/* * Copyright (c) 2012 * 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 custom object defines a geometry object that has parameters which * define a frame-dependent jitter in its translation. This can be used to make * earth-quake type effects. No doubt next year will be the year of the * Earthquake movie. */ #ifndef __OBJ_Shake__ #define __OBJ_Shake__ #include <OBJ/OBJ_Geometry.h> namespace HDK_Sample { class OBJ_Shake : public OBJ_Geometry { public: OBJ_Shake(OP_Network *net, const char *name, OP_Operator *op); virtual ~OBJ_Shake(); static OP_Node *myConstructor(OP_Network *net, const char *name, OP_Operator *entry); static OP_TemplatePair *buildTemplatePair(OP_TemplatePair *prevstuff); float JX(float t) { return evalFloat("jitter", &shakeIndirect[0], 0, t); } float JY(float t) { return evalFloat("jitter", &shakeIndirect[1], 1, t); } float JZ(float t) { return evalFloat("jitter", &shakeIndirect[2], 2, t); } protected: virtual int applyInputIndependentTransform( OP_Context &context, UT_DMatrix4 &mat); virtual OP_ERROR cookMyObj(OP_Context &context); private: static int *shakeIndirect; }; } // End HDK_Sample namespace #endif
1.5.9