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# quadricShape.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.
    // ==========================================================================
    //+

    //
    // quadricShape.cpp
    //
    // Description:
    //    Registers a new type of shape with maya called "quadricShape".
    //    This shape will display spheres, cylinders, disks, and partial disks
    //    using the OpenGL gluQuadric functions.
    //
    //    There are no output attributes for this shape.
    //    The following input attributes define the type of shape to draw.
    //
    //       shapeType  : 0=cylinder, 1=disk, 2=partialDisk, 3=sphere
    //       radius1    : cylinder base radius, disk inner radius, sphere radius
    //       radius2    : cylinder top radius, disk outer radius
    //       height     : cylinder height
    //       startAngle : partial disk start angle
    //       sweepAngle : partial disk sweep angle
    //       slices     : cylinder, disk, sphere slices
    //       loops      : disk loops
    //       stacks     : cylinder, sphere stacks
    //

    #include <maya/MIOStream.h>
    #include <maya/MPxSurfaceShape.h>
    #include <maya/MPxSurfaceShapeUI.h>
    #include <maya/MFnPlugin.h>
    #include <maya/MFnNumericAttribute.h>
    #include <maya/MFnEnumAttribute.h>
    #include <maya/MPoint.h>
    #include <maya/MPlug.h>
    #include <maya/MDrawData.h>
    #include <maya/MDrawRequest.h>
    #include <maya/MSelectionMask.h>
    #include <maya/MSelectionList.h>
    #include <maya/MDagPath.h>
    #include <maya/MMaterial.h>
    #if defined(OSMac_MachO_)
    #include <OpenGL/glu.h>
    #else
    #include <GL/glu.h>
    #endif

    #define MCHECKERROR(STAT,MSG)       \
        if ( MS::kSuccess != STAT ) {   \
            cerr << MSG << endl;        \
            return MS::kFailure;        \
        }

    #define MAKE_NUMERIC_ATTR( NAME, SHORTNAME, TYPE, DEFAULT, KEYABLE ) \
        MStatus NAME##_stat;                                             \
        MFnNumericAttribute NAME##_fn;                                   \
        NAME = NAME##_fn.create( #NAME, SHORTNAME, TYPE, DEFAULT );      \
        MCHECKERROR(NAME##_stat, "numeric attr create error");           \
        NAME##_fn.setHidden( !KEYABLE );                                 \
        NAME##_fn.setKeyable( KEYABLE );                                 \
        NAME##_fn.setInternal( true );                                   \
        NAME##_stat = addAttribute( NAME );                              \
        MCHECKERROR(NAME##_stat, "addAttribute error");

    #define LEAD_COLOR              18  // green
    #define ACTIVE_COLOR            15  // white
    #define ACTIVE_AFFECTED_COLOR   8   // purple
    #define DORMANT_COLOR           4   // blue
    #define HILITE_COLOR            17  // pale blue

    //
    // Geometry class
    //
    class quadricGeom
    {
    public:
        double radius1;
        double radius2;
        double height;
        double startAngle;
        double sweepAngle;
        short slices;
        short loops;
        short stacks;
        short shapeType;
    };

    //
    // Shape class - defines the non-UI part of a shape node
    //
    class quadricShape : public MPxSurfaceShape
    {
    public:
        quadricShape();
        virtual ~quadricShape();

        virtual void            postConstructor();
        virtual MStatus         compute( const MPlug&, MDataBlock& );
        virtual bool            getInternalValue( const MPlug&,
                                                  MDataHandle& );
        virtual bool            setInternalValue( const MPlug&,
                                                  const MDataHandle& );

        virtual bool            isBounded() const;
        virtual MBoundingBox    boundingBox() const;

        static  void *      creator();
        static  MStatus     initialize();
        quadricGeom*        geometry();

    private:
        quadricGeom*        fGeometry;

        // Attributes
        //
        static  MObject     shapeType;
        static  MObject     radius1;
        static  MObject     radius2;
        static  MObject     height;
        static  MObject     startAngle;
        static  MObject     sweepAngle;
        static  MObject     slices;
        static  MObject     loops;
        static  MObject     stacks;

    public:
        // Shape type id
        //
        static  MTypeId     id;
    };

    //
    // UI class - defines the UI part of a shape node
    //
    class quadricShapeUI : public MPxSurfaceShapeUI
    {
    public:
        quadricShapeUI();
        virtual ~quadricShapeUI();

        virtual void    getDrawRequests( const MDrawInfo & info,
                                         bool objectAndActiveOnly,
                                         MDrawRequestQueue & requests );
        virtual void    draw( const MDrawRequest & request,
                              M3dView & view ) const;
        virtual bool    select( MSelectInfo &selectInfo,
                                MSelectionList &selectionList,
                                MPointArray &worldSpaceSelectPts ) const;

        void            getDrawRequestsWireframe( MDrawRequest&,
                                                  const MDrawInfo& );
        void            getDrawRequestsShaded(    MDrawRequest&,
                                                  const MDrawInfo&,
                                                  MDrawRequestQueue&,
                                                  MDrawData& data );

        static  void *  creator();

    private:
        enum {
            kDrawCylinder,
            kDrawDisk,
            kDrawPartialDisk,
            kDrawSphere
        };

        // Draw Tokens
        //
        enum {
            kDrawWireframe,
            kDrawWireframeOnShaded,
            kDrawSmoothShaded,
            kDrawFlatShaded,
            kLastToken
        };
    };

    // SHAPE NODE IMPLEMENTATION

    MObject quadricShape::shapeType;
    MObject quadricShape::radius1;
    MObject quadricShape::radius2;
    MObject quadricShape::height;
    MObject quadricShape::startAngle;
    MObject quadricShape::sweepAngle;
    MObject quadricShape::slices;
    MObject quadricShape::loops;
    MObject quadricShape::stacks;
    MTypeId quadricShape::id( 0x80111 );

    quadricShape::quadricShape()
    {
        fGeometry = new quadricGeom;
        fGeometry->radius1      = 1.0;
        fGeometry->radius2      = 1.0;
        fGeometry->height       = 2.0;
        fGeometry->startAngle   = 0.0;
        fGeometry->sweepAngle   = 90.0;
        fGeometry->slices       = 8;
        fGeometry->loops        = 6;
        fGeometry->stacks       = 4;
        fGeometry->shapeType    = 0;
    }

    quadricShape::~quadricShape()
    {
        delete fGeometry;
    }

    /* override */
    void quadricShape::postConstructor()
    //
    // Description
    //
    //    When instances of this node are created internally, the MObject associated
    //    with the instance is not created until after the constructor of this class
    //    is called. This means that no member functions of MPxSurfaceShape can
    //    be called in the constructor.
    //    The postConstructor solves this problem. Maya will call this function
    //    after the internal object has been created.
    //    As a general rule do all of your initialization in the postConstructor.
    //
    {
        // This call allows the shape to have shading groups assigned
        //
        setRenderable( true );
    }

    /* override */
    MStatus quadricShape::compute( const MPlug& /*plug*/, MDataBlock& /*datablock*/ )
    //
    // Since there are no output attributes this is not necessary but
    // if we wanted to compute an output mesh for rendering it would
    // be done here base on the inputs.
    //
    {
        return MS::kUnknownParameter;
    }

    /* override */
    bool quadricShape::getInternalValue( const MPlug& plug,
                                         MDataHandle& datahandle )
    //
    // Handle internal attributes.
    // In order to impose limits on our attribute values we
    // mark them internal and use the values in fGeometry intead.
    //
    {
        bool isOk = true;

        if ( plug == radius1 ) {
            datahandle.set( fGeometry->radius1 );
            isOk = true;
        }
        else if ( plug == radius2 ) {
            datahandle.set( fGeometry->radius2 );
            isOk = true;
        }
        else if ( plug == height ) {
            datahandle.set( fGeometry->height );
            isOk = true;
        }
        else if ( plug == startAngle ) {
            datahandle.set( fGeometry->startAngle );
            isOk = true;
        }
        else if ( plug == sweepAngle ) {
            datahandle.set( fGeometry->sweepAngle );
            isOk = true;
        }
        else if ( plug == slices ) {
            datahandle.set( fGeometry->slices );
            isOk = true;
        }
        else if ( plug == loops ) {
            datahandle.set( fGeometry->loops );
            isOk = true;
        }
        else if ( plug == stacks ) {
            datahandle.set( fGeometry->stacks );
            isOk = true;
        }
        else {
            isOk = MPxSurfaceShape::getInternalValue( plug, datahandle );
        }

        return isOk;
    }
    /* override */
    bool quadricShape::setInternalValue( const MPlug& plug,
                                         const MDataHandle& datahandle )
    //
    // Handle internal attributes.
    // In order to impose limits on our attribute values we
    // mark them internal and use the values in fGeometry intead.
    //
    {
        bool isOk = true;

        // In the case of a disk or partial disk the inner radius must
        // never exceed the outer radius and the minimum radius is 0
        //
        if ( plug == radius1 ) {
            double innerRadius = datahandle.asDouble();
            double outerRadius = fGeometry->radius2;

            if ( innerRadius > outerRadius ) {
                outerRadius = innerRadius;
            }

            if ( innerRadius < 0 ) {
                innerRadius = 0;
            }

            fGeometry->radius1 = innerRadius;
            fGeometry->radius2 = outerRadius;
            isOk = true;
        }
        else if ( plug == radius2 ) {
            double outerRadius = datahandle.asDouble();
            double innerRadius = fGeometry->radius1;

            if ( outerRadius <= 0 ) {
                outerRadius = 0.1;
            }

            if ( innerRadius > outerRadius ) {
                innerRadius = outerRadius;
            }

            if ( innerRadius < 0 ) {
                innerRadius = 0;
            }

            fGeometry->radius1 = innerRadius;
            fGeometry->radius2 = outerRadius;
            isOk = true;
        }
        else if ( plug == height ) {
            double val = datahandle.asDouble();
            if ( val <= 0 ) {
                val = 0.1;
            }
            fGeometry->height = val;
        }
        else if ( plug == startAngle ) {
            double val = datahandle.asDouble();
            fGeometry->startAngle = val;
        }
        else if ( plug == sweepAngle ) {
            double val = datahandle.asDouble();
            fGeometry->sweepAngle = val;
        }
        else if ( plug == slices ) {
            short val = datahandle.asShort();
            if ( val < 3 ) {
                val = 3;
            }
            fGeometry->slices = val;
        }
        else if ( plug == loops ) {
            short val = datahandle.asShort();
            if ( val < 3 ) {
                val = 3;
            }
            fGeometry->loops = val;
        }
        else if ( plug == stacks ) {
            short val = datahandle.asShort();
            if ( val < 2 ) {
                val = 2;
            }
            fGeometry->stacks = val;
        }
        else {
            isOk = MPxSurfaceShape::setInternalValue( plug, datahandle );
        }

        return isOk;
    }

    /* override */
    bool quadricShape::isBounded() const { return true; }

    /* override */
    MBoundingBox quadricShape::boundingBox() const
    //
    // Returns the bounding box for the shape.
    // In this case just use the radius and height attributes
    // to determine the bounding box.
    //
    {
        MBoundingBox result;
        quadricShape* nonConstThis = const_cast <quadricShape*> (this);
        quadricGeom* geom = nonConstThis->geometry();

        double r = geom->radius1;
        result.expand( MPoint(r,r,r) ); result.expand( MPoint(-r,-r,-r) );
        r = geom->radius2;
        result.expand( MPoint(r,r,r) ); result.expand( MPoint(-r,-r,-r) );
        r = geom->height;
        result.expand( MPoint(r,r,r) ); result.expand( MPoint(-r,-r,-r) );

        return result;
    }

    void* quadricShape::creator()
    {
        return new quadricShape();
    }

    MStatus quadricShape::initialize()
    {
        MStatus             stat;
        MFnNumericAttribute numericAttr;
        MFnEnumAttribute    enumAttr;

        // QUADRIC type enumerated attribute
        //
        shapeType = enumAttr.create( "shapeType", "st", 0, &stat );
        MCHECKERROR( stat, "create shapeType attribute" );
            enumAttr.addField( "cylinder", 0 );
            enumAttr.addField( "disk", 1 );
            enumAttr.addField( "partialDisk", 2 );
            enumAttr.addField( "sphere", 3 );
        enumAttr.setHidden( false );
        enumAttr.setKeyable( true );
        stat = addAttribute( shapeType );
        MCHECKERROR( stat, "Error adding shapeType attribute." );

        // QUADRIC ATTRIBUTES
        //
        MAKE_NUMERIC_ATTR( radius1, "r1", MFnNumericData::kDouble, 1.0, true );
        MAKE_NUMERIC_ATTR( radius2, "r2", MFnNumericData::kDouble, 1.0, true );
        MAKE_NUMERIC_ATTR( height, "ht", MFnNumericData::kDouble, 2.0, true );
        MAKE_NUMERIC_ATTR( startAngle, "sta", MFnNumericData::kDouble, 0.0, true );
        MAKE_NUMERIC_ATTR( sweepAngle, "swa", MFnNumericData::kDouble, 90.0, true );
        MAKE_NUMERIC_ATTR( slices, "sl", MFnNumericData::kShort, 8, true );
        MAKE_NUMERIC_ATTR( loops, "lp", MFnNumericData::kShort, 6, true );
        MAKE_NUMERIC_ATTR( stacks, "sk", MFnNumericData::kShort, 4, true );

        return stat;
    }

    quadricGeom* quadricShape::geometry()
    //
    // This function gets the values of all the attributes and
    // assigns them to the fGeometry. Calling MPlug::getValue
    // will ensure that the values are up-to-date.
    //
    {
        MObject this_object = thisMObject();
        MPlug plug( this_object, radius1 ); plug.getValue( fGeometry->radius1 );
        plug.setAttribute( radius2 );       plug.getValue( fGeometry->radius2 );
        plug.setAttribute( height );        plug.getValue( fGeometry->height );
        plug.setAttribute( startAngle );    plug.getValue( fGeometry->startAngle );
        plug.setAttribute( sweepAngle );    plug.getValue( fGeometry->sweepAngle );
        plug.setAttribute( slices );        plug.getValue( fGeometry->slices );
        plug.setAttribute( loops );         plug.getValue( fGeometry->loops );
        plug.setAttribute( stacks );        plug.getValue( fGeometry->stacks );
        plug.setAttribute( shapeType );     plug.getValue( fGeometry->shapeType );

        return fGeometry;
    }

    // UI IMPLEMENTATION

    quadricShapeUI::quadricShapeUI() {}
    quadricShapeUI::~quadricShapeUI() {}

    void* quadricShapeUI::creator()
    {
        return new quadricShapeUI();
    }

    /* override */
    void quadricShapeUI::getDrawRequests( const MDrawInfo & info,
                                 bool /*objectAndActiveOnly*/,
                                 MDrawRequestQueue & queue )
    {
        // The draw data is used to pass geometry through the
        // draw queue. The data should hold all the information
        // needed to draw the shape.
        //
        MDrawData data;
        MDrawRequest request = info.getPrototype( *this );
        quadricShape* shapeNode = (quadricShape*)surfaceShape();
        quadricGeom* geom = shapeNode->geometry();
        getDrawData( geom, data );
        request.setDrawData( data );

        // Are we displaying meshes?
        if ( ! info.objectDisplayStatus( M3dView::kDisplayMeshes ) )
            return;

        // Use display status to determine what color to draw the object
        //
        switch ( info.displayStyle() )
        {
            case M3dView::kWireFrame :
                getDrawRequestsWireframe( request, info );
                queue.add( request );
                break;

            case M3dView::kGouraudShaded :
                request.setToken( kDrawSmoothShaded );
                getDrawRequestsShaded( request, info, queue, data );
                queue.add( request );
                break;

            case M3dView::kFlatShaded :
                request.setToken( kDrawFlatShaded );
                getDrawRequestsShaded( request, info, queue, data );
                queue.add( request );
                break;
            default:
                break;
        }
    }

    /* override */
    void quadricShapeUI::draw( const MDrawRequest & request, M3dView & view ) const
    //
    // From the given draw request, get the draw data and determine
    // which quadric to draw and with what values.
    //
    {
        MDrawData data = request.drawData();
        quadricGeom * geom = (quadricGeom*)data.geometry();
        int token = request.token();
        bool drawTexture = false;

        view.beginGL();

        if ( (token == kDrawSmoothShaded) || (token == kDrawFlatShaded) )
        {
    #if     defined(SGI) || defined(MESA)
            glEnable( GL_POLYGON_OFFSET_EXT );
    #else
            glEnable( GL_POLYGON_OFFSET_FILL );
    #endif
            // Set up the material
            //
            MMaterial material = request.material();
            material.setMaterial( request.multiPath(), request.isTransparent() );

            // Enable texturing
            //
            drawTexture = material.materialIsTextured();
            if ( drawTexture ) glEnable(GL_TEXTURE_2D);

            // Apply the texture to the current view
            //
            if ( drawTexture ) {
                material.applyTexture( view, data );
            }
        }

        GLUquadricObj* qobj = gluNewQuadric();

        switch( token )
        {
            case kDrawWireframe :
            case kDrawWireframeOnShaded :
                gluQuadricDrawStyle( qobj, GLU_LINE );
                break;

            case kDrawSmoothShaded :
                gluQuadricNormals( qobj, GLU_SMOOTH );
                gluQuadricTexture( qobj, true );
                gluQuadricDrawStyle( qobj, GLU_FILL );
                break;

            case kDrawFlatShaded :
                gluQuadricNormals( qobj, GLU_FLAT );
                gluQuadricTexture( qobj, true );
                gluQuadricDrawStyle( qobj, GLU_FILL );
                break;
        }

        switch ( geom->shapeType )
        {
        case kDrawCylinder :
            gluCylinder( qobj, geom->radius1, geom->radius2, geom->height,
                         geom->slices, geom->stacks );
            break;
        case kDrawDisk :
            gluDisk( qobj, geom->radius1, geom->radius2, geom->slices, geom->loops );
            break;
        case kDrawPartialDisk :
            gluPartialDisk( qobj, geom->radius1, geom->radius2, geom->slices,
                            geom->loops, geom->startAngle, geom->sweepAngle );
            break;
        case kDrawSphere :
        default :
            gluSphere( qobj, geom->radius1, geom->slices, geom->stacks );
            break;
        }

        // Turn off texture mode
        //
        if ( drawTexture ) glDisable(GL_TEXTURE_2D);

        view.endGL();
    }

    /* override */
    bool quadricShapeUI::select( MSelectInfo &selectInfo,
                                 MSelectionList &selectionList,
                                 MPointArray &worldSpaceSelectPts ) const
    //
    // Select function. Gets called when the bbox for the object is selected.
    // This function just selects the object without doing any intersection tests.
    //
    {
        MSelectionMask priorityMask( MSelectionMask::kSelectObjectsMask );
        MSelectionList item;
        item.add( selectInfo.selectPath() );
        MPoint xformedPt;
        selectInfo.addSelection( item, xformedPt, selectionList,
                                 worldSpaceSelectPts, priorityMask, false );
        return true;
    }

    void quadricShapeUI::getDrawRequestsWireframe( MDrawRequest& request,
                                                   const MDrawInfo& info )
    {
        request.setToken( kDrawWireframe );

        M3dView::DisplayStatus displayStatus = info.displayStatus();
        M3dView::ColorTable activeColorTable = M3dView::kActiveColors;
        M3dView::ColorTable dormantColorTable = M3dView::kDormantColors;
        switch ( displayStatus )
        {
            case M3dView::kLead :
                request.setColor( LEAD_COLOR, activeColorTable );
                break;
            case M3dView::kActive :
                request.setColor( ACTIVE_COLOR, activeColorTable );
                break;
            case M3dView::kActiveAffected :
                request.setColor( ACTIVE_AFFECTED_COLOR, activeColorTable );
                break;
            case M3dView::kDormant :
                request.setColor( DORMANT_COLOR, dormantColorTable );
                break;
            case M3dView::kHilite :
                request.setColor( HILITE_COLOR, activeColorTable );
                break;
            default:
                break;
        }
    }

    void quadricShapeUI::getDrawRequestsShaded( MDrawRequest& request,
                                                const MDrawInfo& info,
                                                MDrawRequestQueue& queue,
                                                MDrawData& data )
    {
        // Need to get the material info
        //
        MDagPath path = info.multiPath();   // path to your dag object
        M3dView view = info.view();;        // view to draw to
        MMaterial material = MPxSurfaceShapeUI::material( path );
        M3dView::DisplayStatus displayStatus = info.displayStatus();

        // Evaluate the material and if necessary, the texture.
        //
        if ( ! material.evaluateMaterial( view, path ) ) {
            cerr << "Couldnt evaluate\n";
        }

        bool drawTexture = true;
        if ( drawTexture && material.materialIsTextured() ) {
            material.evaluateTexture( data );
        }

        request.setMaterial( material );

        bool materialTransparent = false;
        material.getHasTransparency( materialTransparent );
        if ( materialTransparent ) {
            request.setIsTransparent( true );
        }

        // create a draw request for wireframe on shaded if
        // necessary.
        //
        if ( (displayStatus == M3dView::kActive) ||
             (displayStatus == M3dView::kLead) ||
             (displayStatus == M3dView::kHilite) )
        {
            MDrawRequest wireRequest = info.getPrototype( *this );
            wireRequest.setDrawData( data );
            getDrawRequestsWireframe( wireRequest, info );
            wireRequest.setToken( kDrawWireframeOnShaded );
            wireRequest.setDisplayStyle( M3dView::kWireFrame );
            queue.add( wireRequest );
        }
    }

    MStatus initializePlugin( MObject obj )
    {
        MFnPlugin plugin( obj, PLUGIN_COMPANY, "3.0", "Any");
        return plugin.registerShape( "quadricShape", quadricShape::id,
                                       &quadricShape::creator,
                                       &quadricShape::initialize,
                                       &quadricShapeUI::creator  );
    }

    MStatus uninitializePlugin( MObject obj)
    {
        MFnPlugin plugin( obj );
        return plugin.deregisterNode( quadricShape::id );
    }