Example #1
0
MStatus GetAdjacency(MDagPath& pathMesh, std::vector<std::set<int> >& adjacency) {
  MStatus status;
  // Get mesh adjacency.  The adjacency will be all vertex ids on the connected faces.
  MItMeshVertex itVert(pathMesh, MObject::kNullObj, &status);
  CHECK_MSTATUS_AND_RETURN_IT(status);
  MFnMesh fnMesh(pathMesh, &status);
  CHECK_MSTATUS_AND_RETURN_IT(status);
  adjacency.resize(itVert.count());
  for (; !itVert.isDone(); itVert.next()) {
    MIntArray faces;
    status = itVert.getConnectedFaces(faces);
    CHECK_MSTATUS_AND_RETURN_IT(status);
    adjacency[itVert.index()].clear();
    // Put the vertex ids in a set to avoid duplicates
    for (unsigned int j = 0; j < faces.length(); ++j) {
      MIntArray vertices;
      fnMesh.getPolygonVertices(faces[j], vertices);
      for (unsigned int k = 0; k < vertices.length(); ++k) {
        if (vertices[k] != itVert.index()) {
          adjacency[itVert.index()].insert(vertices[k]);
        }
      }
    }
  }
  return MS::kSuccess;
}
Example #2
0
void TestDeformer::__debugMeshInfo(const char* msg, MObject &meshMobj)
{
#ifdef _DEBUG

        MStatus status;

        MFnMesh fnMesh(meshMobj, &status);
        CHECK_MSTATUS(status);

        __debug("%s(), fnMesh.fullPathName=%s", msg, fnMesh.fullPathName().asChar());
        __debug("%s(), fnMesh.name=%s", msg, fnMesh.name().asChar());

        MDagPath path; CHECK_MSTATUS(fnMesh.getPath(path));
        __debug("%s(), path=%s", msg, path.fullPathName().asChar());

        MDagPath dagpath = fnMesh.dagPath(&status); CHECK_MSTATUS(status);
        __debug("%s(), dagpath=%s", msg, dagpath.fullPathName().asChar());

        MFnDependencyNode fnDNode(meshMobj, &status); CHECK_MSTATUS(status);//
        __debug("%s(), name=%s", msg, fnDNode.name().asChar());

        MFnDagNode fnDagNode(meshMobj, &status);
        CHECK_MSTATUS(status);//

        MDagPath path2; CHECK_MSTATUS(fnDagNode.getPath(path2));//
        __debug("%s(), path2=%s", msg, path2.fullPathName().asChar());

        MDagPath dagpath2 = fnDagNode.dagPath(&status); CHECK_MSTATUS(status);//
        __debug("%s(), dagpath2=%s", msg, dagpath2.fullPathName().asChar());
#endif
}
// virtual
// Tells maya that color per vertex will be needed.
int	hwColorPerVertexShader::normalsPerVertex()
{
	unsigned int numNormals = mNormalsPerVertex;

	MStringArray setNames;
	const MDagPath & path = currentPath();	
	if (path.hasFn( MFn::kMesh ) )
	{
		// Check the # of uvsets. If no uvsets
		// then can't return tangent or binormals
		//
		// MGlobal::displayInfo( path.fullPathName() );

		MFnMesh fnMesh( path.node() );
		if (fnMesh.numUVSets() == 0)
		{
			// Put out a warnnig if we're asking for too many uvsets.
			MString dispWarn("Asking for more uvsets then available for shape: ");
			MString pathName = path.fullPathName();
			dispWarn = dispWarn + pathName;
			MGlobal::displayWarning( dispWarn  );
			numNormals = (mNormalsPerVertex > 1 ? 1 : 0);
		}
	}
	return numNormals;
}
Example #4
0
MStatus MVGMesh::setPoint(const int vertexId, const MPoint& point) const
{
    MStatus status;
    MFnMesh fnMesh(_object, &status);
    status = fnMesh.setPoint(vertexId, point, MSpace::kWorld);
    CHECK_RETURN_STATUS(status);
    return status;
}
Example #5
0
int MVGMesh::getPolygonsCount() const
{
    MStatus status;
    MFnMesh fnMesh(_object, &status);
    CHECK(status);
    int count = fnMesh.numPolygons(&status);
    CHECK(status);
    return count;
}
Example #6
0
MStatus MVGMesh::getPoints(MPointArray& pointArray) const
{
    MStatus status;
    MFnMesh fnMesh(_object, &status);
    CHECK_RETURN_STATUS(status);
    status = fnMesh.getPoints(pointArray, MSpace::kWorld);
    CHECK_RETURN_STATUS(status)
    return status;
}
Example #7
0
bool MVGMesh::deletePolygon(const int index) const
{
    MStatus status;
    MFnMesh fnMesh(_object, &status);
    CHECK_RETURN_VARIABLE(status, false)
    status = fnMesh.deleteFace(index);
    CHECK_RETURN_VARIABLE(status, false)
    return true;
}
Example #8
0
int MVGMesh::getVerticesCount() const
{
    MStatus status;
    MFnMesh fnMesh(_object, &status);
    CHECK(status);
    int count = fnMesh.numVertices(&status);
    CHECK(status);
    return count;
}
Example #9
0
MStatus MVGMesh::getPolygonVertices(const int polygonId, MIntArray& vertexList) const
{
    MStatus status;
    MFnMesh fnMesh(_object, &status);
    CHECK_RETURN_STATUS(status);
    status = fnMesh.getPolygonVertices(polygonId, vertexList);
    CHECK_RETURN_STATUS(status)
    return status;
}
Example #10
0
MStatus MVGMesh::getPoint(int vertexId, MPoint& point) const
{
    MStatus status;
    assert(_dagpath.isValid());
    MFnMesh fnMesh(_dagpath, &status);
    status = fnMesh.getPoint(vertexId, point, MSpace::kWorld);
    CHECK_RETURN_STATUS(status)
    return status;
}
Example #11
0
bool getObjectShadingGroups(const MDagPath& shapeObjectDP, MObject& shadingGroup)
{
    // if obj is a light, simply return the mobject
    if (shapeObjectDP.hasFn(MFn::kLight))
        shadingGroup = shapeObjectDP.node();

    if (shapeObjectDP.hasFn(MFn::kMesh))
    {
        // Find the Shading Engines Connected to the SourceNode
        MFnMesh fnMesh(shapeObjectDP.node());

        // A ShadingGroup will have a MFnSet
        MObjectArray sets, comps;
        fnMesh.getConnectedSetsAndMembers(shapeObjectDP.instanceNumber(), sets, comps, true);

        // Each set is a Shading Group. Loop through them
        for (unsigned int i = 0; i < sets.length(); ++i)
        {
            shadingGroup = sets[i];
            return true;
        }
    }

    if (shapeObjectDP.hasFn(MFn::kNurbsSurface)||shapeObjectDP.hasFn(MFn::kParticle)||shapeObjectDP.hasFn(MFn::kNParticle))
    {

        MObject instObjGroupsAttr;
        if (shapeObjectDP.hasFn(MFn::kNurbsSurface))
        {
            MFnNurbsSurface fnNurbs(shapeObjectDP.node());
            instObjGroupsAttr = fnNurbs.attribute("instObjGroups");
        }
        if (shapeObjectDP.hasFn(MFn::kParticle)||shapeObjectDP.hasFn(MFn::kNParticle))
        {
            MFnParticleSystem fnPart(shapeObjectDP.node());
            instObjGroupsAttr = fnPart.attribute("instObjGroups");
        }
        MPlug instPlug(shapeObjectDP.node(), instObjGroupsAttr);

        // Get the instance that our node is referring to;
        // In other words get the Plug for instObjGroups[intanceNumber];
        MPlug instPlugElem = instPlug.elementByLogicalIndex(shapeObjectDP.instanceNumber());

        // Find the ShadingGroup plugs that we are connected to as Source
        MPlugArray SGPlugArray;
        instPlugElem.connectedTo(SGPlugArray, false, true);

        // Loop through each ShadingGroup Plug
        for (unsigned int i=0; i < SGPlugArray.length(); ++i)
        {
            shadingGroup = SGPlugArray[i].node();
            return true;
        }
    }
    return false;
}
Example #12
0
bool MVGMesh::addPolygon(const MPointArray& pointArray, int& index) const
{
    MStatus status;
    MFnMesh fnMesh(_object, &status);
    if(pointArray.length() < 3)
        return false;
    fnMesh.addPolygon(pointArray, index, true, kMFnMeshPointTolerance, MObject::kNullObj, &status);
    CHECK_RETURN_VARIABLE(status, false)
    return true;
}
Example #13
0
void printMaterials(const MDagPath& dagPath) {
	MFnMesh fnMesh(dagPath);
	unsigned instanceNumber = dagPath.instanceNumber();
	MObjectArray sets;
	MObjectArray comps;
	fnMesh.getConnectedSetsAndMembers( instanceNumber, sets, comps, true );

	// Print Material Names
	for(unsigned int i = 0; i < sets.length(); ++i)
	{
		MFnDependencyNode fnDepSGNode(sets[i]);
		std::cout << fnDepSGNode.name() << std::endl;
	}
}
Example #14
0
MStatus RippleDeformer::deform(MDataBlock& dataBlock,
								MItGeometry& itGeo,
								const MMatrix& localToWorldMatrix,
								unsigned int geomIndex)
{
	MStatus status;
	
	//get attriubtes as a datahandle
	float env = dataBlock.inputValue(envelope).asFloat();
	float amplitude = dataBlock.inputValue(aAmplitude).asFloat();
	float displace = dataBlock.inputValue(aDisplace).asFloat();
	//get the mesh 
	
	//retrieve the handle to the input attribute
	MArrayDataHandle hInput = dataBlock.outputArrayValue(input, &status);
	CHECK_MSTATUS_AND_RETURN_IT(status);
	//get the input array index handle
	status = hInput.jumpToElement(geomIndex);
	//get the handle of geomIndex attribute
	MDataHandle hInputElement = hInput.outputValue(&status);
	//Get the MObject of the input geometry of geomindex
	MObject oInputGeom = hInputElement.child(inputGeom).asMesh();

	MFnMesh fnMesh(oInputGeom, &status);
	CHECK_MSTATUS_AND_RETURN_IT(status);
	if (oInputGeom.isNull())
	{
		return MS::kSuccess;
	}

	MFloatVectorArray normals;
	fnMesh.getVertexNormals(false, normals);

	MPoint pointPos;
	float weight;
	
	for (; !itGeo.isDone(); itGeo.next())
	{
		//get current point position
		pointPos = itGeo.position();
		weight = weightValue(dataBlock, geomIndex, itGeo.index());
		pointPos.x = pointPos.x + sin(itGeo.index() + displace) * amplitude * normals[itGeo.index()].x * weight * env;
		pointPos.y = pointPos.y + sin(itGeo.index() + displace) * amplitude * normals[itGeo.index()].y * weight * env;
		pointPos.z = pointPos.z + sin(itGeo.index() + displace) * amplitude * normals[itGeo.index()].z * weight * env;
		//setPosition
		itGeo.setPosition(pointPos);
	}	
	
	return MS::kSuccess;
}
Example #15
0
MStatus MVGMesh::setBlindData(const int vertexId,
                              std::vector<ClickedCSPosition>& clickedCSPositions) const
{
    MStatus status;
    MFnMesh fnMesh(_object, &status);
    CHECK_RETURN_STATUS(status);
    char* charData = reinterpret_cast<char*>(clickedCSPositions.data());
    const int binarySize = clickedCSPositions.size() * sizeof(ClickedCSPosition);
    CHECK_RETURN_STATUS(
        fnMesh.setIntBlindData(vertexId, MFn::kMeshVertComponent, _blindDataID, "size", binarySize))
    CHECK_RETURN_STATUS(fnMesh.setBinaryBlindData(vertexId, MFn::kMeshVertComponent, _blindDataID,
                                                  "data", charData, binarySize))
    return status;
}
Example #16
0
MStatus MVGMesh::setPoints(const MIntArray& verticesIds, const MPointArray& points) const
{
    MStatus status;
    assert(verticesIds.length() == points.length());
    assert(_dagpath.isValid());
    MFnMesh fnMesh(_dagpath, &status);
    for(int i = 0; i < verticesIds.length(); ++i)
    {
        status = fnMesh.setPoint(verticesIds[i], points[i], MSpace::kWorld);
        CHECK_RETURN_STATUS(status);
    }
    fnMesh.syncObject();
    return status;
}
Example #17
0
void CXRayObjectExport::buildEdgeTable( MDagPath& mesh )
{
//.    if ( !smoothing ) return;
    
    // Create our edge lookup table and initialize all entries to NULL
    //
    MFnMesh fnMesh( mesh );
    edgeTableSize = fnMesh.numVertices();
	edgeTable = xr_alloc<SXREdgeInfoPtr>(edgeTableSize);
	ZeroMemory(edgeTable,edgeTableSize*sizeof(int));

    // Add entries, for each edge, to the lookup table
    //
    MItMeshEdge eIt( mesh );
    for ( ; !eIt.isDone(); eIt.next() )
    {
        bool smooth = eIt.isSmooth();
        addEdgeInfo( eIt.index(0), eIt.index(1), smooth );
    }

    // Fill in referenced polygons
    //
    MItMeshPolygon pIt( mesh );
    for ( ; !pIt.isDone(); pIt.next() )
    {
        int pvc = pIt.polygonVertexCount();
        for ( int v=0; v<pvc; v++ )
        {
            int a = pIt.vertexIndex( v );
            int b = pIt.vertexIndex( v==(pvc-1) ? 0 : v+1 );

            SXREdgeInfoPtr elem = findEdgeInfo( a, b );
            if ( NULL != elem ) {
                int edgeId = pIt.index();
                
                if ( INVALID_ID == elem->polyIds[0] ) {
                    elem->polyIds[0] = edgeId;
                }
                else {
                    elem->polyIds[1] = edgeId;
                }                
                    
            }
        }
    }

	 CreateSmoothingGroups( fnMesh );
}
void vixo_hairCacheExport::initBasicStepInfo(int vid,MObject & staticMesh,map<int,inVertexBasicInfo>& inVIDMapInVertexDataBase)
{

	inVertexBasicInfo ele;
	inVIDMapInVertexDataBase.insert(pair<int,inVertexBasicInfo>(vid,ele));
	map<int,inVertexBasicInfo>::iterator iter=inVIDMapInVertexDataBase.find(vid);
	iter->second.stepVertex.resize(MAXSTEP);

	forInVertexBasicInfo subele;
	subele.vertexID=vid;
	subele.distance=0;
	iter->second.stepVertex[0].insert(subele);

	MItMeshVertex iterVertex4Record(staticMesh);
	MIntArray tempConnectedVertex;
	int prevIndex;

	MFnMesh fnMesh(staticMesh);
	MPointArray allPoints;
	fnMesh.getPoints(allPoints,MSpace::kObject);

	set<int> checkedVertex;
	checkedVertex.insert(vid);

	set<forInVertexBasicInfo>::iterator lastStepSetIter;
	for(int step=1;step<MAXSTEP;step++)
	{
		for(lastStepSetIter=iter->second.stepVertex[step-1].begin();lastStepSetIter!=iter->second.stepVertex[step-1].end();lastStepSetIter++)
		{
			iterVertex4Record.setIndex(lastStepSetIter->vertexID,prevIndex);
			iterVertex4Record.getConnectedVertices(tempConnectedVertex);
			for(int j=0;j<tempConnectedVertex.length();j++)
			{
				if(checkedVertex.count(tempConnectedVertex[j])<=0)
				{
					forInVertexBasicInfo subeleTemp;
					subeleTemp.vertexID=tempConnectedVertex[j];
					subeleTemp.distance=allPoints[vid].distanceTo(allPoints[subeleTemp.vertexID]);
					iter->second.stepVertex[step].insert(subeleTemp);
					checkedVertex.insert(tempConnectedVertex[j]);
				}
			}
		}
	}

}
Example #19
0
MStatus tm_randPoint::undoIt()
{
	if(helpMode) return MS::kSuccess;
	if(selVtxMode)
	{
		MSelectionList curSel;
		MGlobal::getActiveSelectionList( curSel);
		MItSelectionList iter( curSel, MFn::kMeshVertComponent);
		MObject component;
		MDagPath selVtx_dagPath;
		int vtxCount = 0;
		for ( ; !iter.isDone(); iter.next() )
		{
			iter.getDagPath(selVtx_dagPath, component);
			MItMeshVertex vertexIter( selVtx_dagPath, component );
			for ( ; !vertexIter.isDone(); vertexIter.next() )
			{
				vertexIter.setPosition( oldPointsArrays[0][vtxCount], MSpace::kObject );
				vtxCount++;
			}
		}
	}
	else
	{
		int num_meshes = res_MDagPathArray.length();
		for( int i = 0; i < num_meshes; i++ )
		{
			MDagPath dagPath = res_MDagPathArray[i];
			MObject node;

			node = dagPath.node();
			MFnDependencyNode fnNode( node );
			
			MStatus polyStatus;
			MFnMesh fnMesh( node, &polyStatus );
			if( polyStatus == MS::kSuccess )
			{
				MStatus status;
				status = fnMesh.setPoints( oldPointsArrays[i]);
				if (!status){status.perror("### error setting point ::undoIt()");return status;}
			}
		}
	}
	return MS::kSuccess;
}
Example #20
0
MStatus MVGMesh::getBlindData(const int vertexId,
                              std::vector<ClickedCSPosition>& clickedCSPositions) const
{
    MStatus status;
    MFnMesh fnMesh(_object, &status);
    CHECK_RETURN_STATUS(status);
    if(!fnMesh.hasBlindData(MFn::kMeshVertComponent))
        return MS::kFailure;
    if(!fnMesh.hasBlindDataComponentId(vertexId, MFn::kMeshVertComponent, _blindDataID))
        return MS::kFailure;
    int binarySize;
    CHECK_RETURN_STATUS(
        fnMesh.getIntBlindData(vertexId, MFn::kMeshVertComponent, _blindDataID, "size", binarySize))
    MString stringData;
    CHECK_RETURN_STATUS(fnMesh.getBinaryBlindData(vertexId, MFn::kMeshVertComponent, _blindDataID,
                                                  "data", stringData))
    const char* binData = stringData.asChar(binarySize);
    binaryToVectorData(binData, binarySize, clickedCSPositions);
    return status;
}
// virtual
// Tells maya that color per vertex will be needed.
int	hwColorPerVertexShader::colorsPerVertex()
{
	int returnVal = 0;

	// Going to be displaying false coloring,
	// so skip getting internal colors.
	if (mNormalsPerVertex)
		return 0;
	else {
		const MDagPath & path = currentPath();	
		if (path.hasFn( MFn::kMesh ) )
		{
			MFnMesh fnMesh( path.node() );
			unsigned int numColorSets = fnMesh.numColorSets();
			if (numColorSets < 2)
				returnVal = numColorSets;
			else
				returnVal  = 2;
		}
	}
	return returnVal;
}
bool DX11ViewportRenderer::drawSurface( const MDagPath &dagPath, bool active, bool templated)
{
	bool drewSurface = false;

	if ( !dagPath.hasFn( MFn::kMesh ))
	{
		MMatrix  matrix = dagPath.inclusiveMatrix();
		MFnDagNode dagNode(dagPath);
		MBoundingBox box = dagNode.boundingBox();
		float color[3] = {0.6f, 0.3f, 0.0f};
		if (active)
		{
			color[0] = 1.0f;
			color[1] = 1.0f;
			color[2] = 1.0f;
		}
		else if (templated)
		{
			color[0] = 1.0f;
			color[1] = 0.686f;
			color[2] = 0.686f;
		}
		drawBounds( matrix, box, color);
		return true;
	}

	if ( dagPath.hasFn( MFn::kMesh ))
	{
		MMatrix  matrix = dagPath.inclusiveMatrix();
		MFnDagNode dagNode(dagPath);

		// Look for any hardware shaders which can draw D3D first.
		//
		bool drewWithHwShader = false;
		{
			MFnMesh fnMesh(dagPath);
			MObjectArray sets;
			MObjectArray comps;
			unsigned int instanceNum = dagPath.instanceNumber();
			if (!fnMesh.getConnectedSetsAndMembers(instanceNum, sets, comps, true))
				MGlobal::displayError("ERROR : MFnMesh::getConnectedSetsAndMembers");
			for ( unsigned i=0; i<sets.length(); i++ ) 
			{
				MObject set = sets[i];
				MObject comp = comps[i];

				MStatus status;
				MFnSet fnSet( set, &status );
				if (status == MS::kFailure) {
					MGlobal::displayError("ERROR: MFnSet::MFnSet");
					continue;
				}

				MObject shaderNode = findShader(set);
				if (shaderNode != MObject::kNullObj)
				{
					MPxHardwareShader * hwShader = 
						MPxHardwareShader::getHardwareShaderPtr( shaderNode );

					if (hwShader)
					{
						const MRenderProfile & profile = hwShader->profile();
						if (profile.hasRenderer( MRenderProfile::kMayaD3D))
						{
							// Render a Maya D3D hw shader here....
							//printf("Found a D3D hw shader\n");
							//drewWithHwShader = true;
						}
					}
				}
			}
		}

		// Get the geometry buffers for this bad boy and render them
		D3DGeometry* Geometry = m_resourceManager.getGeometry( dagPath, m_pD3DDevice);
		if( Geometry)
		{
			// Transform from object to world space
			//
			XMMATRIX objectToWorld = XMMATRIX
				(
				(float)matrix.matrix[0][0], (float)matrix.matrix[0][1], (float)matrix.matrix[0][2], (float)matrix.matrix[0][3],
				(float)matrix.matrix[1][0], (float)matrix.matrix[1][1], (float)matrix.matrix[1][2], (float)matrix.matrix[1][3],
				(float)matrix.matrix[2][0], (float)matrix.matrix[2][1], (float)matrix.matrix[2][2], (float)matrix.matrix[2][3],
				(float)matrix.matrix[3][0], (float)matrix.matrix[3][1], (float)matrix.matrix[3][2], (float)matrix.matrix[3][3]
			);

			FixedFunctionConstants cb;

			if (!drewWithHwShader)
			{
				// Get material properties for shader associated with mesh
				//
				// 1. Try to draw with the sample internal programmable shader
				bool drewGeometryWithShader = false;

				// 2. Draw with fixed function shader
				if (!drewGeometryWithShader)
				{
					// Set up a default material, just in case there is none.
					//
					float diffuse[3];
					if (active)
					{
						if (templated)
						{
							m_pD3DDeviceCtx->RSSetState( m_pWireframeRS );
							diffuse[0] = 1.0f; diffuse[1] = 0.686f; diffuse[2] = 0.686f;
						}
						else
						{
							m_pD3DDeviceCtx->RSSetState( m_pNormalRS );
							diffuse[0] = 0.6f; diffuse[1] = 0.6f; diffuse[2] = 0.6f;
						}
					}
					else
					{
						if (templated)
						{
							m_pD3DDeviceCtx->RSSetState( m_pWireframeRS );
							diffuse[0] = 1.0f; diffuse[1] = 0.686f; diffuse[2] = 0.686f;
						}
						else
						{
							m_pD3DDeviceCtx->RSSetState( m_pNormalRS );
							diffuse[0] = 0.5f; diffuse[1] = 0.5f; diffuse[2] = 0.5f;
						}
					}

					// Set constant buffer
					XMVECTOR det;
					cb.wvIT = XMMatrixInverse( &det, objectToWorld * m_currentViewMatrix );
					cb.wvp = XMMatrixTranspose( objectToWorld * m_currentViewMatrix * m_currentProjectionMatrix );
					cb.wv = XMMatrixTranspose( objectToWorld * m_currentViewMatrix );
					cb.lightDir = XMFLOAT4( 0.0f, 0.0f, 1.0f, 0.0f );
					cb.lightColor = XMFLOAT4( 1.0f, 1.0f, 1.0f, 0.0f );
					cb.ambientLight = XMFLOAT4( 0.2f, 0.2f, 0.2f, 0.0f );
					cb.diffuseMaterial = XMFLOAT4( diffuse[0], diffuse[1], diffuse[2], 0.0f );
					cb.specularColor = XMFLOAT4( 0.2f, 0.2f, 0.2f, 0.0f );
					cb.diffuseCoeff = 1.0f;
					cb.shininess = 16.0f;
					cb.transparency = 1.0f;
					m_pD3DDeviceCtx->UpdateSubresource( m_pFixedFunctionConstantBuffer, 0, NULL, &cb, 0, 0 );

					// get shader
					SurfaceEffectItemList::const_iterator it = m_resourceManager.getSurfaceEffectItemList().find( "Maya_fixedFunction" );
					if ( it == m_resourceManager.getSurfaceEffectItemList().end() )
						return false;
					const SurfaceEffectItem* sei = it->second;

					// bind shaders
					m_pD3DDeviceCtx->VSSetShader( sei->fVertexShader, NULL, 0 );
					m_pD3DDeviceCtx->VSSetConstantBuffers( 0, 1, &m_pFixedFunctionConstantBuffer );
					m_pD3DDeviceCtx->IASetInputLayout( sei->fInputLayout );
					m_pD3DDeviceCtx->PSSetShader( sei->fPixelShader, NULL, 0 );
					m_pD3DDeviceCtx->PSSetConstantBuffers( 0, 1, &m_pFixedFunctionConstantBuffer );

					Geometry->Render( m_pD3DDeviceCtx );

					drewSurface = true;
				}
			}

			// Draw wireframe on top
			//

			if ( drewSurface && active )
			{
				bool drawActiveWithBounds = false;
				if (drawActiveWithBounds)
				{
					MBoundingBox box = dagNode.boundingBox();
					float color[3] = {1.0f, 1.0f, 1.0f};
					drawBounds( matrix, box, color );
				}
				else
				{
					cb.lightColor = XMFLOAT4( 0.0f, 0.0f, 0.0f, 0.0f );
					cb.ambientLight = XMFLOAT4( 1.0f, 1.0f, 1.0f, 0.0f );
					cb.diffuseMaterial = XMFLOAT4( 1.0f, 1.0f, 1.0f, 0.0f );
					cb.specularColor = XMFLOAT4( 0.0f, 0.0f, 0.0f, 0.0f );
					m_pD3DDeviceCtx->UpdateSubresource( m_pFixedFunctionConstantBuffer, 0, NULL, &cb, 0, 0 );

					m_pD3DDeviceCtx->RSSetState( m_pWireframeRS );

					Geometry->Render( m_pD3DDeviceCtx );				
				}
			}
		} // If Geometry
	}
	return drewSurface;
}
Example #23
0
MStatus AlembicNode::compute(const MPlug & plug, MDataBlock & dataBlock)
{
    MStatus status;

    // update the frame number to be imported
    MDataHandle speedHandle = dataBlock.inputValue(mSpeedAttr, &status);
    double speed = speedHandle.asDouble();

    MDataHandle offsetHandle = dataBlock.inputValue(mOffsetAttr, &status);
    double offset = offsetHandle.asDouble();

    MDataHandle timeHandle = dataBlock.inputValue(mTimeAttr, &status);
    MTime t = timeHandle.asTime();
    double inputTime = t.as(MTime::kSeconds);

    double fps = getFPS();

    // scale and offset inputTime.
    inputTime = computeAdjustedTime(inputTime, speed, offset/fps);

    // this should be done only once per file
    if (mFileInitialized == false)
    {
        mFileInitialized = true;

        MDataHandle dataHandle = dataBlock.inputValue(mAbcFileNameAttr);
        MFileObject fileObject;
        fileObject.setRawFullName(dataHandle.asString());
        MString fileName = fileObject.resolvedFullName();

        // TODO, make sure the file name, or list of files create a valid
        // Alembic IArchive

        // initialize some flags for plug update
        mSubDInitialized = false;
        mPolyInitialized = false;

        // When an alembic cache will be imported at the first time using
        // AbcImport, we need to set mIncludeFilterAttr (filterHandle) to be
        // mIncludeFilterString for later use. When we save a maya scene(.ma)
        // mIncludeFilterAttr will be saved. Then when we load the saved
        // .ma file, mIncludeFilterString will be set to be mIncludeFilterAttr.
        MDataHandle includeFilterHandle =
                        dataBlock.inputValue(mIncludeFilterAttr, &status);
        MString& includeFilterString = includeFilterHandle.asString();

       if (mIncludeFilterString.length() > 0)
        {
            includeFilterHandle.set(mIncludeFilterString);
            dataBlock.setClean(mIncludeFilterAttr);
        }
        else if (includeFilterString.length() > 0)
        {
            mIncludeFilterString = includeFilterString;
        }

        MDataHandle excludeFilterHandle =
                        dataBlock.inputValue(mExcludeFilterAttr, &status);
        MString& excludeFilterString = excludeFilterHandle.asString();

       if (mExcludeFilterString.length() > 0)
        {
            excludeFilterHandle.set(mExcludeFilterString);
            dataBlock.setClean(mExcludeFilterAttr);
        }
        else if (excludeFilterString.length() > 0)
        {
            mExcludeFilterString = excludeFilterString;
        }


        MFnDependencyNode dep(thisMObject());
        MPlug allSetsPlug = dep.findPlug("allColorSets");
        CreateSceneVisitor visitor(inputTime, !allSetsPlug.isNull(),
            MObject::kNullObj, CreateSceneVisitor::NONE, "",
            mIncludeFilterString, mExcludeFilterString);

        {
           mData.getFrameRange(mSequenceStartTime, mSequenceEndTime);
            MDataHandle startFrameHandle = dataBlock.inputValue(mStartFrameAttr,
                                                                &status);
            startFrameHandle.set(mSequenceStartTime*fps);
            MDataHandle endFrameHandle = dataBlock.inputValue(mEndFrameAttr,
                                                                &status);
            endFrameHandle.set(mSequenceEndTime*fps);
        }
    }

    // Retime
    MDataHandle cycleHandle = dataBlock.inputValue(mCycleTypeAttr, &status);
    short playType = cycleHandle.asShort();
    inputTime = computeRetime(inputTime, mSequenceStartTime, mSequenceEndTime,
                              playType);

    clamp<double>(mSequenceStartTime, mSequenceEndTime, inputTime);

    // update only when the time lapse is big enough
    if (fabs(inputTime - mCurTime) > 0.00001)
    {
        mOutRead = std::vector<bool>(mOutRead.size(), false);
        mCurTime = inputTime;
    }

    if (plug == mOutPropArrayAttr)
    {

        if (mOutRead[0])
        {
            dataBlock.setClean(plug);
            return MS::kSuccess;
        }

        mOutRead[0] = true;

        unsigned int propSize =
            static_cast<unsigned int>(mData.mPropList.size());

        if (propSize > 0)
        {
            MArrayDataHandle outArrayHandle = dataBlock.outputValue(
                mOutPropArrayAttr, &status);

            unsigned int outHandleIndex = 0;
            MDataHandle outHandle;

            // for all of the nodes with sampled attributes
            for (unsigned int i = 0; i < propSize; i++)
            {
                // only use the handle if it matches the index.
                // The index wont line up in the sparse case so we
                // can just skip that element.
                if (outArrayHandle.elementIndex() == outHandleIndex++)
                {
                    outHandle = outArrayHandle.outputValue();
                }
                else
                {
                    continue;
                }

                if (mData.mPropList[i].mArray.valid())
                {
                    readProp(mCurTime, mData.mPropList[i].mArray, outHandle);
                }
                else if (mData.mPropList[i].mScalar.valid())
                {
                    // for visibility only
                    if (mData.mPropList[i].mScalar.getName() ==
                        Alembic::AbcGeom::kVisibilityPropertyName)
                    {
                        Alembic::Util::int8_t visVal = 1;
                        mData.mPropList[i].mScalar.get(&visVal,
                            Alembic::Abc::ISampleSelector(mCurTime,
                                Alembic::Abc::ISampleSelector::kNearIndex ));
                        outHandle.setGenericBool(visVal != 0, false);
                    }
                    else
                    {
                        // for all scalar props
                        readProp(mCurTime, mData.mPropList[i].mScalar, outHandle);
                    }
                }
                outArrayHandle.next();
            }
            outArrayHandle.setAllClean();
        }

    }
    else if (plug == mOutTransOpArrayAttr )
    {
        if (mOutRead[1])
        {
            dataBlock.setClean(plug);
            return MS::kSuccess;
        }

        mOutRead[1] = true;

        unsigned int xformSize =
            static_cast<unsigned int>(mData.mXformList.size());

        if (xformSize > 0)
        {
            MArrayDataHandle outArrayHandle =
                dataBlock.outputValue(mOutTransOpArrayAttr, &status);

            MPlug arrayPlug(thisMObject(), mOutTransOpArrayAttr);

            MDataHandle outHandle;
            unsigned int outHandleIndex = 0;

            for (unsigned int i = 0; i < xformSize; i++)
            {
                std::vector<double> sampleList;

                if (mData.mIsComplexXform[i])
                {
                    readComplex(mCurTime, mData.mXformList[i], sampleList);
                }
                else
                {
                    Alembic::AbcGeom::XformSample samp;
                    read(mCurTime, mData.mXformList[i], sampleList, samp);
                }

                unsigned int sampleSize = (unsigned int)sampleList.size();

                for (unsigned int j = 0; j < sampleSize; j++)
                {
                    // only use the handle if it matches the index.
                    // The index wont line up in the sparse case so we
                    // can just skip that element.
                    if (outArrayHandle.elementIndex() == outHandleIndex++)
                    {
                        outHandle = outArrayHandle.outputValue(&status);
                    }
                    else
                        continue;

                    outArrayHandle.next();
                    outHandle.set(sampleList[j]);
                }
            }
            outArrayHandle.setAllClean();
        }
    }
    else if (plug == mOutLocatorPosScaleArrayAttr )
    {
        if (mOutRead[8])
        {
            dataBlock.setClean(plug);
            return MS::kSuccess;
        }

        mOutRead[8] = true;

        unsigned int locSize =
            static_cast<unsigned int>(mData.mLocList.size());

        if (locSize > 0)
        {
            MArrayDataHandle outArrayHandle =
                dataBlock.outputValue(mOutLocatorPosScaleArrayAttr, &status);

            MPlug arrayPlug(thisMObject(), mOutLocatorPosScaleArrayAttr);

            MDataHandle outHandle;
            unsigned int outHandleIndex = 0;

            for (unsigned int i = 0; i < locSize; i++)
            {
                std::vector< double > sampleList;
                read(mCurTime, mData.mLocList[i], sampleList);

                unsigned int sampleSize = (unsigned int)sampleList.size();
                for (unsigned int j = 0; j < sampleSize; j++)
                {
                    // only use the handle if it matches the index.
                    // The index wont line up in the sparse case so we
                    // can just skip that element.
                    if (outArrayHandle.elementIndex() == outHandleIndex++)
                    {
                        outHandle = outArrayHandle.outputValue(&status);
                    }
                    else
                        continue;

                    outArrayHandle.next();
                    outHandle.set(sampleList[j]);
                }
            }
            outArrayHandle.setAllClean();
        }
    }
    else if (plug == mOutSubDArrayAttr)
    {
        if (mOutRead[2])
        {
            // Reference the output to let EM know we are the writer
            // of the data. EM sets the output to holder and causes
            // race condition when evaluating fan-out destinations.
            MArrayDataHandle outArrayHandle =
                dataBlock.outputValue(mOutSubDArrayAttr, &status);
            const unsigned int elementCount = outArrayHandle.elementCount();
            for (unsigned int j = 0; j < elementCount; j++)
            {
                outArrayHandle.outputValue().data();
                outArrayHandle.next();
            }
            outArrayHandle.setAllClean();
            return MS::kSuccess;
        }

        mOutRead[2] = true;

        unsigned int subDSize =
            static_cast<unsigned int>(mData.mSubDList.size());

        if (subDSize > 0)
        {
            MArrayDataHandle outArrayHandle = dataBlock.outputValue(
                mOutSubDArrayAttr, &status);

            MDataHandle outHandle;

            for (unsigned int j = 0; j < subDSize; j++)
            {
                // these elements can be sparse if they have been deleted
                if (outArrayHandle.elementIndex() != j)
                {
                    continue;
                }

                outHandle = outArrayHandle.outputValue(&status);
                outArrayHandle.next();

                MObject obj = outHandle.data();
                if (obj.hasFn(MFn::kMesh))
                {
                    MFnMesh fnMesh(obj);
                    readSubD(mCurTime, fnMesh, obj, mData.mSubDList[j],
                        mSubDInitialized);
                    outHandle.set(obj);
                }
            }
            mSubDInitialized = true;
            outArrayHandle.setAllClean();
        }
        // for the case where we don't have any nodes, we want to make sure
        // to push out empty meshes on our connections, this can happen if
        // the input file was offlined, currently we only need to do this for
        // meshes as Nurbs, curves, and the other channels don't crash Maya
        else
        {
            MArrayDataHandle outArrayHandle = dataBlock.outputValue(
                mOutSubDArrayAttr, &status);

            if (outArrayHandle.elementCount() > 0)
            {
                do
                {
                    MDataHandle outHandle = outArrayHandle.outputValue();
                    MObject obj = outHandle.data();
                    if (obj.hasFn(MFn::kMesh))
                    {
                        MFloatPointArray emptyVerts;
                        MIntArray emptyCounts;
                        MIntArray emptyConnects;
                        MFnMesh emptyMesh;
                        emptyMesh.create(0, 0, emptyVerts, emptyCounts,
                            emptyConnects, obj);
                        outHandle.set(obj);
                    }
                }
                while (outArrayHandle.next() == MS::kSuccess);
            }
            mSubDInitialized = true;
            outArrayHandle.setAllClean();
        }
    }
    else if (plug == mOutPolyArrayAttr)
    {
        if (mOutRead[3])
        {
            // Reference the output to let EM know we are the writer
            // of the data. EM sets the output to holder and causes
            // race condition when evaluating fan-out destinations.
            MArrayDataHandle outArrayHandle =
                dataBlock.outputValue(mOutPolyArrayAttr, &status);
            const unsigned int elementCount = outArrayHandle.elementCount();
            for (unsigned int j = 0; j < elementCount; j++)
            {
                outArrayHandle.outputValue().data();
                outArrayHandle.next();
            }
            outArrayHandle.setAllClean();
            return MS::kSuccess;
        }

        mOutRead[3] = true;

        unsigned int polySize =
            static_cast<unsigned int>(mData.mPolyMeshList.size());

        if (polySize > 0)
        {
            MArrayDataHandle outArrayHandle =
                dataBlock.outputValue(mOutPolyArrayAttr, &status);

            MDataHandle outHandle;

            for (unsigned int j = 0; j < polySize; j++)
            {
                // these elements can be sparse if they have been deleted
                if (outArrayHandle.elementIndex() != j)
                {
                    continue;
                }

                outHandle = outArrayHandle.outputValue(&status);
                outArrayHandle.next();

                MObject obj = outHandle.data();
                if (obj.hasFn(MFn::kMesh))
                {
                    MFnMesh fnMesh(obj);
                    readPoly(mCurTime, fnMesh, obj, mData.mPolyMeshList[j],
                        mPolyInitialized);
                    outHandle.set(obj);
                }
            }
            mPolyInitialized = true;
            outArrayHandle.setAllClean();
        }
        // for the case where we don't have any nodes, we want to make sure
        // to push out empty meshes on our connections, this can happen if
        // the input file was offlined, currently we only need to do this for
        // meshes as Nurbs, curves, and the other channels don't crash Maya
        else
        {
            MArrayDataHandle outArrayHandle = dataBlock.outputValue(
                mOutPolyArrayAttr, &status);

            if (outArrayHandle.elementCount() > 0)
            {
                do
                {
                    MDataHandle outHandle = outArrayHandle.outputValue(&status);
                    MObject obj = outHandle.data();
                    if (obj.hasFn(MFn::kMesh))
                    {
                        MFloatPointArray emptyVerts;
                        MIntArray emptyCounts;
                        MIntArray emptyConnects;
                        MFnMesh emptyMesh;
                        emptyMesh.create(0, 0, emptyVerts, emptyCounts,
                            emptyConnects, obj);
                        outHandle.set(obj);
                    }
                }
                while (outArrayHandle.next() == MS::kSuccess);
            }
            mPolyInitialized = true;
            outArrayHandle.setAllClean();
        }
    }
    else if (plug == mOutCameraArrayAttr)
    {
        if (mOutRead[4])
        {
            dataBlock.setClean(plug);
            return MS::kSuccess;
        }

        mOutRead[4] = true;

        unsigned int cameraSize =
            static_cast<unsigned int>(mData.mCameraList.size());

        if (cameraSize > 0)
        {
            MArrayDataHandle outArrayHandle =
                dataBlock.outputValue(mOutCameraArrayAttr, &status);
            MPlug arrayPlug(thisMObject(), mOutCameraArrayAttr);
            double angleConversion = 1.0;

            switch (MAngle::uiUnit())
            {
                case MAngle::kRadians:
                    angleConversion = 0.017453292519943295;
                break;
                case MAngle::kAngMinutes:
                    angleConversion = 60.0;
                break;
                case MAngle::kAngSeconds:
                    angleConversion = 3600.0;
                break;
                default:
                break;
            }

            MDataHandle outHandle;
            unsigned int index = 0;

            for (unsigned int cameraIndex = 0; cameraIndex < cameraSize;
                cameraIndex++)
            {
                Alembic::AbcGeom::ICamera & cam =
                    mData.mCameraList[cameraIndex];
                std::vector<double> array;

                read(mCurTime, cam, array);

                for (unsigned int dataIndex = 0; dataIndex < array.size();
                    dataIndex++, index++)
                {
                    // skip over sparse elements
                    if (index != outArrayHandle.elementIndex())
                    {
                        continue;
                    }

                    outHandle = outArrayHandle.outputValue(&status);
                    outArrayHandle.next();

                    // not shutter angle index, so not an angle
                    if (dataIndex != 11)
                    {
                        outHandle.set(array[dataIndex]);
                    }
                    else
                    {
                        outHandle.set(array[dataIndex] * angleConversion);
                    }
                }  // for the per camera data handles
            }  // for each camera
            outArrayHandle.setAllClean();
        }
    }
    else if (plug == mOutNurbsSurfaceArrayAttr)
    {
        if (mOutRead[5])
        {
            // Reference the output to let EM know we are the writer
            // of the data. EM sets the output to holder and causes
            // race condition when evaluating fan-out destinations.
            MArrayDataHandle outArrayHandle =
                dataBlock.outputValue(mOutNurbsSurfaceArrayAttr, &status);
            const unsigned int elementCount = outArrayHandle.elementCount();
            for (unsigned int j = 0; j < elementCount; j++)
            {
                outArrayHandle.outputValue().data();
                outArrayHandle.next();
            }
            outArrayHandle.setAllClean();
            return MS::kSuccess;
        }

        mOutRead[5] = true;

        unsigned int nSurfaceSize =
            static_cast<unsigned int>(mData.mNurbsList.size());

        if (nSurfaceSize > 0)
        {
            MArrayDataHandle outArrayHandle =
                dataBlock.outputValue(mOutNurbsSurfaceArrayAttr, &status);

            MDataHandle outHandle;

            for (unsigned int j = 0; j < nSurfaceSize; j++)
            {
                // these elements can be sparse if they have been deleted
                if (outArrayHandle.elementIndex() != j)
                    continue;

                outHandle = outArrayHandle.outputValue(&status);
                outArrayHandle.next();

                MObject obj = outHandle.data();
                if (obj.hasFn(MFn::kNurbsSurface))
                {
                    readNurbs(mCurTime, mData.mNurbsList[j], obj);
                    outHandle.set(obj);
                }
            }
            outArrayHandle.setAllClean();
        }
    }
    else if (plug == mOutNurbsCurveGrpArrayAttr)
    {
        if (mOutRead[6])
        {
            // Reference the output to let EM know we are the writer
            // of the data. EM sets the output to holder and causes
            // race condition when evaluating fan-out destinations.
            MArrayDataHandle outArrayHandle =
                dataBlock.outputValue(mOutNurbsCurveGrpArrayAttr, &status);
            const unsigned int elementCount = outArrayHandle.elementCount();
            for (unsigned int j = 0; j < elementCount; j++)
            {
                outArrayHandle.outputValue().data();
                outArrayHandle.next();
            }
            outArrayHandle.setAllClean();
            return MS::kSuccess;
        }

        mOutRead[6] = true;

        unsigned int nCurveGrpSize =
            static_cast<unsigned int>(mData.mCurvesList.size());

        if (nCurveGrpSize > 0)
        {
            MArrayDataHandle outArrayHandle =
                dataBlock.outputValue(mOutNurbsCurveGrpArrayAttr, &status);
            MDataHandle outHandle;

            std::vector<MObject> curvesObj;
            for (unsigned int i = 0; i < nCurveGrpSize; ++i)
            {
                readCurves(mCurTime, mData.mCurvesList[i],
                    mData.mNumCurves[i], curvesObj);
            }

            std::size_t numChild = curvesObj.size();

            // not the best way to do this
            // only reading bunches of curves based on the connections would be
            // more efficient when there is a bunch of broken connections
            for (unsigned int i = 0; i < numChild; i++)
            {
                if (outArrayHandle.elementIndex() != i)
                {
                    continue;
                }

                outHandle = outArrayHandle.outputValue(&status);
                outArrayHandle.next();
                status = outHandle.set(curvesObj[i]);
            }

            outArrayHandle.setAllClean();
        }
    }
    else
    {
        return MS::kUnknownParameter;
    }

    dataBlock.setClean(plug);
    return status;
}
Example #24
0
MStatus mapBlendShape::deform(MDataBlock& data, 
							  MItGeometry& itGeo, 
							  const MMatrix& localToWorldMatrix, 
							  unsigned int geomIndex)
{
    MStatus status;

	// get the blendMesh 
	MDataHandle hBlendMesh = data.inputValue( aBlendMesh, &status );
    CHECK_MSTATUS_AND_RETURN_IT( status );
    MObject oBlendMesh = hBlendMesh.asMesh();
    if (oBlendMesh.isNull())
    {
        return MS::kSuccess;
    }

	MFnMesh fnMesh( oBlendMesh, &status );
    CHECK_MSTATUS_AND_RETURN_IT( status );
    MPointArray blendPoints;
    fnMesh.getPoints( blendPoints );

	// get the dirty flags for the input and blendMap
	bool inputGeomClean = data.isClean(inputGeom, &status);
	bool blendMapClean  = data.isClean(aBlendMap, &status);

	if (!blendMapClean) {
		lumValues.reserve(itGeo.count());
	}
	
	MDoubleArray uCoords, vCoords;
	MVectorArray resultColors;
	MDoubleArray resultAlphas;

	uCoords.setLength(1);
	vCoords.setLength(1);

	bool hasTextureNode;
	bool useBlendMap = data.inputValue(aUseBlendMap).asBool();
	float blendMapMultiplier = data.inputValue(aBlendMapMultiplier).asFloat();

	if (blendMapMultiplier<=0.0) {
		useBlendMap = false;
	}

	if (useBlendMap) {
		hasTextureNode = MDynamicsUtil::hasValidDynamics2dTexture(thisMObject(), aBlendMap);
	}

	float env = data.inputValue(envelope).asFloat();
    MPoint point;
	float2 uvPoint;
    float w, lum;

    for ( ; !itGeo.isDone(); itGeo.next() )
    {
		lum = 1.0;

		if (useBlendMap) {
			if (!blendMapClean) {
				fnMesh.getUVAtPoint(blendPoints[itGeo.index()], uvPoint);

				if (hasTextureNode) {
					uCoords[0] = uvPoint[0];
					vCoords[0] = uvPoint[1];
					MDynamicsUtil::evalDynamics2dTexture(thisMObject(), aBlendMap, uCoords, vCoords, &resultColors, &resultAlphas);
					lum = float(resultColors[0][0]);
				}
				lumValues[itGeo.index()] = lum;
			} else {
				lum = lumValues[itGeo.index()];
			}
		}

        point = itGeo.position();
        w = weightValue( data, geomIndex, itGeo.index() );
        point += (blendPoints[itGeo.index()] - point) * env * w * lum * blendMapMultiplier;
        itGeo.setPosition( point );
    }

	return MS::kSuccess;
}
/* virtual */
MStatus	hwColorPerVertexShader::glGeometry( const MDagPath& path,
                                int prim,
								unsigned int writable,
								int indexCount,
								const unsigned int * indexArray,
								int vertexCount,
								const int * vertexIDs,
								const float * vertexArray,
								int normalCount,
								const float ** normalArrays,
								int colorCount,
								const float ** colorArrays,
								int texCoordCount,
								const float ** texCoordArrays)
{
	// If this attribute is enabled, normals, tangents,
	// and binormals can be visualized using false coloring.
	// Negative values will clamp to black however.

#ifdef _TEST_FILE_PATH_DURING_DRAW_
	if (path.hasFn( MFn::kMesh ) )
	{
		// Check the # of uvsets. If no uvsets
		// then can't return tangent or binormals
		//
		MGlobal::displayInfo( path.fullPathName() );

		MFnMesh fnMesh( path.node() );
		numUVSets = fnMesh.numUVSets();
	}
#endif
	if ((unsigned int)normalCount > mNormalsPerVertex)
		normalCount = mNormalsPerVertex;
	if (normalCount > 0)
	{
		glPushAttrib(GL_ALL_ATTRIB_BITS); 
		glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
		glDisable(GL_LIGHTING);
		glDisable(GL_BLEND);

		if (normalCount > 1)
		{
			if (normalCount == 2)
			{
	//#define _TANGENT_DEBUG
	#ifdef _TANGENT_DEBUG
				const float *tangents = (const float *)&normalArrays[1][0];
				for (int  i=0; i< vertexCount; i++)
				{
					cout<<"tangent["<<i<<"] = "<<tangents[i*3]
						<<","<<tangents[i*3+1]<<","<<tangents[i*3+2]<<endl;
				}
	#endif
				glEnableClientState(GL_COLOR_ARRAY);
				glColorPointer(3, GL_FLOAT, 0, &normalArrays[1][0]);
			}
			else
			{
	#ifdef _BINORMAL_DEBUG
				const float *binormals = (const float *)&normalArrays[2][0];
				for (unsigned int  i=0; i< vertexCount; i++)
				{
					cout<<"binormals["<<i<<"] = "<<binormals[i*3]
						<<","<<binormals[i*3+1]<<","<<binormals[i*3+2]<<endl;
				}
	#endif
				glEnableClientState(GL_COLOR_ARRAY);
				glColorPointer(3, GL_FLOAT, 0, &normalArrays[2][0]);
			}
		}
		else if (normalCount)
		{
			glEnableClientState(GL_COLOR_ARRAY);
			glColorPointer(3, GL_FLOAT, 0, &normalArrays[0][0]);
		}

		glEnableClientState(GL_VERTEX_ARRAY);
		glVertexPointer ( 3, GL_FLOAT, 0, &vertexArray[0] );
		glDrawElements ( prim, indexCount, GL_UNSIGNED_INT, indexArray );

		glDisableClientState(GL_COLOR_ARRAY);

		glPopClientAttrib();
		glPopAttrib();

		return MS::kSuccess;
	}
	else
	{
		return draw( prim, writable, indexCount, indexArray,
			vertexCount, vertexArray, colorCount, colorArrays );
	}
}
MStatus findTexturesPerPolygon::doIt( const MArgList& )
//
//  Description:
//      Find the texture files that apply to the color of each polygon of
//      a selected shape if the shape has its polygons organized into sets.
//
{
    // Get the selection and choose the first path on the selection list.
    //
	MStatus status;
	MDagPath path;
	MObject cmp;
	MSelectionList slist;
	MGlobal::getActiveSelectionList(slist);
	slist.getDagPath(0, path, cmp);

	// Have to make the path include the shape below it so that
	// we can determine if the underlying shape node is instanced.
	// By default, dag paths only include transform nodes.
	//
	path.extendToShape();

	// If the shape is instanced then we need to determine which
	// instance this path refers to.
	//
	int instanceNum = 0;
	if (path.isInstanced())
		instanceNum = path.instanceNumber();

    // Get a list of all sets pertaining to the selected shape and the
    // members of those sets.
    //
	MFnMesh fnMesh(path);
	MObjectArray sets;
	MObjectArray comps;
	if (!fnMesh.getConnectedSetsAndMembers(instanceNum, sets, comps, true))
		cerr << "ERROR: MFnMesh::getConnectedSetsAndMembers\n";

	// Loop through all the sets.  If the set is a polygonal set, find the
    // shader attached to the and print out the texture file name for the
    // set along with the polygons in the set.
	//
	for ( unsigned i=0; i<sets.length(); i++ ) {
		MObject set = sets[i];
		MObject comp = comps[i];

		MFnSet fnSet( set, &status );
		if (status == MS::kFailure) {
            cerr << "ERROR: MFnSet::MFnSet\n";
            continue;
        }

        // Make sure the set is a polygonal set.  If not, continue.
		MItMeshPolygon piter(path, comp, &status);
		if ((status == MS::kFailure) || comp.isNull())
            continue;

		// Find the texture that is applied to this set.  First, get the
		// shading node connected to the set.  Then, if there is an input
		// attribute called "color", search upstream from it for a texture
		// file node.
        //
		MObject shaderNode = findShader(set);
		if (shaderNode == MObject::kNullObj)
			continue;

		MPlug colorPlug = MFnDependencyNode(shaderNode).findPlug("color", &status);
		if (status == MS::kFailure)
			continue;

		MItDependencyGraph dgIt(colorPlug, MFn::kFileTexture,
						   MItDependencyGraph::kUpstream, 
						   MItDependencyGraph::kBreadthFirst,
						   MItDependencyGraph::kNodeLevel, 
						   &status);

		if (status == MS::kFailure)
			continue;
		
		dgIt.disablePruningOnFilter();

        // If no texture file node was found, just continue.
        //
		if (dgIt.isDone())
			continue;
		  
        // Print out the texture node name and texture file that it references.
        //
		MObject textureNode = dgIt.thisNode();
        MPlug filenamePlug = MFnDependencyNode(textureNode).findPlug("fileTextureName");
        MString textureName;
        filenamePlug.getValue(textureName);
		cerr << "Set: " << fnSet.name() << endl;
        cerr << "Texture Node Name: " << MFnDependencyNode(textureNode).name() << endl;
		cerr << "Texture File Name: " << textureName.asChar() << endl;
        
        // Print out the set of polygons that are contained in the current set.
        //
		for ( ; !piter.isDone(); piter.next() )
			cerr << "    poly component: " << piter.index() << endl;
	}

	return MS::kSuccess;
}
Example #27
0
collision_shape_t::pointer collisionShapeNode::createCollisionShape(const MObject& node)
{

	collision_shape_t::pointer collision_shape = 0;

	MObject thisObject(thisMObject());
	MPlug plgType(thisObject, ia_type);
	int type;
	plgType.getValue(type);

	switch(type) {
	case 0:  
		{
			//convex hull
			{
				if(node.hasFn(MFn::kMesh)) {
					MDagPath dagPath;
					MDagPath::getAPathTo(node, dagPath);
					MFnMesh fnMesh(dagPath);
					MFloatPointArray mpoints;
					MFloatVectorArray mnormals;
					MIntArray mtrianglecounts;
					MIntArray mtrianglevertices;
					fnMesh.getPoints(mpoints, MSpace::kObject);
					fnMesh.getNormals(mnormals, MSpace::kObject);
					fnMesh.getTriangles(mtrianglecounts, mtrianglevertices);

					std::vector<vec3f> vertices(mpoints.length());
					std::vector<vec3f> normals(mpoints.length());
					std::vector<unsigned int> indices(mtrianglevertices.length());

					btAlignedObjectArray<btVector3> btVerts; //mb

					for(size_t i = 0; i < vertices.size(); ++i) {
						vertices[i] = vec3f(mpoints[i].x, mpoints[i].y, mpoints[i].z);
						normals[i] = vec3f(mnormals[i].x, mnormals[i].y, mnormals[i].z);

#if UPDATE_SHAPE //future collision margin adjust
						btVerts.push_back(btVector3(mpoints[i].x, mpoints[i].y, mpoints[i].z)); //mb
#endif
					}
					for(size_t i = 0; i < indices.size(); ++i) {
						indices[i] = mtrianglevertices[i];
					}

#if UPDATE_SHAPE //future collision margin adjust
					btAlignedObjectArray<btVector3> planeEquations;
					btGeometryUtil::getPlaneEquationsFromVertices(btVerts, planeEquations);

					btAlignedObjectArray<btVector3> shiftedPlaneEquations;
					for (int p=0;p<planeEquations.size();p++)
					{
						btVector3 plane = planeEquations[p];
						plane[3] += collisionShapeNode::collisionMarginOffset;
						shiftedPlaneEquations.push_back(plane);
					}

					btAlignedObjectArray<btVector3> shiftedVertices;
					btGeometryUtil::getVerticesFromPlaneEquations(shiftedPlaneEquations, shiftedVertices);

					std::vector<vec3f> shiftedVerticesVec3f(shiftedVertices.size());
					for(size_t i = 0; i < shiftedVertices.size(); ++i) 
					{
						shiftedVerticesVec3f[i] = vec3f(shiftedVertices[i].getX(), shiftedVertices[i].getY(), shiftedVertices[i].getZ());
						//std::cout << "orig verts: " << vertices[i][0] << " " << vertices[i][1] << " " << vertices[i][2] << std::endl;
						//std::cout << "shft verts: " << shiftedVertices[i].getX() << " " << shiftedVertices[i].getY() << " " << shiftedVertices[i].getZ() << std::endl;
						//std::cout << std::endl;
					}

					collision_shape = solver_t::create_convex_hull_shape(&(shiftedVerticesVec3f[0]), shiftedVerticesVec3f.size(), &(normals[0]), &(indices[0]), indices.size());

#endif

#if UPDATE_SHAPE == 0
					collision_shape = solver_t::create_convex_hull_shape(&(vertices[0]), vertices.size(), &(normals[0]), &(indices[0]), indices.size()); //original
#endif
				}
			}
		}

		break;
	case 1:
		{
			//mesh
			{
				if(node.hasFn(MFn::kMesh)) {
					MDagPath dagPath;
					MDagPath::getAPathTo(node, dagPath);
					MFnMesh fnMesh(dagPath);
					MFloatPointArray mpoints;
					MFloatVectorArray mnormals;
					MIntArray mtrianglecounts;
					MIntArray mtrianglevertices;
					fnMesh.getPoints(mpoints, MSpace::kObject);
					fnMesh.getNormals(mnormals, MSpace::kObject);
					fnMesh.getTriangles(mtrianglecounts, mtrianglevertices);

					std::vector<vec3f> vertices(mpoints.length());
					std::vector<vec3f> normals(mpoints.length());
					std::vector<unsigned int> indices(mtrianglevertices.length());

					for(size_t i = 0; i < vertices.size(); ++i) {
						vertices[i] = vec3f(mpoints[i].x, mpoints[i].y, mpoints[i].z);
						normals[i] = vec3f(mnormals[i].x, mnormals[i].y, mnormals[i].z);
					}
					for(size_t i = 0; i < indices.size(); ++i) {
						indices[i] = mtrianglevertices[i];
					}
					bool dynamicMesh = true;
					collision_shape = solver_t::create_mesh_shape(&(vertices[0]), vertices.size(), &(normals[0]),
						&(indices[0]), indices.size(),dynamicMesh);
				}
			}
		}
		break;
	case 2:
		//cylinder
		break;
	case 3:
		//capsule
		break;

	case 7:
		//btBvhTriangleMeshShape
		{

				if(node.hasFn(MFn::kMesh)) {
					MDagPath dagPath;
					MDagPath::getAPathTo(node, dagPath);
					MFnMesh fnMesh(dagPath);
					MFloatPointArray mpoints;
					MFloatVectorArray mnormals;
					MIntArray mtrianglecounts;
					MIntArray mtrianglevertices;
					fnMesh.getPoints(mpoints, MSpace::kObject);
					fnMesh.getNormals(mnormals, MSpace::kObject);
					fnMesh.getTriangles(mtrianglecounts, mtrianglevertices);

					std::vector<vec3f> vertices(mpoints.length());
					std::vector<vec3f> normals(mpoints.length());
					std::vector<unsigned int> indices(mtrianglevertices.length());

					for(size_t i = 0; i < vertices.size(); ++i) {
						vertices[i] = vec3f(mpoints[i].x, mpoints[i].y, mpoints[i].z);
						normals[i] = vec3f(mnormals[i].x, mnormals[i].y, mnormals[i].z);
					}
					for(size_t i = 0; i < indices.size(); ++i) {
						indices[i] = mtrianglevertices[i];
					}
					bool dynamicMesh = false;
					collision_shape = solver_t::create_mesh_shape(&(vertices[0]), vertices.size(), &(normals[0]),
						&(indices[0]), indices.size(),dynamicMesh);
			}
		}
		break;
	case 8:
		//hacd convex decomposition
		{

			{
				if(node.hasFn(MFn::kMesh)) {
					MDagPath dagPath;
					MDagPath::getAPathTo(node, dagPath);
					MFnMesh fnMesh(dagPath);
					MFloatPointArray mpoints;
					MFloatVectorArray mnormals;
					MIntArray mtrianglecounts;
					MIntArray mtrianglevertices;
					fnMesh.getPoints(mpoints, MSpace::kObject);
					fnMesh.getNormals(mnormals, MSpace::kObject);
					fnMesh.getTriangles(mtrianglecounts, mtrianglevertices);

					std::vector<vec3f> vertices(mpoints.length());
					std::vector<vec3f> normals(mpoints.length());
					std::vector<unsigned int> indices(mtrianglevertices.length());

					for(size_t i = 0; i < vertices.size(); ++i) {
						vertices[i] = vec3f(mpoints[i].x, mpoints[i].y, mpoints[i].z);
						normals[i] = vec3f(mnormals[i].x, mnormals[i].y, mnormals[i].z);
					}
					for(size_t i = 0; i < indices.size(); ++i) {
						indices[i] = mtrianglevertices[i];
					}
					bool dynamicMesh = false;
					collision_shape = solver_t::create_hacd_shape(&(vertices[0]), vertices.size(), &(normals[0]),
						&(indices[0]), indices.size(),dynamicMesh);
				}
			}
		}
		break;
	default:
		{
		}
	}

	return collision_shape;
}
Example #28
0
MStatus PushDeformer::deform(MDataBlock& dataBlock,
								MItGeometry& itGeo,
								const MMatrix& localToWorldMatrix,
								unsigned int geomIndex)
{
	MStatus status;
	//get attribute handles
	double bulgeAmount = dataBlock.inputValue(aAmount, &status).asDouble();
	CHECK_MSTATUS_AND_RETURN_IT(status);
	m_taskData.envelope = dataBlock.inputValue(envelope, &status).asFloat();
	CHECK_MSTATUS_AND_RETURN_IT(status);
	bool useStressV = dataBlock.inputValue(aUseStress, &status).asBool();
	CHECK_MSTATUS_AND_RETURN_IT(status);
	int multiThreadingType = dataBlock.inputValue(aMultiThreadingType, &status).asBool();
	CHECK_MSTATUS_AND_RETURN_IT(status);

	if (m_taskData.envelope <= 0.001)
	{
		return MS::kSuccess;
	}
	// if the use stress plug is turned on pull 
	MDoubleArray stressV;
	if (useStressV == true)
	{
		//pull out the raw data as an Mobject
		MObject stressMap = dataBlock.inputValue(aStressMap, &status).data();
		CHECK_MSTATUS_AND_RETURN_IT(status);
		MFnDoubleArrayData stressDataFn(stressMap);
    m_taskData.stressV = stressDataFn.array();
	}

	//retrieve the handle to the output array attribute
	MArrayDataHandle hInput = dataBlock.outputArrayValue(input, &status);
	CHECK_MSTATUS_AND_RETURN_IT(status);
	//get the input array index handle
	status = hInput.jumpToElement(geomIndex);
	//get the handle of geomIndex attribute
	MDataHandle hInputElement = hInput.outputValue(&status);
	CHECK_MSTATUS_AND_RETURN_IT(status);
	//Get the MObject of the input geometry of geomindex
	MObject oInputGeom = hInputElement.child(inputGeom).asMesh();
	MFnMesh fnMesh(oInputGeom, &status);
	CHECK_MSTATUS_AND_RETURN_IT(status);

  
	fnMesh.getVertexNormals(false, m_taskData.normals, MSpace::kWorld);
	itGeo.allPositions(m_taskData.points, MSpace::kWorld);
  //MGlobal::displayInfo( "test" );
  /*for (int i = 0; i < itGeo.count();  i++)
	{
    MGlobal::displayInfo( MFnAttribute(weightList).isArray );
  }*/
  m_taskData.bulgeAmount = bulgeAmount;

  if(multiThreadingType == 1)
  {
    ThreadData* pThreadData = createThreadData( NUM_TASKS, &m_taskData );
    MThreadPool::newParallelRegion( createTasks, (void*)pThreadData );
    itGeo.setAllPositions(m_taskData.points);
    delete [] pThreadData;
    return MS::kSuccess;
  }


  else if(multiThreadingType == 2)
  {
    tbb::parallel_for(size_t(0), size_t(itGeo.count()), [this](size_t i)
    {
		  //const float w = weightValue(dataBlock, geomIndex, i);
      const float w = 1.0;
		  if (m_taskData.useStressV == true && (m_taskData.stressV.length() > 0))
		  {
			  //deform
			  m_taskData.points[i] += (MVector(m_taskData.normals[i]) * m_taskData.bulgeAmount * m_taskData.envelope * w * m_taskData.stressV[i]);
		  }
		  else
		  {
			  //deform
        m_taskData.points[i] += m_taskData.normals[i] * m_taskData.bulgeAmount * m_taskData.envelope * w;
		  }  
  
    });
  }

  
	//
  else if(multiThreadingType == 3)
  #pragma omp parallel for 

  for (int i = 0; i < itGeo.count();  i++)
	{
		float w = weightValue(dataBlock, geomIndex, itGeo.index());
		if (useStressV == true && (stressV.length() > 0))
		{
			//deform
      m_taskData.points[i] += (MVector(m_taskData.normals[i]) * bulgeAmount * m_taskData.envelope * w * m_taskData.stressV[i]);
			
		}
		else
		{
			//deform
      m_taskData.points[i] += m_taskData.normals[i] * bulgeAmount * m_taskData.envelope * w;

		}
	}
  else
  {
    for (; !itGeo.isDone(); itGeo.next())
	  {
		  float w = weightValue(dataBlock, geomIndex, itGeo.index());
		  if (useStressV == true && (stressV.length() > 0))
		  {
			  //deform
        m_taskData.points[itGeo.index()] += (MVector(m_taskData.normals[itGeo.index()]) * bulgeAmount * m_taskData.envelope * w * m_taskData.stressV[itGeo.index()]);
			
		  }
		  else
		  {
			  //deform
        m_taskData.points[itGeo.index()] += m_taskData.normals[itGeo.index()] * bulgeAmount * m_taskData.envelope * w;
		  }
	  }
  }
	itGeo.setAllPositions(m_taskData.points);

	return MS::kSuccess;

}
Example #29
0
MObject createPoly(double iFrame, PolyMeshAndColors & iNode,
    MObject & iParent)
{
    Alembic::AbcGeom::IPolyMeshSchema schema = iNode.mMesh.getSchema();
    MString name(iNode.mMesh.getName().c_str());

    MObject obj;

    // add other properties
    if (!schema.isConstant())
    {
        MFloatPointArray emptyPt;
        MIntArray emptyInt;
        MFnMesh fnMesh;
        obj = fnMesh.create(0, 0, emptyPt, emptyInt, emptyInt, iParent);
        fnMesh.setName(name);
    }
    else
    {
        Alembic::AbcCoreAbstract::index_t index, ceilIndex;
        double alpha = getWeightAndIndex(iFrame, schema.getTimeSampling(),
            schema.getNumSamples(), index, ceilIndex);

        Alembic::AbcGeom::IPolyMeshSchema::Sample samp;
        schema.get(samp, Alembic::Abc::ISampleSelector(index));

        MFloatPointArray ptArray;
        Alembic::Abc::P3fArraySamplePtr ceilPoints;
        if (index != ceilIndex)
        {
            Alembic::AbcGeom::IPolyMeshSchema::Sample ceilSamp;
            schema.get(ceilSamp, Alembic::Abc::ISampleSelector(ceilIndex));
            ceilPoints = ceilSamp.getPositions();
        }

        fillPoints(ptArray, samp.getPositions(), ceilPoints, alpha);

        MFnMesh fnMesh;
        fillTopology(fnMesh, iParent, ptArray, samp.getFaceIndices(),
            samp.getFaceCounts());
        fnMesh.setName(iNode.mMesh.getName().c_str());
        setPolyNormals(iFrame, fnMesh, schema.getNormalsParam());
        setUVs(iFrame, fnMesh, schema.getUVsParam());
        obj = fnMesh.object();
    }

    MFnMesh fnMesh(obj);

    MString pathName = fnMesh.partialPathName();
    setInitialShadingGroup(pathName);

    setColors(iFrame, fnMesh, iNode.mC3s, iNode.mC4s, true);


    if ( !schema.getNormalsParam().valid() )
    {
        MFnNumericAttribute attr;
        MString attrName("noNormals");
        MObject attrObj = attr.create(attrName, attrName,
        MFnNumericData::kBoolean, true);
        attr.setKeyable(true);
        attr.setHidden(false);
        fnMesh.addAttribute(attrObj, MFnDependencyNode::kLocalDynamicAttr);
    }

    return obj;
}
Example #30
0
void liqRibData::addAdditionalSurfaceParameters( MObject node )
{
  LIQDEBUGPRINTF("-> scanning for additional rman surface attributes \n");
  MStatus status = MS::kSuccess;
  unsigned i;

  // work out how many elements there would be in a facevarying array if a mesh or subD
  // faceVaryingCount is a private data member
  if ( ( type() == MRT_Mesh ) || ( type() == MRT_Subdivision ) ) {
    faceVaryingCount = 0;
    MFnMesh fnMesh( node );
    for ( uint pOn = 0; pOn < fnMesh.numPolygons(); pOn++ ) {
      faceVaryingCount += fnMesh.polygonVertexCount( pOn );
    }
  }

  // find how many additional
  MFnDependencyNode nodeFn( node );

  // find the attributes
  MStringArray floatAttributesFound  = findAttributesByPrefix( "rmanF", nodeFn );
  MStringArray pointAttributesFound  = findAttributesByPrefix( "rmanP", nodeFn );
  MStringArray vectorAttributesFound = findAttributesByPrefix( "rmanV", nodeFn );
  MStringArray normalAttributesFound = findAttributesByPrefix( "rmanN", nodeFn );
  MStringArray colorAttributesFound  = findAttributesByPrefix( "rmanC", nodeFn );
  MStringArray stringAttributesFound = findAttributesByPrefix( "rmanS", nodeFn );


  if ( floatAttributesFound.length() > 0 ) {
    for ( i = 0; i < floatAttributesFound.length(); i++ ) {
      liqTokenPointer tokenPointerPair;
      MString cutString = floatAttributesFound[i].substring(5, floatAttributesFound[i].length());
      MPlug fPlug = nodeFn.findPlug( floatAttributesFound[i] );
      MObject plugObj;
      status = fPlug.getValue( plugObj );
      if ( plugObj.apiType() == MFn::kDoubleArrayData ) {
        MFnDoubleArrayData  fnDoubleArrayData( plugObj );
        MDoubleArray doubleArrayData = fnDoubleArrayData.array( &status );
        tokenPointerPair.set( cutString.asChar(),
                              rFloat,
                              ( type() == MRT_Nurbs || type() == MRT_NuCurve ) ? true : false,
                              true,
                              false,
                              doubleArrayData.length() );
        for( unsigned int kk = 0; kk < doubleArrayData.length(); kk++ ) {
          tokenPointerPair.setTokenFloat( kk, doubleArrayData[kk] );
        }
        if ( ( type() == MRT_NuCurve ) && ( cutString == MString( "width" ) ) ) {
          tokenPointerPair.setDetailType( rVarying);
        } else if ( ( ( type() == MRT_Mesh ) || ( type() == MRT_Subdivision ) ) && ( doubleArrayData.length() == faceVaryingCount ) ) {
          tokenPointerPair.setDetailType( rFaceVarying);
        } else {
          tokenPointerPair.setDetailType( rVertex );
        }
      } else {

        if( fPlug.isArray() ) {

          int nbElts = fPlug.evaluateNumElements();
          float floatValue;
          tokenPointerPair.set( cutString.asChar(),
                                rFloat,
                                ( type() == MRT_Nurbs || type() == MRT_NuCurve ) ? true : false,
                                false,
                                true, // philippe :passed as uArray, otherwise it will think it is a single float
                                nbElts );
          MPlug elementPlug;
          for( unsigned int kk = 0; kk < nbElts; kk++ ) {
            elementPlug = fPlug.elementByPhysicalIndex(kk);
            elementPlug.getValue( floatValue );
            tokenPointerPair.setTokenFloat( kk, floatValue );
          }
          tokenPointerPair.setDetailType( rConstant );

        } else {

          float floatValue;
          tokenPointerPair.set( cutString.asChar(),
                                rFloat,
                                ( type() == MRT_Nurbs || type() == MRT_NuCurve ) ? true : false,
                                false,
                                false,
                                0 );
          fPlug.getValue( floatValue );
          tokenPointerPair.setTokenFloat( 0, floatValue );
          tokenPointerPair.setDetailType( rConstant );

        }

      }
      tokenPointerArray.push_back( tokenPointerPair );
    }
  }

  if ( pointAttributesFound.length() > 0 ) {
    for ( i = 0; i < pointAttributesFound.length(); i++ ) {
      liqTokenPointer tokenPointerPair;
      MString cutString = pointAttributesFound[i].substring(5, pointAttributesFound[i].length());
      MPlug pPlug = nodeFn.findPlug( pointAttributesFound[i] );
      MObject plugObj;
      status = pPlug.getValue( plugObj );
      if ( plugObj.apiType() == MFn::kPointArrayData ) {
        MFnPointArrayData  fnPointArrayData( plugObj );
        MPointArray pointArrayData = fnPointArrayData.array( &status );
        tokenPointerPair.set( cutString.asChar(),
                              rPoint,
                              ( type() == MRT_Nurbs || type() == MRT_NuCurve ) ? true : false,
                              true,
                              false,
                              pointArrayData.length() );
        if ( type() == MRT_Nurbs || type() == MRT_NuCurve ) {
          for ( int kk = 0; kk < pointArrayData.length(); kk++ ) {
            tokenPointerPair.setTokenFloat( kk, pointArrayData[kk].x, pointArrayData[kk].y, pointArrayData[kk].z, pointArrayData[kk].w );
          }
        } else {
          for ( int kk = 0; kk < pointArrayData.length(); kk++ ) {
            tokenPointerPair.setTokenFloat( kk, pointArrayData[kk].x, pointArrayData[kk].y, pointArrayData[kk].z );
          }
        }
        tokenPointerPair.setDetailType( rVertex );
      } else {
        // Hmmmm float ? double ?
        float x, y, z;
        tokenPointerPair.set(
                cutString.asChar(),
                rPoint,
                ( type() == MRT_Nurbs || type() == MRT_NuCurve ) ? true : false,
                false,
                false,
                0 );
        // Hmmm should check as for arrays if we are in nurbs mode : 4 values
        pPlug.child(0).getValue( x );
        pPlug.child(1).getValue( y );
        pPlug.child(2).getValue( z );
        tokenPointerPair.setTokenFloat( 0, x, y, z );
        tokenPointerPair.setDetailType( rConstant );
      }
      tokenPointerArray.push_back( tokenPointerPair );
    }
  }
  parseVectorAttributes( nodeFn, vectorAttributesFound, rVector );
  parseVectorAttributes( nodeFn, normalAttributesFound, rNormal );
  parseVectorAttributes( nodeFn, colorAttributesFound,  rColor  );

  if ( stringAttributesFound.length() > 0 ) {
    for ( i = 0; i < stringAttributesFound.length(); i++ ) {
      liqTokenPointer tokenPointerPair;
      MString cutString = stringAttributesFound[i].substring(5, stringAttributesFound[i].length());
      MPlug sPlug = nodeFn.findPlug( stringAttributesFound[i] );
      MObject plugObj;
      status = sPlug.getValue( plugObj );
      tokenPointerPair.set(
        cutString.asChar(),
        rString,
        ( type() == MRT_Nurbs || type() == MRT_NuCurve ) ? true : false,
        false,
        false,
        0 );
      MString stringVal;
      sPlug.getValue( stringVal );
      tokenPointerPair.setTokenString( 0, stringVal.asChar(), stringVal.length() );
      tokenPointerPair.setDetailType( rConstant );
      tokenPointerArray.push_back( tokenPointerPair );
    }
  }
}