//- // ========================================================================== // Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by international treaties. // // The Data is provided for use exclusively by You. You have the right // to use, modify, and incorporate this Data into other products for // purposes authorized by the Autodesk software license agreement, // without fee. // // The copyright notices in the Software and this entire statement, // including the above license grant, this restriction and the // following disclaimer, must be included in all copies of the // Software, in whole or in part, and all derivative works of // the Software, unless such copies or derivative works are solely // in the form of machine-executable object code generated by a // source language processor. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. // AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED // WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF // NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR // PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR // TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS // BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL, // DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK // AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY // OR PROBABILITY OF SUCH DAMAGES. // // ========================================================================== //+ // // 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 #include 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: };