rockingTransform.cpp

//-
// ==========================================================================
// 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.
// ==========================================================================
//+

//
// Example custom transform:
//      This plug-in implements an example custom transform that
//      can be used to perform a rocking motion around the X axix.
//      Geometry of any rotation can be made a child of this transform
//      to demonstrate the effect.
//      The plug-in contains two pieces:
//      1. The custom transform node -- rockingTransformNode
//      2. The custom transformation matrix -- rockingTransformMatrix
//      These classes are used together in order to implement the
//      rocking motion.  Note that the rock attribute is stored outside
//      of the regular transform attributes.
//
// MEL usage:
/*
        // Create a rocking transform and make a rotated plane
        // its child.
        loadPlugin rockingTransform;
        file -f -new;
        polyPlane -w 1 -h 1 -sx 10 -sy 10 -ax 0 1 0 -tx 1 -ch 1;
        select -r pPlane1 ;
        rotate -r -ws -15 -15 -15 ;
        createNode rockingTransform;
        parent pPlane1 rockingTransform1;
        setAttr rockingTransform1.rockx 55;
*/
//

#include <maya/MPxTransform.h>
#include <maya/MPxTransformationMatrix.h>
#include <maya/MGlobal.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MTransformationMatrix.h>
#include <maya/MIOStream.h>

#include "rockingTransform.h"

#ifndef M_PI
#include <math.h>
#endif

//
// Initialize our static class variables
//
MObject rockingTransformNode::aRockInX;
MTypeId rockingTransformNode::id(kRockingTransformNodeID);
MTypeId rockingTransformMatrix::id(kRockingTransformMatrixID);

//
// Implementation of our custom transformation matrix
//

//
//      Constructor for matrix
//
rockingTransformMatrix::rockingTransformMatrix()
{
        rockXValue = 0.0;
}

//
// Creator for matrix
//
void *rockingTransformMatrix::creator()
{
        return new rockingTransformMatrix();
}

//
//      Utility method for getting the rock
//      motion in the X axis
//
double rockingTransformMatrix::getRockInX() const
{
        return rockXValue;
}

//
//      Utility method for setting the rcok 
//      motion in the X axis
//
void rockingTransformMatrix::setRockInX( double rock )
{
        rockXValue = rock;
}

//
// This method will be used to return information to
// Maya.  Use the attributes which are outside of
// the regular transform attributes to build a new
// matrix.  This new matrix will be passed back to
// Maya.
//
MMatrix rockingTransformMatrix::asMatrix() const
{
        // Get the current transform matrix
        MMatrix m = ParentClass::asMatrix();
        // Initialize the new matrix we will calculate
        MTransformationMatrix tm( m );
        // Find the current rotation as a quaternion
        MQuaternion quat = rotation();
        // Convert the rocking value in degrees to radians
        DegreeRadianConverter conv;
        double newTheta = conv.degreesToRadians( getRockInX() );
        quat.setToXAxis( newTheta );
        // Apply the rocking rotation to the existing rotation
        tm.addRotationQuaternion( quat.x, quat.y, quat.z, quat.w, MSpace::kTransform );
        // Let Maya know what the matrix should be
        return tm.asMatrix();
}

MMatrix rockingTransformMatrix::asMatrix(double percent) const
{
        MPxTransformationMatrix m(*this);

        //      Apply the percentage to the matrix components
        MVector trans = m.translation();
        trans *= percent;
        m.translateTo( trans );
        MPoint rotatePivotTrans = m.rotatePivot();
        rotatePivotTrans = rotatePivotTrans * percent;
        m.setRotatePivot( rotatePivotTrans );
        MPoint scalePivotTrans = m.scalePivotTranslation();
        scalePivotTrans = scalePivotTrans * percent;
        m.setScalePivotTranslation( scalePivotTrans );

        //      Apply the percentage to the rotate value.  Same
        // as above + the percentage gets applied
        MQuaternion quat = rotation();
        DegreeRadianConverter conv;
        double newTheta = conv.degreesToRadians( getRockInX() );
        quat.setToXAxis( newTheta );
        m.rotateBy( quat );
        MEulerRotation eulRotate = m.eulerRotation();
        m.rotateTo(  eulRotate * percent, MSpace::kTransform);

        //      Apply the percentage to the scale
        MVector s(scale(MSpace::kTransform));
        s.x = 1.0 + (s.x - 1.0)*percent;
        s.y = 1.0 + (s.y - 1.0)*percent;
        s.z = 1.0 + (s.z - 1.0)*percent;
        m.scaleTo(s, MSpace::kTransform);

        return m.asMatrix();
}

MMatrix rockingTransformMatrix::asRotateMatrix() const
{
        // To be implemented
        return ParentClass::asRotateMatrix();
}


//
// Implementation of our custom transform
//

//
//      Constructor of the transform node
//
rockingTransformNode::rockingTransformNode()
: ParentClass()
{
        rockXValue = 0.0;
}

//
//      Constructor of the transform node
//
rockingTransformNode::rockingTransformNode(MPxTransformationMatrix *tm)
: ParentClass(tm)
{
        rockXValue = 0.0;
}

//
//      Post constructor method.  Have access to *this.  Node setup
//      operations that do not go into the initialize() method should go
//      here.
//
void rockingTransformNode::postConstructor()
{
        //      Make sure the parent takes care of anything it needs.
        //
        ParentClass::postConstructor();

        //      The baseTransformationMatrix pointer should be setup properly 
        //      at this point, but just in case, set the value if it is missing.
        //
        if (NULL == baseTransformationMatrix) {
                MGlobal::displayWarning("NULL baseTransformationMatrix found!");
                baseTransformationMatrix = new MPxTransformationMatrix();
        }

        MPlug aRockInXPlug(thisMObject(), aRockInX);
}

//
//      Destructor of the rocking transform
//
rockingTransformNode::~rockingTransformNode()
{
}

//
//      Method that returns the new transformation matrix
//
MPxTransformationMatrix *rockingTransformNode::createTransformationMatrix()
{
        return new rockingTransformMatrix();
}

//
//      Method that returns a new transform node
//
void *rockingTransformNode::creator()
{
        return new rockingTransformNode();
}

//
//      Node initialize method.  We configure node
//      attributes here.  Static method so
//      *this is not available.
//
MStatus rockingTransformNode::initialize()
{
        MFnNumericAttribute numFn;
        aRockInX = numFn.create("RockInX", "rockx", MFnNumericData::kDouble, 0.0);
        numFn.setKeyable(true);
        numFn.setAffectsWorldSpace(true);
        addAttribute(aRockInX);

        //      This is required so that the validateAndSet method is called
        mustCallValidateAndSet(aRockInX);
        return MS::kSuccess;
}

//
//      Debugging method
//
const char* rockingTransformNode::className() 
{
        return "rockingTransformNode";
}

//
//      Reset transformation
//
void  rockingTransformNode::resetTransformation (const MMatrix &matrix)
{
        ParentClass::resetTransformation( matrix );
}

//
//      Reset transformation
//
void  rockingTransformNode::resetTransformation (MPxTransformationMatrix *resetMatrix )
{
        ParentClass::resetTransformation( resetMatrix );
}

//
// A very simple implementation of validAndSetValue().  No lock
// or limit checking on the rocking attribute is done in this method.
// If you wish to apply locks and limits to the rocking attribute, you
// would follow the approach taken in the rockingTransformCheck example.
// Meaning you would implement methods similar to:
//      * applyRotationLocks();
//      * applyRotationLimits();
//      * checkAndSetRotation();  
// but for the rocking attribute.  The method checkAndSetRotation()
// would be called below rather than updating the rocking attribute
// directly.
//
MStatus rockingTransformNode::validateAndSetValue(const MPlug& plug,
                                                                                                const MDataHandle& handle,
                                                                                                const MDGContext& context)
{
        MStatus status = MS::kSuccess;

        //      Make sure that there is something interesting to process.
        //
        if (plug.isNull())
                return MS::kFailure;

        MDataBlock block = forceCache(*(MDGContext *)&context);
        MDataHandle blockHandle = block.outputValue(plug, &status);
        ReturnOnError(status);
        
        if ( plug == aRockInX )
        {
                // Update our new rock in x value
                double rockInX = handle.asDouble();
                blockHandle.set(rockInX);
                rockXValue = rockInX;
                
                // Update the custom transformation matrix to the
                // right rock value.  
                rockingTransformMatrix *ltm = getRockingTransformMatrix();
                if (ltm)
                        ltm->setRockInX(rockXValue);
                else 
                        MGlobal::displayError("Failed to get rock transform matrix");
                        
                blockHandle.setClean();
                
                // Mark the matrix as dirty so that DG information
                // will update.
                dirtyMatrix();          
        }
        
        // Allow processing for other attributes
        return ParentClass::validateAndSetValue(plug, handle, context);
}

//
//      Method for returning the current rocking transformation matrix
//
rockingTransformMatrix *rockingTransformNode::getRockingTransformMatrix()
{
        rockingTransformMatrix *ltm = (rockingTransformMatrix *) baseTransformationMatrix;
        return ltm;
}

//
// Utility class
//
double DegreeRadianConverter::degreesToRadians( double degrees )
{
         return degrees * ( M_PI/ 180.0 );
}
double DegreeRadianConverter::radiansToDegrees( double radians )
{
        return radians * (180.0/M_PI);
}       


Autodesk® Maya® 2011 © 1997-2010 Autodesk, Inc. All rights reserved. Generated with doxygen 1.5.6