#include "slopeShaderBehavior.h"
#include <maya/MGlobal.h>
#include <maya/MPlugArray.h>
#include <maya/MFnDagNode.h>
#include <maya/MObjectArray.h>
slopeShaderBehavior::slopeShaderBehavior()
{
}
slopeShaderBehavior::~slopeShaderBehavior()
{
}
void *slopeShaderBehavior::creator()
{
    return new slopeShaderBehavior;
}
bool slopeShaderBehavior::shouldBeUsedFor( 
MObject &sourceNode, 
MObject &destinationNode,
 
{
    bool result = false;
    {
        
        
        
        
        src.getConnections(connections);
        for(
unsigned i = 0; i < connections.
length(); i++)
 
        {
            
            
            connections[i].connectedTo(connectedPlugs, true, false);
            for(
unsigned j = 0; j < connectedPlugs.
length(); j++)
 
            {
                
                
                
                
                {
                    shaderNode = connectedPlugs[j].node();
                    break;
                }
            }
            
            
            
            {
                
                
                
                
                    result = true;
                break;
            }
        }
    }
    
    
    
    {
            result = true;
            result = true;
    }   
    return result;
}
MStatus slopeShaderBehavior::connectNodeToNode( 
MObject &sourceNode, 
MObject &destinationNode, 
bool force )
 
{
    
    
    
    {
        
        
        
        
        src.getConnections(connections);
        unsigned i;
        for(i = 0; i < connections.
length(); i++)
 
        {
            
            
            connections[i].connectedTo(connectedPlugs, true, false);
            for(
unsigned j = 0; j < connectedPlugs.
length(); j++)
 
            {
                
                
                
                MObject currentnode = connectedPlugs[j].node();
 
                {
                    shaderNodes.
append(currentnode);
                }
            }
        }
        
        
        
        
        {
            {
                
                
                
                
                
                for(i = 0; i < shaderNodes.
length(); i++)
 
                {
                    MPlug srcPlug = dest.findPlug(
"worldMesh");
 
                    {
                        cmd += srcPlug.
name() + 
" ";
                    }
                }
                
                
                
                MObject shadingEngine = findShadingEngine(sourceNode);
 
                
                
                
                {
                    MString cmd = 
"sets -edit -forceElement ";
 
                }
            }
        }
    }
    else if(src.typeName() == "slopeShader")
    
    
    
    {
        {
            
            
            
            
            MPlug srcPlug = dest.findPlug(
"worldMesh");
 
            MPlug destPlug = src.findPlug(
"dirtyShaderPlug");
 
            {
                cmd += srcPlug.
name() + 
" ";
            }
        }
    }
    return result;
}
MStatus slopeShaderBehavior::connectNodeToAttr( 
MObject &sourceNode, 
MPlug &destinationPlug, 
bool force )
 
{
    
    
    
    
        if(src.typeName() == "slopeShader")
        {
            MPlug srcPlug = src.findPlug(
"outColor");
 
            {
                cmd += srcPlug.
name() + 
" ";
                cmd += destinationPlug.
name();
            }
        }
    } else {
        
        
        
        result = connectNodeToNode(sourceNode, destinationNode, force);
    }
        
    return result;
}
{
    MPlug srcPlug = nodeFn.findPlug(
"outColor");
 
    
    
    
    
    for(
unsigned i = 0; i < nodeConnections.
length(); i++)
 
    {
            return nodeConnections[i].node();
    }
    
    
    
}