text: //////////////////////////////////////////////////////////////////////////
  //
  //  Copyright (c) 2013, Image Engine Design Inc. All rights reserved.
  //
  //  Redistribution and use in source and binary forms, with or without
  //  modification, are permitted provided that the following conditions are
  //  met:
  //
  //      * Redistributions of source code must retain the above
  //        copyright notice, this list of conditions and the following
  //        disclaimer.
  //
  //      * Redistributions in binary form must reproduce the above
  //        copyright notice, this list of conditions and the following
  //        disclaimer in the documentation and/or other materials provided with
  //        the distribution.
  //
  //      * Neither the name of John Haddon nor the names of
  //        any other contributors to this software may be used to endorse or
  //        promote products derived from this software without specific prior
  //        written permission.
  //
  //  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
  //  IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
  //  THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  //  PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  //  CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  //  EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  //  PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  //  PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
  //  LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
  //  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  //  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  //
  //////////////////////////////////////////////////////////////////////////
  
  #include "GafferScene/Cube.h"
  
  #include "IECoreScene/MeshPrimitive.h"
  
  using namespace Gaffer;
  using namespace GafferScene;
  using namespace Imath;
  using namespace IECore;
  using namespace IECoreScene;
  
  IE_CORE_DEFINERUNTIMETYPED( Cube );
  
  size_t Cube::g_firstPlugIndex = 0;
  
  Cube::Cube( const std::string &name )
  	:	ObjectSource( name, "cube" )
  {
  	storeIndexOfNextChild( g_firstPlugIndex );
  	addChild( new V3fPlug( "dimensions", Plug::In, V3f( 1.0f ), V3f( 0.0f ) ) );
  }
  
  Cube::~Cube()
  {
  }
  
  Gaffer::V3fPlug *Cube::dimensionsPlug()
  {
  	return getChild<V3fPlug>( g_firstPlugIndex );
  }
  
  const Gaffer::V3fPlug *Cube::dimensionsPlug() const
  {
  	return getChild<V3fPlug>( g_firstPlugIndex );
  }
  
  void Cube::affects( const Plug *input, AffectedPlugsContainer &outputs ) const
  {
  	ObjectSource::affects( input, outputs );
  
  	if( input->parent<V3fPlug>() == dimensionsPlug() )
  	{
  		outputs.push_back( sourcePlug() );
  	}
  }
  
  void Cube::hashSource( const Gaffer::Context *context, IECore::MurmurHash &h ) const
  {
  	dimensionsPlug()->hash( h );
  }
  
  IECore::ConstObjectPtr Cube::computeSource( const Context *context ) const
  {
  	V3f dimensions = dimensionsPlug()->getValue();
  	return MeshPrimitive::createBox( Box3f( -dimensions / 2.0f, dimensions / 2.0f ) );
  }
  