#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;
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 );
int face_counts[numFaces] = { 4, 4, 4, 4, 4, 4 };
MIntArray faceCounts( face_counts, numFaces );
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) {
MDataHandle timeData = data.inputValue( time, &returnStatus );
McheckErr(returnStatus, "Error getting time data handle\n");
MTime time = timeData.asTime();
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;
}