animCubeNode/animCubeNode.cpp
 
 
 
animCubeNode/animCubeNode.cpp
//-
// ==========================================================================
// Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+

#include <maya/MTime.h>
#include <maya/MFnMesh.h>
#include <maya/MPoint.h>
#include <maya/MFloatPoint.h>
#include <maya/MFloatPointArray.h>
#include <maya/MIntArray.h>
#include <maya/MDoubleArray.h>
#include <maya/MFnUnitAttribute.h>
#include <maya/MFnTypedAttribute.h>
#include <maya/MFnPlugin.h>

#include <maya/MPxNode.h>
#include <maya/MObject.h>
#include <maya/MPlug.h>
#include <maya/MDataBlock.h>
#include <maya/MFnMeshData.h>

#include <maya/MIOStream.h>

MStatus returnStatus;

#define McheckErr(stat,msg)                     \
        if ( MS::kSuccess != stat ) {   \
                cerr << msg;                            \
                return MS::kFailure;            \
        }

class animCube : public MPxNode
{
public:
                                        animCube() {};
        virtual                 ~animCube() {};
        virtual MStatus compute(const MPlug& plug, MDataBlock& data);
        static  void*   creator();
        static  MStatus initialize();

        static MObject  time;
        static MObject  outputMesh;
        static MTypeId  id;

protected:
        MObject createMesh(const MTime& time, MObject& outData, MStatus& stat);
};

MObject animCube::time;
MObject animCube::outputMesh;
MTypeId animCube::id( 0x80000 );

void* animCube::creator()
{
        return new animCube;
}

MStatus animCube::initialize()
{
        MFnUnitAttribute unitAttr;
        MFnTypedAttribute typedAttr;

        MStatus returnStatus;

        animCube::time = unitAttr.create( "time", "tm",
                                                                                  MFnUnitAttribute::kTime,
                                                                                  0.0, &returnStatus );
        McheckErr(returnStatus, "ERROR creating animCube time attribute\n");


        animCube::outputMesh = typedAttr.create( "outputMesh", "out",
                                                                                                 MFnData::kMesh,
                                                                                                 &returnStatus ); 
        McheckErr(returnStatus, "ERROR creating animCube output attribute\n");
        typedAttr.setStorable(false);

        returnStatus = addAttribute(animCube::time);
        McheckErr(returnStatus, "ERROR adding time attribute\n");

        returnStatus = addAttribute(animCube::outputMesh);
        McheckErr(returnStatus, "ERROR adding outputMesh attribute\n");

        returnStatus = attributeAffects(animCube::time,
                                                                    animCube::outputMesh);
        McheckErr(returnStatus, "ERROR in attributeAffects\n");

        return MS::kSuccess;
}

MObject animCube::createMesh(const MTime& time,
                                                          MObject& outData,
                                                          MStatus& stat)

{
        int                             numVertices, frame;
        float                   cubeSize;
        MFloatPointArray                points;
        MFnMesh                 meshFS;

        // Scale the cube on the frame number, wrap every 10 frames.
        frame = (int)time.as( MTime::kFilm );
        if (frame == 0)
          frame = 1;
        cubeSize                                = 0.5f * (float)( frame % 10);

        const int numFaces                      = 6;
        numVertices                                     = 8;
        const int numFaceConnects       = 24;

        MFloatPoint vtx_1( -cubeSize, -cubeSize, -cubeSize );
        MFloatPoint vtx_2(  cubeSize, -cubeSize, -cubeSize );
        MFloatPoint vtx_3(  cubeSize, -cubeSize,  cubeSize );
        MFloatPoint vtx_4( -cubeSize, -cubeSize,  cubeSize );
        MFloatPoint vtx_5( -cubeSize,  cubeSize, -cubeSize );
        MFloatPoint vtx_6( -cubeSize,  cubeSize,  cubeSize );
        MFloatPoint vtx_7(  cubeSize,  cubeSize,  cubeSize );
        MFloatPoint vtx_8(  cubeSize,  cubeSize, -cubeSize );
        points.append( vtx_1 );
        points.append( vtx_2 );
        points.append( vtx_3 );
        points.append( vtx_4 );
        points.append( vtx_5 );
        points.append( vtx_6 );
        points.append( vtx_7 );
        points.append( vtx_8 );

        // Set up an array containing the number of vertices
        // for each of the 6 cube faces (4 verticies per face)
        //
        int face_counts[numFaces] = { 4, 4, 4, 4, 4, 4 };
        MIntArray faceCounts( face_counts, numFaces );

        // Set up and array to assign vertices from points to each face 
        //
        int face_connects[ numFaceConnects ] = {        0, 1, 2, 3,
                                                                                                4, 5, 6, 7,
                                                                                                3, 2, 6, 5,
                                                                                                0, 3, 5, 4,
                                                                                                0, 4, 7, 1,
                                                                                                1, 7, 6, 2      };
        MIntArray faceConnects( face_connects, numFaceConnects );

        MObject newMesh = meshFS.create(numVertices, numFaces,
                                                                        points, faceCounts, faceConnects,
                                                                        outData, &stat);

        return newMesh;
}

MStatus animCube::compute(const MPlug& plug, MDataBlock& data)

{
        MStatus returnStatus;

        if (plug == outputMesh) {
                /* Get time */
                MDataHandle timeData = data.inputValue( time, &returnStatus ); 
                McheckErr(returnStatus, "Error getting time data handle\n");
                MTime time = timeData.asTime();

                /* Get output object */

                MDataHandle outputHandle = data.outputValue(outputMesh, &returnStatus);
                McheckErr(returnStatus, "ERROR getting polygon data handle\n");

                MFnMeshData dataCreator;
                MObject newOutputData = dataCreator.create(&returnStatus);
                McheckErr(returnStatus, "ERROR creating outputData");

                createMesh(time, newOutputData, returnStatus);
                McheckErr(returnStatus, "ERROR creating new Cube");

                outputHandle.set(newOutputData);
                data.setClean( plug );
        } else
                return MS::kUnknownParameter;

        return MS::kSuccess;
}

MStatus initializePlugin(MObject obj)
{
        MStatus   status;
        MFnPlugin plugin(obj, PLUGIN_COMPANY, "3.0", "Any");

        status = plugin.registerNode("animCube", animCube::id,
                                                 animCube::creator, animCube::initialize);
        if (!status) {
                status.perror("registerNode");
                return status;
        }

        return status;
}

MStatus uninitializePlugin(MObject obj)
{
        MStatus   status;
        MFnPlugin plugin(obj);

        status = plugin.deregisterNode(animCube::id);
        if (!status) {
                status.perror("deregisterNode");
                return status;
        }

        return status;
}