C++ API Reference
splitUVCmd/polyModifierNode.h
//-
// ==========================================================================
// 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.
// ==========================================================================
//+
#ifndef _polyModifierNode
#define _polyModifierNode
//
// File: polyModifierNode.h
//
// Dependency Graph Node: polyModifierNode
//
// Author: Lonnie Li
//
// Overview:
//
// The polyModifierNode class is a intermediate class used by polyModifierCmd to
// modify a polygonal object in Maya. The purpose of the polyModifierNode is to
// generalize a node that can receive an input mesh object, modify the mesh and
// return the modified mesh.
//
// polyModifierNode is an abstraction which does not need to know about the DG
// and simply needs to know about the process outlined above. polyModifierCmd
// manages when and how this node will be used.
//
// Each polyModifierNode is recommended to contain an instance of a polyModifierFty
// which will do the actual work, leaving only the node setup and attribute
// associations to the node. The recommended structure of a polyModifierNode is
// as follows:
//
// _____________
// / ___ \
// / / \ \
// O | Node | Fty | | O
// | \ \___/ / |
// | \_____________/ |
// inMesh outMesh
//
//
// The purpose of the node is to simply define the attributes (inputs and outputs) of
// the node and associate which attribute affects each other. This is basic node setup
// for a DG node. Using the above structure, the node's inherited "compute()" method
// (from MPxNode) should retrieve the inputs and pass the appropriate data down to the
// polyModifierFty for processing.
//
//
// How to use:
//
// (1) Create a class derived from polyModifierNode
// (2) Define and associate inMesh and outMesh attributes (inMesh --> affects --> outMesh)
// (3) Add any additional attributes specific to the derived node and setup associations
// (4) Define an instance of your specific polyModifierFty to perform the operation on the node
// (5) Override the MPxNode::compute() method
// (6) Inside compute():
//
// (a) Retrieve input attributes
// (b) Use inputs to setup your factory to operate on the given mesh
// (c) Call the factory's inherited doIt() method
//
//
// Proxies
//
#include <maya/MPxNode.h>
class polyModifierNode : public MPxNode
{
public:
polyModifierNode();
~polyModifierNode() override;
public:
// There needs to be a MObject handle declared for each attribute that
// the node will have. These handles are needed for getting and setting
// the values later.
//
static MObject inMesh;
static MObject outMesh;
};
#endif