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MayaTypeID.h
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MayaTypeID.h
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#ifndef __MayaTypeID_h__
#define __MayaTypeID_h__
// Inside Maya, the type IDs are used to identify nodes and dependency graph
// data. So when we create custom nodes and data in any Maya plugins, they must
// all be assigned unique IDs. For any plugins that will be used outside of
// Side Effects, we *must* assign globally unique IDs. However, for plugins
// that are only used internally inside Side Effects, we could assign the
// "internal IDs" (0x0 - 0x7ffff).
// Some important notes from the Maya SDK docs:
// - In Maya, both intrinsic and user-defined Maya Objects are registered
// and recognized by their type identifier or type id.
// - It is very important to note that these ids are written into the Maya
// binary file format. So, once an id is assigned to a node or data type it
// can never be changed while any existing Maya file contains an instance
// of that node or data type. If a change is made, such files will become
// unreadable.
// - For plug-ins that will forever be internal to your site use the
// constructor that takes a single unsigned int parameter. The numeric
// range 0 - 0x7ffff (524288 ids) has been reserved for such plug-ins.
// For more information on these IDs, please refer to the documentation for
// MTypeId in the Maya SDK.
// Globally unique IDs assigned to Side Effects:
// - 0x0011E240 - 0x0011E2BF : 128 IDs requested by Andrew Wong on
// 2013-07-17 13:55
// More IDs can be requested through the Autodesk Developer Network.
// Globally unique IDs being used by Side Effects
enum MayaTypeID
{
MayaTypeID_HoudiniAssetNode = 0x0011E240,
MayaTypeID_HoudiniFluidGridConvert = 0x0011E241,
MayaTypeID_HoudiniInputGeometryNode = 0x0011E242,
MayaTypeID_HoudiniInputCurveNode = 0x0011E243,
MayaTypeID_HoudiniInputTransformNode = 0x0011E244,
MayaTypeID_HoudiniInputMergeNode = 0x0011E245,
MayaTypeID_HoudiniOutputPartInstancerNode = 0x0011E246,
};
#endif