iattribute_set.h File Reference
Description
Base class for database elements with attributes.
Code Example
iattribute_set.h
//*****************************************************************************
// Copyright 1986, 2016 NVIDIA Corporation. All rights reserved.
//*****************************************************************************
//*****************************************************************************
#ifndef MI_NEURAYLIB_IATTRIBUTE_SET_H
#define MI_NEURAYLIB_IATTRIBUTE_SET_H
#include <mi/base/interface_declare.h>
#include <mi/neuraylib/type_traits.h>
#include <mi/neuraylib/version.h>
namespace mi {
class IData;
namespace neuraylib {
enum Propagation_type {
PROPAGATION_STANDARD,
PROPAGATION_OVERRIDE,
PROPAGATION_FORCE_32_BIT = 0xffffffffU
};
mi_static_assert( sizeof( Propagation_type) == sizeof( Uint32));
class IAttribute_set :
public base::Interface_declare<0x1bcb8d48,0x10c1,0x4b3e,0x9b,0xfa,0x06,0x23,0x61,0x81,0xd3,0xe1>
{
public:
virtual IData* create_attribute( const char* name, const char* type) = 0;
template<class T>
T* create_attribute( const char* name, const char* type)
{
IData* ptr_iinterface = create_attribute( name, type);
if ( !ptr_iinterface)
return 0;
T* ptr_T = static_cast<T*>( ptr_iinterface->get_interface( typename T::IID()));
ptr_iinterface->release();
return ptr_T;
}
template<class T>
T* create_attribute( const char* name)
{
return create_attribute<T>( name, Type_traits<T>::get_type_name());
}
virtual bool destroy_attribute( const char* name) = 0;
virtual const IData* access_attribute( const char* name) const = 0;
template<class T>
const T* access_attribute( const char* name) const
{
const IData* ptr_iinterface = access_attribute( name);
if ( !ptr_iinterface)
return 0;
const T* ptr_T = static_cast<const T*>( ptr_iinterface->get_interface( typename T::IID()));
ptr_iinterface->release();
return ptr_T;
}
virtual IData* edit_attribute( const char* name) = 0;
template<class T>
T* edit_attribute( const char* name)
{
IData* ptr_iinterface = edit_attribute( name);
if ( !ptr_iinterface)
return 0;
T* ptr_T = static_cast<T*>( ptr_iinterface->get_interface( typename T::IID()));
ptr_iinterface->release();
return ptr_T;
}
virtual bool is_attribute( const char* name) const = 0;
virtual const char* get_attribute_type_name( const char* name) const = 0;
virtual Sint32
set_attribute_propagation( const char* name, Propagation_type value) = 0;
virtual Propagation_type
get_attribute_propagation( const char* name) const = 0;
virtual const char* enumerate_attributes( Sint32 index) const = 0;
};
// end group mi_neuray_scene_element
} // namespace neuraylib
#ifdef MI_NEURAYLIB_DEPRECATED_NAMESPACE_MI_TRANSITION
using neuraylib::IAttribute_set;
using neuraylib::PROPAGATION_FORCE_32_BIT;
using neuraylib::PROPAGATION_OVERRIDE;
using neuraylib::PROPAGATION_STANDARD;
using neuraylib::Propagation_type;
#endif // MI_NEURAYLIB_DEPRECATED_NAMESPACE_MI_TRANSITION
} // namespace mi
#endif // MI_NEURAYLIB_IATTRIBUTE_SET_H
Namespaces
- namespace
- Common namespace for APIs of NVIDIA Advanced Rendering Center GmbH. More...
- namespace
- Namespace for the neuray API. More...
Classes
- class
- The attribute set comprises all attributes attached to a database element. More...
Enumerations
- enum {PROPAGATION_STANDARD, PROPAGATION_OVERRIDE, PROPAGATION_FORCE_32_BIT = 0xffffffffU }
- Propagation types for attribute inheritance. More...