motionPathNode/motionPathNode.cpp

motionPathNode/motionPathNode.cpp
//-
// ==========================================================================
// Copyright 2015 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+
#include <maya/MDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnPlugin.h>
#include <maya/MIOStream.h>
#include <maya/MGlobal.h>
#include <maya/MMatrix.h>
#include <maya/MPxMotionPathNode.h>
#include <maya/MQuaternion.h>
#include <maya/MStatus.h>
#include <maya/MTransformationMatrix.h>
#include <maya/MTypeId.h>
// Plugin MotionPathNode Class //
// INTRODUCTION:
// This class will create a custom "motionPathNode" node which
// illustrates how a developer can extend Maya's motionPath
// functionality by creating a surfboard that follows a path.
//
// HOW TO USE THIS PLUG-IN:
//
// Part 1, Getting started
// (1) Compile this plug-in.
// (2) Load the compiled plug-in into Maya via the plug-in manager.
// (3) Create an anim curve to define how the motion progresses along
// the path. Here we assume the animation is 114 frames long and
// progresses linearly in time.
// string $ac = `createNode animCurveTU -n "animCurve"`;
// setKeyframe -t 1 -v 0 $ac;
// setKeyframe -t 114 -v 1 $ac;
// (4) Create a path for the motion to navigate: we use a NURBS circle.
// string $tmp[] = `circle -ch on -o on -nr 0 1 0 -r 16.688138`;
// string $path = $tmp[0];
// (5) Create a motionPathNode and connect the path and anim curve.
// $mp = `createNode motionPathNode`;
// setAttr ($mp+".fractionMode") true;
// connectAttr ($ac+".output") ($mp+".uValue");
// connectAttr ($path+".worldSpace[0]") ($mp+".geometryPath");
//
// Part 2, Translation along the path
// (6) Create a surfboard and connect to the motionPathNode.
// $tmp = `polySphere`;
// scale 2 0.1 1;
// string $sp = $tmp[0];
// connectAttr ($mp+".allCoordinates") ($sp+".translate");
// (7) Play the animation and the surfboard will move along the path,
// wobbling back and forth. Change the "offset" plug to affect
// the magnitude of the offset effect and change "wobbleRate" to
// affect the frequency of the wobble.
// currentTime 1;
// play -wait;
//
// Part 3, Add rotation so the surfboard follows the path
// (8) Turn on the "follow" attribute to enable rotation.
// setAttr ($mp+".follow") 1;
//
// (9) Define the axes then play again. The surfboard should
// now follow the path.
// setAttr ($mp+".frontAxis") 0;
// setAttr ($mp+".upAxis") 1;
// currentTime 1;
// play -wait;
//
// Part 4, Make the surfboard bank into the curve
// (10) Enable banking to add rotation based on the sharpness of
// the curve by rotating the surfboard about the front vector.
// setAttr ($mp+".bank") true;
// setAttr ($mp+".bankScale") 5.0;
//
// Useful constants.
//
#define ALMOST_ZERO 1.0e-5
#define TWO_PI ( 2.0 * 3.1415927 )
// Declare our motionPathNode class which derives from MPxMotionPath.
//
class motionPathNode : public MPxMotionPathNode
{
public:
motionPathNode();
virtual ~motionPathNode();
virtual MStatus compute( const MPlug& plug, MDataBlock& data );
static void* creator();
static MStatus initialize();
// Member variables...
//
static MObject offset; // The "offset" attribute
static MObject wobbleRate; // The "wobbleRate" attribute
static MTypeId id; // The IFF type id
private:
static MStatus affectsOutput( MObject& attr );
};
// Attributes defined on this node.
//
MObject motionPathNode::offset;
MObject motionPathNode::wobbleRate;
// IFF type ID
// Each node requires a unique identifier which is used by
// MFnDependencyNode::create() to identify which node to create, and by
// the Maya file format.
//
// For local testing of nodes you can use any identifier between
// 0x00000000 and 0x0007ffff, but for any node that you plan to use for
// more permanent purposes, you should get a universally unique id from
// Autodesk Support. You will be assigned a unique range that you can manage
// on your own.
//
MTypeId motionPathNode::id( 0x0008002D );
// This node does not need to perform any special actions on creation or
// destruction
//
motionPathNode::motionPathNode()
{
}
motionPathNode::~motionPathNode()
{
}
// The compute() method does the actual work of the node using the inputs
// of the node to generate its output.
//
// Compute takes two parameters: plug and data.
// - Plug is the the data value that needs to be recomputed
// - Data provides handles to all of the nodes attributes, only these
// handles should be used when performing computations.
//
MStatus motionPathNode::compute( const MPlug& plug, MDataBlock& data )
{
double f;
MStatus status;
// Read the attributes we need from the datablock.
//
double uVal = data.inputValue( uValue ).asDouble();
bool fractionModeVal = data.inputValue( fractionMode ).asBool();
bool followVal = data.inputValue( follow ).asBool();
int frontAxisVal = data.inputValue( frontAxis ).asShort();
int upAxisVal = data.inputValue( upAxis ).asShort();
bool bankVal = data.inputValue( bank ).asBool();
double bankScaleVal = data.inputValue( bankScale ).asDouble();
double bankThresholdVal= data.inputValue( bankThreshold ).asDouble();
double offsetVal = data.inputValue( offset ).asDouble();
double wobbleRateVal = data.inputValue( wobbleRate ).asDouble();
// Make sure the value is fractional.
//
if ( fractionModeVal ) {
f = uVal;
} else {
f = parametricToFractional( uVal, &status );
}
// To compute the sample location on the path, first wrap the fraction
// around the start of the the path in case it goes past the end
// to prevent clamping, then compute the sample location on the path.
//
f = wraparoundFractionalValue( f, &status );
MPoint location = position( data, f, &status );
// Get the orthogonal vectors on the motion path.
//
const MVector worldUp = MGlobal::upAxis();
MVector front, side, up;
CHECK_MSTATUS_AND_RETURN_IT( getVectors( data, f, front, side, up,
&worldUp ) );
// If follow (i.e. rotation) is enabled, check if banking is also
// enabled and if so, bank into the turn.
//
if ( followVal && bankVal ) {
MQuaternion bankQuat = banking( data, f, worldUp,
bankScaleVal, bankThresholdVal, &status );
up = up.rotateBy( bankQuat );
side = front ^ up;
}
// Compute the wobble that moves the sphere back and forth as it
// traverses the path.
//
if ( fabs( offsetVal ) > ALMOST_ZERO
&& fabs( wobbleRateVal ) > ALMOST_ZERO ) {
double wobble = offsetVal * sin( TWO_PI * wobbleRateVal * f );
MVector tmp = side * wobble;
location += tmp;
}
// Write the result values to the output plugs.
//
data.outputValue( allCoordinates ).set( location.x, location.y,
location.z );
if ( followVal ) {
MTransformationMatrix resultOrientation = matrix( front, side,
up, frontAxisVal, upAxisVal, &status );
( data.inputValue( rotateOrder ).asShort() + 1 );
double rot[3];
status = MTransformationMatrix( resultOrientation ).getRotation(
rot, ro );
data.outputValue( rotate ).set( rot[0], rot[1], rot[2] );
}
return( MS::kSuccess );
}
// The creator() method allows Maya to instantiate instances of this node.
// It is called every time a new instance of the node is requested by
// either the createNode command or the MFnDependencyNode::create()
// method.
//
// In this case creator simply returns a new motionPathNode object.
//
void* motionPathNode::creator()
{
return( new motionPathNode() );
}
// The initialize method is called only once when the node is first
// registered with Maya. In general,
//
MStatus motionPathNode::initialize()
{
//====================================================================
// I N P U T A T T R I B U T E S
//====================================================================
//
offset = nAttr.create( "offset", "o",
addAttribute( offset );
wobbleRate = nAttr.create( "wobbleRate", "w",
addAttribute( wobbleRate );
//====================================================================
// A F F E C T S R E L A T I O N S H I P S
//====================================================================
//
CHECK_MSTATUS_AND_RETURN_IT( affectsOutput( offset ) );
CHECK_MSTATUS_AND_RETURN_IT( affectsOutput( wobbleRate ) );
return( MS::kSuccess );
}
MStatus motionPathNode::affectsOutput( MObject& attr )
{
CHECK_MSTATUS_AND_RETURN_IT( attributeAffects( attr, rotate ) );
CHECK_MSTATUS_AND_RETURN_IT( attributeAffects( attr, rotateX ) );
CHECK_MSTATUS_AND_RETURN_IT( attributeAffects( attr, rotateY ) );
CHECK_MSTATUS_AND_RETURN_IT( attributeAffects( attr, rotateZ ) );
CHECK_MSTATUS_AND_RETURN_IT( attributeAffects( attr, allCoordinates ) );
CHECK_MSTATUS_AND_RETURN_IT( attributeAffects( attr, xCoordinate ) );
CHECK_MSTATUS_AND_RETURN_IT( attributeAffects( attr, yCoordinate ) );
CHECK_MSTATUS_AND_RETURN_IT( attributeAffects( attr, zCoordinate ) );
return( MS::kSuccess );
}
// These methods load and unload the plugin, registerNode registers the
// new node type with maya
//
MStatus initializePlugin( MObject obj )
{
MStatus status;
MFnPlugin plugin( obj );
status = plugin.registerNode( "motionPathNode",
motionPathNode::id,
motionPathNode::creator,
motionPathNode::initialize,
if (!status) {
status.perror("registerNode");
return( status );
}
return( status );
}
MStatus uninitializePlugin( MObject obj)
{
MStatus status;
MFnPlugin plugin( obj );
status = plugin.deregisterNode( motionPathNode::id );
if (!status) {
status.perror("deregisterNode");
return( status );
}
return( status );
}