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;
};


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