static void makeCubes(std::vector<cube> &cubes, MString &name, MStatus *stat) { MFnMesh fnMesh; MObject result; MFloatPointArray points; MIntArray faceCounts; MIntArray faceConnects; int index_offset = 0; for (std::vector<cube>::iterator cit = cubes.begin(); cit != cubes.end(); ++cit) { point3 diag = cit->diagonal(); float scale = diag.x; point3 pos = cit->start + (diag * .5f); MFloatVector mpos(pos.x, pos.y, pos.z); addCube(scale, mpos, index_offset * (8), points, faceCounts, faceConnects); index_offset += 1; } unsigned int vtx_cnt = points.length(); unsigned int face_cnt = faceCounts.length(); MObject newMesh = fnMesh.create( /* numVertices */ vtx_cnt, /* numFaces */ face_cnt, points, faceCounts, faceConnects, MObject::kNullObj, stat); /* Harden all edges. */ int n_edges = fnMesh.numEdges(stat); for (int i = 0; i < n_edges; ++i) { fnMesh.setEdgeSmoothing(i, false); } fnMesh.cleanupEdgeSmoothing(); /* Must be called after editing edges. */ fnMesh.updateSurface(); /* Assign Shader. */ MSelectionList sel_list; if (!MFAIL(sel_list.add("initialShadingGroup"))) { MObject set_obj; sel_list.getDependNode(0, set_obj); MFnSet set(set_obj); set.addMember(newMesh); } /* Give it a swanky name. */ MFnDagNode parent(fnMesh.parent(0)); name = parent.setName("polyMengerSponge", false, stat); }