Esempio n. 1
0
MStatus exampleRotateManip::createChildren()
{
	MStatus stat = MStatus::kSuccess;

	// Add the rotation manip
	//
	fRotateManip = addRotateManip("RotateManip", "rotation");

	// Add the state manip.  The state manip is used to cycle through the 
	// rotate manipulator modes to demonstrate how they work.
	//
	fStateManip = addStateManip("StateManip", "state");

	// The state manip permits 4 states.  These correspond to:
	// 0 - Rotate manip in objectSpace mode
	// 1 - Rotate manip in worldSpace mode
	// 2 - Rotate manip in gimbal mode
	// 3 - Rotate manip in objectSpace mode with snapping on
	//
	// Note that while the objectSpace and gimbal modes will operator similar 
	// to the built-in Maya rotate manipulator, the worldSpace mode will 
	// produce unusual rotations because the plugin does not convert worldSpace
	// rotations to object space.
	//
	MFnStateManip stateManip(fStateManip);
	stateManip.setMaxStates(4);
	stateManip.setInitialState(0);
	
	return stat;
}
//----------------------------------
MStatus moveManip::createChildren()
//----------------------------------
{

    MString pointManipName("pointManip");
    MString pointName("freePoint");
    fFreePointManip = addFreePointTriadManip(pointManipName,
											 pointName);


	fDiscManip = addDiscManip("discManip",
							 "angle");

	fDiscManip2 = addDiscManip("discManip2",
								"angle");

	fStateManip = addStateManip("stateManipu","stateManip");

	fToggleManip = addToggleManip("toggleManipu","toggler");
	
	finishAddingManips();	//Merke: FinishAddingManips funzt hier viiiiel besser -> keine Abstürze mehr
    return MS::kSuccess;
}
Esempio n. 3
0
MStatus swissArmyLocatorManip::createChildren()
{
    MStatus stat = MStatus::kSuccess;
	MString method("swissArmyLocatorManip::createChildren");
	MStatus s;
	int counter = 0;

	// FreePointTriadManip
	//
	fFreePointTriadManip = addFreePointTriadManip("freePointTriadManip",
												  "point");
	MFnFreePointTriadManip freePointTriadManipFn(fFreePointTriadManip);

	// DirectionManip
	//
	fDirectionManip = addDirectionManip("directionManip",
										"direction");
	MFnDirectionManip directionManipFn(fDirectionManip);

	// ToggleManip
	//
	fToggleManip = addToggleManip("toggleManip", "toggle");
	MFnToggleManip toggleManipFn(fToggleManip);

	// StateManip
	//
	fStateManip = addStateManip("stateManip", "state");
	MFnStateManip stateManipFn(fStateManip);

	// DiscManip
	//
	fDiscManip = addDiscManip("discManip",
							  "angle");
	MFnDiscManip discManipFn(fDiscManip);

	// CircleSweepManip
	//
	fCircleSweepManip = addCircleSweepManip("circleSweepManip",
											"angle");
	MFnCircleSweepManip circleSweepManipFn(fCircleSweepManip, &s); e;
	circleSweepManipFn.setCenterPoint(MPoint(0, 0, 0));
	circleSweepManipFn.setNormal(MVector(0, 1, 0));
	circleSweepManipFn.setRadius(2.0);
	circleSweepManipFn.setDrawAsArc(true);

	// DistanceManip
	//
    MString manipName("distanceManip");
    MString distanceName("distance");
    MPoint startPoint(0.0, 0.0, 0.0);
    MVector direction(0.0, 1.0, 0.0);
    fDistanceManip = addDistanceManip(manipName,
									  distanceName);
	MFnDistanceManip distanceManipFn(fDistanceManip);
	distanceManipFn.setStartPoint(startPoint);
	distanceManipFn.setDirection(direction);

	// RotateManip
	//
    MString RotateManipName("RotateManip");
    MString rotateName("rotation");
    fRotateManip = addRotateManip(RotateManipName, rotateName);
	MFnRotateManip rotateManipFn(fRotateManip);

	// ScaleManip
	//
    MString scaleManipName("scaleManip");
    MString scaleName("scale");
    fScaleManip = addScaleManip(scaleManipName, scaleName);
	MFnScaleManip scaleManipFn(fScaleManip);

    return stat;
}