public override void doIt(MArgList args) { // Command line argument specifies type of primitive to create // shapeFlag = 1; if (args.length > 0) { shapeFlag = args.asInt(0); } // Create the mesh and its transform. try { createNodes(); } catch (System.Exception) { // If the creation failed, clean up any partial changes made. dagMod.undoIt(); throw; //Rethrow the same exception } return; }
private void setMeshData(MObject transform, MObject dataWrapper) { // Get the mesh node. MFnDagNode dagFn = new MFnDagNode(transform); MObject mesh = dagFn.child(0); // The mesh node has two geometry inputs: 'inMesh' and 'cachedInMesh'. // 'inMesh' is only used when it has an incoming connection, otherwise // 'cachedInMesh' is used. Unfortunately, the docs say that 'cachedInMesh' // is for internal use only and that changing it may render Maya // unstable. // // To get around that, we do the little dance below... // Use a temporary MDagModifier to create a temporary mesh attribute on // the node. MFnTypedAttribute tAttr = new MFnTypedAttribute(); MObject tempAttr = tAttr.create("tempMesh", "tmpm", MFnData.Type.kMesh); MDagModifier tempMod = new MDagModifier(); tempMod.addAttribute(mesh, tempAttr); tempMod.doIt(); // Set the geometry data onto the temp attribute. dagFn.setObject(mesh); MPlug tempPlug = dagFn.findPlug(tempAttr); tempPlug.setValue(dataWrapper); // Use the temporary MDagModifier to connect the temp attribute to the // node's 'inMesh'. MPlug inMeshPlug = dagFn.findPlug("inMesh"); tempMod.connect(tempPlug, inMeshPlug); tempMod.doIt(); // Force the mesh to update by grabbing its output geometry. dagFn.findPlug("outMesh").asMObject(); // Undo the temporary modifier. tempMod.undoIt(); }
public override void undoIt() { modifier.undoIt(); return; }