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# animCubeNode.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 <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);
    };

    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",
                                              MFnUnitAttribute::kTime,
                                              0.0, &returnStatus );
        McheckErr(returnStatus, "ERROR creating animCube time attribute\n");

        animCube::outputMesh = typedAttr.create( "outputMesh", "out",
                                                     MFnData::kMesh,
                                                     &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)

    {
        int             numVertices, frame;
        float           cubeSize;
        MFloatPointArray        points;
        MFnMesh         meshFS;

        // Scale the cube on the frame number, wrap every 10 frames.
        frame = (int)time.as( MTime::kFilm );
        if (frame == 0)
          frame = 1;
        cubeSize                    = 0.5f * (float)( frame % 10);

        const int numFaces          = 6;
        numVertices                 = 8;
        const int numFaceConnects   = 24;

        MFloatPoint vtx_1( -cubeSize, -cubeSize, -cubeSize );
        MFloatPoint vtx_2(  cubeSize, -cubeSize, -cubeSize );
        MFloatPoint vtx_3(  cubeSize, -cubeSize,  cubeSize );
        MFloatPoint vtx_4( -cubeSize, -cubeSize,  cubeSize );
        MFloatPoint vtx_5( -cubeSize,  cubeSize, -cubeSize );
        MFloatPoint vtx_6( -cubeSize,  cubeSize,  cubeSize );
        MFloatPoint vtx_7(  cubeSize,  cubeSize,  cubeSize );
        MFloatPoint vtx_8(  cubeSize,  cubeSize, -cubeSize );
        points.append( vtx_1 );
        points.append( vtx_2 );
        points.append( vtx_3 );
        points.append( vtx_4 );
        points.append( vtx_5 );
        points.append( vtx_6 );
        points.append( vtx_7 );
        points.append( vtx_8 );

        // Set up an array containing the number of vertices
        // for each of the 6 cube faces (4 verticies per face)
        //
        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
        //
        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 );

        MObject newMesh = meshFS.create(numVertices, numFaces,
                                        points, faceCounts, faceConnects,
                                        outData, &stat);

        return newMesh;
    }

    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::kUnknownParameter;

        return MS::kSuccess;
    }

    MStatus initializePlugin(MObject obj)
    {
        MStatus   status;
        MFnPlugin plugin(obj, PLUGIN_COMPANY, "3.0", "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;
    }