blindDataPluginMain.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 "blindDataMesh.h"
#include "blindDataShader.h"

#include <maya/MFnPlugin.h>

MStatus initializePlugin( MObject obj )
//
//  Description:
//      this method is called when the plug-in is loaded into Maya.  It 
//      registers all of the services that this plug-in provides with 
//      Maya.
//
//  Arguments:
//      obj - a handle to the plug-in object (use MFnPlugin to access it)
//
{ 
    MStatus   status;
    MFnPlugin plugin( obj, PLUGIN_COMPANY, "5.0", "Any");
    const MString UserClassify( "shader/surface/utility" );

    status = plugin.registerNode( "blindDataShader",
                                  blindDataShader::id, 
                                  blindDataShader::creator,
                                  blindDataShader::initialize,
                                  MPxNode::kHwShaderNode,
                                  &UserClassify );
    if (!status) {
        status.perror("registerNode");
        return status;
    }

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

    return status;
}

MStatus uninitializePlugin( MObject obj )
//
//  Description:
//      this method is called when the plug-in is unloaded from Maya. It 
//      deregisters all of the services that it was providing.
//
//  Arguments:
//      obj - a handle to the plug-in object (use MFnPlugin to access it)
//
{
    MStatus   status;
    MFnPlugin plugin( obj );

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

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

    return status;
}