C++ API Reference
geometryOverrideExample2/geometryOverrideExample2.h
//-
// ==========================================================================
// Copyright 2018 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.
// ==========================================================================
//+
#ifndef GeometryOverrideExample2_h
#define GeometryOverrideExample2_h
#include <maya/MPxGeometryOverride.h>
#include <maya/MPxSurfaceShape.h>
#include <maya/MHWGeometry.h>
#include <maya/MHWGeometryUtilities.h>
#include <maya/MDagMessage.h>
#include <vector>
class GeometryOverrideExample2_shape : public MPxSurfaceShape
{
public:
struct Float2
{
Float2() {}
Float2(float x, float y)
: x(x), y(y) {}
float x;
float y;
};
struct Float3
{
Float3() {}
Float3(float x, float y, float z)
: x(x), y(y), z(z) {}
float x;
float y;
float z;
};
typedef std::vector<Float3> Float3Array;
typedef std::vector<Float2> Float2Array;
typedef std::vector<unsigned int> IndexList;
public:
static void * creator()
{
return new GeometryOverrideExample2_shape();
}
static MStatus initialize() { return MS::kSuccess; }
~GeometryOverrideExample2_shape() override;
void postConstructor() override;
bool isBounded() const override { return true; }
MBoundingBox boundingBox() const override;
const Float3Array& getPositions() const { return fPositions; }
const Float3Array& getNormals() const { return fNormals; }
const Float3Array& getTangents() const { return fTangents; }
const Float3Array& getBiTangents() const { return fBiTangents; }
const Float2Array & getTexCoords() const { return fTextureCoords; }
const IndexList& getShadedIndices() const { return fShadedIndices; }
const IndexList& getWireFrameIndices() const { return fWireFrameIndices; }
public:
static MTypeId id; // plugin node id
private:
GeometryOverrideExample2_shape();
Float3Array fPositions; // cube vertex positions
Float3Array fNormals; // cube vertex normals
Float3Array fTangents; // cube vertex tangents
Float3Array fBiTangents; // cube vertex bitangents
Float2Array fTextureCoords; // cube vertex texture UV
IndexList fShadedIndices; // vertex indices used to draw the cube in filled mode
IndexList fWireFrameIndices; // vertex indices used to draw the cube in wireframe mode
MCallbackId mInstanceAddedCallbackId = 0;
};
class GeometryOverrideExample2 : public MHWRender::MPxGeometryOverride
{
public:
static MHWRender::MPxGeometryOverride* Creator(const MObject& obj)
{
return new GeometryOverrideExample2(obj);
}
~GeometryOverrideExample2() override;
void updateDG() override;
void updateRenderItems(const MDagPath& path, MHWRender::MRenderItemList& list) override;
const MHWRender::MRenderItemList& renderItems,
MHWRender::MGeometry& data) override;
void cleanUp() override;
bool requiresGeometryUpdate() const override;
private:
GeometryOverrideExample2(const MObject& obj);
void updateWireframeItems(const char* renderItemName, MGeometry::DrawMode mode, unsigned int depthPriority,
MColor color, bool isEnable, MHWRender::MRenderItemList& renderItemList,
const MHWRender::MShaderManager& shaderManager);
private:
static const char* sActiveWireframeRenderItemName;
static const char* sDormantWireframeRenderItemName;
static const char* sShadedRenderItemName;
GeometryOverrideExample2_shape* fMesh = nullptr;
};
#endif // GeometryOverrideExample2_h