cgfxVector.cpp

//
// Copyright (C) 2002 NVIDIA 
// 
// File: cgfxVector.cpp
//
// Dependency Graph Node: cgfxVector
//
// Description:
//      The cgfxVector node is used to convert a vector in the scene to
//      world coordinates.  The inputs are a vector in local coordinates,
//      a flag indicating whether the vector is a position or a direction,
//      and a matrix that will transoform the vector to world coordinates.
//      This matrix is generally the worldInverseMatrix of the vector.
//
// Author: Jim Atkinson
//
//-
// ==========================================================================
// 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 "cgfxShaderCommon.h"

#include "cgfxVector.h"

#include <maya/MMatrix.h>
#include <maya/MFnMatrixAttribute.h>
#include <maya/MFnMatrixData.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MPlug.h>

// The typeid is a unique 32bit indentifier that describes this node.
// It is used to save and retrieve nodes of this type from the binary
// file format.  If it is not unique, it will cause file IO problems.
//
#ifdef _WIN32
MTypeId cgfxVector::sId( 4084862001 );
#else
MTypeId cgfxVector::sId( 0xF37A0C31 );
#endif

// There needs to be a MObject handle declared for each attribute that
// the node will have.  These handles are needed for getting and setting
// the values later.
//
// Input vector attribute
//
MObject cgfxVector::sVector;

MObject cgfxVector::sVectorX;
MObject cgfxVector::sVectorY;
MObject cgfxVector::sVectorZ;

// Input position/direction flag.  If isDirection is set then
// the vector represents a direction and the W coordinate is
// 0.0.  If it is not set then W is 1.0.
//
MObject cgfxVector::sIsDirection;

// Input matrix attribute
//
MObject cgfxVector::sMatrix;

// Output world coordinate vector attribute
//
MObject cgfxVector::sWorldVector;
MObject cgfxVector::sWorldVectorX;
MObject cgfxVector::sWorldVectorY;
MObject cgfxVector::sWorldVectorZ;
MObject cgfxVector::sWorldVectorW;

cgfxVector::cgfxVector()
{
        // Nothing to construct
}

/* virtual */
cgfxVector::~cgfxVector()
{
        // Nothing to destruct
}

#ifdef CGFX_DEBUG
#include <stdarg.h>

#ifdef _WIN32
// Disable in Linux build, because
// our Linux compiler setting makes it to complain for unused vars and methods
//
/*
static void dprintf(char* format, ...)
{
        char buffer[1024];

        va_list args;
        va_start(args, format);

        vsprintf(buffer, format, args);
        OutputDebugString(buffer);

        va_end(args);
}
*/
#endif


#else
static inline void dprintf(char* format, ...)
{
        // nothing
}
#endif
/* virtual */
MStatus cgfxVector::compute( const MPlug& plug, MDataBlock& data )
{
        MStatus status;

        MFnData::Type dataType = MFnData::kInvalid;
 
        if( plug == sWorldVector ||
                plug == sWorldVectorX ||
                plug == sWorldVectorY ||
                plug == sWorldVectorZ ||
                plug == sWorldVectorW)
        {
                // We do isDirection first simply because if there is an
                // error, the isDirection error is more legible than the
                // vector or matrix error.
                //
                MDataHandle dhIsDirection = data.inputValue(sIsDirection, &status);
                if (!status)
                {
                        status.perror("cgfxVector: isDirection handle");
                        return status;
                }

                dataType = dhIsDirection.type();

                MDataHandle dhVector = data.inputValue(sVector, &status);
                if (!status)
                {
                        status.perror("cgfxVector: vector handle");
                        return status;
                }

                dataType = dhVector.type();

                MMatrix matrix;

                MPlug matrixPlug(thisMObject(), sMatrix);
                if (matrixPlug.isNull())
                {
                        OutputDebugString("matrixPlug is NULL!\n");
                }

                // TODO: Fix this kludge.
                //
                // We should not have to do this but for some reason, 
                // using data.inputValue() fails for the sMatrix attribute.
                // Instead, we get a plug to the attribute and then get
                // the value directly.
                //
                MObject oMatrix;

                matrixPlug.getValue(oMatrix);

                MFnMatrixData fndMatrix(oMatrix, &status);
                if (!status)
                {
                        status.perror("cgfxVector: matrix data");
                }

                matrix= fndMatrix.matrix(&status);
                if (!status)
                {
                        status.perror("cgfxVector: get matrix");
                }

#if 0
                // TODO: This is how we are supposed to do it.  (I think).
                //
                MDataHandle dhMatrix = data.inputValue(sMatrix, &status);
                if (!status)
                {
                        status.perror("cgfxVector: matrix handle");
                }

                dataType = dhMatrix.type();

                oMatrix                 = dhMatrix.data();
                MFnMatrixData fnMatrix(oMatrix, &status);
                if (!status)
                {
                        status.perror("cgfxVector: matrix function set");
                }

                matrix = fnMatrix.matrix();
#endif /* 0 */

                bool     isDirection    = dhIsDirection.asBool();
                double3& vector                 = dhVector.asDouble3();

                double mat[4][4];
                matrix.get(mat);

                double ix, iy, iz, iw;  // Input vector
                float  ox, oy, oz, ow;  // Output vector

                ix = vector[0];
                iy = vector[1];
                iz = vector[2];
                iw = isDirection ? 0.0 : 1.0;

                ox = (float)(mat[0][0] * ix +
                                         mat[1][0] * iy +
                                         mat[2][0] * iz +
                                         mat[3][0] * iw);

                oy = (float)(mat[0][1] * ix +
                                         mat[1][1] * iy +
                                         mat[2][1] * iz +
                                         mat[3][1] * iw);

                oz = (float)(mat[0][2] * ix +
                                         mat[1][2] * iy +
                                         mat[2][2] * iz +
                                         mat[3][2] * iw);

                ow = (float)(mat[0][3] * ix +
                                         mat[1][3] * iy +
                                         mat[2][3] * iz +
                                         mat[3][3] * iw);

                MDataHandle dhWVector = data.outputValue(sWorldVector, &status);
                if (!status)
                {
                        status.perror("cgfxVector: worldVector handle");
                        return status;
                }

                MDataHandle dhWVectorW = data.outputValue(sWorldVectorW, &status);
                if (!status)
                {
                        status.perror("cgfxVector: worldVectorW handle");
                        return status;
                }

                dhWVector.set(ox, oy, oz);
                dhWVectorW.set(ow);
                data.setClean(sWorldVector);
                data.setClean(sWorldVectorW);
        }
        else
        {
                return MS::kUnknownParameter;
        }

        return MS::kSuccess;
}

/* static */
void* cgfxVector::creator()
{
        return new cgfxVector;
}

/* static */
MStatus cgfxVector::initialize()
{
        MStatus status;

        MFnNumericAttribute nAttr;
        MFnMatrixAttribute  mAttr;

        sVectorX = nAttr.create("vectorX", "vx",
                                                        MFnNumericData::kDouble, 0.0, &status);
        if (!status)
        {
                status.perror("cgfxVector: create vectorX");
                return status;
        }
        nAttr.setKeyable(true);

        sVectorY = nAttr.create("vectorY", "vy",
                                                        MFnNumericData::kDouble, 0.0, &status);
        if (!status)
        {
                status.perror("cgfxVector: create vectorY");
                return status;
        }
        nAttr.setKeyable(true);

        sVectorZ = nAttr.create("vectorZ", "vz",
                                                        MFnNumericData::kDouble, 0.0, &status);
        if (!status)
        {
                status.perror("cgfxVector: create vectorZ");
                return status;
        }
        nAttr.setKeyable(true);

        sVector = nAttr.create("vector", "v",
                                                   sVectorX, sVectorY, sVectorZ, &status);
        if (!status)
        {
                status.perror("cgfxVector: create vector");
                return status;
        }
        nAttr.setKeyable(true);

        sIsDirection = nAttr.create("isDirection", "id",
                                                                MFnNumericData::kBoolean, 0.0, &status);
        if (!status)
        {
                status.perror("cgfxVector: create isDirection");
                return status;
        }
        nAttr.setKeyable(true);
        nAttr.setDefault(false);

        sMatrix = mAttr.create("matrix", "m",
                                                   MFnMatrixAttribute::kDouble, &status);
        if (!status)
        {
                status.perror("cgfxVector: create matrix");
                return status;
        }
        mAttr.setWritable(true);
        mAttr.setStorable(true);

        sWorldVectorX = nAttr.create("worldVectorX", "wvx",
                                                                 MFnNumericData::kFloat, 0.0, &status);
        if (!status)
        {
                status.perror("cgfxVector: create worldVectorX");
                return status;
        }
        nAttr.setWritable(false);
        nAttr.setStorable(false);

        sWorldVectorY = nAttr.create("worldVectorY", "wvy",
                                                                 MFnNumericData::kFloat, 0.0, &status);
        if (!status)
        {
                status.perror("cgfxVector: create worldVectorY");
                return status;
        }
        nAttr.setWritable(false);
        nAttr.setStorable(false);

        sWorldVectorZ = nAttr.create("worldVectorZ", "wvz",
                                                                 MFnNumericData::kFloat, 0.0, &status);
        if (!status)
        {
                status.perror("cgfxVector: create worldVectorZ");
                return status;
        }
        nAttr.setWritable(false);
        nAttr.setStorable(false);

        sWorldVectorW = nAttr.create("worldVectorW", "wvw",
                                                                 MFnNumericData::kFloat, 0.0, &status);
        if (!status)
        {
                status.perror("cgfxVector: create worldVectorW");
                return status;
        }
        nAttr.setWritable(false);
        nAttr.setStorable(false);

        sWorldVector = nAttr.create("worldVector", "wv",
                                                                sWorldVectorX, sWorldVectorY, sWorldVectorZ,
                                                                &status);
        if( !status )
        {
                status.perror("cgfxVector: create worldVector");
                return status;
        }
        nAttr.setWritable(false);
        nAttr.setStorable(false);

        status = addAttribute(sVector);
        if (!status)
        {
                status.perror("cgfxVector: addAttribute vector");
                return status;
        }

        status = addAttribute(sIsDirection);
        if (!status)
        {
                status.perror("cgfxVector: addAttribute isDirection");
                return status;
        }

        status = addAttribute(sMatrix);
        if (!status)
        {
                status.perror("cgfxVector: addAttribute matrix");
                return status;
        }

        status = addAttribute(sWorldVector);
        if (!status)
        {
                status.perror("cgfxVector: addAttribute worldVector");
                return status;
        }

        status = addAttribute(sWorldVectorW);
        if (!status)
        {
                status.perror("cgfxVector: addAttribute worldVectorW");
                return status;
        }

        status = attributeAffects(sVector, sWorldVector);
        if (!status)
        {
                status.perror("cgfxVector: attributeAffects vector -> worldVector");
                return status;
        }

        status = attributeAffects(sIsDirection, sWorldVector);
        if (!status)
        {
                status.perror("cgfxVector: attributeAffects isDirection -> worldVector");
                return status;
        }

        status = attributeAffects(sMatrix, sWorldVector);
        if (!status)
        {
                status.perror("cgfxVector: attributeAffects matrix -> worldVector");
                return status;
        }

        status = attributeAffects(sVector, sWorldVectorW);
        if (!status)
        {
                status.perror("cgfxVector: attributeAffects vector -> worldVectorW");
                return status;
        }

        status = attributeAffects(sIsDirection, sWorldVectorW);
        if (!status)
        {
                status.perror("cgfxVector: attributeAffects isDirection -> worldVectorW");
                return status;
        }

        status = attributeAffects(sMatrix, sWorldVectorW);
        if (!status)
        {
                status.perror("cgfxVector: attributeAffects matrix -> worldVectorW");
                return status;
        }

        return MS::kSuccess;
}


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