tge/lib/mayasdk7/include/maya/MPxSurfaceShape.h
2017-04-17 06:17:10 -06:00

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#ifndef _MPxSurfaceShape
#define _MPxSurfaceShape
//
//-
// ==========================================================================
// Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All
// rights reserved.
//
// The coded instructions, statements, computer programs, and/or related
// material (collectively the "Data") in these files contain unpublished
// information proprietary to Alias Systems Corp. ("Alias") and/or its
// licensors, which is protected by Canadian and US federal copyright law and
// by international treaties.
//
// The Data may not be disclosed or distributed to third parties or be copied
// or duplicated, in whole or in part, without the prior written consent of
// Alias.
//
// THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES RELATING
// TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR IMPLIED
// WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES
// WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN
// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY,
// ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA.
// ==========================================================================
//+
//
// CLASS: MPxSurfaceShape
//
// *****************************************************************************
//
// CLASS DESCRIPTION (MPxSurfaceShape)
//
// MPxSurfaceShape is the parent class of all user defined shapes.
// User defined shapes are dependency nodes (and DAG nodes) which contain
// overridable drawing, selection, and component methods.
//
// This class can be used to implement new kinds of shapes within maya that
// can have selectable/manipulatable components and behave in a similar
// manner to the default shapes in maya.
//
// The UI dependent aspects of the shape should be implemented in a class
// derived from MPxSurfaceShapeUI. This includes the drawing and interactive
// selection of the shape and any components that the shape implements.
//
// *****************************************************************************
#if defined __cplusplus
// *****************************************************************************
// INCLUDED HEADER FILES
#include <maya/MStatus.h>
#include <maya/MTypes.h>
#include <maya/MObject.h>
#include <maya/MPxNode.h>
#include <maya/MBoundingBox.h>
// *****************************************************************************
// DECLARATIONS
class MDagPath;
class MSelectArgs;
class MSelectionList;
class MPointArray;
class MObjectArray;
class MSelectionMask;
class MAttributeSpecArray;
class MVectorArray;
class MDoubleArray;
class MPxGeometryIterator;
// *****************************************************************************
// CLASS DECLARATION (MPxSurfaceShape)
/// parent class of all user defined shapes
/**
*/
#ifdef _WIN32
#pragma warning(disable: 4522)
#endif // _WIN32
class OPENMAYA_EXPORT MPxSurfaceShape : public MPxNode
{
public:
///
MPxSurfaceShape();
///
virtual ~MPxSurfaceShape();
///
virtual MPxNode::Type type() const;
/////////////////////////////////////////////////////////////////////////
// Methods to overload
///
virtual bool isBounded() const;
///
virtual MBoundingBox boundingBox() const;
///
enum MVertexCachingMode {
/// no point caching
kNoPointCaching,
/// points should be saved for undo in the point cache
kSavePoints,
/// points should be restored from the point cache
kRestorePoints,
/// update the points
kUpdatePoints
};
// Move tool support for components
///
virtual void transformUsing( const MMatrix& mat,
const MObjectArray& componentList );
///
virtual void transformUsing( const MMatrix& mat,
const MObjectArray& componentList,
MVertexCachingMode cachingMode,
MPointArray* pointCache);
///
virtual void tweakUsing( const MMatrix& mat,
const MObjectArray& componentList,
MVertexCachingMode cachingMode,
MPointArray* pointCache,
MArrayDataHandle& handle );
///
bool convertToTweakNodePlug(MPlug& plug) const;
///
enum MVertexOffsetMode {
/// move in normal direction
kNormal,
/// move in u tangent direction
kUTangent,
/// move in v tangent direction
kVTangent,
/// calculate u, v, and normal offsets
kUVNTriad
};
///
virtual bool vertexOffsetDirection( MObject & component,
MVectorArray & direction,
MVertexOffsetMode mode,
bool normalize );
///
virtual MObject newControlPointComponent( ) const;
///
virtual void componentToPlugs( MObject& component,
MSelectionList& selectionList
) const;
///
virtual bool match( const MSelectionMask & mask,
const MObjectArray& componentList ) const;
///
enum MatchResult {
///
kMatchOk,
///
kMatchNone,
///
kMatchTooMany,
///
kMatchInvalidName,
///
kMatchInvalidAttribute,
///
kMatchInvalidAttributeIndex,
///
kMatchInvalidAttributeRange,
///
kMatchInvalidAttributeDim
};
///
virtual MatchResult matchComponent( const MSelectionList& item,
const MAttributeSpecArray& spec,
MSelectionList& list );
///
virtual MObject createFullVertexGroup() const;
///
virtual bool deleteComponents( const MObjectArray& componentList,
MDoubleArray& undoInfo );
///
virtual bool undeleteComponents( const MObjectArray& componentList,
MDoubleArray& undoInfo );
///
virtual MObject localShapeInAttr() const;
///
virtual MObject localShapeOutAttr() const;
///
virtual MObject worldShapeOutAttr() const;
///
virtual MObject cachedShapeAttr() const;
///
virtual MObject geometryData() const;
///
virtual void closestPoint( const MPoint& toThisPoint,
MPoint& theClosestPoint,
double tolerance );
///
virtual bool pointAtParm( const MPoint& atThisParm,
MPoint& evaluatedPoint );
// Geometry iterator methods
//
///
virtual MPxGeometryIterator *
geometryIteratorSetup( MObjectArray&, MObject&,
bool forReadOnly = false );
///
virtual bool acceptsGeometryIterator( bool writeable=true );
///
virtual bool acceptsGeometryIterator( MObject&,
bool writeable=true,
bool forReadOnly = false);
/////////////////////////////////////////////////////////////////////////
///
MObjectArray activeComponents() const;
///
bool hasActiveComponents() const;
///
enum MChildChanged {
///
kObjectChanged,
///
kBoundingBoxChanged
};
///
void childChanged( MChildChanged = kObjectChanged );
// Marking the object as renderable allows the shaders to be hooked up
///
bool isRenderable() const;
///
void setRenderable( bool );
///
MMatrix getWorldMatrix( MDataBlock &, unsigned int ) const;
////////////////////////////////////////////////////////////////////////
// Inherited attributes
// If true, the object has history and the control point attribute
// values are tweaks, not the actual values.
///
static MObject mHasHistoryOnCreate;
/// Control points for the derived shapes
static MObject mControlPoints;
/// X value of a control point
static MObject mControlValueX;
/// Y value of a control point
static MObject mControlValueY;
/// Z value of a control point
static MObject mControlValueZ;
/// bounding box attribute
static MObject nodeBoundingBox;
/// bounding box minimum point
static MObject nodeBoundingBoxMin;
/// X component of boundingBoxMin
static MObject nodeBoundingBoxMinX;
/// Y component of boundingBoxMin
static MObject nodeBoundingBoxMinY;
/// Z component of boundingBoxMin
static MObject nodeBoundingBoxMinZ;
/// bounding box maximum point
static MObject nodeBoundingBoxMax;
/// X component of boundingBoxMax
static MObject nodeBoundingBoxMaxX;
/// Y component of boundingBoxMax
static MObject nodeBoundingBoxMaxY;
/// Z component of boundingBoxMax
static MObject nodeBoundingBoxMaxZ;
/// bounding box size vector
static MObject nodeBoundingBoxSize;
/// X component of boundingBoxSize
static MObject nodeBoundingBoxSizeX;
/// Y component of boundingBoxSize
static MObject nodeBoundingBoxSizeY;
/// Z component of boundingBoxSize
static MObject nodeBoundingBoxSizeZ;
/// object center attribute
static MObject center;
/// X component of boundingBoxCenter
static MObject boundingBoxCenterX;
/// Y component of boundingBoxCenter
static MObject boundingBoxCenterY;
/// Z component of boundingBoxCenter
static MObject boundingBoxCenterZ;
/// matrix attribute
static MObject matrix;
/// inverse matrix attribute
static MObject inverseMatrix;
/// world matrix attribute
static MObject worldMatrix;
/// inverse world matrix attribute
static MObject worldInverseMatrix;
/// parent matrix attribute
static MObject parentMatrix;
/// inverse parent matrix attribute
static MObject parentInverseMatrix;
/// visibility attribute
static MObject visibility;
/// intermediate object attribute
static MObject intermediateObject;
/// template attribute
static MObject isTemplated;
/// instances object group info attribute
static MObject instObjGroups;
/// object groups attributes
static MObject objectGroups;
/// component in object groups attribute
static MObject objectGrpCompList;
/// group id attribute
static MObject objectGroupId;
/// group id attribute
static MObject objectGroupColor;
/// controls choice of wireframe dormant object color
static MObject useObjectColor;
/// the per object dormant wireframe color
static MObject objectColor;
protected:
private:
static void initialSetup();
static const char* className();
};
#ifdef _WIN32
#pragma warning(default: 4522)
#endif // _WIN32
// *****************************************************************************
#endif /* __cplusplus */
#endif /* _MPxSurfaceShape */