本文整理汇总了C++中Plug::clearChildren方法的典型用法代码示例。如果您正苦于以下问题:C++ Plug::clearChildren方法的具体用法?C++ Plug::clearChildren怎么用?C++ Plug::clearChildren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Plug
的用法示例。
在下文中一共展示了Plug::clearChildren方法的2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: loadShader
void ArnoldShader::loadShader( const std::string &shaderName, bool keepExistingValues )
{
IECoreArnold::UniverseBlock arnoldUniverse( /* writable = */ false );
const AtNodeEntry *shader = AiNodeEntryLookUp( AtString( shaderName.c_str() ) );
if( !shader )
{
throw Exception( str( format( "Shader \"%s\" not found" ) % shaderName ) );
}
Plug *parametersPlug = this->parametersPlug()->source<Plug>();
if( !keepExistingValues )
{
parametersPlug->clearChildren();
if( Plug *out = outPlug() )
{
removeChild( out );
}
}
const bool isLightShader = AiNodeEntryGetType( shader ) == AI_NODE_LIGHT;
namePlug()->setValue( AiNodeEntryGetName( shader ) );
int aiOutputType = AI_TYPE_POINTER;
string type = "ai:light";
if( !isLightShader )
{
const CompoundData *metadata = ArnoldShader::metadata();
const StringData *shaderTypeData = static_cast<const StringData*>( metadata->member<IECore::CompoundData>( "shader" )->member<IECore::Data>( "shaderType" ) );
if( shaderTypeData )
{
type = "ai:" + shaderTypeData->readable();
}
else
{
type = "ai:surface";
}
if( type == "ai:surface" )
{
aiOutputType = AiNodeEntryGetOutputType( shader );
}
}
if( !keepExistingValues && type == "ai:lightFilter" )
{
attributeSuffixPlug()->setValue( shaderName );
}
typePlug()->setValue( type );
ParameterHandler::setupPlugs( shader, parametersPlug );
ParameterHandler::setupPlug( "out", aiOutputType, this, Plug::Out );
}
示例2: loadShader
void OSLShader::loadShader( const std::string &shaderName, bool keepExistingValues )
{
Plug *existingOut = outPlug();
if( shaderName.empty() )
{
parametersPlug()->clearChildren();
namePlug()->setValue( "" );
typePlug()->setValue( "" );
if( existingOut )
{
existingOut->clearChildren();
}
return;
}
const char *searchPath = getenv( "OSL_SHADER_PATHS" );
OSLQuery query;
if( !query.open( shaderName, searchPath ? searchPath : "" ) )
{
throw Exception( query.geterror() );
}
const bool outPlugHadChildren = existingOut ? existingOut->children().size() : false;
if( !keepExistingValues )
{
// If we're not preserving existing values then remove all existing
// parameter plugs - the various plug creators above know that if a
// plug exists then they should preserve its values.
parametersPlug()->clearChildren();
if( existingOut )
{
existingOut->clearChildren();
}
}
m_metadata = NULL;
namePlug()->setValue( shaderName );
typePlug()->setValue( std::string( "osl:" ) + query.shadertype().c_str() );
const IECore::CompoundData *metadata = OSLShader::metadata();
const IECore::CompoundData *parameterMetadata = NULL;
if( metadata )
{
parameterMetadata = metadata->member<IECore::CompoundData>( "parameter" );
}
loadShaderParameters( query, parametersPlug(), parameterMetadata );
if( !existingOut || existingOut->typeId() != Plug::staticTypeId() )
{
PlugPtr outPlug = new Plug( "out", Plug::Out, Plug::Default | Plug::Dynamic );
if( existingOut )
{
// We had an out plug but it was the wrong type (we used
// to use a CompoundPlug before that was deprecated). Move
// over any existing child plugs onto our replacement.
for( PlugIterator it( existingOut ); !it.done(); ++it )
{
outPlug->addChild( *it );
}
}
setChild( "out", outPlug );
}
if( query.shadertype() == "shader" )
{
loadShaderParameters( query, outPlug(), parameterMetadata );
}
else
{
outPlug()->clearChildren();
}
if( static_cast<bool>( outPlug()->children().size() ) != outPlugHadChildren )
{
// OSLShaderUI registers a dynamic metadata entry which depends on whether or
// not the plug has children, so we must notify the world that the value will
// have changed.
Metadata::plugValueChangedSignal()( staticTypeId(), "out", "nodule:type", outPlug() );
}
}