#include <math.h>
#include "slopeShaderNode.h"
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MFloatVector.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnMatrixAttribute.h>
#include <maya/MFnTypedAttribute.h>
#include <maya/MFnGenericAttribute.h>
#define AWdegreesToRadians 0.0174532925199432957692369076848f
MTypeId slopeShaderNode::id( 0x81005 );
MObject slopeShaderNode::aTriangleNormalCamera;
MObject slopeShaderNode::aMatrixEyeToWorld;
MObject slopeShaderNode::aOutColor;
MObject slopeShaderNode::aDirtyShaderAttr;
slopeShaderNode::slopeShaderNode()
{
}
void slopeShaderNode::postConstructor( )
{
setMPSafe(true);
}
slopeShaderNode::~slopeShaderNode()
{
}
void* slopeShaderNode::creator()
{
return new slopeShaderNode();
}
MStatus slopeShaderNode::initialize()
{
aColor2 = nAttr.
createColor(
"nonWalkableColor",
"nw" );
aTriangleNormalCamera = nAttr.
createPoint(
"triangleNormalCamera",
"n" );
aMatrixEyeToWorld = nMAttr.
create(
"matrixEyeToWorld",
"mew",
aDirtyShaderAttr = nGAttr.
create(
"dirtyShaderPlug",
"dsp");
addAttribute(aAngle);
addAttribute(aColor1);
addAttribute(aColor2);
addAttribute(aTriangleNormalCamera);
addAttribute(aOutColor);
addAttribute(aMatrixEyeToWorld);
addAttribute(aDirtyShaderAttr);
attributeAffects (aAngle, aOutColor);
attributeAffects (aColor1, aOutColor);
attributeAffects (aColor2, aOutColor);
attributeAffects (aTriangleNormalCamera, aOutColor);
attributeAffects (aDirtyShaderAttr, aOutColor);
}
{
if ((plug != aOutColor) && (plug.
parent() != aOutColor))
if (scalarNormal < 0.0) scalarNormal *= -1.0;
if(cos(angle*AWdegreesToRadians) < scalarNormal)
resultColor = walkable;
else
resultColor = nonWalkable;
outColor = resultColor;
}