animCubeNode/animCubeNode.cpp

animCubeNode/animCubeNode.cpp
//-
// ==========================================================================
// Copyright 2015 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.
// ==========================================================================
//+
// DESCRIPTION:
//
// This plug-in produces the dependency graph node "animCube".
//
// It demonstrates how to take time as an input, and create polygonal geometry for output.
// The compute method of the node constructs a polygonal cube whose size depends on the current frame number.
// The resulting mesh is passed to an internal Maya node, which displays it and allows it to be positioned.
//
// To use this node, execute the MEL command "animCubeNode.mel" that contains the following commands:
//
// createNode transform -n animCube1;
// createNode mesh -n animCubeShape1 -p animCube1;
// createNode animCube -n animCubeNode1;
// connectAttr time1.outTime animCubeNode1.time;
// connectAttr animCubeNode1.outputMesh animCubeShape1.inMesh;
//
// This creates a mesh node under a transform node that is hooked into the world for display.
// It then creates an animCube node and connects its input to the time node, and its output to the mesh node.
// Now, a cube appears on the screen.
//
// If the play button on the time slider is pressed, the displayed cube will grow and shrink as the frame number changes.
//
#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);
// Helpers
MObject createQuads(const MFloatPointArray& points, MObject& outData, MStatus& stat);
MObject createReverseQuads(const MFloatPointArray& points, MObject& outData, MStatus& stat);
MObject createTris(const MFloatPointArray& points, MObject& outData, MStatus& stat);
MObject createReverseTris(const MFloatPointArray& points, 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",
0.0, &returnStatus );
McheckErr(returnStatus, "ERROR creating animCube time attribute\n");
animCube::outputMesh = typedAttr.create( "outputMesh", "out",
&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)
{
// Scale the cube on the frame number, wrap every 10 frames.
//
const int frame = (int)time.as( MTime::kFilm );
const float cubeSize = 0.5f * (float)( frame % 10 + 1 );
points.append( -cubeSize, -cubeSize, -cubeSize );
points.append( cubeSize, -cubeSize, -cubeSize );
points.append( cubeSize, -cubeSize, cubeSize );
points.append( -cubeSize, -cubeSize, cubeSize );
points.append( -cubeSize, cubeSize, -cubeSize );
points.append( -cubeSize, cubeSize, cubeSize );
points.append( cubeSize, cubeSize, cubeSize );
points.append( cubeSize, cubeSize, -cubeSize );
MObject newMesh;
static const bool sTestVertexIdAndFaceId =
(getenv("MAYA_TEST_VERTEXID_AND_FACEID") != NULL);
if (sTestVertexIdAndFaceId)
{
// If the env var is set, the topology of the cube will be changed over
// frame number (looping in every 4 frames). When the shape is assigned
// with a hwPhongShader, the shader receives vertex ids and face ids,
// which are generated from polygonConnects passed to MFnMesh::create
// method in this plugin.
//
switch (frame % 4)
{
case 1:
newMesh = createQuads(points, outData, stat);
break;
case 2:
newMesh = createReverseQuads(points, outData, stat);
break;
case 3:
newMesh = createTris(points, outData, stat);
break;
case 0:
newMesh = createReverseTris(points, outData, stat);
break;
default:
newMesh = createQuads(points, outData, stat);
break;
}
}
else
{
newMesh = createQuads(points, outData, stat);
}
return newMesh;
}
MObject animCube::createQuads(
const MFloatPointArray& points,
MObject& outData,
MStatus& stat)
{
// Set up an array containing the number of vertices
// for each of the 6 cube faces (4 vertices per face)
//
const int numFaces = 6;
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
//
const int numFaceConnects = 24;
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 );
MFnMesh meshFS;
return meshFS.create(points.length(), faceCounts.length(),
points, faceCounts, faceConnects, outData, &stat);
}
MObject animCube::createReverseQuads(
const MFloatPointArray& points,
MObject& outData,
MStatus& stat)
{
// Set up an array containing the number of vertices
// for each of the 6 cube faces (4 vertices per face)
//
const int numFaces = 6;
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
//
const int numFaceConnects = 24;
int face_connects[ numFaceConnects ] = {0, 3, 2, 1,
4, 7, 6, 5,
3, 5, 6, 2,
0, 4, 5, 3,
0, 1, 7, 4,
1, 2, 6, 7};
MIntArray faceConnects( face_connects, numFaceConnects );
MFnMesh meshFS;
return meshFS.create(points.length(), faceCounts.length(),
points, faceCounts, faceConnects, outData, &stat);
}
MObject animCube::createTris(
const MFloatPointArray& points,
MObject& outData,
MStatus& stat)
{
// Set up an array containing the number of vertices
// for each of the 12 triangles (3 verticies per triangle)
//
const int numFaces = 12;
int face_counts[numFaces] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3};
MIntArray faceCounts( face_counts, numFaces );
// Set up and array to assign vertices from points to each face
//
const int numFaceConnects = 36;
int face_connects[ numFaceConnects ] = {0, 1, 2,
2, 3, 0,
4, 5, 6,
6, 7, 4,
3, 2, 6,
6, 5, 3,
0, 3, 5,
5, 4, 0,
0, 4, 7,
7, 1, 0,
1, 7, 6,
6, 2, 1};
MIntArray faceConnects( face_connects, numFaceConnects );
MFnMesh meshFS;
return meshFS.create(points.length(), faceCounts.length(),
points, faceCounts, faceConnects, outData, &stat);
}
MObject animCube::createReverseTris(
const MFloatPointArray& points,
MObject& outData,
MStatus& stat)
{
// Set up an array containing the number of vertices
// for each of the 12 triangles (3 verticies per triangle)
//
const int numFaces = 12;
int face_counts[numFaces] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3};
MIntArray faceCounts( face_counts, numFaces );
// Set up and array to assign vertices from points to each face
//
const int numFaceConnects = 36;
int face_connects[ numFaceConnects ] = {0, 2, 1,
2, 0, 3,
4, 6, 5,
6, 4, 7,
3, 6, 2,
6, 3, 5,
0, 5, 3,
5, 0, 4,
0, 7, 4,
7, 0, 1,
1, 6, 7,
6, 1, 2};
MIntArray faceConnects( face_connects, numFaceConnects );
MFnMesh meshFS;
return meshFS.create(points.length(), faceCounts.length(),
points, faceCounts, faceConnects, outData, &stat);
}
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::kSuccess;
}
MStatus initializePlugin(MObject obj)
{
MStatus status;
MFnPlugin plugin(obj, PLUGIN_COMPANY, "4.0", "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;
}