//- // ========================================================================== // 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 MPlug; class MDataBlock; class particleAttrNode : public MPxParticleAttributeMapperNode { public: particleAttrNode(); virtual ~particleAttrNode(); static void* creator(); static MStatus initialize(); virtual MStatus compute( const MPlug& plug, MDataBlock& block ); 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: };