本文整理汇总了C++中MFnEnumAttribute::setHidden方法的典型用法代码示例。如果您正苦于以下问题:C++ MFnEnumAttribute::setHidden方法的具体用法?C++ MFnEnumAttribute::setHidden怎么用?C++ MFnEnumAttribute::setHidden使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MFnEnumAttribute
的用法示例。
在下文中一共展示了MFnEnumAttribute::setHidden方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: initialize
MStatus mpBox::initialize()
{
MFnNumericAttribute nAttr;
MFnEnumAttribute enumAttr;
// add the custom attributes for mpBox //
_COMMON_ATTR_INIT_;
aXsize = nAttr.create( "xsize", "xsz", MFnNumericData::kFloat);
nAttr.setDefault(0.5f);
nAttr.setKeyable(1);
nAttr.setReadable(1);
nAttr.setWritable(1);
nAttr.setStorable(1);
aYsize = nAttr.create( "ysize", "ysz", MFnNumericData::kFloat);
nAttr.setDefault(0.5f);
nAttr.setKeyable(1);
nAttr.setReadable(1);
nAttr.setWritable(1);
nAttr.setStorable(1);
aZsize = nAttr.create( "zsize", "zsz", MFnNumericData::kFloat);
nAttr.setDefault(0.5f);
nAttr.setKeyable(1);
nAttr.setReadable(1);
nAttr.setWritable(1);
nAttr.setStorable(1);
aDrawType = enumAttr.create( "drawType" , "dt");
enumAttr.addField("wireframe", 0);
enumAttr.addField("shaded", 1);
enumAttr.addField("normal", 2);
enumAttr.setHidden(false);
enumAttr.setKeyable(true);
enumAttr.setDefault(2);
addAttribute(aXsize);
addAttribute(aYsize);
addAttribute(aZsize);
addAttribute(aDrawType);
return MS::kSuccess;
}
示例2: initialize
// DESCRIPTION:
//
MStatus PtexColorNode::initialize()
{
MStatus status;
MFnNumericAttribute numericAttribute;
// Input attributes
MFnTypedAttribute fileNameAttribute;
aPtexFileName = fileNameAttribute.create( "ptexFileName", "f", MFnData::kString );
MAKE_INPUT( fileNameAttribute );
fileNameAttribute.setConnectable(false);
MFnEnumAttribute enumAttribute;
aPtexFilterType = enumAttribute.create( "ptexFilterType", "t", 0, &status );
MCHECKERROR( status, "create filterType attribute" );
enumAttribute.addField( "Point", 0 );
enumAttribute.addField( "Bilinear", 1 );
enumAttribute.addField( "Box", 2 );
enumAttribute.addField( "Gaussian", 3 );
enumAttribute.addField( "Bicubic", 4 );
enumAttribute.addField( "BSpline", 5 );
enumAttribute.addField( "CatmullRom", 6 );
enumAttribute.addField( "Mitchell", 7 );
enumAttribute.setHidden( false );
MAKE_INPUT( enumAttribute );
enumAttribute.setConnectable(false);
MCHECKERROR( status, "Error adding shapeType attribute." );
MFnNumericAttribute filterSizeAttribute;
aPtexFilterSize = filterSizeAttribute.create( "ptexFilterSize", "s", MFnNumericData::kFloat, 1.0 );
MAKE_INPUT( filterSizeAttribute );
filterSizeAttribute.setConnectable(false);
// Implicit shading network attributes
MObject child1 = numericAttribute.create( "uCoord", "u", MFnNumericData::kFloat);
MObject child2 = numericAttribute.create( "vCoord", "v", MFnNumericData::kFloat);
aUVPos = numericAttribute.create( "uvCoord", "uv", child1, child2);
MAKE_INPUT( numericAttribute );
CHECK_MSTATUS( numericAttribute.setHidden(true) );
child1 = numericAttribute.create( "uvFilterSizeX", "fsx", MFnNumericData::kFloat);
child2 = numericAttribute.create( "uvFilterSizeY", "fsy", MFnNumericData::kFloat);
aUVSize = numericAttribute.create( "uvFilterSize", "fs", child1, child2 );
MAKE_INPUT( numericAttribute );
CHECK_MSTATUS( numericAttribute.setHidden(true) );
// Output attributes
aOutColor = numericAttribute.createColor("outColor", "oc");
MAKE_OUTPUT(numericAttribute);
// Add attributes to the node database.
CHECK_MSTATUS( addAttribute(aPtexFileName) );
CHECK_MSTATUS( addAttribute(aPtexFilterType) );
CHECK_MSTATUS( addAttribute(aPtexFilterSize) );
CHECK_MSTATUS( addAttribute(aUVPos) );
CHECK_MSTATUS( addAttribute(aUVSize) );
CHECK_MSTATUS( addAttribute(aOutColor) );
// All input affect the output color
CHECK_MSTATUS( attributeAffects( aPtexFileName, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aPtexFilterSize, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aPtexFilterType, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aUVPos, aOutColor ) );
CHECK_MSTATUS( attributeAffects( aUVSize, aOutColor ) );
return MS::kSuccess;
}
示例3: initialize
MStatus worldSettingNode::initialize()
{
MStatus stat;
MFnNumericAttribute numAttr;
MFnEnumAttribute enumAttr;
backgroundTypes=enumAttr.create("BackgroundTypes","wbaty",0);
enumAttr.addField("Single Color",0);
enumAttr.addField("Gradient",1);
enumAttr.addField("Texture",2);
enumAttr.addField("Sunsky",3);
enumAttr.addField("DarkTide's Sunsky",4);
//MCHECKERROR(stat, "create background types");
enumAttr.setKeyable(true);
enumAttr.setStorable(true);
enumAttr.setHidden(true);
volumeInitTypes=enumAttr.create("VolumeTypes","wvoty",0);
enumAttr.addField("None",0);
enumAttr.addField("Single Scatter",1);
enumAttr.addField("Sky",2);
//MCHECKERROR(stat, "create volume types");
enumAttr.setKeyable(true);
enumAttr.setStorable(true);
DSSkyColorSpaces=enumAttr.create("DarkTideSunskyColorSpaces","wdasu",0);
enumAttr.addField("CIEE",0);
enumAttr.addField("CIED50",1);
enumAttr.addField("sRBGD65",2);
enumAttr.addField("sRGBD50",3);
//MCHECKERROR(stat, "create DarkTide's sunsky color spaces");
enumAttr.setKeyable(true);
enumAttr.setStorable(true);
backgroundColor=numAttr.createColor("BackgroundColor","wbaco");
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setDefault(0.0,0.0,0.0);
//gradient attribute
horizonColor=numAttr.createColor("HorizonColor","whoco");
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setDefault(0.1,0.8,0.5);
zenithColor=numAttr.createColor("ZenithColor","wzeco");
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setDefault(0.4,0.5,0.1);
horGroundColor=numAttr.createColor("HorGroundColor","whgco");
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setDefault(0.4,0.5,0.6);
zenGroundColor=numAttr.createColor("ZenGroundColor","wzgco");
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setDefault(0.9,0.5,0.2);
//texture attribute
texRotation=numAttr.create("TextureRotation","wtero",MFnNumericData::kFloat,0.0);
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setMin(0.0f);
numAttr.setMax(360.0f);
//sunsky attribute
turbidity=numAttr.create("Turbidity","wtu",MFnNumericData::kFloat,1.0);
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setMin(1.0f);
numAttr.setMax(20.0f);
AHorBrght=numAttr.create("AHorBrght","wahb",MFnNumericData::kFloat,0.0);
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setMin(0.0f);
numAttr.setMax(10.0f);
BHorSprd=numAttr.create("BHorSprd","wbhs",MFnNumericData::kFloat,0.0);
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setMin(0.0f);
numAttr.setMax(10.0f);
CSunBrght=numAttr.create("CSunBrght","wcsb",MFnNumericData::kFloat,0.0);
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setMin(0.0f);
numAttr.setMax(10.0f);
DSunSize=numAttr.create("DSunsize","wdss",MFnNumericData::kFloat,0.0);
numAttr.setKeyable(true);
numAttr.setStorable(true);
numAttr.setMin(0.0f);
numAttr.setMax(10.0f);
EBacklight=numAttr.create("EBacklight","webl",MFnNumericData::kFloat,0.0);
numAttr.setKeyable(true);
//.........这里部分代码省略.........
示例4: initialize
MStatus VmIslandNode::initialize()
{
fprintf( stderr, "VmIslandNode::initialize()...\n" );
MStatus status;
//Seed attribute
{
MFnNumericAttribute numericAttrFn;
ia_seed = numericAttrFn.create( "seed", "sD", MFnNumericData::kLong, 0, & status );
CHECK_MSTATUS( status );
numericAttrFn.setReadable( true );
numericAttrFn.setWritable( true );
numericAttrFn.setStorable( true );
numericAttrFn.setKeyable( true );
numericAttrFn.setConnectable( true );
numericAttrFn.setHidden( false );
numericAttrFn.setMin( 0 );
numericAttrFn.setMax( 1000 );
numericAttrFn.setDefault ( 0 );
status = addAttribute( ia_seed );
CHECK_MSTATUS( status );
}
//Roughness attribute
{
MFnNumericAttribute numericAttrFn;
ia_roughness = numericAttrFn.create( "roughness", "rG", MFnNumericData::kFloat, 0, & status );
CHECK_MSTATUS( status );
numericAttrFn.setReadable( true );
numericAttrFn.setWritable( true );
numericAttrFn.setStorable( true );
numericAttrFn.setKeyable( true );
numericAttrFn.setConnectable( true );
numericAttrFn.setHidden( false );
numericAttrFn.setMin( 0 );
numericAttrFn.setMax( 1 );
numericAttrFn.setDefault ( 0.75 );
status = addAttribute( ia_roughness );
CHECK_MSTATUS( status );
}
//Plane Height attribute
{
MFnNumericAttribute numericAttrFn;
ia_planeHeight = numericAttrFn.create( "planeHeight", "pH", MFnNumericData::kLong, 0, & status );
CHECK_MSTATUS( status );
numericAttrFn.setReadable( true );
numericAttrFn.setWritable( true );
numericAttrFn.setStorable( true );
numericAttrFn.setKeyable( true );
numericAttrFn.setConnectable( true );
numericAttrFn.setHidden( false );
numericAttrFn.setMin( 0 );
numericAttrFn.setMax( 2000 );
numericAttrFn.setDefault ( 5 );
status = addAttribute( ia_planeHeight );
CHECK_MSTATUS( status );
}
//Plane smoothing attribute
{
MFnNumericAttribute numericAttrFn;
ia_smooth = numericAttrFn.create( "smoothingStrength", "sS", MFnNumericData::kLong, 0, & status );
CHECK_MSTATUS( status );
numericAttrFn.setReadable( true );
numericAttrFn.setWritable( true );
numericAttrFn.setStorable( true );
numericAttrFn.setKeyable( true );
numericAttrFn.setConnectable( true );
numericAttrFn.setHidden( false );
numericAttrFn.setMin( 0 );
numericAttrFn.setMax( 6 );
numericAttrFn.setDefault ( 1 );
status = addAttribute( ia_smooth );
CHECK_MSTATUS( status );
}
//Plane resolution attribute
{
MFnNumericAttribute numericAttrFn;
ia_resolution = numericAttrFn.create( "mayaResolution", "mR", MFnNumericData::kLong, 0, & status );
CHECK_MSTATUS( status );
numericAttrFn.setReadable( true );
numericAttrFn.setWritable( true );
numericAttrFn.setStorable( true );
numericAttrFn.setKeyable( true );
numericAttrFn.setConnectable( true );
numericAttrFn.setHidden( false );
numericAttrFn.setMin( 1 );
numericAttrFn.setMax( 10 );
numericAttrFn.setDefault ( 1 );
status = addAttribute( ia_resolution );
CHECK_MSTATUS( status );
}
//Renderman resolution attribute
{
MFnNumericAttribute numericAttrFn;
ia_rmanResolution = numericAttrFn.create( "rendermanResolution", "rR", MFnNumericData::kLong, 0, & status );
//.........这里部分代码省略.........
示例5: initialize
MStatus meshOpNode::initialize()
//
// Description:
// This method is called to create and initialize all of the attributes
// and attribute dependencies for this node type. This is only called
// once when the node type is registered with Maya.
//
// Return Values:
// MS::kSuccess
// MS::kFailure
//
{
MStatus status;
MFnTypedAttribute attrFn;
MFnEnumAttribute enumFn;
cpList = attrFn.create("inputComponents", "ics",
MFnComponentListData::kComponentList);
attrFn.setStorable(true); // To be stored during file-save
opType = enumFn.create("operationType", "oprt", 0, &status);
enumFn.addField("subd_edges", 0);
enumFn.addField("subd_faces", 1);
enumFn.setHidden(false);
enumFn.setKeyable(true);
enumFn.setStorable(true); // To be stored during file-save
inMesh = attrFn.create("inMesh", "im", MFnMeshData::kMesh);
attrFn.setStorable(true); // To be stored during file-save
// Attribute is read-only because it is an output attribute
//
outMesh = attrFn.create("outMesh", "om", MFnMeshData::kMesh);
attrFn.setStorable(false);
attrFn.setWritable(false);
// Add the attributes we have created to the node
//
status = addAttribute( cpList );
if (!status)
{
status.perror("addAttribute");
return status;
}
status = addAttribute( opType );
if (!status)
{
status.perror("addAttribute");
return status;
}
status = addAttribute( inMesh );
if (!status)
{
status.perror("addAttribute");
return status;
}
status = addAttribute( outMesh);
if (!status)
{
status.perror("addAttribute");
return status;
}
// Set up a dependency between the input and the output. This will cause
// the output to be marked dirty when the input changes. The output will
// then be recomputed the next time the value of the output is requested.
//
status = attributeAffects( inMesh, outMesh );
if (!status)
{
status.perror("attributeAffects");
return status;
}
status = attributeAffects( cpList, outMesh );
if (!status)
{
status.perror("attributeAffects");
return status;
}
status = attributeAffects( opType, outMesh );
if (!status)
{
status.perror("attributeAffects");
return status;
}
return MS::kSuccess;
}
示例6: initialize
MStatus NuiMayaDeviceGrabber::initialize()
//
// Description:
// This method is called to create and initialize all of the attributes
// and attribute dependencies for this node type. This is only called
// once when the node type is registered with Maya.
//
// Return Values:
// MS::kSuccess
// MS::kFailure
//
{
// This sample creates a single input float attribute and a single
// output float attribute.
//
MFnNumericAttribute nAttr;
MFnTypedAttribute typedAttr;
MFnUnitAttribute unitAttr;
MFnEnumAttribute enumAttr;
MStatus stat;
aTime = unitAttr.create( "time", "tm",
MFnUnitAttribute::kTime,
0.0, &stat );
stat = addAttribute( aTime );
if (!stat) { stat.perror("addAttribute time"); return stat;}
aUseCache = nAttr.create( "useCache", "uc", MFnNumericData::kBoolean, false );
// Attribute will be written to files when this type of node is stored
nAttr.setStorable(true);
// Attribute is keyable and will show up in the channel box
stat = addAttribute( aUseCache );
if (!stat) { stat.perror("addAttribute"); return stat;}
aDeviceOn = nAttr.create( "deviceOn", "do", MFnNumericData::kBoolean, false );
// Attribute will be written to files when this type of node is stored
nAttr.setStorable(true);
// Attribute is keyable and will show up in the channel box
stat = addAttribute( aDeviceOn );
if (!stat) { stat.perror("addAttribute"); return stat;}
aDeviceMode = enumAttr.create( "deviceMode", "dm", NuiRGBDDeviceController::EDeviceMode_VertexColorCamera, &stat );
if (!stat) { stat.perror("create DeviceMode attribute"); return stat;}
stat = enumAttr.addField( "Depth,Color", NuiRGBDDeviceController::EDeviceMode_DepthColor );
if (!stat) { stat.perror("add enum type DepthColor"); return stat;}
stat = enumAttr.addField( "Depth,Color,Player", NuiRGBDDeviceController::EDeviceMode_VertexColorCamera );
if (!stat) { stat.perror("add enum type DepthColorPlayer"); return stat;}
stat = enumAttr.addField( "Depth,Color,Skeleton", NuiRGBDDeviceController::EDeviceMode_VertexColorSkeleton );
if (!stat) { stat.perror("add enum type DepthColorSkeleton"); return stat;}
stat = enumAttr.addField( "Depth,Color,Skeleton,Face", NuiRGBDDeviceController::EDeviceMode_VertexColorSkeletonFace );
if (!stat) { stat.perror("add enum type DepthColorSkeletonFace"); return stat;}
stat = enumAttr.addField( "Depth,Color,Skeleton,Gesture", NuiRGBDDeviceController::EDeviceMode_VertexColorSkeletonGesture );
if (!stat) { stat.perror("add enum type DepthColorSkeletonGesture"); return stat;}
stat = enumAttr.addField( "Color", NuiRGBDDeviceController::EDeviceMode_Color );
if (!stat) { stat.perror("add enum type Color"); return stat;}
stat = enumAttr.addField( "Depth", NuiRGBDDeviceController::EDeviceMode_Vertex );
if (!stat) { stat.perror("add enum type Depth"); return stat;}
stat = enumAttr.addField( "Skeleton", NuiRGBDDeviceController::EDeviceMode_Skeleton );
if (!stat) { stat.perror("add enum type Skeleton"); return stat;}
stat = enumAttr.addField( "Fusion", NuiRGBDDeviceController::EDeviceMode_Fusion );
if (!stat) { stat.perror("add enum type fusion"); return stat;}
CHECK_MSTATUS( enumAttr.setHidden( false ) );
CHECK_MSTATUS( enumAttr.setKeyable( false ) );
stat = addAttribute( aDeviceMode );
if (!stat) { stat.perror("addAttribute"); return stat;}
aNearMode = nAttr.create( "nearMode", "ne", MFnNumericData::kBoolean, false );
// Attribute will be written to files when this type of node is stored
nAttr.setStorable(true);
// Attribute is keyable and will show up in the channel box
stat = addAttribute( aNearMode );
if (!stat) { stat.perror("addAttribute"); return stat;}
aElevationAngle = nAttr.create( "elevationAngle", "ea", MFnNumericData::kInt, 0 );
// Attribute will be written to files when this type of node is stored
nAttr.setStorable(true);
nAttr.setKeyable(true);
nAttr.setMin(-27);
nAttr.setMax(27);
// Attribute is keyable and will show up in the channel box
stat = addAttribute( aElevationAngle );
if (!stat) { stat.perror("addAttribute"); return stat;}
aPreviewerOn = nAttr.create( "previewerOn", "po", MFnNumericData::kBoolean, false );
// Attribute will be written to files when this type of node is stored
nAttr.setStorable(true);
// Attribute is keyable and will show up in the channel box
stat = addAttribute( aPreviewerOn );
if (!stat) { stat.perror("addAttribute"); return stat;}
aKinFuOn = nAttr.create( "fusionOn", "fo", MFnNumericData::kBoolean, false );
// Attribute will be written to files when this type of node is stored
nAttr.setStorable(true);
// Attribute is keyable and will show up in the channel box
stat = addAttribute( aKinFuOn );
if (!stat) { stat.perror("addAttribute"); return stat;}
aVolumeVoxelSize = nAttr.create( "volumeVoxelSize", "vvs", MFnNumericData::kFloat, 0.01f );
// Attribute will be written to files when this type of node is stored
nAttr.setStorable(true);
//.........这里部分代码省略.........