slopeShaderBehavior.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 <slopeShaderBehavior.h>
#include <maya/MGlobal.h>
#include <maya/MPlugArray.h>
#include <maya/MFnDagNode.h>
#include <maya/MObjectArray.h>

slopeShaderBehavior::slopeShaderBehavior()
//
//      Description:
//              Constructor
//
{
}

slopeShaderBehavior::~slopeShaderBehavior()
//
//      Description:
//              Destructor
//
{
}

void *slopeShaderBehavior::creator()
//
//      Description:
//              Returns a new instance of this class
//
{
        return new slopeShaderBehavior;
}

bool slopeShaderBehavior::shouldBeUsedFor( MObject &sourceNode, MObject &destinationNode,
                                                                                   MPlug &sourcePlug, MPlug &destinationPlug)
//
//      Description:
//              Overloaded function from MPxDragAndDropBehavior
//      this method will return true if it is going to handle the connection
//      between the two nodes given.
//
{
        bool result = false;

        if(sourceNode.hasFn(MFn::kLambert))
        {
                //if the source node was a lambert
                //than we will check the downstream connections to see 
                //if a slope shader is assigned to it.
                //
                MObject shaderNode;
                MFnDependencyNode src(sourceNode);
                MPlugArray connections;

                src.getConnections(connections);
                for(unsigned i = 0; i < connections.length(); i++)
                {
                        //check the incoming connections to this plug
                        //
                        MPlugArray connectedPlugs;
                        connections[i].connectedTo(connectedPlugs, true, false);
                        for(unsigned j = 0; j < connectedPlugs.length(); j++)
                        {
                                //if the incoming node is a slope shader than 
                                //set shaderNode equal to it and break out of the inner 
                                //loop
                                //
                                if(MFnDependencyNode(connectedPlugs[j].node()).typeName() == "slopeShader")
                                {
                                        shaderNode = connectedPlugs[j].node();
                                        break;
                                }
                        }

                        //if the shaderNode is not null
                        //than we have found a slopeShader
                        //
                        if(!shaderNode.isNull())
                        {
                                //if the destination node is a mesh than we will take
                                //care of this connection so set the result to true
                                //and break out of the outer loop
                                //
                                if(destinationNode.hasFn(MFn::kMesh))
                                        result = true;

                                break;
                        }
                }
        }
        if(MFnDependencyNode(sourceNode).typeName() == "slopeShader")
        //if the sourceNode is a slope shader than check what we
        //are dropping on to
        //
        {
                if(destinationNode.hasFn(MFn::kLambert))
                        result = true;
                else if(destinationNode.hasFn(MFn::kMesh))
                        result = true;
        }       

        return result;
}

MStatus slopeShaderBehavior::connectNodeToNode( MObject &sourceNode, MObject &destinationNode, bool force )
//
//      Description:
//              Overloaded function from MPxDragAndDropBehavior
//      this method will handle the connection between the slopeShader and the shader it is
//      assigned to as well as any meshes that it is assigned to. 
//
{
        MStatus result = MS::kFailure;
        MFnDependencyNode src(sourceNode);

        //if we are dragging from a lambert
        //we want to check what we are dragging
        //onto.
        if(sourceNode.hasFn(MFn::kLambert))
        {
                MObject shaderNode;
                MPlugArray connections;
                MObjectArray shaderNodes;
                shaderNodes.clear();

                //if the source node was a lambert
                //than we will check the downstream connections to see 
                //if a slope shader is assigned to it.
                //
                src.getConnections(connections);
                unsigned i;
                for(i = 0; i < connections.length(); i++)
                {
                        //check the incoming connections to this plug
                        //
                        MPlugArray connectedPlugs;
                        connections[i].connectedTo(connectedPlugs, true, false);
                        for(unsigned j = 0; j < connectedPlugs.length(); j++)
                        {
                                //if the incoming node is a slope shader than 
                                //append the node to the shaderNodes array
                                //
                                MObject currentnode = connectedPlugs[j].node();
                                if(MFnDependencyNode(currentnode).typeName() == "slopeShader")
                                {
                                        shaderNodes.append(currentnode);
                                }
                        }
                }

                //if we found a shading node
                //than check the destination node 
                //type to see if it is a mesh
                //
                if(shaderNodes.length() > 0)
                {
                        MFnDependencyNode dest(destinationNode);
                        if(destinationNode.hasFn(MFn::kMesh))
                        {
                                //if the node is a mesh than for each slopeShader
                                //connect the worldMesh attribute to the dirtyShaderPlug
                                //attribute to force an evaluation of the node when the mesh
                                //changes
                                //
                                for(i = 0; i < shaderNodes.length(); i++)
                                {
                                        MPlug srcPlug = dest.findPlug("worldMesh");
                                        MPlug destPlug = MFnDependencyNode(shaderNodes[i]).findPlug("dirtyShaderPlug");

                                        if(!srcPlug.isNull() && !destPlug.isNull())
                                        {
                                                MString cmd = "connectAttr -na ";
                                                cmd += srcPlug.name() + " ";
                                                cmd += destPlug.name();
                                                MGlobal::executeCommand(cmd);
                                        }
                                }

                                //get the shading engine so we can assign the shader
                                //to the mesh after doing the connection
                                //
                                MObject shadingEngine = findShadingEngine(sourceNode);

                                //if there is a valid shading engine than make
                                //the connection
                                //
                                if(!shadingEngine.isNull())
                                {
                                        MString cmd = "sets -edit -forceElement ";
                                        cmd += MFnDependencyNode(shadingEngine).name() + " ";
                                        cmd += MFnDagNode(destinationNode).partialPathName();
                                        result = MGlobal::executeCommand(cmd);
                                }
                        }
                }
        }
        else if(src.typeName() == "slopeShader")
        //if we are dragging from a slope shader
        //than we want to see what we are dragging onto
        //
        {
                if(destinationNode.hasFn(MFn::kMesh))
                {
                        //if the user is dragging onto a mesh
                        //than make the connection from the worldMesh
                        //to the dirtyShader plug on the slopeShader
                        //
                        MFnDependencyNode dest(destinationNode);
                        MPlug srcPlug = dest.findPlug("worldMesh");
                        MPlug destPlug = src.findPlug("dirtyShaderPlug");
                        if(!srcPlug.isNull() && !destPlug.isNull())
                        {
                                MString cmd = "connectAttr -na ";
                                cmd += srcPlug.name() + " ";
                                cmd += destPlug.name();
                                result = MGlobal::executeCommand(cmd);
                        }
                }
        }

        return result;
}

MStatus slopeShaderBehavior::connectNodeToAttr( MObject &sourceNode, MPlug &destinationPlug, bool force )
//
//      Description:
//              Overloaded function from MPxDragAndDropBehavior
//      this method will assign the correct output from the slope shader 
//      onto the given attribute.
//
{
        MStatus result = MS::kFailure;
        MFnDependencyNode src(sourceNode);

        //if we are dragging from a slopeShader
        //to a shader than connect the outColor
        //plug to the plug being passed in
        //
        if(destinationPlug.node().hasFn(MFn::kLambert)) {
                if(src.typeName() == "slopeShader")
                {
                        MPlug srcPlug = src.findPlug("outColor");
                        if(!srcPlug.isNull() && !destinationPlug.isNull())
                        {
                                MString cmd = "connectAttr ";
                                cmd += srcPlug.name() + " ";
                                cmd += destinationPlug.name();
                                result = MGlobal::executeCommand(cmd);
                        }
                }
        } else {
                //in all of the other cases we do not need the plug just the node
                //that it is on
                //
        MObject destinationNode = destinationPlug.node();
                result = connectNodeToNode(sourceNode, destinationNode, force);
        }
        
        return result;
}

MObject slopeShaderBehavior::findShadingEngine(MObject &node)
//
//      Description:
//              Given the material MObject this method will
//      return the shading group that it is assigned to.
//      if there is no shading group associated with
//      the material than a null MObject is apssed back.
//
{
        MFnDependencyNode nodeFn(node);
        MPlug srcPlug = nodeFn.findPlug("outColor");
        MPlugArray nodeConnections;
        srcPlug.connectedTo(nodeConnections, false, true);
        //loop through the connections
        //and find the shading engine node that
        //it is connected to
        //
        for(unsigned i = 0; i < nodeConnections.length(); i++)
        {
                if(nodeConnections[i].node().hasFn(MFn::kShadingEngine))
                        return nodeConnections[i].node();
        }

        //no shading engine associated so return a
        //null MObject
        //
        return MObject();
}


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