Fixes in Dynamica that let's Maya Plugin playback the simulation using Maya 2009 (used to only work with previous version).

Thanks to Lawrence Chai from Disney Animation for the contribution.
This commit is contained in:
erwin.coumans
2009-01-07 23:38:27 +00:00
parent 1991bf3013
commit 48526b720c
4 changed files with 39 additions and 12 deletions

View File

@@ -57,6 +57,7 @@ MObject rigidBodyNode::ia_initialVelocity;
MObject rigidBodyNode::ia_initialSpin;
MObject rigidBodyNode::ca_rigidBody;
MObject rigidBodyNode::ca_rigidBodyParam;
MObject rigidBodyNode::ca_solver;
MStatus rigidBodyNode::initialize()
@@ -150,6 +151,14 @@ MStatus rigidBodyNode::initialize()
status = addAttribute(ca_rigidBodyParam);
MCHECKSTATUS(status, "adding ca_rigidBodyParam attribute")
ca_solver = fnNumericAttr.create("ca_solver", "caso", MFnNumericData::kBoolean, 0, &status);
MCHECKSTATUS(status, "creating ca_solver attribute")
fnNumericAttr.setConnectable(false);
fnNumericAttr.setHidden(true);
fnNumericAttr.setStorable(false);
fnNumericAttr.setKeyable(false);
status = addAttribute(ca_solver);
MCHECKSTATUS(status, "adding ca_solver attribute")
status = attributeAffects(ia_collisionShape, ca_rigidBody);
MCHECKSTATUS(status, "adding attributeAffects(ia_collisionShape, ca_rigidBody)")
@@ -172,6 +181,9 @@ MStatus rigidBodyNode::initialize()
status = attributeAffects(ia_angularDamping, ca_rigidBodyParam);
MCHECKSTATUS(status, "adding attributeAffects(ia_angularDamping, ca_rigidBodyParam)")
status = attributeAffects(ia_solver, ca_solver);
MCHECKSTATUS(status, "adding attributeAffects(ia_solver, ca_solver)")
// status = attributeAffects(ia_active, ca_rigidBodyParam);
// MCHECKSTATUS(status, "adding attributeAffects(ia_active, ca_rigidBodyParam)")
@@ -269,6 +281,8 @@ MStatus rigidBodyNode::compute(const MPlug& plug, MDataBlock& data)
computeRigidBody(plug, data);
} else if(plug == ca_rigidBodyParam) {
computeRigidBodyParam(plug, data);
} else if(plug == ca_solver) {
data.inputValue(ia_solver).asBool();
} else if(plug.isElement()) {
if(plug.array() == worldMatrix && plug.logicalIndex() == 0) {
computeWorldMatrix(plug, data);
@@ -532,7 +546,7 @@ void rigidBodyNode::update()
MObject update;
MPlug(thisObject, ca_rigidBody).getValue(update);
MPlug(thisObject, ca_rigidBodyParam).getValue(update);
MPlug(thisObject, ia_solver).getValue(update);
MPlug(thisObject, ca_solver).getValue(update);
MPlug(thisObject, worldMatrix).elementByLogicalIndex(0).getValue(update);
// MPlug plg = MPlug(thisObject, worldMatrix).elementByLogicalIndex(0);
}