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support maya on windows
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@ -358,6 +358,7 @@
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// Is Maya installed? This matters only to programs in PANDATOOL.
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#define MAYA_LOCATION /usr/aw/maya3.0
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#defer MAYA_LIBS $[if $[WINDOWS_PLATFORM],Foundation.lib OpenMaya.lib]
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#defer HAVE_MAYA $[isdir $[MAYA_LOCATION]]
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@ -213,7 +213,8 @@
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#if $[and $[HAVE_MAYA],$[MAYA_LOCATION]]
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#define maya_ipath $[MAYA_LOCATION]/include
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#define maya_lpath $[MAYA_LOCATION]/lib
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#define maya_ld $[MAYA_LOCATION]/bin/mayald
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#define maya_ld $[wildcard $[MAYA_LOCATION]/bin/mayald]
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#define maya_libs $[MAYA_LIBS]
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#endif
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#if $[HAVE_IPC]
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@ -1,5 +1,16 @@
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#define DIRECTORY_IF_MAYA yes
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#define binary_name maya2egg
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#if $[UNIX_PLATFORM]
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// On Unix, we need maya2egg to be a script that sets the
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// LD_LIBRARY_PATH variable and then invokes the application. On
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// Windows, this path seems to get built into the executable so
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// there's no need. (Don't know why they didn't decide to compile
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// it in also on Unix.)
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#set binary_name maya2egg_bin
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#begin sed_bin_target
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#define TARGET maya2egg
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@ -8,14 +19,19 @@
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#end sed_bin_target
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#endif // $[UNIX_PLATFORM]
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#begin bin_target
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#define USE_MAYA yes
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#define TARGET maya2egg_bin
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#define TARGET $[binary_name]
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#define LOCAL_LIBS \
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eggbase progbase
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#define OTHER_LIBS \
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egg:c linmath:c putil:c express:c panda:m \
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dtoolutil:c dtoolbase:c dconfig:c dtool:m
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egg:c pandaegg:m \
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linmath:c putil:c panda:m \
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express:c pandaexpress:m \
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dtoolutil:c dtoolbase:c dconfig:c dtoolconfig:m dtool:m pystub
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#define UNIX_SYS_LIBS \
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m
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@ -19,7 +19,7 @@
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#ifndef GLOBAL_PARAMETERS_H
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#define GLOBAL_PARAMETERS_H
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#include <pandatoolbase.h>
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#include "pandatoolbase.h"
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extern int verbose;
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extern bool polygon_output;
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@ -19,15 +19,17 @@
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#include "mayaFile.h"
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#include "mayaShader.h"
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#include "global_parameters.h"
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#include "maya_funcs.h"
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#include <eggData.h>
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#include <eggGroup.h>
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#include <eggVertex.h>
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#include <eggVertexPool.h>
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#include <eggNurbsSurface.h>
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#include <eggNurbsCurve.h>
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#include <eggPolygon.h>
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#include "eggData.h"
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#include "eggGroup.h"
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#include "eggVertex.h"
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#include "eggVertexPool.h"
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#include "eggNurbsSurface.h"
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#include "eggNurbsCurve.h"
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#include "eggPolygon.h"
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#include "pre_maya_include.h"
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#include <maya/MArgList.h>
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#include <maya/MColor.h>
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#include <maya/MDagPath.h>
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@ -55,6 +57,7 @@
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#include <maya/MTransformationMatrix.h>
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#include <maya/MVector.h>
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#include <maya/MTesselationParams.h>
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#include "post_maya_include.h"
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MayaFile::
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MayaFile() {
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@ -727,10 +730,10 @@ make_polyset(const MDagPath &dag_path, MFnMesh mesh,
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// Determine the shader for this particular polygon.
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int index = pi.index();
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assert(index >= 0 && index < poly_shader_indices.length());
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assert(index >= 0 && index < (int)poly_shader_indices.length());
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int shader_index = poly_shader_indices[index];
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if (shader_index != -1) {
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assert(shader_index >= 0 && shader_index < shaders.length());
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assert(shader_index >= 0 && shader_index < (int)shaders.length());
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MObject engine = shaders[shader_index];
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MayaShader *shader =
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_shaders.find_shader_for_shading_engine(engine);
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@ -19,11 +19,9 @@
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#ifndef MAYAFILE_H
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#define MAYAFILE_H
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#include <pandatoolbase.h>
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#include "pandatoolbase.h"
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#include "mayaShaders.h"
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#include <eggTextureCollection.h>
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#include "eggTextureCollection.h"
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class EggData;
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class EggGroup;
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@ -21,10 +21,11 @@
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#include "mayaFile.h"
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#include "global_parameters.h"
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#include <eggPrimitive.h>
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#include <eggTexture.h>
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#include <eggTextureCollection.h>
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#include "eggPrimitive.h"
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#include "eggTexture.h"
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#include "eggTextureCollection.h"
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#include "pre_maya_include.h"
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#include <maya/MFnDependencyNode.h>
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#include <maya/MFnLambertShader.h>
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#include <maya/MPlug.h>
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@ -32,6 +33,7 @@
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#include <maya/MColor.h>
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#include <maya/MObject.h>
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#include <maya/MStatus.h>
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#include "post_maya_include.h"
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MayaShader::
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MayaShader(MObject engine) {
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@ -19,12 +19,10 @@
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#ifndef MAYASHADER_H
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#define MAYASHADER_H
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#include <pandatoolbase.h>
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#include "pandatoolbase.h"
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#include <luse.h>
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#include <lmatrix.h>
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#include <string>
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#include "luse.h"
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#include "lmatrix.h"
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class MObject;
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class MayaFile;
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@ -19,13 +19,16 @@
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#include "mayaShaders.h"
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#include "mayaShader.h"
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#include "global_parameters.h"
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#include "maya_funcs.h"
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#include "pre_maya_include.h"
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#include <maya/MStatus.h>
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#include <maya/MObject.h>
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#include <maya/MFnDependencyNode.h>
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#include <maya/MPlug.h>
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#include <maya/MPlugArray.h>
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#include <maya/MFn.h>
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#include "post_maya_include.h"
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MayaShader *MayaShaders::
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find_shader_for_node(MObject node) {
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#ifndef MAYASHADERS_H
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#define MAYASHADERS_H
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#include <pandatoolbase.h>
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#include "pandatoolbase.h"
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#include "pmap.h"
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#include <string>
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class MayaShader;
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class MObject;
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#include "mayaToEgg.h"
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#include "global_parameters.h"
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#include "pre_maya_include.h"
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#include <maya/MGlobal.h>
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#include "post_maya_include.h"
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEgg::Constructor
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#ifndef MAYATOEGG_H
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#define MAYATOEGG_H
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#include <pandatoolbase.h>
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#include "pandatoolbase.h"
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#include "mayaFile.h"
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#include <somethingToEgg.h>
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#include "somethingToEgg.h"
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////////////////////////////////////////////////////////////////////
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// Class : MayaToEgg
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//
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////////////////////////////////////////////////////////////////////
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#include <maya/MFnAttribute.h>
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#include <maya/MPlug.h>
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#include <maya/MStatus.h>
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#include <maya/MFnDependencyNode.h>
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#include <maya/MObject.h>
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template<class ValueType>
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bool
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get_maya_attribute(MObject &node, const string &attribute_name,
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#include "maya_funcs.h"
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#include "pre_maya_include.h"
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#include <maya/MObject.h>
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#include <maya/MAngle.h>
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#include <maya/MFnDependencyNode.h>
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#include <maya/MStatus.h>
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#include <maya/MFnStringData.h>
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#include <maya/MFnNumericData.h>
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#include "post_maya_include.h"
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bool
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get_bool_attribute(MObject &node, const string &attribute_name,
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#ifndef MAYA_FUNCS_H
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#define MAYA_FUNCS_H
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#include <pandatoolbase.h>
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#include "pandatoolbase.h"
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#include "luse.h"
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#include <luse.h>
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#include <string>
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#include "pre_maya_include.h"
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#include <maya/MFnAttribute.h>
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#include <maya/MPlug.h>
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#include <maya/MStatus.h>
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#include <maya/MFnDependencyNode.h>
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#include <maya/MObject.h>
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#include <maya/MString.h>
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#include <maya/MVector.h>
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#include "post_maya_include.h"
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class MObject;
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@ -55,6 +62,17 @@ get_string_attribute(MObject &node, const string &attribute_name,
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void
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describe_maya_attribute(MObject &node, const string &attribute_name);
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// Also, we must define some output functions for Maya objects, since
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// we can't use those built into Maya (which forward-defines the
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// ostream type incorrectly).
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INLINE ostream &operator << (ostream &out, const MString &str) {
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return out << str.asChar();
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}
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INLINE ostream &operator << (ostream &out, const MVector &vec) {
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return out << vec.x << " " << vec.y << " " << vec.z;
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}
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#include "maya_funcs.I"
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#endif
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24
pandatool/src/maya/post_maya_include.h
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24
pandatool/src/maya/post_maya_include.h
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@ -0,0 +1,24 @@
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// Filename: post_maya_include.h
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// Created by: drose (11Apr02)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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// This header file works in conjunction with pre_maya_include.h; it
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// cleans up some of the definitions that it left open.
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// Remove the symbols defined from pre_maya_include.h.
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#undef ostream
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#undef istream
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pandatool/src/maya/pre_maya_include.h
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35
pandatool/src/maya/pre_maya_include.h
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@ -0,0 +1,35 @@
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// Filename: pre_maya_include.h
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// Created by: drose (11Apr02)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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// This header file defines a few things that are necessary to define
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// before including any Maya headers, just to work around some of
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// Maya's assumptions about the compiler. It must not try to protect
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// itself from multiple inclusion with #ifdef .. #endif, since it must
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// be used each time it is included.
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// Maya will try to typedef bool unless this symbol is defined.
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#ifndef _BOOL
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#define _BOOL 1
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#endif
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// Maya tries to make a forward declaration for class ostream, but
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// this is not necessarily a class! Curses. We can't use any of the
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// built-in Maya stream operators, and we have to protect ourselves
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// from them.
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#define ostream maya_ostream
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#define istream maya_istream
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