swissArmyManip/swissArmyManip.cpp

swissArmyManip/swissArmyManip.cpp
//-
// ==========================================================================
// Copyright 1995,2006,2008 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.
// ==========================================================================
//+
// DESCRIPTION:
//
// Produces the dependency graph nodes "swissArmyLocator" and "swissArmyLocatorManip".
//
// This is a contrived example plug-in that attaches one of every kind of user-defined
// manipulator to a node. It is a good example of the source code required to create
// each user-defined manipulator.
//
// This plug-in is comprised of a variety of base manipulators:
//
// - MFnCircleSweepManip.h
// - MFnDirectionManip.h
// - MFnDiscManip.h
// - MFnDistanceManip.h
// - MFnFreePointTriadManip.h
// - MFnStateManip.h
// - MFnToggleManip.h
// - MFnRotateManip.h
// - MFnScaleManip.h
//
// To use this plug-in:
//
// mel: loadPlugin "swissArmyManip";
// mel: createNode swissArmyLocator;
//
// Then, click the showManipTool.
// The locator on the screen will be overlaid with one of every kind of user-defined manipulator.
//
#include <math.h>
#include <maya/MIOStream.h>
#include <maya/MPxNode.h>
#include <maya/MPxLocatorNode.h>
#include <maya/MString.h>
#include <maya/MTypeId.h>
#include <maya/MPlug.h>
#include <maya/MVector.h>
#include <maya/MAngle.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MColor.h>
#include <maya/M3dView.h>
#include <maya/MFnPlugin.h>
#include <maya/MDistance.h>
#include <maya/MFnUnitAttribute.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFn.h>
#include <maya/MPxNode.h>
#include <maya/MPxManipContainer.h>
#include <maya/MFnCircleSweepManip.h>
#include <maya/MFnDirectionManip.h>
#include <maya/MFnDiscManip.h>
#include <maya/MFnDistanceManip.h>
#include <maya/MFnFreePointTriadManip.h>
#include <maya/MFnStateManip.h>
#include <maya/MFnToggleManip.h>
#include <maya/MFnRotateManip.h>
#include <maya/MFnScaleManip.h>
#include <maya/MPxContext.h>
#include <maya/MPxSelectionContext.h>
#include <maya/MPxDrawOverride.h>
#include <maya/MStateManager.h>
#include <maya/MDrawRegistry.h>
#include <maya/MDrawContext.h>
#include <maya/MHWGeometryUtilities.h>
#include <maya/MShaderManager.h>
#include <maya/MFnNumericData.h>
#include <maya/MManipData.h>
#define e \
counter++; \
if (MS::kSuccess != s) { \
cerr << "Status Error in method " << method \
<< " at checkpoint #" << counter << "." << "\n" \
<< " in File: " << __FILE__ \
<< ", at Line: " << __LINE__ << endl; \
s.perror("Error"); \
}
const double delta1 = 0.01;
const double delta2 = 0.02;
const double delta3 = 0.03;
const double delta4 = 0.04;
// Locator Data
//
static float centre[][3] = { { 0.10f, 0.0f, 0.10f},
{ 0.10f, 0.0f, -0.10f },
{ -0.10f, 0.0f, -0.10f },
{ -0.10f, 0.0f, 0.10f },
{ 0.10f, 0.0f, 0.10f } };
static float state1[][3] = { { 1.00f, 0.0f, 1.00f},
{ 1.00f, 0.0f, 0.50f },
{ 0.50f, 0.0f, 0.50f },
{ 0.50f, 0.0f, 1.00f },
{ 1.00f, 0.0f, 1.00f } };
static float state2[][3] = { { 1.00f, 0.0f, -1.00f},
{ 1.00f, 0.0f, -0.50f },
{ 0.50f, 0.0f, -0.50f },
{ 0.50f, 0.0f, -1.00f },
{ 1.00f, 0.0f, -1.00f } };
static float state3[][3] = { { -1.00f, 0.0f, -1.00f},
{ -1.00f, 0.0f, -0.50f },
{ -0.50f, 0.0f, -0.50f },
{ -0.50f, 0.0f, -1.00f },
{ -1.00f, 0.0f, -1.00f } };
static float state4[][3] = { { -1.00f, 0.0f, 1.00f},
{ -1.00f, 0.0f, 0.50f },
{ -0.50f, 0.0f, 0.50f },
{ -0.50f, 0.0f, 1.00f },
{ -1.00f, 0.0f, 1.00f } };
static float arrow1[][3] = { { 0.00f, 0.0f, 1.00f},
{ 0.10f, 0.0f, 0.20f },
{ -0.10f, 0.0f, 0.20f },
{ 0.00f, 0.0f, 1.00f } };
static float arrow2[][3] = { { 1.00f, 0.0f, 0.00f},
{ 0.20f, 0.0f, 0.10f },
{ 0.20f, 0.0f, -0.10f },
{ 1.00f, 0.0f, 0.00f } };
static float arrow3[][3] = { { 0.00f, 0.0f, -1.00f},
{ 0.10f, 0.0f, -0.20f },
{ -0.10f, 0.0f, -0.20f },
{ 0.00f, 0.0f, -1.00f } };
static float arrow4[][3] = { { -1.00f, 0.0f, 0.00f},
{ -0.20f, 0.0f, 0.10f },
{ -0.20f, 0.0f, -0.10f },
{ -1.00f, 0.0f, 0.00f } };
static float perimeter[][3] = { { 1.10f, 0.0f, 1.10f},
{ 1.10f, 0.0f, -1.10f },
{ -1.10f, 0.0f, -1.10f },
{ -1.10f, 0.0f, 1.10f },
{ 1.10f, 0.0f, 1.10f } };
static int centreCount = 5;
static int state1Count = 5;
static int state2Count = 5;
static int state3Count = 5;
static int state4Count = 5;
static int arrow1Count = 4;
static int arrow2Count = 4;
static int arrow3Count = 4;
static int arrow4Count = 4;
static int perimeterCount = 5;
class swissArmyLocatorManip : public MPxManipContainer
{
public:
swissArmyLocatorManip();
virtual ~swissArmyLocatorManip();
static void * creator();
static MStatus initialize();
virtual MStatus connectToDependNode(const MObject & node);
//Viewport 2.0 manipulator draw overrides
virtual void preDrawUI( const M3dView &view );
virtual void drawUI( MHWRender::MUIDrawManager& drawManager,
const MHWRender::MFrameContext& frameContext) const;
virtual void draw(M3dView & view,
const MDagPath & path,
MManipData startPointCallback(unsigned index) const;
MVector nodeTranslation() const;
MDagPath fCircleSweepManip;
MDagPath fDirectionManip;
MDagPath fDiscManip;
MDagPath fDistanceManip;
MDagPath fFreePointTriadManip;
MDagPath fStateManip;
MDagPath fToggleManip;
MDagPath fRotateManip;
MDagPath fScaleManip;
MDagPath fNodePath;
//Value prepared for Viewport 2.0 draw
MPoint fTextPosition;
public:
static MTypeId id;
};
MManipData swissArmyLocatorManip::startPointCallback(unsigned /*index*/)
const
{
MManipData manipData;
MFnNumericData numData;
MObject numDataObj = numData.create(MFnNumericData::k3Double);
MVector vec = nodeTranslation();
numData.setData(vec.x, vec.y, vec.z);
manipData = numDataObj;
return manipData;
}
MVector swissArmyLocatorManip::nodeTranslation() const
{
MFnDagNode dagFn(fNodePath);
MDagPath path;
dagFn.getPath(path);
path.pop(); // pop from the shape to the transform
MFnTransform transformFn(path);
return transformFn.translation(MSpace::kWorld);
}
MTypeId swissArmyLocatorManip::id( 0x8001e );
swissArmyLocatorManip::swissArmyLocatorManip()
{
// Do not call createChildren from here
}
swissArmyLocatorManip::~swissArmyLocatorManip()
{
}
void* swissArmyLocatorManip::creator()
{
return new swissArmyLocatorManip();
}
MStatus swissArmyLocatorManip::initialize()
{
MStatus stat;
return stat;
}
MStatus swissArmyLocatorManip::createChildren()
{
MString method("swissArmyLocatorManip::createChildren");
int counter = 0;
// FreePointTriadManip
//
fFreePointTriadManip = addFreePointTriadManip("freePointTriadManip",
"point");
MFnFreePointTriadManip freePointTriadManipFn(fFreePointTriadManip);
// DirectionManip
//
fDirectionManip = addDirectionManip("directionManip",
"direction");
MFnDirectionManip directionManipFn(fDirectionManip);
// ToggleManip
//
fToggleManip = addToggleManip("toggleManip", "toggle");
MFnToggleManip toggleManipFn(fToggleManip);
// StateManip
//
fStateManip = addStateManip("stateManip", "state");
MFnStateManip stateManipFn(fStateManip);
// DiscManip
//
fDiscManip = addDiscManip("discManip",
"angle");
MFnDiscManip discManipFn(fDiscManip);
// CircleSweepManip
//
fCircleSweepManip = addCircleSweepManip("circleSweepManip",
"angle");
MFnCircleSweepManip circleSweepManipFn(fCircleSweepManip, &s); e;
circleSweepManipFn.setCenterPoint(MPoint(0, 0, 0));
circleSweepManipFn.setNormal(MVector(0, 1, 0));
circleSweepManipFn.setRadius(2.0);
circleSweepManipFn.setDrawAsArc(true);
// DistanceManip
//
MString manipName("distanceManip");
MString distanceName("distance");
MPoint startPoint(0.0, 0.0, 0.0);
MVector direction(0.0, 1.0, 0.0);
fDistanceManip = addDistanceManip(manipName,
distanceName);
MFnDistanceManip distanceManipFn(fDistanceManip);
distanceManipFn.setStartPoint(startPoint);
distanceManipFn.setDirection(direction);
// RotateManip
//
MString RotateManipName("RotateManip");
MString rotateName("rotation");
fRotateManip = addRotateManip(RotateManipName, rotateName);
MFnRotateManip rotateManipFn(fRotateManip);
// ScaleManip
//
MString scaleManipName("scaleManip");
MString scaleName("scale");
fScaleManip = addScaleManip(scaleManipName, scaleName);
MFnScaleManip scaleManipFn(fScaleManip);
return stat;
}
MStatus swissArmyLocatorManip::connectToDependNode(const MObject &node)
{
MStatus stat;
// Get the DAG path
//
MFnDagNode dagNodeFn(node);
dagNodeFn.getPath(fNodePath);
MObject parentNode = dagNodeFn.parent(0);
MFnDagNode parentNodeFn(parentNode);
// Connect the plugs
//
nodeFn.setObject(node);
// FreePointTriadManip
//
MFnFreePointTriadManip freePointTriadManipFn(fFreePointTriadManip);
MPlug translationPlug = parentNodeFn.findPlug("t", &stat);
if (MStatus::kFailure != stat) {
freePointTriadManipFn.connectToPointPlug(translationPlug);
}
// DirectionManip
//
MFnDirectionManip directionManipFn;
directionManipFn.setObject(fDirectionManip);
MPlug directionPlug = nodeFn.findPlug("arrow2Direction", &stat);
if (MStatus::kFailure != stat) {
directionManipFn.connectToDirectionPlug(directionPlug);
unsigned startPointIndex = directionManipFn.startPointIndex();
addPlugToManipConversionCallback(startPointIndex,
(plugToManipConversionCallback)
&swissArmyLocatorManip::startPointCallback);
}
// DistanceManip
//
MFnDistanceManip distanceManipFn;
distanceManipFn.setObject(fDistanceManip);
MPlug sizePlug = nodeFn.findPlug("size", &stat);
if (MStatus::kFailure != stat) {
distanceManipFn.connectToDistancePlug(sizePlug);
unsigned startPointIndex = distanceManipFn.startPointIndex();
addPlugToManipConversionCallback(startPointIndex,
(plugToManipConversionCallback)
&swissArmyLocatorManip::startPointCallback);
}
// CircleSweepManip
//
MFnCircleSweepManip circleSweepManipFn(fCircleSweepManip);
MPlug arrow1AnglePlug = nodeFn.findPlug("arrow1Angle", &stat);
if (MStatus::kFailure != stat) {
circleSweepManipFn.connectToAnglePlug(arrow1AnglePlug);
unsigned centerIndex = circleSweepManipFn.centerIndex();
addPlugToManipConversionCallback(centerIndex,
(plugToManipConversionCallback)
&swissArmyLocatorManip::startPointCallback);
}
// DiscManip
//
MFnDiscManip discManipFn(fDiscManip);
MPlug arrow3AnglePlug = nodeFn.findPlug("arrow3Angle", &stat);
if (MStatus::kFailure != stat) {
discManipFn.connectToAnglePlug(arrow3AnglePlug);
unsigned centerIndex = discManipFn.centerIndex();
addPlugToManipConversionCallback(centerIndex,
(plugToManipConversionCallback)
&swissArmyLocatorManip::startPointCallback);
}
// StateManip
//
MFnStateManip stateManipFn(fStateManip);
MPlug statePlug = nodeFn.findPlug("state", &stat);
if (MStatus::kFailure != stat) {
stateManipFn.connectToStatePlug(statePlug);
unsigned positionIndex = stateManipFn.positionIndex();
addPlugToManipConversionCallback(positionIndex,
(plugToManipConversionCallback)
&swissArmyLocatorManip::startPointCallback);
}
// ToggleManip
//
MFnToggleManip toggleManipFn(fToggleManip);
MPlug togglePlug = nodeFn.findPlug("toggle", &stat);
if (MStatus::kFailure != stat) {
toggleManipFn.connectToTogglePlug(togglePlug);
unsigned startPointIndex = toggleManipFn.startPointIndex();
addPlugToManipConversionCallback(startPointIndex,
(plugToManipConversionCallback)
&swissArmyLocatorManip::startPointCallback);
}
// Determine the transform node for the locator
//
MDagPath transformPath(fNodePath);
transformPath.pop();
MFnTransform transformNode(transformPath);
// RotateManip
//
MFnRotateManip rotateManipFn(fRotateManip);
MPlug rotatePlug = transformNode.findPlug("rotate", &stat);
if (MStatus::kFailure != stat) {
rotateManipFn.connectToRotationPlug(rotatePlug);
rotateManipFn.displayWithNode(node);
}
// ScaleManip
//
MFnScaleManip scaleManipFn(fScaleManip);
MPlug scalePlug = transformNode.findPlug("scale", &stat);
if (MStatus::kFailure != stat) {
scaleManipFn.connectToScalePlug(scalePlug);
scaleManipFn.displayWithNode(node);
}
finishAddingManips();
return stat;
}
void swissArmyLocatorManip::draw(M3dView & view,
const MDagPath &path,
{
MPxManipContainer::draw(view, path, style, status);
view.beginGL();
MPoint textPos = nodeTranslation();
char str[100];
sprintf(str, "Swiss Army Manipulator");
MString distanceText(str);
view.drawText(distanceText, textPos, M3dView::kLeft);
view.endGL();
}
// Viewport 2.0 manipulator draw overrides
void swissArmyLocatorManip::preDrawUI( const M3dView &view )
{
// Update text drawing position
fTextPosition = nodeTranslation();
}
void swissArmyLocatorManip::drawUI( MHWRender::MUIDrawManager& drawManager,
const MHWRender::MFrameContext& frameContext) const
{
drawManager.beginDrawable();
drawManager.setColor( MColor( 0.0f, 1.0f, 0.1f ) );
drawManager.text( fTextPosition, "Swiss Army Manipulator", MHWRender::MUIDrawManager::kLeft );
drawManager.endDrawable();
}
class swissArmyLocator : public MPxLocatorNode
{
public:
swissArmyLocator();
virtual ~swissArmyLocator();
virtual MStatus compute(const MPlug& plug, MDataBlock &data);
virtual void draw(M3dView &view, const MDagPath &path,
virtual bool isBounded() const;
virtual MBoundingBox boundingBox() const;
// Access data from node for drawing, reused by VP1 and VP2 implementations
struct DrawData
{
float multiplier;
double angle1;
double angle2;
double angle3;
int state;
bool toggle;
};
void getDrawData(DrawData& data);
// Draw helper methods
static void drawOutline(const DrawData& data);
static void * creator();
static MStatus initialize();
static MObject aSize; // The size of the locator
static MObject aPoint;
static MObject aPointX;
static MObject aPointY;
static MObject aPointZ;
static MObject aArrow1Angle;
static MObject aArrow2Direction;
static MObject aArrow2DirectionX;
static MObject aArrow2DirectionY;
static MObject aArrow2DirectionZ;
static MObject aArrow3Angle;
static MObject aArrow4Distance;
static MObject aState;
static MObject aToggle;
public:
static MTypeId id;
static MString classification;
static MString registrantId;
};
MTypeId swissArmyLocator::id( 0x8001f );
MString swissArmyLocator::classification("drawdb/geometry/swissArmyLocator");
MString swissArmyLocator::registrantId("SwissArmyLocatorNodePlugin");
MObject swissArmyLocator::aSize;
MObject swissArmyLocator::aPoint;
MObject swissArmyLocator::aPointX;
MObject swissArmyLocator::aPointY;
MObject swissArmyLocator::aPointZ;
MObject swissArmyLocator::aArrow1Angle;
MObject swissArmyLocator::aArrow2Direction;
MObject swissArmyLocator::aArrow2DirectionX;
MObject swissArmyLocator::aArrow2DirectionY;
MObject swissArmyLocator::aArrow2DirectionZ;
MObject swissArmyLocator::aArrow3Angle;
MObject swissArmyLocator::aArrow4Distance;
MObject swissArmyLocator::aState;
MObject swissArmyLocator::aToggle;
swissArmyLocator::swissArmyLocator()
{}
swissArmyLocator::~swissArmyLocator()
{}
MStatus swissArmyLocator::compute(const MPlug &/*plug*/, MDataBlock &/*data*/)
{
}
void swissArmyLocator::getDrawData(DrawData& data)
{
MObject node = thisMObject();
MPlug plug(node, swissArmyLocator::aSize);
MDistance sizeVal;
plug.getValue(sizeVal);
data.multiplier = (float)sizeVal.asCentimeters();
MPlug arrow1AnglePlug(node, swissArmyLocator::aArrow1Angle);
MAngle arrow1Angle;
arrow1AnglePlug.getValue(arrow1Angle);
data.angle1 = -arrow1Angle.asRadians() - 3.1415927/2.0;
MPlug directionXPlug(node, swissArmyLocator::aArrow2DirectionX);
MPlug directionZPlug(node, swissArmyLocator::aArrow2DirectionZ);
double dirX, dirZ;
directionXPlug.getValue(dirX);
directionZPlug.getValue(dirZ);
data.angle2 = atan2(dirZ,dirX) + 3.1415927;
MPlug arrow3AnglePlug(node, swissArmyLocator::aArrow3Angle);
MAngle arrow3Angle;
arrow3AnglePlug.getValue(arrow3Angle);
data.angle3 = arrow3Angle.asRadians();
MPlug statePlug(node, swissArmyLocator::aState);
statePlug.getValue(data.state);
MPlug togglePlug(node, swissArmyLocator::aToggle);
togglePlug.getValue(data.toggle);
}
void swissArmyLocator::draw(M3dView &view, const MDagPath &/*path*/,
{
// Get draw data
//
DrawData data;
getDrawData(data);
view.beginGL();
if ((style == M3dView::kFlatShaded) ||
{
// Push the color settings
//
glPushAttrib(GL_CURRENT_BIT);
if (status == M3dView::kActive) {
} else {
}
int i;
int last;
if (data.toggle) {
if (status == M3dView::kActive)
else
glBegin(GL_TRIANGLE_FAN);
last = centreCount - 1;
for (i = 0; i < last; ++i) {
glVertex3f(centre[i][0] * data.multiplier,
centre[i][1] * data.multiplier,
centre[i][2] * data.multiplier);
}
glEnd();
}
if (data.state == 0) {
if (status == M3dView::kActive)
else
glBegin(GL_TRIANGLE_FAN);
last = state1Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f(state1[i][0] * data.multiplier,
state1[i][1] * data.multiplier,
state1[i][2] * data.multiplier);
}
glEnd();
}
if (data.state == 1) {
if (status == M3dView::kActive)
else
glBegin(GL_TRIANGLE_FAN);
last = state2Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f(state2[i][0] * data.multiplier,
state2[i][1] * data.multiplier,
state2[i][2] * data.multiplier);
}
glEnd();
}
if (data.state == 2) {
if (status == M3dView::kActive)
else
glBegin(GL_TRIANGLE_FAN);
last = state3Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f(state3[i][0] * data.multiplier,
state3[i][1] * data.multiplier,
state3[i][2] * data.multiplier);
}
glEnd();
}
if (data.state == 3) {
if (status == M3dView::kActive)
else
glBegin(GL_TRIANGLE_FAN);
last = state4Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f(state4[i][0] * data.multiplier,
state4[i][1] * data.multiplier,
state4[i][2] * data.multiplier);
}
glEnd();
}
if (status == M3dView::kActive)
else
glBegin(GL_TRIANGLE_FAN);
last = arrow1Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f( (float) (- arrow1[i][0] * data.multiplier * cos(data.angle1)
- arrow1[i][2] * data.multiplier * sin(data.angle1)),
(float) (arrow1[i][1] * data.multiplier + delta1),
(float) (arrow1[i][2] * data.multiplier * cos(data.angle1) -
arrow1[i][0] * data.multiplier * sin(data.angle1)));
}
glEnd();
if (status == M3dView::kActive)
else
glBegin(GL_TRIANGLE_FAN);
last = arrow2Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f( (float) (- arrow2[i][0] * data.multiplier * cos(data.angle2)
- arrow2[i][2] * data.multiplier * sin(data.angle2)),
(float) (arrow2[i][1] * data.multiplier + delta2),
(float) (arrow2[i][2] * data.multiplier * cos(data.angle2) -
arrow2[i][0] * data.multiplier * sin(data.angle2)));
}
glEnd();
if (status == M3dView::kActive)
else
glBegin(GL_TRIANGLE_FAN);
last = arrow3Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f( (float) (- arrow3[i][0] * data.multiplier * cos(data.angle3)
- arrow3[i][2] * data.multiplier * sin(data.angle3)),
(float) (arrow3[i][1] * data.multiplier + delta3),
(float) (arrow3[i][2] * data.multiplier * cos(data.angle3) -
arrow3[i][0] * data.multiplier * sin(data.angle3)));
}
glEnd();
if (status == M3dView::kActive)
else
glBegin(GL_TRIANGLE_FAN);
last = arrow4Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f((float) (arrow4[i][0] * data.multiplier),
(float) (arrow4[i][1] * data.multiplier + delta4),
(float) (arrow4[i][2] * data.multiplier));
}
glEnd();
glPopAttrib();
}
// Draw the outline of the locator
//
drawOutline(data);
view.endGL();
}
void swissArmyLocator::drawOutline(const DrawData& data)
{
glBegin(GL_LINES);
int i;
int last;
if (data.toggle) {
last = centreCount - 1;
for (i = 0; i < last; ++i) {
glVertex3f(centre[i][0] * data.multiplier,
centre[i][1] * data.multiplier,
centre[i][2] * data.multiplier);
glVertex3f(centre[i+1][0] * data.multiplier,
centre[i+1][1] * data.multiplier,
centre[i+1][2] * data.multiplier);
}
}
if (data.state == 0) {
last = state1Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f(state1[i][0] * data.multiplier,
state1[i][1] * data.multiplier,
state1[i][2] * data.multiplier);
glVertex3f(state1[i+1][0] * data.multiplier,
state1[i+1][1] * data.multiplier,
state1[i+1][2] * data.multiplier);
}
}
if (data.state == 1) {
last = state2Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f(state2[i][0] * data.multiplier,
state2[i][1] * data.multiplier,
state2[i][2] * data.multiplier);
glVertex3f(state2[i+1][0] * data.multiplier,
state2[i+1][1] * data.multiplier,
state2[i+1][2] * data.multiplier);
}
}
if (data.state == 2) {
last = state3Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f(state3[i][0] * data.multiplier,
state3[i][1] * data.multiplier,
state3[i][2] * data.multiplier);
glVertex3f(state3[i+1][0] * data.multiplier,
state3[i+1][1] * data.multiplier,
state3[i+1][2] * data.multiplier);
}
}
if (data.state == 3) {
last = state4Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f(state4[i][0] * data.multiplier,
state4[i][1] * data.multiplier,
state4[i][2] * data.multiplier);
glVertex3f(state4[i+1][0] * data.multiplier,
state4[i+1][1] * data.multiplier,
state4[i+1][2] * data.multiplier);
}
}
last = arrow1Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f((float) (- arrow1[i][0] * data.multiplier * cos(data.angle1)
- arrow1[i][2] * data.multiplier * sin(data.angle1)),
(float) (arrow1[i][1] * data.multiplier + delta1),
(float) (arrow1[i][2] * data.multiplier * cos(data.angle1) -
arrow1[i][0] * data.multiplier * sin(data.angle1)));
glVertex3f((float) (- arrow1[i+1][0] * data.multiplier * cos(data.angle1)
- arrow1[i+1][2] * data.multiplier * sin(data.angle1)),
(float) (arrow1[i+1][1] * data.multiplier + delta1),
(float) (arrow1[i+1][2] * data.multiplier * cos(data.angle1) -
arrow1[i+1][0] * data.multiplier * sin(data.angle1)));
}
last = arrow2Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f((float) (- arrow2[i][0] * data.multiplier * cos(data.angle2)
- arrow2[i][2] * data.multiplier * sin(data.angle2)),
(float) (arrow2[i][1] * data.multiplier + delta2),
(float) (arrow2[i][2] * data.multiplier * cos(data.angle2) -
arrow2[i][0] * data.multiplier * sin(data.angle2)));
glVertex3f((float) (- arrow2[i+1][0] * data.multiplier * cos(data.angle2)
- arrow2[i+1][2] * data.multiplier * sin(data.angle2)),
(float) (arrow2[i+1][1] * data.multiplier + delta2),
(float) (arrow2[i+1][2] * data.multiplier * cos(data.angle2) -
arrow2[i+1][0] * data.multiplier * sin(data.angle2)));
}
last = arrow3Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f((float) (- arrow3[i][0] * data.multiplier * cos(data.angle3)
- arrow3[i][2] * data.multiplier * sin(data.angle3)),
(float) (arrow3[i][1] * data.multiplier + delta3),
(float) (arrow3[i][2] * data.multiplier * cos(data.angle3) -
arrow3[i][0] * data.multiplier * sin(data.angle3)));
glVertex3f((float) (- arrow3[i+1][0] * data.multiplier * cos(data.angle3)
- arrow3[i+1][2] * data.multiplier * sin(data.angle3)),
(float) (arrow3[i+1][1] * data.multiplier + delta3),
(float) (arrow3[i+1][2] * data.multiplier * cos(data.angle3) -
arrow3[i+1][0] * data.multiplier * sin(data.angle3)));
}
last = arrow4Count - 1;
for (i = 0; i < last; ++i) {
glVertex3f((float) (arrow4[i][0] * data.multiplier),
(float) (arrow4[i][1] * data.multiplier + delta4),
(float) (arrow4[i][2] * data.multiplier));
glVertex3f((float) (arrow4[i+1][0] * data.multiplier),
(float) (arrow4[i+1][1] * data.multiplier + delta4),
(float) (arrow4[i+1][2] * data.multiplier));
}
last = perimeterCount - 1;
for (i = 0; i < last; ++i) {
glVertex3f(perimeter[i][0] * data.multiplier,
perimeter[i][1] * data.multiplier,
perimeter[i][2] * data.multiplier);
glVertex3f(perimeter[i+1][0] * data.multiplier,
perimeter[i+1][1] * data.multiplier,
perimeter[i+1][2] * data.multiplier);
}
glEnd();
}
bool swissArmyLocator::isBounded() const
{
return true;
}
MBoundingBox swissArmyLocator::boundingBox() const
{
// Get the size
//
MObject thisNode = thisMObject();
MPlug plug(thisNode, aSize);
MDistance sizeVal;
plug.getValue(sizeVal);
double multiplier = sizeVal.asCentimeters();
MPoint corner1(-1.1, 0.0, -1.1);
MPoint corner2(1.1, 0.0, 1.1);
corner1 = corner1 * multiplier;
corner2 = corner2 * multiplier;
return MBoundingBox(corner1, corner2);
}
void* swissArmyLocator::creator()
{
return new swissArmyLocator();
}
MStatus swissArmyLocator::initialize()
{
MStatus stat;
MString method("swissArmyLocator::initialize");
int counter = 0;
// aSize
aSize = unitFn.create("size", "sz", MFnUnitAttribute::kDistance,
0.0, &s); e;
unitFn.setDefault(10.0);
unitFn.setStorable(true);
unitFn.setWritable(true);
// aPoint
aPointX = numericFn.create("pointX", "ptx",
aPointY = numericFn.create("pointY", "pty",
aPointZ = numericFn.create("pointZ", "ptz",
aPoint = numericFn.create("point", "pt",
aPointX,
aPointY,
aPointZ, &s); e;
// aArrow1Angle
aArrow1Angle = unitFn.create("arrow1Angle", "a1a",
// aArrow2Direction
aArrow2DirectionX = numericFn.create("arrow2DirectionX", "a2x",
aArrow2DirectionY = numericFn.create("arrow2DirectionY", "a2y",
aArrow2DirectionZ = numericFn.create("arrow2DirectionZ", "a2z",
aArrow2Direction = numericFn.create("arrow2Direction", "dir",
aArrow2DirectionX,
aArrow2DirectionY,
aArrow2DirectionZ, &s); e;
// aArrow3Angle
aArrow3Angle = unitFn.create("arrow3Angle", "a3a",
// aArrow4Distance
aArrow4Distance = unitFn.create("arrow2Distance", "dis",
// aState;
aState = numericFn.create("state", "s",
// aToggle;
aToggle = numericFn.create("toggle", "t",
MFnNumericData::kBoolean, false, &s); e;
s = addAttribute(aPoint); e;
s = addAttribute(aArrow1Angle); e;
s = addAttribute(aArrow2Direction); e;
s = addAttribute(aArrow3Angle); e;
s = addAttribute(aArrow4Distance); e;
s = addAttribute(aState); e;
s = addAttribute(aToggle); e;
stat = addAttribute(aSize);
if (!stat) {
stat.perror("addAttribute");
return stat;
}
return MS::kSuccess;
}
//
// Draw override class for drawing manip in VP2.0
//
class swissArmyLocatorOverride : public MHWRender::MPxDrawOverride
{
public:
static MHWRender::MPxDrawOverride* Creator(const MObject& obj)
{
return new swissArmyLocatorOverride(obj);
}
virtual ~swissArmyLocatorOverride();
virtual bool isBounded(
const MDagPath& objPath,
const MDagPath& cameraPath) const;
const MDagPath& objPath,
const MDagPath& cameraPath) const;
virtual bool excludedFromPostEffects() const;
const MDagPath& objPath,
const MDagPath& cameraPath,
const MHWRender::MFrameContext& frameContext,
MUserData* oldData);
static void draw(
const MHWRender::MDrawContext& context,
const MUserData* data);
private:
swissArmyLocatorOverride(const MObject& obj);
};
class swissArmyLocatorData : public MUserData
{
public:
swissArmyLocatorData() : MUserData(false) {} // don't delete after draw
virtual ~swissArmyLocatorData() {}
swissArmyLocator::DrawData drawData;
float color[4];
};
swissArmyLocatorOverride::swissArmyLocatorOverride(const MObject& obj)
: MHWRender::MPxDrawOverride(obj, swissArmyLocatorOverride::draw)
{
}
swissArmyLocatorOverride::~swissArmyLocatorOverride()
{
}
MHWRender::DrawAPI swissArmyLocatorOverride::supportedDrawAPIs() const
{
}
bool swissArmyLocatorOverride::isBounded(
const MDagPath& objPath,
const MDagPath& cameraPath) const
{
return true;
}
bool swissArmyLocatorOverride::excludedFromPostEffects() const
{
return true;
}
MBoundingBox swissArmyLocatorOverride::boundingBox(
const MDagPath& objPath,
const MDagPath& cameraPath) const
{
MStatus status;
MFnDependencyNode node(objPath.node(), &status);
if (!status) return MBoundingBox();
swissArmyLocator* swissNode =
dynamic_cast<swissArmyLocator*>(node.userNode());
if (!swissNode) return MBoundingBox();
return swissNode->boundingBox();
}
MUserData* swissArmyLocatorOverride::prepareForDraw(
const MDagPath& objPath,
const MDagPath& cameraPath,
const MHWRender::MFrameContext& frameContext,
MUserData* oldData)
{
// get the node
MStatus status;
MFnDependencyNode node(objPath.node(), &status);
if (!status) return NULL;
swissArmyLocator* swissNode =
dynamic_cast<swissArmyLocator*>(node.userNode());
if (!swissNode) return NULL;
// access/create user data for draw callback
swissArmyLocatorData* data =
dynamic_cast<swissArmyLocatorData*>(oldData);
if (!data)
{
data = new swissArmyLocatorData();
}
// compute data and cache it
swissNode->getDrawData(data->drawData);
data->color[0] = color.r;
data->color[1] = color.g;
data->color[2] = color.b;
data->color[3] = 1.0f;
return data;
}
void swissArmyLocatorOverride::draw(
const MHWRender::MDrawContext& context,
const MUserData* data)
{
// data
MStatus status;
const swissArmyLocatorData* locatorData =
dynamic_cast<const swissArmyLocatorData*>(data);
if (!stateMgr || !locatorData) return;
// matrices
const MMatrix transform =
if (status != MStatus::kSuccess) return;
const MMatrix projection =
if (status != MStatus::kSuccess) return;
// Handle camera based selection by using the internally specified
// selection shader.
const MHWRender::MPassContext & passCtx = context.getPassContext();
const MStringArray & passSem = passCtx.passSemantics();
MHWRender::MShaderInstance* passShaderOverride = NULL;
if (passCtx.hasShaderOverride())
{
for (unsigned int i=0; i<passSem.length(); i++)
{
{
passShaderOverride = passCtx.shaderOverrideInstance();
}
}
}
if (passShaderOverride)
{
passShaderOverride->bind( context );
passShaderOverride->updateParameters( context );
passShaderOverride->activatePass( context, 0 );
}
// do drawing of outline only for now
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixd(transform.matrix[0]);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixd(projection.matrix[0]);
glPushAttrib(GL_CURRENT_BIT);
glColor4fv(locatorData->color);
swissArmyLocator::drawOutline(locatorData->drawData);
glPopAttrib();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
if (passShaderOverride)
{
passShaderOverride->unbind( context );
if ( theRenderer )
theRenderer->getShaderManager()->releaseShader( passShaderOverride );
}
}
//
// Entry points
//
MStatus initializePlugin(MObject obj)
{
MStatus status;
MFnPlugin plugin(obj, PLUGIN_COMPANY, "6.0", "Any");
status = plugin.registerNode("swissArmyLocator",
swissArmyLocator::id,
&swissArmyLocator::creator,
&swissArmyLocator::initialize,
&swissArmyLocator::classification);
if (!status) {
status.perror("registerNode");
return status;
}
swissArmyLocator::classification,
swissArmyLocator::registrantId,
swissArmyLocatorOverride::Creator);
if (!status) {
status.perror("registerDrawOverrideCreator");
return status;
}
status = plugin.registerNode("swissArmyLocatorManip",
swissArmyLocatorManip::id,
&swissArmyLocatorManip::creator,
&swissArmyLocatorManip::initialize,
if (!status) {
status.perror("registerNode");
return status;
}
return status;
}
MStatus uninitializePlugin(MObject obj)
{
MStatus status;
MFnPlugin plugin(obj);
status = plugin.deregisterNode(swissArmyLocator::id);
if (!status) {
status.perror("deregisterNode");
return status;
}
swissArmyLocator::classification,
swissArmyLocator::registrantId);
if (!status) {
status.perror("deregisterDrawOverrideCreator");
return status;
}
status = plugin.deregisterNode(swissArmyLocatorManip::id);
if (!status) {
status.perror("deregisterNode");
return status;
}
return status;
}