Пример #1
0
void exportTerrain::printTransformData(const MFnLight& theLight)
{
    MStatus		status;
    unsigned		numParents = theLight.parentCount(&status);
    MObject		transformNode;
    //will only use the first parent
    
    if(numParents != 0){
	transformNode = theLight.parent(0,&status);
	// This node has no transform - i.e., it's the world node
    }
    else
	return;
    
    if (!status && status.statusCode () == MStatus::kInvalidParameter)
	return;
    MFnTransform   transform(transformNode, &status);
    if (!status) {
	status.perror("MFnTransform constructor");
	return;
    }
    fout << "Name: " << transform.name(&status) << endl;
    fout << "Transform: " << transform.translation( MSpace::kTransform,&status) << endl;

    MQuaternion rot;
    status = transform.getRotation(rot);
    double rotD[4];
    rot.get(rotD);
    MColor tempRot(rotD[0],rotD[1],rotD[2],rotD[3]);
 //   fout << "Rotation: " << tempRot << endl;


    printLightData(theLight);
}
// Load the textures, update the necessary variable values, initialize register combiners,
// save and load the matrices with the proper values
//
MStatus	hwRefractReflectShader_NV20::preDraw(const MDrawRequest& request, M3dView& view)
{
	MStatus stat = loadTextures( request, view);

	if( MS::kSuccess != stat )		return stat;

	// get the reflectivity value
	//
	MPlug	tPlug(thisMObject(), reflectivity);
	if( tPlug.getValue( fReflectivity ) )
	{
		if( fReflectivity < 0.01f )	fReflectivity = 0.01f;
		if( fReflectivity > 1.0f )	fReflectivity = 1.0f;
	}
	else	fReflectivity = 0.5f;
	
	// get the refraction index value
	//
	MPlug	rPlug(thisMObject(), refractionIndex);
	if( rPlug.getValue( fRefractionIndex ) )
	{
		if ( fRefractionIndex < 1.0f )	fRefractionIndex = 1.0f;
		if ( fRefractionIndex > 2.0f )	fRefractionIndex = 2.0f;
	}
	else	fRefractionIndex = 1.0f;
	
	initCombiners( request, view );
	
	// Compute the camera rotation angle and axis
	//
	MDagPath	cameraPath;
	MStatus		status = view.getCamera( cameraPath );
	MMatrix		mmatrix = cameraPath.inclusiveMatrix( &status );
	MTransformationMatrix tmatrix( mmatrix );
	
	MQuaternion camRotation = tmatrix.rotation();
	MVector		camAxis;
	double		camTheta;
	camRotation.getAxisAngle(  camAxis, camTheta );
	
	// Convert to degrees from radians
	camTheta *= 57.295779513082320876798154814105;	// == (180 / M_PI)
	
	view.beginGL();
		glMatrixMode( GL_TEXTURE );
		glPushMatrix();
		glLoadIdentity();
		glScalef(1.0, -1.0, 1.0);
		glRotated( camTheta, camAxis[0], camAxis[1], camAxis[2]);
		glMatrixMode( GL_MODELVIEW );
	view.endGL();

	return stat;
}
Пример #3
0
void MannequinMoveManipulator::glDrawCone(GLUquadricObj* quadric,
  MPoint pos,
  MVector dir,
  float height,
  float radius) const {
  MQuaternion zToDir = MVector::zAxis.rotateTo(dir);

  MVector axis;
  double rotateRad;
  zToDir.getAxisAngle(axis, rotateRad);

  double rotateDeg = MAngle(rotateRad).as(MAngle::kDegrees);

  glPushMatrix();
    glTranslated(pos.x, pos.y, pos.z);
    glRotated(rotateDeg, axis.x, axis.y, axis.z);
    gluCylinder(quadric, radius, 0.0, height, 8, 1);
  glPopMatrix();
}
Пример #4
0
void n_tentacle::bipolarityCheck(MQuaternion &quat1, MQuaternion &quat2)
{
	// the quaternion's imaginary part can describe two rotations at the same time,
	// we make sure we always orient the two quaternions to the same direction

	double dot = (quat1.w * quat2.w) + (quat1.x * quat2.x) + (quat1.y * quat2.y) + (quat1.z * quat2.z);

	if(dot < 0.0)
	{
		quat1.negateIt();
	}
}
Пример #5
0
// create constraint
void MBulletContext::createConstraint(unsigned int * constraintId, unsigned int parentObjectId, unsigned int objectId, const MVector3 & pivot, bool disableParentCollision)
{
	btRigidBody * bA = btRigidBody::upcast(m_collisionObjects[parentObjectId]);
	btRigidBody * bB = btRigidBody::upcast(m_collisionObjects[objectId]);
		
	if(bA && bB)
	{
		bA->setActivationState(DISABLE_DEACTIVATION);
		bB->setActivationState(DISABLE_DEACTIVATION);
		
		*constraintId = m_constraints.size();
		
		MVector3 position, euler;
		MQuaternion rotation;
		MMatrix4x4 matrix, matrix1, matrix2, rotMatrix;
		
		rotMatrix.setRotationEuler(90, 0, 0);
		
		getObjectTransform(parentObjectId, &position, &rotation);
		matrix1.setRotationAxis(rotation.getAngle(), rotation.getAxis());
		matrix1.setTranslationPart(position);
		
		getObjectTransform(objectId, &position, &rotation);
		matrix2.setRotationAxis(rotation.getAngle(), rotation.getAxis());
		matrix2.setTranslationPart(position + matrix2.getRotatedVector3(pivot));
		
		matrix = (matrix1.getInverse() * matrix2) * rotMatrix;
		
		euler = matrix.getEulerAngles();
		position = matrix.getTranslationPart();
		rotation.setFromAngles(euler.x, euler.y, euler.z);
		
		btTransform frameInA, frameInB;
		frameInA = btTransform::getIdentity();
		frameInA.setOrigin(btVector3(position.x, position.y, position.z));
		frameInA.setRotation(btQuaternion(rotation.values[0], rotation.values[1], rotation.values[2], rotation.values[3]));
		
		rotation.setFromAngles(90, 0, 0);
		frameInB = btTransform::getIdentity();
		frameInB.setOrigin(btVector3(pivot.x, pivot.y, pivot.z));
		frameInB.setRotation(btQuaternion(rotation.values[0], rotation.values[1], rotation.values[2], rotation.values[3]));
			
		btGeneric6DofSpringConstraint * constraint = new btGeneric6DofSpringConstraint(
			*bA, *bB, frameInA, frameInB, true
		);
		
		m_constraints.push_back(constraint);
		m_dynamicsWorld->addConstraint(constraint, disableParentCollision);
	}
}
Пример #6
0
void n_tentacle::computeSlerp(const MMatrix &matrix1, const MMatrix &matrix2, const MFnNurbsCurve &curve, double parameter, double blendRot, double iniLength, double curveLength, double stretch, double globalScale, int tangentAxis, MVector &outPos, MVector &outRot)
{
	//curveLength = curve.length()
        double lenRatio = iniLength / curveLength;

        MQuaternion quat1;
        quat1 = matrix1;

        MQuaternion quat2;
        quat2 = matrix2;

        this->bipolarityCheck(quat1, quat2);

    //need to adjust the parameter in order to maintain the length between elements, also for the stretch
		MVector tangent;
		MPoint pointAtParam;
		MPoint finaPos;
        double p = lenRatio * parameter * globalScale;
        double finalParam = p + (parameter - p) * stretch;
		
		if(curveLength * finalParam > curveLength)
		{
		  double lengthDiff = curveLength - (iniLength * parameter);

		  double param = curve.knot(curve.numKnots() - 1);
		  tangent = curve.tangent(param, MSpace::kWorld);
		  tangent.normalize();

		  curve.getPointAtParam(param, pointAtParam, MSpace::kWorld);
		  finaPos = pointAtParam;
		  pointAtParam += (- tangent) * lengthDiff;
		  //MGlobal::displayInfo("sdf");
		}
		else
		{
		  double param = curve.findParamFromLength(curveLength * finalParam);
		  tangent = curve.tangent(param, MSpace::kWorld);
		  tangent.normalize();
		  curve.getPointAtParam(param, pointAtParam, MSpace::kWorld);
		  
		}
                

        MQuaternion slerpQuat = slerp(quat1, quat2, blendRot);
        MMatrix slerpMatrix = slerpQuat.asMatrix();

        int axisId = abs(tangentAxis) - 1;
		MVector slerpMatrixYAxis = MVector(slerpMatrix(axisId, 0), slerpMatrix(axisId, 1), slerpMatrix(axisId, 2));
		slerpMatrixYAxis.normalize();
		if(tangentAxis < 0)
			slerpMatrixYAxis = - slerpMatrixYAxis;

		double angle = tangent.angle(slerpMatrixYAxis);
		MVector axis =  slerpMatrixYAxis ^ tangent;
		axis.normalize();

		MQuaternion rotationToSnapOnCurve(angle, axis);

		MQuaternion finalQuat = slerpQuat * rotationToSnapOnCurve;
		MEulerRotation finalEuler = finalQuat.asEulerRotation();

		outRot.x = finalEuler.x;
		outRot.y = finalEuler.y;
		outRot.z = finalEuler.z;
		outPos = pointAtParam;
}
Пример #7
0
void rigidBodyNode::computeWorldMatrix(const MPlug& plug, MDataBlock& data)
{
	if (!m_rigid_body)
		return;

  //  std::cout << "rigidBodyNode::computeWorldMatrix" << std::endl;
    MObject thisObject(thisMObject());
    MFnDagNode fnDagNode(thisObject);

    MObject update;
    MPlug(thisObject, ca_rigidBody).getValue(update);
    MPlug(thisObject, ca_rigidBodyParam).getValue(update);
    
    vec3f pos;
    quatf rot;

    MStatus status;

    MFnTransform fnParentTransform(fnDagNode.parent(0, &status));

	double mscale[3];
    fnParentTransform.getScale(mscale);
	m_rigid_body->get_transform(pos, rot);
	
	
	if(dSolverNode::isStartTime)
	{ // allow to edit ptranslation and rotation
		MVector mtranslation = fnParentTransform.getTranslation(MSpace::kTransform, &status);
		MQuaternion mrotation;
		fnParentTransform.getRotation(mrotation, MSpace::kTransform);

		float deltaPX = (float)mtranslation.x - pos[0];
		float deltaPY = (float)mtranslation.y - pos[1];
		float deltaPZ = (float)mtranslation.z - pos[2];
		float deltaRX = (float)mrotation.x - rot[1];
		float deltaRY = (float)mrotation.y - rot[2];
		float deltaRZ = (float)mrotation.z - rot[3];
		float deltaRW = (float)mrotation.w - rot[0];
		float deltaSq = deltaPX * deltaPX + deltaPY * deltaPY  + deltaPZ * deltaPZ 
						+ deltaRX * deltaRX + deltaRY * deltaRY + deltaRZ * deltaRZ + deltaRW * deltaRW;
		if(deltaSq > FLT_EPSILON)
		{
			m_rigid_body->set_transform(vec3f((float)mtranslation.x, (float)mtranslation.y, (float)mtranslation.z),
										quatf((float)mrotation.w, (float)mrotation.x, (float)mrotation.y, (float)mrotation.z));
			m_rigid_body->set_interpolation_transform(vec3f((float)mtranslation.x, (float)mtranslation.y, (float)mtranslation.z),
														quatf((float)mrotation.w, (float)mrotation.x, (float)mrotation.y, (float)mrotation.z));
			m_rigid_body->update_constraint();
				MDataHandle hInitPos = data.outputValue(ia_initialPosition);
				float3 &ihpos = hInitPos.asFloat3();
				ihpos[0] = (float)mtranslation.x;
				ihpos[1] = (float)mtranslation.y;
				ihpos[2] = (float)mtranslation.z;
				MDataHandle hInitRot = data.outputValue(ia_initialRotation);
				float3 &ihrot = hInitRot.asFloat3();
				MEulerRotation newrot(mrotation.asEulerRotation());
				ihrot[0] = rad2deg((float)newrot.x);
				ihrot[1] = rad2deg((float)newrot.y);
				ihrot[2] = rad2deg((float)newrot.z);
		}
	}
	else
	{ // if not start time, lock position and rotation for active rigid bodies
        float mass = 0.f;
		MPlug(thisObject, rigidBodyNode::ia_mass).getValue(mass);
        if(mass > 0.f) 
		{
			fnParentTransform.setTranslation(MVector(pos[0], pos[1], pos[2]), MSpace::kTransform);
			fnParentTransform.setRotation(MQuaternion(rot[1], rot[2], rot[3], rot[0])); 
		}
	}

	float mass = 0.f;
	MPlug(thisObject, rigidBodyNode::ia_mass).getValue(mass);

	float curMass = m_rigid_body->get_mass();
	bool changedMassStatus= false;
	if ((curMass > 0.f) != (mass > 0.f))
	{
		changedMassStatus = true;
	}
	if (changedMassStatus)
		solver_t::remove_rigid_body(m_rigid_body);
	
	m_rigid_body->set_mass(mass);
	m_rigid_body->set_inertia((float)mass * m_rigid_body->collision_shape()->local_inertia());

	if (changedMassStatus)
		solver_t::remove_rigid_body(m_rigid_body);

	float restitution = 0.f;
	 MPlug(thisObject, rigidBodyNode::ia_restitution).getValue(restitution);
	 m_rigid_body->set_restitution(restitution);
	 float friction = 0.5f;
	  MPlug(thisObject, rigidBodyNode::ia_friction).getValue(friction);
    m_rigid_body->set_friction(friction);
    float linDamp = 0.f;
	  MPlug(thisObject, rigidBodyNode::ia_linearDamping).getValue(linDamp);
	m_rigid_body->set_linear_damping(linDamp);
    float angDamp = 0.f;
	  MPlug(thisObject, rigidBodyNode::ia_angularDamping).getValue(angDamp);
	m_rigid_body->set_angular_damping(angDamp);

    data.setClean(plug);
    //set the scale to the collision shape
    m_rigid_body->collision_shape()->set_scale(vec3f((float)mscale[0], (float)mscale[1], (float)mscale[2]));
}
Пример #8
0
bool xmlArmatureAnimLoad(const char * filename, void * data)
{
	TiXmlDocument doc(filename);
	if(! doc.LoadFile())
		return false;

	TiXmlHandle hDoc(&doc);
	TiXmlElement * pRootNode;
	TiXmlHandle hRoot(0);

	// Maratis
	pRootNode = hDoc.FirstChildElement().Element();
	if(! pRootNode)
		return false;

	if(strcmp(pRootNode->Value(), "Maratis") != 0)
		return false;

	hRoot = TiXmlHandle(pRootNode);

	// BonesAnim
	TiXmlElement * armatureAnimNode = pRootNode->FirstChildElement("ArmatureAnim");
	if(! armatureAnimNode)
		return false;

	unsigned int bonesAnimNumber = 0;
	armatureAnimNode->QueryUIntAttribute("num", &bonesAnimNumber);
	if(bonesAnimNumber == 0)
		return false;

	// create armature anim
	MArmatureAnim * armatureAnim = (MArmatureAnim *)data;
	MObject3dAnim * objAnims = armatureAnim->allocBonesAnim(bonesAnimNumber);

	// Bone
	TiXmlElement * boneNode = armatureAnimNode->FirstChildElement("Bone");
	for(boneNode; boneNode; boneNode=boneNode->NextSiblingElement("Bone"))
	{
		// position
		TiXmlElement * positionNode = boneNode->FirstChildElement("position");
		if(positionNode)
		{
			unsigned int kSize = 0;
			positionNode->QueryUIntAttribute("num", &kSize);
			MKey * keys = objAnims->allocPositionKeys(kSize);
			readVector3Keys(positionNode, keys);
		}

		// rotation
		TiXmlElement * rotationNode = boneNode->FirstChildElement("rotation");
		if(rotationNode)
		{
			unsigned int kSize = 0;
			rotationNode->QueryUIntAttribute("num", &kSize);
			MKey * keys = objAnims->allocRotationKeys(kSize);

			// k
			TiXmlElement * kNode = rotationNode->FirstChildElement("k");
			for(kNode; kNode; kNode=kNode->NextSiblingElement("k"))
			{
				int t = 0;
				MVector3 euler;
				MQuaternion * rotation = keys->createQuaternionData();

				kNode->QueryIntAttribute("t", &t);
				kNode->QueryFloatAttribute("x", &euler.x);
				kNode->QueryFloatAttribute("y", &euler.y);
				kNode->QueryFloatAttribute("z", &euler.z);

				rotation->setFromAngles(euler.x, euler.y, euler.z);

				keys->setT(t);
				keys++;
			}
		}

		// scale
		TiXmlElement * scaleNode = boneNode->FirstChildElement("scale");
		if(scaleNode)
		{
			unsigned int kSize = 0;
			scaleNode->QueryUIntAttribute("num", &kSize);
			MKey * keys = objAnims->allocScaleKeys(kSize);
			readVector3Keys(scaleNode, keys);
		}

		objAnims++;
	}

	return true;
}
Пример #9
0
MStatus
HRBFSkinCluster::skinDQ(MMatrixArray&  transforms,
						int numTransforms,
						MArrayDataHandle& weightListHandle,
						MItGeometry& iter) {
	MStatus returnStatus;

	// compute dual quaternions. we're storing them as a parallel array.
	std::vector<MQuaternion> tQuaternions(numTransforms); // translation quaterions
	std::vector<MQuaternion> rQuaternions(numTransforms); // rotation quaternions

	for (int i = 0; i < numTransforms; i++) {
		rQuaternions.at(i) = getRotationQuaternion(transforms[i]);
		rQuaternions.at(i).normalizeIt();
		tQuaternions.at(i) = getTranslationQuaternion(transforms[i], rQuaternions.at(i));
#if DEBUG_PRINTS
		std::cout << "rota quaternion " << i << " is: " << rQuaternions.at(i) << std::endl;
		std::cout << "tran quaternion " << i << " is: " << tQuaternions.at(i) << std::endl;
#endif
	}

	MQuaternion rBlend; // blended rotation quaternions
	MQuaternion tBlend; // blended translation quaternions
	MQuaternion scaleMe; // Maya's quaternion scaling is in-place
	double weight;


	// Iterate through each point in the geometry.
	//
	for (; !iter.isDone(); iter.next()) {
		MPoint pt = iter.position();
		MPoint skinned;

		rBlend = MQuaternion(); // reset
		tBlend = MQuaternion(); // reset
		rBlend[3] = 0.0;
		tBlend[3] = 0.0;

		// get the weights for this point
		MArrayDataHandle weightsHandle = weightListHandle.inputValue().child(weights);

		// compute the skinning
		for (int i = 0; i<numTransforms; ++i) {
			if (MS::kSuccess == weightsHandle.jumpToElement(i)) {
				weight = weightsHandle.inputValue().asDouble();
				scaleMe = rQuaternions.at(i);
				rBlend = rBlend + scaleMe.scaleIt(weight);
				scaleMe = tQuaternions.at(i);
				tBlend = tBlend + scaleMe.scaleIt(weight);
			}
		}

		MMatrix dqMatrix = makeDQMatrix(rBlend.normalizeIt(), tBlend);
		skinned = pt * dqMatrix;

		// Set the final position.
		iter.setPosition(skinned);

		// advance the weight list handle
		weightListHandle.next();
	}
	return returnStatus;
}
Пример #10
0
void curveColliderLocator::draw(M3dView &view, const MDagPath &path, 
								 M3dView::DisplayStyle style,
								 M3dView::DisplayStatus status)
{ 
	//
	// Get the input curve
	//
	MObject thisNode = thisMObject();
	MPlug radiusPlug(thisNode, colliderRadiusIn);
	MPlug colorPlugR(thisNode, colliderColorR);
	MPlug colorPlugG(thisNode, colliderColorG);
	MPlug colorPlugB(thisNode, colliderColorB);
	MPlug colorPlugT(thisNode, colliderTransparency);
	MPlug radiusElement;
	double radius;
	double radius2;
	double param;
	double param2;
	double paramNorm;
	radiusPlug.getValue(radius);
	MStatus stat;
	MQuaternion rotateQuat;
	double degreesToRadians = ( M_PI/ 180.0 );
	double radiansToDegrees = ( 180.0/M_PI );
	double rotateRadians;
	MVector crvNormalRotated;
	MPointArray radiusPts;
	MPoint radiusPt;
	
	// Alternate method of getting the MFnNurbsCurve:
	MPlug curvePlug(thisNode, colliderCurveIn);
	MPlugArray inputCrvArray;
	curvePlug.connectedTo(inputCrvArray, true, false);
	
	MObject crvColliderObj = inputCrvArray[0].node();
	MFnNurbsCurve cColliderFn(crvColliderObj, &stat);
	if(!stat){
		MGlobal::displayInfo(MString("Error creating MFnNurbsCurve for collider curve"));
		return;
	}
	
	MFnDagNode crvDagNode(crvColliderObj);
	MDagPath crvDagPath;
	crvDagNode.getPath(crvDagPath);
	MMatrix crvXform = crvDagPath.inclusiveMatrix();
	
	int numSpans = cColliderFn.numSpans();
	
	MPoint crvPoint;
	MPoint crvPoint2;
	
	GLUquadricObj* qobj = gluNewQuadric();
	
	view.beginGL(); 
	

	//////////////////////////////////////////////////////////////////////////////////////////////////////////////
	//                  DRAW SMOOTH SHADED 
	/////////////////////////////////////////////////////////////////////////////////////////////////////////////
	if ( ( style == M3dView::kFlatShaded ) || ( style == M3dView::kGouraudShaded ) ) {
		glPushAttrib( GL_ALL_ATTRIB_BITS );
		glShadeModel(GL_SMOOTH);
		glEnable(GL_LIGHTING);
		glEnable(GL_BLEND);
		glEnable(GL_LIGHT0);
		glMatrixMode( GL_MODELVIEW );
		
		float3 color; 
		colorPlugR.getValue(color[0]);
		colorPlugG.getValue(color[1]);
		colorPlugB.getValue(color[2]);
		float transparency;
		colorPlugT.getValue(transparency);
		
		float  diffuse[] = {color[0], color[1], color[2], transparency};
		float  specular[] = { 0.7f, 0.7f, 0.7f, transparency};
		float  shine[] = { 100.0f };
		float  ambient[] = { 0.2f, 0.2f, 0.2f, transparency };
		
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
		glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shine);
		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
		
		// Draw the beginning and ending sphere caps
		glPushMatrix();
		cColliderFn.getPointAtParam(0, crvPoint, MSpace::kWorld);
		crvPoint = crvPoint*crvXform;
		glTranslatef(crvPoint.x, crvPoint.y, crvPoint.z);
		radiusElement = radiusPlug.elementByPhysicalIndex(0, &stat);
		radiusElement.getValue(radius);
		gluSphere(qobj, radius, 16, 16);
		glPopMatrix();

		glPushMatrix();
		cColliderFn.getPointAtParam(numSpans, crvPoint, MSpace::kWorld);
		crvPoint = crvPoint*crvXform;
		glTranslatef(crvPoint.x, crvPoint.y, crvPoint.z);
		radiusElement = radiusPlug.elementByPhysicalIndex( (radiusPlug.numElements() - 1), &stat);
		radiusElement.getValue(radius);
		gluSphere(qobj, radius, 16, 16);
		glPopMatrix();
	
		int numStacks = numSpans*30;
		int numSlices = 32;
	
		// Initialize our point array with the radius values
		radiusPts.clear();
		radiusPts.setLength(radiusPlug.numElements());
		for(int radiusItr = 0; radiusItr < radiusPlug.numElements(); radiusItr++){
			radiusElement = radiusPlug.elementByPhysicalIndex(radiusItr, &stat);
			if(!stat){MGlobal::displayError(MString("Could not get radius element.")); return;}
			radiusElement.getValue(radius);	
			radiusPt.x = (double)radius; radiusPt.y = 0.0; radiusPt.z = 0.0;
			radiusPts[radiusItr] = radiusPt;
		}
	
		if(numStacks>1){
			for(uint crvItr = 0; crvItr < numStacks - 1; crvItr++){
				
				param = (float(crvItr)/float(numStacks-1))*numSpans;
				param2 = (float(crvItr+1)/float(numStacks-1))*numSpans;
				cColliderFn.getPointAtParam(param, crvPoint, MSpace::kWorld);
				crvPoint = crvPoint*crvXform;
				cColliderFn.getPointAtParam(param2, crvPoint2, MSpace::kWorld);
				crvPoint2 = crvPoint2 * crvXform;
				
				// Determine the radius value 
				int lastRadiusIndex = radiusPlug.numElements() - 1;
				if(lastRadiusIndex == 0){
					radiusElement = radiusPlug.elementByPhysicalIndex(0, &stat);
					if(!stat){MGlobal::displayError(MString("Could not get radius element.")); return;}
					radiusElement.getValue(radius);
					radius2 = radius;
				}else if(lastRadiusIndex > 0){

					paramNorm = param/numSpans;
					radiusPt = getInterpolatedSplinePoint(paramNorm, radiusPts);
					radius = radiusPt.x;
					
					paramNorm = param2/numSpans;
					radiusPt  = getInterpolatedSplinePoint(paramNorm, radiusPts);
					radius2 = radiusPt.x;			
				}
					
				// First, we need to determine our starting position by travelling along the normal 
				MVector crvNormal = cColliderFn.normal(param, MSpace::kWorld);
				crvNormal = crvNormal * crvXform;
				MVector crvTangent = cColliderFn.tangent(param, MSpace::kWorld);
				crvTangent = crvTangent * crvXform;
				crvNormal.normalize();
				crvTangent.normalize();
				
				MVector crvNormal2 = cColliderFn.normal(param2, MSpace::kWorld);
				crvNormal2 = crvNormal2 * crvXform;
				MVector crvTangent2 = cColliderFn.tangent(param2, MSpace::kWorld);
				crvTangent2 = crvTangent2 * crvXform;
				crvNormal2.normalize();
				crvTangent2.normalize();
	//			glTranslatef(crvNormal.x, crvNormal.y, crvNormal.z);

				glBegin(GL_QUADS);
				for(int sliceItr = 0; sliceItr < numSlices; sliceItr++){
					// quad vertex 4
					rotateRadians = ((((float)sliceItr+1)/numSlices)*360)*degreesToRadians;
					rotateQuat.setAxisAngle(crvTangent, rotateRadians);
					crvNormalRotated = crvNormal.rotateBy(rotateQuat);
					glNormal3f(crvNormalRotated.x, crvNormalRotated.y, crvNormalRotated.z );
					glVertex3f((float)crvPoint.x + (crvNormalRotated.x*radius),
							   (float)crvPoint.y + (crvNormalRotated.y*radius),
							   (float)crvPoint.z + (crvNormalRotated.z*radius));		
					// quad vertex 3
					rotateRadians = ((((float)sliceItr+1)/numSlices)*360)*degreesToRadians;
					rotateQuat.setAxisAngle(crvTangent2, rotateRadians);
					crvNormalRotated = crvNormal.rotateBy(rotateQuat);
					glNormal3f(crvNormalRotated.x, crvNormalRotated.y, crvNormalRotated.z );
					glVertex3f((float)crvPoint2.x + (crvNormalRotated.x*radius2),
							   (float)crvPoint2.y + (crvNormalRotated.y*radius2),
							   (float)crvPoint2.z + (crvNormalRotated.z*radius2));
					// quad vertex 2
					rotateRadians = (((float)sliceItr/numSlices)*360)*degreesToRadians;
					rotateQuat.setAxisAngle(crvTangent2, rotateRadians);
					crvNormalRotated = crvNormal.rotateBy(rotateQuat);
					glNormal3f(crvNormalRotated.x, crvNormalRotated.y, crvNormalRotated.z );
					glVertex3f((float)crvPoint2.x + (crvNormalRotated.x*radius2),
							   (float)crvPoint2.y + (crvNormalRotated.y*radius2),
							   (float)crvPoint2.z + (crvNormalRotated.z*radius2));
					// quad vertex 1
					rotateRadians = (((float)sliceItr/numSlices)*360)*degreesToRadians;
					rotateQuat.setAxisAngle(crvTangent, rotateRadians);
					crvNormalRotated = crvNormal.rotateBy(rotateQuat);
					glNormal3f(crvNormalRotated.x, crvNormalRotated.y, crvNormalRotated.z );
					glVertex3f((float)crvPoint.x + (crvNormalRotated.x*radius),
							   (float)crvPoint.y + (crvNormalRotated.y*radius),
							   (float)crvPoint.z + (crvNormalRotated.z*radius));				
				}
				glEnd();
			}
		}
		glPopAttrib();
	}
	//////////////////////////////////////////////////////////////////////////////////////////////////////////////
	//                  END SMOOTH SHADED 
	/////////////////////////////////////////////////////////////////////////////////////////////////////////////
	
	
	//////////////////////////////////////////////////////////////////////////////////////////////////////////////
	//                  DRAW WIREFRAME 
	/////////////////////////////////////////////////////////////////////////////////////////////////////////////
	if ( style == M3dView::kWireFrame ||  status == M3dView::kActive || status == M3dView::kLead) {
		glPushAttrib( GL_ALL_ATTRIB_BITS );

		// Draw the beginning and ending sphere caps
		// Quadrilateral strips
		glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
		glPushMatrix();
		cColliderFn.getPointAtParam(0, crvPoint, MSpace::kWorld);
		crvPoint = crvPoint*crvXform;
		glTranslatef(crvPoint.x, crvPoint.y, crvPoint.z);
		radiusElement = radiusPlug.elementByPhysicalIndex(0, &stat);
		radiusElement.getValue(radius);
		gluSphere(qobj, radius, 16, 16);
		glPopMatrix();
		
		glPushMatrix();
		cColliderFn.getPointAtParam(numSpans, crvPoint, MSpace::kWorld);
		crvPoint = crvPoint*crvXform;
		glTranslatef(crvPoint.x, crvPoint.y, crvPoint.z);
		radiusElement = radiusPlug.elementByPhysicalIndex( (radiusPlug.numElements() - 1), &stat);
		radiusElement.getValue(radius);
		gluSphere(qobj, radius, 16, 16);
		glPopMatrix();
		
	
		int numStacks = numSpans*10;
		int numSlices = 32;
		
		// Initialize our point array with the radius values
		radiusPts.clear();
		radiusPts.setLength(radiusPlug.numElements());
		for(int radiusItr = 0; radiusItr < radiusPlug.numElements(); radiusItr++){
			radiusElement = radiusPlug.elementByPhysicalIndex(radiusItr, &stat);
			if(!stat){MGlobal::displayError(MString("Could not get radius element.")); return;}
			radiusElement.getValue(radius);	
			radiusPt.x = (double)radius; radiusPt.y = 0.0; radiusPt.z = 0.0;
			radiusPts[radiusItr] = radiusPt;
		}
		
		for(uint crvItr = 0; crvItr < numStacks; crvItr++){
			
			param = (float(crvItr)/float(numStacks))*numSpans;
			param2 = (float(crvItr+1)/float(numStacks))*numSpans;
			cColliderFn.getPointAtParam(param, crvPoint, MSpace::kWorld);
			crvPoint = crvPoint*crvXform;
			cColliderFn.getPointAtParam(param2, crvPoint2, MSpace::kWorld);
			crvPoint2 = crvPoint2 * crvXform;
			
			// Determine the radius value 
			int lastRadiusIndex = radiusPlug.numElements() - 1;
			if(lastRadiusIndex == 0){
				radiusElement = radiusPlug.elementByPhysicalIndex(0, &stat);
				if(!stat){MGlobal::displayError(MString("Could not get radius element.")); return;}
				radiusElement.getValue(radius);
				radius2 = radius;
			}else if(lastRadiusIndex > 0){
				
				paramNorm = param/numSpans;
				radiusPt = getInterpolatedSplinePoint(paramNorm, radiusPts);
				radius = radiusPt.x;
				
				paramNorm = param2/numSpans;
				radiusPt  = getInterpolatedSplinePoint(paramNorm, radiusPts);
				radius2 = radiusPt.x;			
			}
			
			// First, we need to determine our starting position by travelling along the normal 
			MVector crvNormal = cColliderFn.normal(param, MSpace::kWorld);
			crvNormal = crvNormal * crvXform;
			MVector crvTangent = cColliderFn.tangent(param, MSpace::kWorld);
			crvTangent = crvTangent * crvXform;
			crvNormal.normalize();
			crvTangent.normalize();
			
			MVector crvNormal2 = cColliderFn.normal(param2, MSpace::kWorld);
			crvNormal2 = crvNormal2 * crvXform;
			MVector crvTangent2 = cColliderFn.tangent(param2, MSpace::kWorld);
			crvTangent2 = crvTangent2 * crvXform;
			crvNormal2.normalize();
			crvTangent2.normalize();
			//			glTranslatef(crvNormal.x, crvNormal.y, crvNormal.z);
			
			glBegin(GL_LINE_LOOP);
			for(int sliceItr = 0; sliceItr < numSlices; sliceItr++){
				// quad vertex 4
				rotateRadians = ((((float)sliceItr+1)/numSlices)*360)*degreesToRadians;
				rotateQuat.setAxisAngle(crvTangent, rotateRadians);
				crvNormalRotated = crvNormal.rotateBy(rotateQuat);
				glNormal3f(crvNormalRotated.x, crvNormalRotated.y, crvNormalRotated.z );
				glVertex3f((float)crvPoint.x + (crvNormalRotated.x*radius),
						   (float)crvPoint.y + (crvNormalRotated.y*radius),
						   (float)crvPoint.z + (crvNormalRotated.z*radius));		
				// quad vertex 3
				rotateRadians = ((((float)sliceItr+1)/numSlices)*360)*degreesToRadians;
				rotateQuat.setAxisAngle(crvTangent2, rotateRadians);
				crvNormalRotated = crvNormal.rotateBy(rotateQuat);
				glNormal3f(crvNormalRotated.x, crvNormalRotated.y, crvNormalRotated.z );
				glVertex3f((float)crvPoint2.x + (crvNormalRotated.x*radius2),
						   (float)crvPoint2.y + (crvNormalRotated.y*radius2),
						   (float)crvPoint2.z + (crvNormalRotated.z*radius2));
				// quad vertex 2
				rotateRadians = (((float)sliceItr/numSlices)*360)*degreesToRadians;
				rotateQuat.setAxisAngle(crvTangent2, rotateRadians);
				crvNormalRotated = crvNormal.rotateBy(rotateQuat);
				glNormal3f(crvNormalRotated.x, crvNormalRotated.y, crvNormalRotated.z );
				glVertex3f((float)crvPoint2.x + (crvNormalRotated.x*radius2),
						   (float)crvPoint2.y + (crvNormalRotated.y*radius2),
						   (float)crvPoint2.z + (crvNormalRotated.z*radius2));
				// quad vertex 1
				rotateRadians = (((float)sliceItr/numSlices)*360)*degreesToRadians;
				rotateQuat.setAxisAngle(crvTangent, rotateRadians);
				crvNormalRotated = crvNormal.rotateBy(rotateQuat);
				glNormal3f(crvNormalRotated.x, crvNormalRotated.y, crvNormalRotated.z );
				glVertex3f((float)crvPoint.x + (crvNormalRotated.x*radius),
						   (float)crvPoint.y + (crvNormalRotated.y*radius),
						   (float)crvPoint.z + (crvNormalRotated.z*radius));				
			}
			glEnd();
		}
		glPopAttrib();
	}
	//////////////////////////////////////////////////////////////////////////////////////////////////////////////
	//                  END WIREFRAME 
	/////////////////////////////////////////////////////////////////////////////////////////////////////////////
	
	
//	glEnable(GL_LIGHT0);
	view.endGL();
}