//-***************************************************************************** // // Copyright (c) 2012, // Sony Pictures Imageworks Inc. and // Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd. // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Sony Pictures Imageworks, nor // Industrial Light & Magic, nor the names of their contributors may be used // to endorse or promote products derived from this software without specific // prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // //-***************************************************************************** #include #include #include using namespace boost::python; //-***************************************************************************** void register_omaterial() { // OMaterial // register_OSchemaObject( "OMaterial" ); // OSchema base class // register_OSchema( "OSchema_Material" ); // OMaterialSchema // class_ > >( "OMaterialSchema", "The OMaterialSchema class is a material schema writer", init<>() ) .def( "setShader", &AbcM::OMaterialSchema::setShader ) .def( "getShaderParameters", &AbcM::OMaterialSchema::getShaderParameters ) .def( "addNetworkNode", &AbcM::OMaterialSchema::addNetworkNode ) .def( "setNetworkNodeConnection", &AbcM::OMaterialSchema::setNetworkNodeConnection ) .def( "setNetworkTerminal", &AbcM::OMaterialSchema::setNetworkTerminal ) .def( "getNetworkNodeParameters", &AbcM::OMaterialSchema::getNetworkNodeParameters ) .def( "setNetworkInterfaceParameterMapping", &AbcM::OMaterialSchema::setNetworkInterfaceParameterMapping ) .def( "getNetworkInterfaceParameters", &AbcM::OMaterialSchema::getNetworkInterfaceParameters ) .def( "valid", &AbcM::OMaterialSchema::valid ) .def( ALEMBIC_PYTHON_BOOL_NAME, &AbcM::OMaterialSchema::valid ) ; }