Files
bullet3/Extras/MayaPlugin/pluginMain.cpp
nicola.candussi d78a46fea2 First MayaPlugin, still need to fix the makefiles and get unique ids for
the Maya nodes.
Got rid of boost dependencies.
Cleaned up mvl library
2008-08-25 15:11:33 +00:00

136 lines
4.9 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library Maya Plugin
Copyright (c) 2008 Walt Disney Studios
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising
from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must
not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Written by: Nicola Candussi <nicola@fluidinteractive.com>
*/
//pluginMain.cpp
#include <GL/glew.h>
#include <GL/glut.h>
#include <maya/MFnPlugin.h>
#include <maya/MGlobal.h>
#include <maya/MDGMessage.h>
#include "mayaUtils.h"
#include "rigidBodyNode.h"
#include "rigidBodyArrayNode.h"
#include "collisionShapeNode.h"
#include "dSolverNode.h"
#include "dSolverCmd.h"
#include "dRigidBodyCmd.h"
#include "dRigidBodyArrayCmd.h"
#include "mvl/util.h"
MStatus initializePlugin( MObject obj )
{
MStatus status;
MFnPlugin plugin( obj, "Walt Disney Feature Animation", "1.0", "Any");
int argc = 1;
char* argv[1] = {"ciao"};
glutInit(&argc, argv);
solver_t::initialize();
//
status = plugin.registerNode( rigidBodyNode::typeName, rigidBodyNode::typeId,
rigidBodyNode::creator,
rigidBodyNode::initialize,
MPxNode::kLocatorNode );
MCHECKSTATUS(status, "registering rigidBodyNode")
MDGMessage::addNodeRemovedCallback(rigidBodyNode::nodeRemoved, rigidBodyNode::typeName);
//
status = plugin.registerNode( rigidBodyArrayNode::typeName, rigidBodyArrayNode::typeId,
rigidBodyArrayNode::creator,
rigidBodyArrayNode::initialize,
MPxNode::kLocatorNode );
MCHECKSTATUS(status, "registering rigidBodyArrayNode")
MDGMessage::addNodeRemovedCallback(rigidBodyArrayNode::nodeRemoved, rigidBodyArrayNode::typeName);
//
status = plugin.registerNode( collisionShapeNode::typeName, collisionShapeNode::typeId,
collisionShapeNode::creator,
collisionShapeNode::initialize,
MPxNode::kDependNode );
MCHECKSTATUS(status, "registering collisionShapeNode")
//
status = plugin.registerNode( dSolverNode::typeName, dSolverNode::typeId,
dSolverNode::creator,
dSolverNode::initialize,
MPxNode::kDependNode );
MCHECKSTATUS(status, "registering dSolverNode")
status = plugin.registerCommand( dSolverCmd::typeName,
dSolverCmd::creator,
dSolverCmd::syntax);
MCHECKSTATUS(status, "registering dSolverCmd")
status = plugin.registerCommand( dRigidBodyCmd::typeName,
dRigidBodyCmd::creator,
dRigidBodyCmd::syntax);
MCHECKSTATUS(status, "registering dRigidBodyCmd")
status = plugin.registerCommand( dRigidBodyArrayCmd::typeName,
dRigidBodyArrayCmd::creator,
dRigidBodyArrayCmd::syntax);
MCHECKSTATUS(status, "registering dRigidBodyArrayCmd")
MGlobal::executeCommand( "source dynamicaUI.mel" );
MGlobal::executeCommand( "dynamicaUI_initialize" );
return status;
}
MStatus uninitializePlugin( MObject obj )
{
MStatus status;
MFnPlugin plugin( obj );
status = plugin.deregisterCommand(dRigidBodyArrayCmd::typeName);
MCHECKSTATUS(status, "deregistering dRigidBodyArrayCmd")
status = plugin.deregisterCommand(dRigidBodyCmd::typeName);
MCHECKSTATUS(status, "deregistering dRigidBodyCmd")
status = plugin.deregisterCommand(dSolverCmd::typeName);
MCHECKSTATUS(status, "deregistering dSolverGlobalsCmd")
status = plugin.deregisterNode(dSolverNode::typeId);
MCHECKSTATUS(status, "deregistering dSolverNode")
status = plugin.deregisterNode(collisionShapeNode::typeId);
MCHECKSTATUS(status, "deregistering collisionShapeNode")
status = plugin.deregisterNode(rigidBodyArrayNode::typeId);
MCHECKSTATUS(status, "deregistering rigidBodyArrayNode")
status = plugin.deregisterNode(rigidBodyNode::typeId);
MCHECKSTATUS(status, "deregistering rigidBodyNode")
solver_t::cleanup();
return status;
}