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SOP/SOP_CPPWave.C
/*
* Copyright (c) 2018
* Side Effects Software Inc. All rights reserved.
*
* Redistribution and use of Houdini Development Kit samples in source and
* binary forms, with or without modification, are permitted provided that the
* following conditions are met:
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. The name of Side Effects Software may not be used to endorse or
* promote products derived from this software without specific prior
* written permission.
*
* THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE `AS IS' AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
* NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*----------------------------------------------------------------------------
*/
/// This is the pure C++ implementation of the wave SOP.
/// @see @ref HOM/SOP_HOMWave.py, @ref HOM/SOP_HOMWaveNumpy.py, @ref HOM/SOP_HOMWaveInlinecpp.py, @ref HOM/SOP_HOMWave.C, @ref SOP/SOP_VEXWave.vfl
#include "SOP_CPPWave.h"
#include <GU/GU_Detail.h>
#include <GA/GA_Handle.h>
#include <OP/OP_Director.h>
#include <OP/OP_Operator.h>
#include <SYS/SYS_Math.h>
using namespace HDK_Sample;
void
{
"cpp_wave",
"CPP Wave ",
1,
1,
0));
}
};
{
return new SOP_CPPWave(net, name, op);
}
: SOP_Node(net, name, op)
{
// This indicates that this SOP manually manages its data IDs,
// so that Houdini can identify what attributes may have changed,
// e.g. to reduce work for the viewport, or other SOPs that
// check whether data IDs have changed.
// By default, (i.e. if this line weren't here), all data IDs
// would be bumped after the SOP cook, to indicate that
// everything might have changed.
// If some data IDs don't get bumped properly, the viewport
// may not update, or SOPs that check data IDs
// may not cook correctly, so be *very* careful!
mySopFlags.setManagesDataIDs(true);
}
SOP_CPPWave::~SOP_CPPWave()
{
}
{
// We must lock our inputs before we try to access their geometry.
// OP_AutoLockInputs will automatically unlock our inputs when we return.
// NOTE: Don't call unlockInputs yourself when using this!
OP_AutoLockInputs inputs(this);
if (inputs.lock(context) >= UT_ERROR_ABORT)
return error();
// Duplicate input geometry
duplicateSource(0, context);
// Flag the SOP as being time dependent (i.e. cook on time changes)
flags().timeDep = 1;
frame *= 0.03;
// NOTE: If you are only interested in the P attribute, use gdp->getP(),
// or don't bother making a new GA_RWHandleV3, and just use
// gdp->getPos3(ptoff) and gdp->setPos3(ptoff, Pvalue).
// This just gives an example supplying an attribute name.
GA_Offset ptoff;
{
UT_Vector3 Pvalue = Phandle.get(ptoff);
Pvalue.y() = sin(Pvalue.x()*.2 + Pvalue.z()*.3 + frame);
Phandle.set(ptoff, Pvalue);
}
// If we've modified an attribute, and we're managing our own data IDs,
// we must bump the data ID for that attribute.
Phandle.bumpDataId();
return error();
}