rotateManip/rotateManip.cpp

rotateManip/rotateManip.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.
// ==========================================================================
//+
// DESCRIPTION:
//
// This example produces the MEL command "rotateContext" to create the tool context
// for this manipulator.
//
// This is an example to demonstrate the use of a rotation manipulator through
// a rotation tool and context. This example uses three classes to accomplish
// this task: First, a context command (rotateContext) is provided to create
// instances of the context. Next, a custom selection context (RotateManipContext)
// is created to manage the rotation manipulator. Finally, the rotation manipulator
// is provided as a custom node class.
//
// Loading and unloading:
//
// The rotate manipulator context can be created with the following mel commands:
//
// rotateContext;
// setToolTo rotateContext1;
//
// If the preceding commands were used to create the manipulator context,
// the following commands can destroy it:
//
// deleteUI rotateContext1;
// deleteUI rotateManip;
//
// If the plugin is loaded and unloaded frequently (such as during testing),
// it is useful to make these command sequences into shelf buttons.
//
// To create the tool button for the plug-in, create a new shelf named "Shelf1"
// and execute the following MEL commands to create the tool button in this shelf:
//
// rotateContext;
// setParent Shelf1;
// toolButton -cl toolCluster -t rotateContext1 -i1 "moveManip.xpm";
//
// How to use:
//
// To use the manipulator, select an object and click on the new tool button.
// A rotate manipulator should appear on the object along with a state manipulator nearby.
// The state manipulator should be displayed 2 units along the X-axis from the object.
//
// The plug-in rotate manipulator is configured to behave similarly to the built-in
// rotate manipulator. The state manipulator can be used to choose the mode for
// the rotate manipulator, which can be one of object space mode, world space mode,
// gimbal mode, and object space mode with snapping enabled.
//
#include <maya/MIOStream.h>
#include <stdio.h>
#include <stdlib.h>
#include <maya/MFn.h>
#include <maya/MPxNode.h>
#include <maya/MPxManipContainer.h>
#include <maya/MPxSelectionContext.h>
#include <maya/MPxContextCommand.h>
#include <maya/MModelMessage.h>
#include <maya/MFnPlugin.h>
#include <maya/MGlobal.h>
#include <maya/MItSelectionList.h>
#include <maya/MPoint.h>
#include <maya/MVector.h>
#include <maya/MDagPath.h>
#include <maya/MManipData.h>
#include <maya/MEulerRotation.h>
// Manipulators
#include <maya/MFnRotateManip.h>
#include <maya/MFnStateManip.h>
// This function is a utility that can be used to extract vector values from
// plugs.
//
MVector vectorPlugValue(const MPlug& plug) {
if (plug.numChildren() == 3)
{
double x,y,z;
MPlug rx = plug.child(0);
MPlug ry = plug.child(1);
MPlug rz = plug.child(2);
rx.getValue(x);
ry.getValue(y);
rz.getValue(z);
MVector result(x,y,z);
return result;
}
else {
MGlobal::displayError("Expected 3 children for plug "+MString(plug.name()));
MVector result(0,0,0);
return result;
}
}
//
// exampleRotateManip
//
// This class implements the example rotate manipulator.
//
class exampleRotateManip : public MPxManipContainer
{
public:
exampleRotateManip();
~exampleRotateManip() override;
static void * creator();
static MStatus initialize();
MStatus createChildren() override;
MStatus connectToDependNode(const MObject &node) override;
void draw(M3dView &view,
const MDagPath &path,
M3dView::DisplayStatus status) override;
// Callback function
MManipData rotationChangedCallback(unsigned index);
public:
static MTypeId id;
private:
MDagPath fRotateManip;
MDagPath fStateManip;
unsigned rotatePlugIndex;
};
MTypeId exampleRotateManip::id( 0x80022 );
exampleRotateManip::exampleRotateManip()
{
// The constructor must not call createChildren for user-defined
// manipulators.
}
exampleRotateManip::~exampleRotateManip()
{
}
void *exampleRotateManip::creator()
{
return new exampleRotateManip();
}
MStatus exampleRotateManip::initialize()
{
}
MStatus exampleRotateManip::createChildren()
{
// Add the rotation manip
//
fRotateManip = addRotateManip("RotateManip", "rotation");
// Add the state manip. The state manip is used to cycle through the
// rotate manipulator modes to demonstrate how they work.
//
fStateManip = addStateManip("StateManip", "state");
// The state manip permits 4 states. These correspond to:
// 0 - Rotate manip in objectSpace mode
// 1 - Rotate manip in worldSpace mode
// 2 - Rotate manip in gimbal mode
// 3 - Rotate manip in objectSpace mode with snapping on
//
// Note that while the objectSpace and gimbal modes will operator similar
// to the built-in Maya rotate manipulator, the worldSpace mode will
// produce unusual rotations because the plugin does not convert worldSpace
// rotations to object space.
//
MFnStateManip stateManip(fStateManip);
stateManip.setMaxStates(4);
stateManip.setInitialState(0);
return stat;
}
MStatus exampleRotateManip::connectToDependNode(const MObject &node)
{
MStatus stat;
// Find the rotate and rotatePivot plugs on the node. These plugs will
// be attached either directly or indirectly to the manip values on the
// rotate manip.
//
MFnDependencyNode nodeFn(node);
MPlug rPlug = nodeFn.findPlug("rotate", &stat);
if (!stat)
{
MGlobal::displayError("Could not find rotate plug on node");
return stat;
}
MPlug rcPlug = nodeFn.findPlug("rotatePivot", &stat);
if (!stat)
{
MGlobal::displayError("Could not find rotatePivot plug on node");
return stat;
}
// If the translate pivot exists, it will be used to move the state manip
// to a convenient location.
//
MPlug tPlug = nodeFn.findPlug("translate", &stat);
// To avoid having the object jump back to the default rotation when the
// manipulator is first used, extract the existing rotation from the node
// and set it as the initial rotation on the manipulator.
//
MEulerRotation existingRotation(vectorPlugValue(rPlug));
MVector existingTranslation(vectorPlugValue(tPlug));
//
// The following code configures default settings for the rotate
// manipulator.
//
MFnRotateManip rotateManip(fRotateManip);
rotateManip.setInitialRotation(existingRotation);
rotateManip.setRotateMode(MFnRotateManip::kObjectSpace);
rotateManip.displayWithNode(node);
// Add a callback function to be called when the rotation value changes
//
rotatePlugIndex = addManipToPlugConversionCallback( rPlug,
(manipToPlugConversionCallback)
&exampleRotateManip::rotationChangedCallback );
// Create a direct (1-1) connection to the rotation center plug
//
rotateManip.connectToRotationCenterPlug(rcPlug);
// Place the state manip at a distance of 2.0 units away from the object
// along the X-axis.
//
MFnStateManip stateManip(fStateManip);
stateManip.setTranslation(existingTranslation+MVector(2,0,0),
// add the rotate XYZ plugs to the In-View Editor
//
MPlug rxPlug = rPlug.child( 0 );
addPlugToInViewEditor( rxPlug );
MPlug ryPlug = rPlug.child( 1 );
addPlugToInViewEditor( ryPlug );
MPlug rzPlug = rPlug.child( 2 );
addPlugToInViewEditor( rzPlug );
finishAddingManips();
return stat;
}
void exampleRotateManip::draw(M3dView & view,
const MDagPath & path,
{
// Uses default manipulator drawing to draw the rotate and state manips
//
MPxManipContainer::draw(view, path, style, status);
}
MManipData exampleRotateManip::rotationChangedCallback(unsigned index) {
static MEulerRotation cache;
// If we entered the callback with an invalid index, print an error and
// return. Since we registered the callback only for one plug, all
// invocations of the callback should be for that plug.
//
if (index != rotatePlugIndex)
{
MGlobal::displayError("Invalid index in rotation changed callback!");
// For invalid indices, return vector of 0's
MFnNumericData numericData;
obj = numericData.create( MFnNumericData::k3Double );
numericData.setData(0.0,0.0,0.0);
return obj;
}
// Assign function sets to the manipulators
//
MFnStateManip stateManip(fStateManip);
MFnRotateManip rotateManip(fRotateManip);
// Adjust settings on the rotate manip based on the state of the state
// manip.
//
int mode = stateManip.state();
if (mode != 3)
{
rotateManip.setRotateMode((MFnRotateManip::RotateMode) stateManip.state());
rotateManip.setSnapMode(false);
}
else {
// State 3 enables snapping for an object space manip. In this case,
// we snap every 15.0 degrees.
//
rotateManip.setRotateMode(MFnRotateManip::kObjectSpace);
rotateManip.setSnapMode(true);
rotateManip.setSnapIncrement(15.0);
}
// The following code creates a data object to be returned in the
// MManipData. In this case, the plug to be computed must be a 3-component
// vector, so create data as MFnNumericData::k3Double
//
MFnNumericData numericData;
obj = numericData.create( MFnNumericData::k3Double );
// Retrieve the value for the rotation from the manipulator and return it
// directly without modification. If the manipulator should eg. slow down
// rotation, this method would need to do some math with the value before
// returning it.
//
MEulerRotation manipRotation;
if (!getConverterManipValue (rotateManip.rotationIndex(), manipRotation))
{
MGlobal::displayError("Error retrieving manip value");
numericData.setData(0.0,0.0,0.0);
}
else {
numericData.setData(manipRotation.x, manipRotation.y, manipRotation.z);
}
return MManipData(obj);
}
//
// RotateManipContext
//
// This class is a simple context for supporting a rotate manipulator.
//
class RotateManipContext : public MPxSelectionContext
{
public:
RotateManipContext();
void toolOnSetup(MEvent &event) override;
void toolOffCleanup() override;
// Callback issued when selection list changes
static void updateManipulators(void * data);
private:
MCallbackId id1;
};
RotateManipContext::RotateManipContext()
{
MString str("Plugin Rotate Manipulator");
setTitleString(str);
}
void RotateManipContext::toolOnSetup(MEvent &)
{
MString str("Rotate the object using the rotation handles");
setHelpString(str);
updateManipulators(this);
MStatus status;
updateManipulators,
this, &status);
if (!status) {
MGlobal::displayError("Model addCallback failed");
}
}
void RotateManipContext::toolOffCleanup()
{
MStatus status;
if (!status) {
MGlobal::displayError("Model remove callback failed");
}
}
void RotateManipContext::updateManipulators(void * data)
{
RotateManipContext * ctxPtr = (RotateManipContext *) data;
ctxPtr->deleteManipulators();
// Add the rotate manipulator to each selected object. This produces
// behavior different from the default rotate manipulator behavior. Here,
// a distinct rotate manipulator is attached to every object.
//
MItSelectionList iter(list, MFn::kInvalid, &stat);
if (MS::kSuccess == stat) {
for (; !iter.isDone(); iter.next()) {
// Make sure the selection list item is a depend node and has the
// required plugs before manipulating it.
//
MObject dependNode;
iter.getDependNode(dependNode);
if (dependNode.isNull() || !dependNode.hasFn(MFn::kDependencyNode))
{
MGlobal::displayWarning("Object in selection list is not "
"a depend node.");
continue;
}
MFnDependencyNode dependNodeFn(dependNode);
/* MPlug rPlug = */ dependNodeFn.findPlug("rotate", &stat);
if (!stat) {
MGlobal::displayWarning("Object cannot be manipulated: " +
dependNodeFn.name());
continue;
}
// Add manipulator to the selected object
//
MString manipName ("exampleRotateManip");
MObject manipObject;
exampleRotateManip* manipulator =
(exampleRotateManip *) exampleRotateManip::newManipulator(
manipName,
manipObject);
if (NULL != manipulator) {
// Add the manipulator
//
ctxPtr->addManipulator(manipObject);
// Connect the manipulator to the object in the selection list.
//
if (!manipulator->connectToDependNode(dependNode))
{
MGlobal::displayWarning("Error connecting manipulator to"
" object: " + dependNodeFn.name());
}
}
}
}
}
//
// rotateContext
//
// This is the command that will be used to create instances
// of our context.
//
class rotateContext : public MPxContextCommand
{
public:
rotateContext() {};
MPxContext * makeObj() override;
public:
static void* creator();
};
MPxContext *rotateContext::makeObj()
{
return new RotateManipContext();
}
void *rotateContext::creator()
{
return new rotateContext;
}
//
// The following routines are used to register/unregister
// the context and manipulator
//
MStatus initializePlugin(MObject obj)
{
MStatus status;
MFnPlugin plugin(obj, PLUGIN_COMPANY, "6.0", "Any");
status = plugin.registerContextCommand("rotateContext",
&rotateContext::creator);
if (!status) {
MGlobal::displayError("Error registering rotateContext command");
return status;
}
status = plugin.registerNode("exampleRotateManip", exampleRotateManip::id,
&exampleRotateManip::creator, &exampleRotateManip::initialize,
if (!status) {
MGlobal::displayError("Error registering rotateManip node");
return status;
}
return status;
}
MStatus uninitializePlugin(MObject obj)
{
MStatus status;
MFnPlugin plugin(obj);
status = plugin.deregisterContextCommand("rotateContext");
if (!status) {
MGlobal::displayError("Error deregistering rotateContext command");
return status;
}
status = plugin.deregisterNode(exampleRotateManip::id);
if (!status) {
MGlobal::displayError("Error deregistering RotateManip node");
return status;
}
return status;
}