本文整理汇总了C++中sceneinterface::NameList::push_back方法的典型用法代码示例。如果您正苦于以下问题:C++ NameList::push_back方法的具体用法?C++ NameList::push_back怎么用?C++ NameList::push_back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sceneinterface::NameList
的用法示例。
在下文中一共展示了NameList::push_back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: sceneShapeAttributeNames
void SceneShape::sceneShapeAttributeNames( const MDagPath &p, SceneInterface::NameList &attributeNames )
{
MDagPath dagPath;
SceneShape *sceneShape = findScene( p, false, &dagPath );
if ( !sceneShape )
{
return;
}
SceneInterface::NameList sceneAttrNames;
ConstSceneInterfacePtr scene = sceneShape->getSceneInterface();
if ( !scene )
{
return;
}
scene->attributeNames( sceneAttrNames );
attributeNames.insert( attributeNames.end(), sceneAttrNames.begin(), sceneAttrNames.end() );
MFnDagNode fnChildDag( dagPath );
if( !fnChildDag.isIntermediateObject() && hasSceneShapeLink( p ) )
{
attributeNames.push_back( LinkedScene::linkAttribute );
}
}
示例2: attributeNames
void OBJ_SceneCacheTransform::attributeNames( const OP_Node *node, SceneInterface::NameList &attrs )
{
// make sure its a SceneCacheNode
if ( !node->hasParm( pFile.getToken() ) || !node->hasParm( pRoot.getToken() ) )
{
return;
}
const SceneCacheNode<OP_Node> *sceneNode = reinterpret_cast< const SceneCacheNode<OP_Node>* >( node );
/// \todo: do we need to ensure the file exists first?
ConstSceneInterfacePtr scene = OBJ_SceneCacheTransform::scene( sceneNode->getFile(), sceneNode->getPath() );
if ( !scene )
{
return;
}
scene->attributeNames( attrs );
const char *expanded = pExpanded.getToken();
if ( node->hasParm( expanded ) && !node->evalInt( expanded, 0, 0 ) )
{
attrs.push_back( LinkedScene::linkAttribute );
}
}