Ejemplo n.º 1
0
static MStatus
convertToMayaMeshData(OpenSubdiv::Far::TopologyRefiner const & refiner,
    std::vector<Vertex> const & refinedVerts,
    bool hasUVs, std::vector<FVarVertexUV> const & refinedUVs,
    bool hasColors, std::vector<FVarVertexColor> const & refinedColors,
    MFnMesh & inMeshFn, MObject newMeshDataObj) {

    MStatus status;

    typedef OpenSubdiv::Far::ConstIndexArray IndexArray;

    int maxlevel = refiner.GetMaxLevel();

    OpenSubdiv::Far::TopologyLevel const & refLastLevel 
                                                = refiner.GetLevel(maxlevel);

    int nfaces = refLastLevel.GetNumFaces();

    // Init Maya Data

    // Face Counts
    MIntArray faceCounts(nfaces);
    for (int face=0; face < nfaces; ++face) {
        faceCounts[face] = 4;
    }

    // Face Connects
    MIntArray faceConnects(nfaces*4);
    for (int face=0, idx=0; face < nfaces; ++face) {
        IndexArray fverts = refLastLevel.GetFaceVertices(face);
        for (int vert=0; vert < fverts.size(); ++vert) {
            faceConnects[idx++] = fverts[vert];
        }
    }

    // Points
    int nverts = refLastLevel.GetNumVertices();
    int firstOfLastVert = refiner.GetNumVerticesTotal() 
                        - nverts 
                        - refiner.GetLevel(0).GetNumVertices();

    MFloatPointArray points(nverts);
    for (int vIt = 0; vIt < nverts; ++vIt) {
        Vertex const & v = refinedVerts[firstOfLastVert + vIt];
        points.set(vIt, v.position[0], v.position[1], v.position[2]);
    }

    // Create New Mesh from MFnMesh
    MFnMesh newMeshFn;
    MObject newMeshObj = newMeshFn.create(points.length(), faceCounts.length(),
        points, faceCounts, faceConnects, newMeshDataObj, &status);
    MCHECKERR(status, "Cannot create new mesh");

    // Get face-varying set names and other info from the inMesh
    MStringArray uvSetNames;
    MStringArray colorSetNames;
    std::vector<int> colorSetChannels;
    std::vector<MFnMesh::MColorRepresentation> colorSetReps;
    int totalColorSetChannels = 0;
    status = getMayaFvarFieldParams(inMeshFn, uvSetNames, colorSetNames,
        colorSetChannels, colorSetReps, totalColorSetChannels);

    // Add new UVs back to the mesh if needed
    if (hasUVs) {

        MIntArray fvarConnects(faceConnects.length());
        int count = 0;
        for (int f = 0; f < refLastLevel.GetNumFaces(); ++f) {
            IndexArray faceIndices = refLastLevel.GetFaceFVarValues(f, CHANNELUV);
            for (int index = 0 ; index < faceIndices.size() ; ++index) {
                fvarConnects[count++] = faceIndices[index];
            }
        }

        int nuvs = refLastLevel.GetNumFVarValues(CHANNELUV);
        int firstOfLastUvs = refiner.GetNumFVarValuesTotal(CHANNELUV) 
                             - nuvs
                             - refiner.GetLevel(0).GetNumFVarValues(CHANNELUV);

        MFloatArray uCoord(nuvs), vCoord(nuvs);
        for (int uvIt = 0; uvIt < nuvs; ++uvIt) {
            FVarVertexUV const & uv = refinedUVs[firstOfLastUvs + uvIt];
            uCoord[uvIt] = uv.u;
            vCoord[uvIt] = uv.v;
        }

        // Currently, the plugin only supports one UV set
        int uvSetIndex = 0;
        if (uvSetIndex > 0) {
            status = newMeshFn.createUVSetDataMesh( uvSetNames[uvSetIndex] );
            MCHECKERR(status, "Cannot create UVSet");
        }
        static MString defaultUVName("map1");
        MString const * uvname = uvSetIndex==0 ? 
            &defaultUVName : &uvSetNames[uvSetIndex];
        status = newMeshFn.setUVs(uCoord, vCoord, uvname);                  
        MCHECKERR(status, "Cannot set UVs for set : "+*uvname);

        status = newMeshFn.assignUVs(faceCounts, fvarConnects, uvname);     
        MCHECKERR(status, "Cannot assign UVs");
    }

    // Add new colors back to the mesh if needed
    if (hasColors) {

        int count = 0;
        MIntArray fvarConnects2(faceConnects.length());
        for (int f = 0 ; f < refLastLevel.GetNumFaces(); ++f) {
            IndexArray faceIndices = refLastLevel.GetFaceFVarValues(f, CHANNELCOLOR);
            for (int index = 0 ; index < faceIndices.size() ; ++index) {
                fvarConnects2[count++] = faceIndices[index];
            }
        }
  
        int ncols = refLastLevel.GetNumFVarValues(CHANNELCOLOR);
        int firstOfLastCols = refiner.GetNumFVarValuesTotal(CHANNELCOLOR) 
                              - ncols
                              - refiner.GetLevel(0).GetNumFVarValues(CHANNELCOLOR);

        MColorArray colorArray(ncols);
        for (int colIt = 0; colIt < ncols; ++colIt) {
            FVarVertexColor const & c = refinedColors[firstOfLastCols + colIt];
            colorArray.set(colIt, c.r, c.g, c.b, c.a);
        }

        // Currently, the plugin only supports one color sets
        int colorSetIndex = 0;

        // Assign color buffer and map the ids for each face-vertex
        // API Limitation: Cannot set MColorRepresentation here
        status = newMeshFn.createColorSetDataMesh(
            colorSetNames[colorSetIndex]);                                
        MCHECKERR(status, "Cannot create ColorSet");

        bool isColorClamped = inMeshFn.isColorClamped(
            colorSetNames[colorSetIndex], &status);                   
        MCHECKERR(status, "Can not get Color Clamped ");

        status = newMeshFn.setIsColorClamped(
            colorSetNames[colorSetIndex], isColorClamped);                     
        MCHECKERR(status, "Can not set Color Clamped : " + isColorClamped);

        status = newMeshFn.setColors(
            colorArray, &colorSetNames[colorSetIndex], 
            colorSetReps[colorSetIndex]);   
        MCHECKERR(status, "Can not set Colors");

        status = newMeshFn.assignColors(
            fvarConnects2, &colorSetNames[colorSetIndex]);                          
        MCHECKERR(status, "Can not assign Colors");
    }

    return MS::kSuccess;
}
Ejemplo n.º 2
0
MStatus convertOsdFarToMayaMeshData(
     FMesh const * farMesh,
     OpenSubdiv::OsdCpuVertexBuffer * vertexBuffer,
     int subdivisionLevel,
     MFnMesh const & inMeshFn,
     MObject newMeshDataObj ) {

    MStatus returnStatus;

    // Get sizing data from OSD
    const OpenSubdiv::FarPatchTables *farPatchTables = farMesh->GetPatchTables();
    int numPolygons = farPatchTables->GetNumFaces(); // use the highest level stored in the patch tables
    const unsigned int *polygonConnects_orig = farPatchTables->GetFaceVertices(); // use the highest level stored in the patch tables

    const OpenSubdiv::FarSubdivisionTables<OpenSubdiv::OsdVertex> *farSubdivTables = farMesh->GetSubdivisionTables();
    unsigned int numVertices  = farSubdivTables->GetNumVertices(subdivisionLevel);
    unsigned int vertexOffset = farSubdivTables->GetFirstVertexOffset(subdivisionLevel);

    // Init Maya Data
    MFloatPointArray points(numVertices);
    MIntArray faceCounts(numPolygons); // number of edges for each polygon.  Assume quads (4-edges per face)
    MIntArray faceConnects(numPolygons*4); // array of vertex ids for all edges. assuming quads

    // -- Face Counts
    for (int i=0; i < numPolygons; ++i) {
        faceCounts[i] = 4;
    }

    // -- Face Connects
    for (unsigned int i=0; i < faceConnects.length(); i++) {
        faceConnects[i] = polygonConnects_orig[i] - vertexOffset; // adjust vertex indices so that v0 is at index 0
    }

    // -- Points
    // Number of floats in each vertex.  (positions, normals, etc)
    int numFloatsPerVertex = vertexBuffer->GetNumElements();
    assert(numFloatsPerVertex == 3); // assuming only xyz stored for each vertex
    const float *vertexData = vertexBuffer->BindCpuBuffer();
    float *ptrVertexData;

    for (unsigned int i=0; i < numVertices; i++) {

        // make sure to offset to the first osd vertex for that subd level
        unsigned int osdRawVertexIndex = i + vertexOffset;

        // Lookup the data in the vertexData
        ptrVertexData = (float *) vertexData + ((osdRawVertexIndex) * numFloatsPerVertex);
        points.set(i, ptrVertexData[0], ptrVertexData[1], ptrVertexData[2]);
    }

    // Create New Mesh from MFnMesh
    MFnMesh newMeshFn;
    MObject newMeshObj = newMeshFn.create(points.length(), faceCounts.length(),
        points, faceCounts, faceConnects, newMeshDataObj, &returnStatus);
    MCHECKERR(returnStatus, "Cannot create new mesh");

    // Attach UVs (if present)
    // ASSUMPTION: Only tracking UVs as FVar data.  Will need to change this
    // ASSUMPTION: OSD has a unique UV for each face-vertex
    int fvarTotalWidth = farMesh->GetTotalFVarWidth();

    if (fvarTotalWidth > 0) {

        // Get face-varying set names and other info from the inMesh
        MStringArray uvSetNames;
        MStringArray colorSetNames;
        std::vector<int> colorSetChannels;
        std::vector<MFnMesh::MColorRepresentation> colorSetReps;
        int totalColorSetChannels = 0;
        returnStatus = getMayaFvarFieldParams(inMeshFn, uvSetNames, colorSetNames, colorSetChannels, colorSetReps, totalColorSetChannels);

        int numUVSets = uvSetNames.length();
        int expectedFvarTotalWidth = numUVSets*2 + totalColorSetChannels;
        assert(fvarTotalWidth == expectedFvarTotalWidth);

        const OpenSubdiv::FarPatchTables::FVarDataTable &fvarDataTable =  farPatchTables->GetFVarDataTable();
        assert(fvarDataTable.size() == expectedFvarTotalWidth*faceConnects.length());

        // Create an array of indices to map each face-vert to the UV and ColorSet Data
        MIntArray fvarConnects(faceConnects.length());
        for (unsigned int i=0; i < faceConnects.length(); i++) {
            fvarConnects[i] = i;
        }

        MFloatArray uCoord(faceConnects.length());
        MFloatArray vCoord(faceConnects.length());

        for (int uvSetIndex=0; uvSetIndex < numUVSets; uvSetIndex++) {

            for(unsigned int vertid=0; vertid < faceConnects.length(); vertid++) {
                int fvarItem = vertid*fvarTotalWidth + uvSetIndex*2; // stride per vertex is the fvarTotalWidth
                uCoord[vertid] = fvarDataTable[fvarItem];
                vCoord[vertid] = fvarDataTable[fvarItem+1];
            }
            // Assign UV buffer and map the uvids for each face-vertex
            if (uvSetIndex != 0) { // assume uvset index 0 is the default UVset, so do not create
                returnStatus = newMeshFn.createUVSetDataMesh( uvSetNames[uvSetIndex] );
            }
            MCHECKERR(returnStatus, "Cannot create UVSet");
            newMeshFn.setUVs(uCoord,vCoord, &uvSetNames[uvSetIndex]);
            newMeshFn.assignUVs(faceCounts, fvarConnects, &uvSetNames[uvSetIndex]);
        }

        MColorArray colorArray(faceConnects.length());
        int colorSetRelativeStartIndex = numUVSets*2;

        for (unsigned int colorSetIndex=0; colorSetIndex < colorSetNames.length(); colorSetIndex++) {

            for(unsigned int vertid=0; vertid < faceConnects.length(); vertid++) {

                int fvarItem = vertid*fvarTotalWidth + colorSetRelativeStartIndex;
                if (colorSetChannels[colorSetIndex] == 1) {
                    colorArray[vertid].r = fvarDataTable[fvarItem];
                    colorArray[vertid].g = fvarDataTable[fvarItem];
                    colorArray[vertid].b = fvarDataTable[fvarItem];
                    colorArray[vertid].a = 1.0f;
                } else if (colorSetChannels[colorSetIndex] == 3) {
                    colorArray[vertid].r = fvarDataTable[fvarItem];
                    colorArray[vertid].g = fvarDataTable[fvarItem+1];
                    colorArray[vertid].b = fvarDataTable[fvarItem+2];
                    colorArray[vertid].a = 1.0f;
                } else {
                    colorArray[vertid].r = fvarDataTable[fvarItem];
                    colorArray[vertid].g = fvarDataTable[fvarItem+1];
                    colorArray[vertid].b = fvarDataTable[fvarItem+2];
                    colorArray[vertid].a = fvarDataTable[fvarItem+3];
                }
            }

            // Assign UV buffer and map the uvids for each face-vertex
            // API Limitation: Cannot set MColorRepresentation here
            returnStatus = newMeshFn.createColorSetDataMesh(colorSetNames[colorSetIndex]);
            MCHECKERR(returnStatus, "Cannot create ColorSet");

            bool isColorClamped = inMeshFn.isColorClamped(colorSetNames[colorSetIndex], &returnStatus);
            newMeshFn.setIsColorClamped(colorSetNames[colorSetIndex], isColorClamped);
            newMeshFn.setColors(colorArray, &colorSetNames[colorSetIndex], colorSetReps[colorSetIndex]);
            newMeshFn.assignColors(fvarConnects, &colorSetNames[colorSetIndex]);

            // Increment colorSet start location in fvar buffer
            colorSetRelativeStartIndex += colorSetChannels[colorSetIndex];
        }
    }
    return MS::kSuccess;
}