blindDataShader/blindDataPluginMain.cpp

blindDataShader/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,
&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;
}