squareScaleManipContext.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.
// ==========================================================================
//+

#include <maya/MTypeId.h>
#include <maya/MTypes.h>
#include <maya/MPxManipulatorNode.h>
#include <maya/MFnPlugin.h>
#include <maya/MObjectHandle.h>
#include <maya/MPxCommand.h>
#include <maya/MSyntax.h>
#include <maya/MDagModifier.h>
#include <maya/MVector.h>

#include <maya/M3dView.h>
#include <maya/MGLFunctionTable.h>

#include "manipulatorMath.h"

//
// Main class
//

class squareScaleManipulator : public MPxManipulatorNode
{
public:
    squareScaleManipulator();
    ~squareScaleManipulator();

    // Important virtuals to implement
    virtual void postConstructor();

    virtual MStatus connectToDependNode(const MObject &dependNode);

    virtual void draw(M3dView &view, const MDagPath &path,
                M3dView::DisplayStyle style, M3dView::DisplayStatus status);

    virtual MStatus doPress( M3dView& view );
    virtual MStatus doDrag( M3dView& view );
    virtual MStatus doRelease( M3dView& view );

    // Utility methods
    void setDrawTransformInfo( double rotation[3], MVector translation );
    MStatus updateDragInformation();

    // Standard required methods
    static void* creator();
    static MStatus initialize();

    // Node id
    static MTypeId id;

private:
    // GL component names used for drawing/picking
    MGLuint topName, rightName, bottomName, leftName;
    // Component names match with value indices
    int topIndex, rightIndex, bottomIndex, leftIndex;
    // Simple plane math class
    planeMath plane;
    // Modified mouse point
    MPoint mousePointGlName;
    // Track connected node rotation+translation in
    // order to position manipulator
    MGLfloat rotateX,rotateY,rotateZ;
    MGLfloat translateX,translateY,translateZ;
};