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particleAttrNode/particleAttrNode.h
//-
// ==========================================================================
// 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.
// ==========================================================================
//+
//
// Class: particleAttrNode
//
// Author: Lonnie Li
//
// Description:
//
// particleAttrNode is an example node that extends the MPxParticleAttributeMapperNode
// type. These nodes allow us to define custom nodes to map per-particle attribute data
// to a particle shape.
//
// In this particular example, we have defined two operations:
//
// - compute2DTexture()
// - computeMesh()
//
// compute2DTexture() replicates the internal behaviour of Maya's internal 'arrayMapper'
// node at the API level. Given an input texture node and a U/V coord per particle input,
// this node will evaluate the texture at the given coordinates and map the result back
// to the outColorPP or outValuePP attributes. See the method description for compute2DTexture()
// for details on how to setup a proper attribute mapping graph.
//
// computeMesh() is a user-defined behaviour. It is called when the 'computeNode' attribute
// is connected to a polygonal mesh. From there, given a particle count, it will map the
// object space vertex positions of the mesh to a user-defined 'outPositions' vector attribute.
// This 'outPositions' attribute can then be connected to a vector typed, per-particle attribute
// on the shape to drive. In our particular example we drive the particle shape's 'rampPosition'
// attribute. For further details, see the method description for computeMesh() to setup
// this example.
//
#include <maya/MPxParticleAttributeMapperNode.h>
#include <maya/MTypeId.h>
class
particleAttrNode :
public
MPxParticleAttributeMapperNode
{
public
:
particleAttrNode();
~particleAttrNode()
override
;
static
void
* creator();
static
MStatus
initialize();
MStatus
compute
(
const
MPlug
& plug,
MDataBlock
& block )
override
;
protected
:
MStatus
compute2DTexture(
const
MPlug
& plug,
MDataBlock
& block );
MStatus
computeMesh(
const
MPlug
& plug,
MDataBlock
& block );
public
:
static
MTypeId
id;
static
MObject
outPositionPP;
static
MObject
particleCount;
private
:
};
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