (const MString &attrName, MStatus *ReturnStatus=NULL) const |
This method is obsolete. More... | |
MStatus | addAttribute (const MObject &attr) |
Add a new dynamic attibute to this node. More... | |
MStatus | removeAttribute (const MObject &attr) |
Remove a dynamic attribute from a node. More... | |
MPxNode * | userNode (MStatus *ReturnStatus=NULL) const |
If the function set's node is a plug-in node, then this method will extract the MPxNode pointer from it. More... | |
bool | isFromReferencedFile (MStatus *ReturnStatus=NULL) const |
Indicates whether or not this node came from a referenced file. More... | |
bool | isShared (MStatus *ReturnStatus=NULL) const |
Indicates whether or not this node is shared. More... | |
bool | isTrackingEdits (MStatus *ReturnStatus=NULL) const |
Returns whether or not edits on the given node are being tracked by the generalized edit system. More... | |
bool | hasUniqueName (MStatus *ReturnStatus=NULL) const |
Indicates whether or not this node's name is unique within the scene. More... | |
MString | parentNamespace (MStatus *ReturnStatus=NULL) const |
Returns the name of the namespace in which this node resides. More... | |
bool | isLocked (MStatus *ReturnStatus=NULL) const |
Indicates whether or not this node is locked. More... | |
MStatus | setLocked (bool locked) |
Locks or unlocks this node. More... | |
bool | isNewAttribute (const MObject &attr, MStatus *ReturnStatus=NULL) const |
Indicates whether or not the specified attribute was added to this node within the current scene. More... | |
MStatus | setFlag (unsigned int flag, bool state) |
Sets the state of the specified flag for the node. More... | |
bool | isFlagSet (unsigned int flag, MStatus *ReturnStatus=NULL) const |
Retrieves the current state of the specified flag for a node. More... | |
bool | isDefaultNode (MStatus *ReturnStatus=NULL) const |
Returns true if the node is a default node. More... | |
MStatus | setDoNotWrite (bool flag) |
Use this method to mark the "do not write" state of this node. More... | |
bool | canBeWritten (MStatus *ReturnStatus=NULL) const |
Returns the do not write state of the node. More... | |
bool | hasAttribute (const MString &name, MStatus *ReturnStatus=NULL) const |
Returns true if the node already has an attribute with the given name. More... | |
MObject | getAliasAttr (bool force, MStatus *ReturnStatus=NULL) |
Returns the node's alias attribute, which is a special attribute used to store information about the node's attribute aliases. More... | |
bool | setAlias (const MString &alias, const MString &name, const MPlug &plug, bool add=true, MStatus *ReturnStatus=NULL) |
Sets or removes an alias (i.e. More... | |
bool | findAlias (const MString &alias, MObject &attrObj, MStatus *ReturnStatus=NULL) const |
Retrieves the attribute with the given alias. More... | |
bool | getAliasList (MStringArray &strArray, MStatus *ReturnStatus=NULL) |
Returns a list of all attribute aliases for this node. More... | |
MString | plugsAlias (const MPlug &plug, MStatus *ReturnStatus=NULL) |
Returns the alias for the plug's attribute or the empty string if that attribute has no alias. More... | |
MStatus | setIcon (const MString &filename) |
Associates a custom icon with the node for display in the Maya UI. More... | |
MString | icon (MStatus *ReturnStatus=NULL) const |
Returns the custom icon filename associated with the node. More... | |
MStatus | getExternalContent (MExternalContentInfoTable &table) const |
Returns the external content (files) that this node depends on. More... | |
MStatus | addExternalContentForFileAttr (MExternalContentInfoTable &table, const MObject &attr) const |
Adds content info to the specified table from a file path attribute. More... | |
MStatus | setExternalContentForFileAttr (const MObject &attr, const MExternalContentLocationTable &table) |
Sets content info in the specified attribute from the table. More... | |
MStatus | setExternalContent (const MExternalContentLocationTable &table) |
Changes the location of external content. More... | |
bool | affectsAnimation (MStatus *ReturnStatus=NULL) const |
Indicates whether or not this node is allowed to animate. More... | |
MStatus | setAffectsAnimation () |
Define a node can affect animation. More... | |
MString | setName (const MString &name, MStatus *ReturnStatus) |
NO SCRIPT SUPPORT. More... | |
MFnDependencyNode (const MObject &object, MStatus *ReturnStatus=NULL) | |
NO SCRIPT SUPPORT. More... | |
bool | getPlugsAlias (const MPlug &plug, MString &aliasName, MStatus *ReturnStatus=NULL) |
NO SCRIPT SUPPORT. More... | |
virtual const adsk::Data::Associations * | metadata (MStatus *ReturnStatus=NULL) const |
This method is not available in Python. More... | |
virtual MStatus | setMetadata (const adsk::Data::Associations &) |
This method is not available in Python. More... | |
virtual MStatus | deleteMetadata () |
This method is not available in Python. More... | |
virtual MStatus | validateMetadata (MString &errors) const |
This method is not available in Python. More... | |
MStatus | dgTimerOn () |
Indicates that this node should collect DG timing data whenever DG timing is enabled. More... | |
MStatus | dgTimerOff () |
Indicates that this node should no longer collect DG timing data when DG timing is enabled. More... | |
MdgTimerState | dgTimerQueryState (MStatus *ReturnStatus=NULL) |
The function returns the current on/off state of the node's timer. More... | |
MStatus | dgTimerReset () |
The function resets the dependency graph timers and counters for this node to zero. More... | |
double | dgTimer (const MdgTimerMetric timerMetric, const MdgTimerType timerType, MStatus *ReturnStatus=NULL) const |
The function returns the specified timer value for the current node. More... | |
MStatus | dgCallbacks (const MdgTimerType type, MStringArray &callbackName, MDoubleArray &value) |
Node callbacks that occur when timing is enabled get logged with the node and can be queried via this method. More... | |
MStatus | dgCallbackIds (const MdgTimerType type, const MString &callbackName, MCallbackIdArray &callbackId, MDoubleArray &value) |
This method provides a further breakdown of the per-callback time returned via dgCallbacks() by returning the data on a per-callbackId basis. More... | |
MStatus | addAttribute (const MObject &attr, MAttrClass type) |
This method is obsolete. More... | |
MStatus | removeAttribute (const MObject &attr, MAttrClass type) |
This method is obsolete. More... | |
Public Member Functions inherited from MFnBase | |
virtual | ~MFnBase () |
Class Destructor. More... | |
bool | hasObj (MFn::Type) const |
Determines whether or not the Function Set is compatible with the specified Maya Object within the API RTTI system. More... | |
bool | hasObj (const MObject &) const |
Determines whether or not the Function Set is compatible with the specified Maya Object within the API RTTI system. More... | |
MObject | object (MStatus *ReturnStatus=NULL) const |
Returns the MObject that is attached to the Function Set. More... | |
Static Public Member Functions | |
static const char * | className () |
Returns the name of this class. More... | |
static MObjectArray | getTopLevelAssemblies () |
Returns a list containing top-level assemblies. More... | |
Static Public Member Functions inherited from MFnDagNode | |
static const char * | className () |
Returns the name of this class. More... | |
Static Public Member Functions inherited from MFnDependencyNode | |
static const char * | className () |
Returns the name of this class. More... | |
static MString | classification (const MString &nodeTypeName) |
Retrieves the classification string for a node type. More... | |
static unsigned int | allocateFlag (const MString pluginName, MStatus *ReturnStatus=NULL) |
Allocates a node flag for sole use by the caller. More... | |
static MStatus | deallocateFlag (const MString pluginName, unsigned int flag) |
Deallocates a node flag which was previously allocated by a call to allocateFlag. More... | |
static MStatus | deallocateAllFlags (const MString pluginName) |
Deallocates all of the node flags which are currently allocated to the specified plugin. More... | |
static void | enableDGTiming (bool enable) |
Globally enables or disables the DG node timing mechanism. More... | |
Static Public Member Functions inherited from MFnBase | |
static const char * | className () |
Returns the name of this class. More... | |
static const char * | typeString (MFn::Type) |
Returns the type string for a given type. More... | |
static bool | isValid (MFn::Type) |
Returns true if type is in the range of valid types. More... | |
Function set for scene assembly.
An assembly is a node that is used to maintain a list of representations, and to keep one as the active representation. Correspondingly, representations can be activated and inactivated. In general, a representation can be a full hierarchy of animated geometry, but can also be as simple as a locator or a bounding box. The assembly can be used to activate the representation that best corresponds to a given task: a simple, fast-loading, fast-drawing representation for overall planning, or a more detailed representations for fine tuning.
The assembly API does not specify the implementation of representations. For example, representations can be actual DAG nodes, or data structures internal to the assembly that can be used to generate DAG nodes in the Maya scene graph on representation activation. In this function set as well as in MPxAssembly, representations are identified only by a string identifier. Representations in a single MPxAssembly must have unique string names. Representation name strings must not contain spaces and quotes, as these characters would cause argument parsing to fail when names are used in commands.
Representations are created from a set of representation types, which each assembly type must define. A representation of a given type will share properties (such as viewport appearance, or memory size) with other representations of the same type. Examples could include a "BoundingBox" representation type, or a "BakedGeometry" representation type. As with representation names, representation type name strings must not contain spaces and quotes. Representation type names are not used in the UI, and are not localized. Rather, each representation type has a corresponding type label that is used for this purpose. The representation type label can contain spaces and quotes, and should be localized.
An assembly object is also a DAG container. As such, operations on containers can be done on assemblies. For use of container functionality on assemblies, see function set MFnContainerNode.
Scene assembly nodes are DAG container nodes that provide the following services:
Assembly nodes have a single active representation, chosen from a list of available representations, to best suit the task at hand, and / or the size of the data set.
Assembly nodes represent a part of a scene that can be loaded and unloaded efficiently as a block, and that can be worked upon separately and cooperatively.
Assembly nodes can track certain edits done on their members. These edits are non-destructive and recorded separately from the representation data onto which they are applied.
Scene assembly is fully exposed through the OpenMaya API, and its Autodesk reference implementation is done through this API, to ensure parity of capability between third-party scene assembly node implementations, and Autodesk implementations.
MFnAssembly | ( | MObject & | object, |
MStatus * | ReturnStatus = NULL |
||
) |
MFnAssembly | ( | const MDagPath & | object, |
MStatus * | ReturnStatus = NULL |
||
) |
MFnAssembly | ( | const MObject & | object, |
MStatus * | ReturnStatus = NULL |
||
) |
|
virtual |
Function set type.
Return the class type : MFn::kAssembly.
Reimplemented from MFnDagNode.
|
static |
Returns the name of this class.
Return the class name : "MFnAssembly".
|
static |
Returns a list containing top-level assemblies.
These are assemblies that are not nested inside another assembly.
The runtime complexity of this method is linear in the number of top-level assemblies and top-level file references.
MString createRepresentation | ( | const MString & | input, |
const MString & | type, | ||
MDagModifier * | undoRedo = NULL , |
||
MStatus * | status = NULL |
||
) |
Create a representation and add it to the list of those managed by this node.
The input argument string is used as input data to the representation creation process. The semantics of this input are defined by the assembly derived class. The representation return value string is the representation name, after it has been added. The type of the representation is a property of the representation that expresses its commonality with other representations of this assembly type, for example a "Bounding Box" representation type. See the getRepType() method.
[in] | input | Input data for representation creation. |
[in] | type | Type of representation to create. |
[out] | undoRedo | Pointer to MDagModifier object, for undo / redo purposes. |
[out] | status | Return status. |
MString createRepresentation | ( | const MString & | input, |
const MString & | type, | ||
const MString & | representation, | ||
MDagModifier * | undoRedo = NULL , |
||
MStatus * | status = NULL |
||
) |
Create a representation and add it to the list of those managed by this node.
See alternate createRepresentation() overload for documentation. This overload version of createRepresentation() allows passing in a representation name. If passed in non-empty, the representation argument is used as a starting point for the representation name. This string value can be modified by the derived implementation to meet representation name uniqueness, or other constraints. If empty, the implementation is responsible for creating the representation name. The final representation name is returned by this method, after it has been added to the assembly.
[in] | input | Input data for representation creation. |
[in] | type | Type of representation to create. |
[in] | representation | Representation name starting point. |
[out] | undoRedo | Pointer to MDagModifier object, for undo / redo purposes. |
[out] | status | Return status. |
MStatus postLoad | ( | ) |
Method to initialize assemblies after their creation.
In general, postLoad() does not need to be called explicity by a plugin. Maya will call it automatically on any assembly node created by representation activation, to initialize the assembly node. See MPxAssembly::postLoad() for more details.
However, if an existing assembly needs to be re-initialized, because of a parameter change for example, the representation activation code path is obviously not involved. In such a case, the postLoad() re-initialization can be done by calling this method explicitly, so that Maya is made aware that the node is being re-initialized, and that for example, no edits should be recorded during this re-initialization.
Activate a representation.
The representation to activate is specified as a string name. Passing in an empty string argument means inactivate the previously-active representation (if any), and activate no representation.
If canActivate() is false, activate() will return failure.
[in] | representation | Representation to activate. |
Get the active representation in the list of representations.
If the list of representations is empty, the status code will be kSuccess, and the return string will be empty.
[out] | status | Return status. |
Activate a representation, but prevent any nested assemblies created and initialized during this activation from activating any of their representations.
Normal activation of a representation can create nested assemblies in the representation. Maya will call MPxAssembly::postLoad() automatically on these nested assemblies to initialize them. This initialization of nested assemblies can, in turn, call activate on a representation. activateNonRecursive() causes canActivate() to return false on these nested assemblies. An implementation of MPxAssembly::postLoad() should check canActivate() to determine whether it can activate a representation. Stopping the activation at the current assembly prunes recursive activation of representations.
If canActivate() is false, activateNonRecursive() will return failure.
The representation is specified as a string identifier. Passing in an empty string argument means inactivate the previously-active representation (if any), and activate no representation.
[in] | representation | Representation to activate. |
bool canActivate | ( | MStatus * | status = NULL | ) | const |
Determines whether this assembly can activate a representation, for the node attached to this function set.
For example, this method will return false for a nested assembly, during a call to activateNonRecursive() on the parent assembly.
If canActivate() is false, activate() and activateNonRecursive() will return failure.
[out] | status | Return status. |
Determines whether the given representation is the active representation for the node attached to this function set.
[in] | representation | Representation to query. |
[out] | status | Return status. |
This method is obsolete.
[From Maya 2019]
Get the initial representation to use when the assembly is first loaded.
This method is to be called by the assembly to determine which representation should be activated when the assembly is first initialized. An empty string will be returned if no initial representation is specified.
Plug-in writers can customize the manner in which the initial representation is determined. Refer to MPxAssembly::getInitialRep().
[out] | status | Return status |
Get the initial representation to use when the assembly is first loaded.
This method returns the representation which should be activated when the assembly is first initialized. The hasInitialRep parameter will be set to true if the assembly has an initial representation or false if no initial representation has been set. If the returned representation is the empty string and hasInitialRep is true it means that assembly has been explicitly set to have no initial representation
Plug-in writers can customize the manner in which the initial representation is determined. Refer to MPxAssembly::getInitialRep().
[out] | hasInitialRep | Return whether or not we have an initial representation |
[out] | status | Return status |
MStringArray getRepresentations | ( | MStatus * | status = NULL | ) | const |
Returns an array of the representations managed by the node attached to this function set.
[out] | status | Return status. |
Get the type of the specified representation.
The type string does not have to be user-readable, and does not have to be localized; the type label should be used for UI purposes. If the specified representation is not found in this assembly, an empty string is returned.
[in] | representation | Representation whose type must be returned. |
[out] | status | Return status. |
Get the label of the specified representation.
The label of a representation is a string that is meant to be shown in the UI and identify the representation meaningfully to a user. The representation label should support localization requirements. If the specified representation is not found in this assembly, an empty string is returned.
[in] | representation | Representation whose label must be returned. |
[out] | status | Return status. |
MStringArray repTypes | ( | MStatus * | status = NULL | ) | const |
Return the list of representation types that can be created for this assembly node.
[out] | status | Return status. |
Delete a representation managed by the node attached to this function set.
[in] | representation | Representation to delete. |
MStatus deleteAllRepresentations | ( | ) |
Delete all representations managed by the node attached to this function set.
Get the representations namespace of this assembly node.
This is the namespace where nodes created by the activation of a representation will be added. This namespace is shared by all representations. The name can be updated by Maya if a name clash occurs when the namespace is added to its parent namespace (see MPxAssembly::updateRepNamespace() for details).
[out] | status | Return status. |
MString setRepName | ( | const MString & | representation, |
const MString & | newName, | ||
MStatus * | status = NULL |
||
) |
Rename a representation.
The newName argument is used as a starting point for the new representation name. This string value can be modified by the derived implementation to meet representation name uniqueness, or other constraints. This method returns the final representation name.
[in] | representation | Current representation name. |
[in] | newName | New representation name starting point. |
[out] | status | Return status. |
Change the representation label.
[in] | representation | Representation name. |
[in] | label | New representation label. |
MStatus importFile | ( | const MString & | fileName, |
const char * | type = NULL , |
||
bool | preserveReferences = false , |
||
const char * | nameSpace = NULL , |
||
bool | ignoreVersion = false |
||
) |
Import the scene elements from the given file into this assembly.
See MFileIO::importFile() for more information. All elements imported from the file become members of the assembly. DAG nodes in the imported file that are parented to world are parented to the assembly. DAG nodes in the imported file whose parent is not world keep their existing parenting relationship.
[in] | fileName | name of the file from which to import objects |
[in] | type | if NULL, Maya will try to deduce the type of the file. If not NULL, it must contain a file type to use when importing the file. |
[in] | preserveReferences | Boolean to indicate whether the references need to be preserved. |
[in] | nameSpace | optional name of the namespace to use when importing objects. Use NULL for default of no namespace. |
[in] | ignoreVersion | Boolean to control whether to ignore version when importing a file. |
Get the fully-qualified (absolute) namespace for representations of this assembly node.
This is the namespace where nodes created by the activation of a representation will be added. This namespace is shared by all representations.
This namespace starts at the root namespace, contains the namespace of the assembly node, and ends (inclusively) with the representation namespace.
Two namespaces are optionally involved when dealing with an assembly node: the namespace of the assembly node itself, and the namespace of its representations. The representation namespace is a child of its assembly node's namespace. The assembly node's namespace is set by its containing assembly, if it is nested, or by the top-level file. Either the assembly node's namespace, or the representation namespace, or both, can be the empty string.
It should be noted that if the assembly node is nested, the assembly node's namespace will be (by virtue of its nesting) the representation namespace of its containing assembly.
[out] | status | Return status. |
bool isTopLevel | ( | MStatus * | status = NULL | ) | const |
Returns whether this assembly node is a top-level assembly.
An assembly node is a top-level assembly if no container in its (possibly empty) chain of nesting parent containers is an assembly. Of course, this includes the trivial case of its immediate parent container being null.
[out] | status | Return status. |
bool supportsEdits | ( | MStatus * | status = NULL | ) | const |
Does this assembly support edit tracking?
[out] | status | Return status |
bool supportsMemberChanges | ( | MStatus * | status = NULL | ) | const |
Can members of the assembly be changed?
If the assembly does not use Maya's edit tracking system (see supportsEdits()), does it support changes to its member nodes, outside of activation? If so, this means that any mutating operation on Maya nodes (parenting, connecting, disconnecting, renaming, deleting, setting attributes, adding attributes, removing attributes, locking) can be performed on member nodes of the assembly.
This method is only used if supportsEdits() returns false. If supportsEdits() returns true, Maya will track edits to assembly members, and the return value of supportsMemberChanges() will have no meaning.
When this method returns false, any mutating operation to member nodes of the assembly is prevented, and the assembly behaves as a read-only container of nodes. When this method returns true, the assembly supports changes to its member nodes.
This predicate is only used outside of representation activation. During activation, all types of changes to the assembly's members are allowed, including of course deleting the previous representation's nodes, and creating nodes for the new representation.
[out] | status | Return status |
Determines whether the given representation can apply edits to its data, for the node attached to this function set.
If an empty string is passed in as the representation name, this method will return false, since an invalid (or 'None') representation does not have any data and thus, cannot have edits applied to it. method will return false.
[in] | representation | Representation to query. |
[out] | status | Return status. |
bool handlesAddEdits | ( | MStatus * | status = NULL | ) | const |
Determines whether the assembly supplies edits to its data, for the node attached to this function set.
If this method returns true, Maya will call MPxAssembly::addEdits(). These edits will later be applied, either by Maya, or by the assembly through MPxAssembly::applyEdits(), if MPxAssembly::handlesApplyEdits() returns true.
Adding edits can be done by a plugin that implements its own persistency scheme. When an assembly node is brought into Maya through activation of a representation, this assembly can carry edits and make them known to Maya through the addEdits() method.
Edits can be added for any node in the assembly's representations, which includes edits to any nested assembly of this assembly. In a scene with multiple levels of nested assemblies, if more than one nested assembly has edits to a given lower-level nested assembly, edits are applied by Maya starting at the most nested assembly level, moving up the chain of nesting assemblies. In this way, the most nested assembly's edit are overridden by less nested assembly edits, if they edit the same attribute or connection.
[out] | status | Return status. |
Return the immediate parent assembly of this assembly if there is one, otherwise return a null object.
An assembly with no parent is a top level assembly.
[out] | status | Return status. |
MObjectArray getSubAssemblies | ( | MStatus * | status = NULL | ) | const |
Returns a list containing direct children of this assembly that are themselves assemblies, for the currently active representation.
The returned list will be empty if there are no assembly children of the currently active representation.
[out] | status | Return status. |