apiMeshShapeUI.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.
// ==========================================================================
//+

//
// apiMeshShapeUI.h
//
// Encapsulates the UI portion of a user defined shape. All of the
// drawing and selection code goes here.
//

#include <maya/MPxSurfaceShapeUI.h> 
#include <apiMeshShape.h> 

class apiMeshUI : public MPxSurfaceShapeUI
{
public:
        apiMeshUI();
        virtual ~apiMeshUI(); 

        //
        // Overrides
        //

        // Puts draw request on the draw queue
        //
        virtual void    getDrawRequests( const MDrawInfo & info,
                                                                         bool objectAndActiveOnly,
                                                                         MDrawRequestQueue & requests );

        // Main draw routine. Gets called by maya with draw requests.
        //
        virtual void    draw( const MDrawRequest & request,
                                                  M3dView & view ) const;

        // Main draw routine for UV editor. This is called by maya when the 
        // shape is selected and the UV texture window is visible. 
        // 
        virtual void    drawUV( M3dView &view, const MTextureEditorDrawInfo & ) const; 
        virtual bool    canDrawUV() const; 

        // Main selection routine
        //
        virtual bool    select( MSelectInfo &selectInfo,
                                                        MSelectionList &selectionList,
                                                        MPointArray &worldSpaceSelectPts ) const;

        //
        // Helper routines
        //

        void    drawWireframe( const MDrawRequest & request, M3dView & view ) const;
        void    drawShaded( const MDrawRequest & request, M3dView & view ) const;
        void    drawVertices( const MDrawRequest & request, M3dView & view ) const;
        void    drawBoundingBox( const MDrawRequest & request, M3dView & view ) const;
        // for userInteraction example code
        //
        void    drawRedPointAtCenter( const MDrawRequest & request, M3dView & view ) const;

        bool                    selectVertices( MSelectInfo &selectInfo,
                                                                        MSelectionList &selectionList,
                                                                        MPointArray &worldSpaceSelectPts ) const;

        static  void *      creator();

private:
        void drawUVWireframe( apiMeshGeom *, M3dView &, 
                                                  const MTextureEditorDrawInfo &info ) const;
        void drawUVMapCoord( M3dView &, int uv, float u, float v, bool ) const;
        void drawUVMapCoordNum( apiMeshGeom *, M3dView &, 
                                                        const MTextureEditorDrawInfo &info, bool ) const;
                
        // Draw Tokens
        //
        enum {
                kDrawVertices, // component token
                kDrawWireframe,
                kDrawWireframeOnShaded,
                kDrawSmoothShaded,
                kDrawFlatShaded,
                kDrawBoundingBox,
                kDrawRedPointAtCenter,  // for userInteraction example code
                kLastToken
        };
};

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