Ejemplo n.º 1
0
void loop() {
    lBreak();
    sM();
    sE();
    sR();
    sR();
    sY();
    wBreak();
    sC();
    sH();
    sR();
    sI();
    sS();
    sT();
    sM();
    sA();
    sS();
    lBreak();
}
// identifierar alla mesharna i scenen och extraherar data fr�n dem
bool Exporter::IdentifyAndExtractMeshes()
{
	UINT index = 0;
	scene_.meshes.clear();

	//itererar �ver DG:n och lagrar rgba-v�rden och texturnamn i ett tempor�rt material
	material tempmaterial;
	MItDependencyNodes matIt(MFn::kLambert);
	MString aC("ambientColor"), dC("color"), sC("specularColor"), gC("incandescence"), tC("transparency");
	while (!matIt.isDone()){
		if (matIt.item().hasFn(MFn::kPhong))
		{
			MFnPhongShader tempphong(matIt.item());
			tempmaterial.type = PHONG;
			extractColor(tempmaterial.ambient, tempphong, aC);
			extractColor(tempmaterial.diffuse, tempphong, dC);
			extractColor(tempmaterial.specular, tempphong, sC);
			extractColor(tempmaterial.glow, tempphong, gC);
			extractColor(tempmaterial.transparency, tempphong, tC);
		}
		else if (matIt.thisNode().hasFn(MFn::kBlinn))
		{
			MFnBlinnShader tempblinn(matIt.item());
			tempmaterial.type = BLINN;
			extractColor(tempmaterial.ambient, tempblinn, aC);
			extractColor(tempmaterial.diffuse, tempblinn, dC);
			extractColor(tempmaterial.specular, tempblinn, sC);
			extractColor(tempmaterial.glow, tempblinn, gC);
			extractColor(tempmaterial.transparency, tempblinn, tC);
		}
		else if (matIt.item().hasFn(MFn::kLambert))
		{
			MFnLambertShader templamb(matIt.item());
			tempmaterial.type = LAMBERT;
			extractColor(tempmaterial.ambient, templamb, aC);
			extractColor(tempmaterial.diffuse, templamb, dC);
			extractColor(tempmaterial.specular, templamb, sC);
			extractColor(tempmaterial.glow, templamb, gC);
			extractColor(tempmaterial.transparency, templamb, tC);
		}
		else
			printf("No material found\n");
		scene_.materials.push_back(tempmaterial);
		matIt.next();
	}

	//Turn off or on Blendshapes
	matIt.reset(MFn::kBlendShape);
	while (!matIt.isDone())
	{
		MFnBlendShapeDeformer bs(matIt.item());

		//Get the envelope attribute plug
		MPlug pl = bs.findPlug("en");

		//Set the 0 to disable FFD effect, enable by setting it to 1:
		pl.setValue(1.0f);

		matIt.next();
	}

	//Get Actual Blendshapes
	matIt.reset(MFn::kBlendShape);
	while (!matIt.isDone())
	{
		MFnBlendShapeDeformer bs(matIt.item());

		MObjectArray base_objects;

		//print blend shape name
		cout << "Blendshape " << bs.name().asChar() << endl;

		//Get a list of objects that this blend shape deforms
		bs.getBaseObjects(base_objects);

		cout << "NumBaseOBjects " << base_objects.length() << endl;

		//loop through each blendshaped object
		for (int i = 0; i < base_objects.length(); ++i)
		{
			//Get the base shape
			MObject Base = base_objects[i];

			//Output all of the target shapes and weights
			OutputBlendShapes(bs, Base);
		}
		//Get next blend shapes
		matIt.next();
	}

	MDagPath dag_path;
	MItDag dag_iter(MItDag::kBreadthFirst, MFn::kMesh);

	while (!dag_iter.isDone())
	{
		if (dag_iter.getPath(dag_path))
		{
			MFnDagNode dag_node = dag_path.node();

			// vill endast ha "icke-history"-f�rem�l
			if (!dag_node.isIntermediateObject())
			{
				// triangulera meshen innan man h�mtar punkterna
				MFnMesh mesh(dag_path);
				ExtractMeshData(mesh, index);
				index++;
			}
		}

		dag_iter.next();
	}

	MItDependencyNodes it(MFn::kSkinClusterFilter);
	for (; !it.isDone(); it.next()) {


		MObject object = it.item();


		OutputSkinCluster(object);

	}

	//Hitta kamera data
	dag_iter.reset(dag_iter.root(), MItDag::kBreadthFirst, MFn::kCamera);
	while (!dag_iter.isDone())
	{

		extractCamera(dag_iter.item());
		dag_iter.next();
	}

	//itererar dag och s�ker data f�r tillg�ngliga ljus
	//om ej ljus finns i scenen ignoreras denna iteration f�r sagda scen.
	dag_iter.reset(dag_iter.root(), MItDag::kBreadthFirst, MFn::kLight);
	while (!dag_iter.isDone())
	{
		//funktion till v�r iterator
		MFnLight func(dag_iter.item());

		//namn:
		export_stream_ << "Light: " << func.name().asChar() << std::endl;

		//kalla p�EextractLight function
		extractLight(dag_iter.item());

		//vidare till n�sta ljus i dag'en
		dag_iter.next();


		/*
		if (dag_iter.getPath(dag_path))
		{
		auto test = dag_path.fullPathName();
		export_stream_ << "light: " << test << std::endl;
		}
		dag_iter.next();
		*/
	}

	dag_iter.reset(dag_iter.root(), MItDag::kBreadthFirst, MFn::kJoint);
	while (!dag_iter.isDone())
	{
		if (dag_iter.getPath(dag_path))
		{
			MFnDagNode dag_node = dag_path.node();

			if (!dag_node.isIntermediateObject())
			{
				extractJointData(dag_path);
			}
		}
		dag_iter.next();
	}
	int breadth=0;
	dag_iter.reset(dag_iter.root(), MItDag::kBreadthFirst, MFn::kTransform);
	while (!dag_iter.isDone())
	{
		int depth = dag_iter.depth();
		if (depth > 1)
			break;
		if (dag_iter.getPath(dag_path))
		{
			createSceneGraph(MFnDagNode(dag_path),-1);
		}
		breadth++;
		dag_iter.next();
	}
	/*
	//general purpose iterator, sista argument �r filtret
		dag_iter.reset(dag_iter.root(), MItDag::kBreadthFirst, MFn::kLight);
		while (!dag_iter.isDone())
		{
		if (dag_iter.getPath(dag_path))
		{

		}
		dag_iter.next();
		}
		*/


	return true;
}