void MayaMeshWriter::writePoly(
    const Alembic::AbcGeom::OV2fGeomParam::Sample & iUVs)
{
    MStatus status = MS::kSuccess;
    MFnMesh lMesh( mDagPath, &status );
    if ( !status )
    {
        MGlobal::displayError( "MFnMesh() failed for MayaMeshWriter" );
    }


    std::vector<float> points;
    std::vector<Alembic::Util::int32_t> facePoints;
    std::vector<Alembic::Util::int32_t> pointCounts;

    fillTopology(points, facePoints, pointCounts);

    Alembic::AbcGeom::ON3fGeomParam::Sample normalsSamp;
    std::vector<float> normals;
    getPolyNormals(normals);
    if (!normals.empty())
    {
        normalsSamp.setScope( Alembic::AbcGeom::kFacevaryingScope );
        normalsSamp.setVals(Alembic::AbcGeom::N3fArraySample(
            (const Imath::V3f *) &normals.front(), normals.size() / 3));
    }

    Alembic::AbcGeom::OPolyMeshSchema::Sample samp(
        Alembic::Abc::V3fArraySample((const Imath::V3f *)&points.front(),
            points.size() / 3),
        Alembic::Abc::Int32ArraySample(facePoints),
        Alembic::Abc::Int32ArraySample(pointCounts), iUVs, normalsSamp);

    // if this mesh is animated, write out the animated geometry
    if (mIsGeometryAnimated)
    {
        mPolySchema.set(samp);
    }
    else
    {
        mPolySchema.set(samp);
    }
    writeColor();
}
Example #2
0
ObjectDB *getObjectDB( LWItemID id, GlobalFunc *global )
{
   LWObjectInfo *objinfo;
   LWMeshInfo *mesh;
   LWPntID ptid;
   ObjectDB *odb;
   const char *name;
   int npts, npols, nverts, i, j, k, ok = 0;

   /* get the object info global */

   objinfo = global( LWOBJECTINFO_GLOBAL, GFUSE_TRANSIENT );
   if ( !objinfo ) return NULL;

   /* get the mesh info for the object */

   mesh = objinfo->meshInfo( id, 1 );
   if ( !mesh ) return NULL;

   /* alloc the object database */

   odb = calloc( 1, sizeof( ObjectDB ));
   if ( !odb ) goto Finish;

   odb->id = id;
   name = objinfo->filename( id );
   odb->filename = malloc( strlen( name ) + 1 );
   if ( !odb->filename ) goto Finish;
   strcpy( odb->filename, name );

   /* alloc and init the points array */

   npts = mesh->numPoints( mesh );
   odb->pt = calloc( npts, sizeof( DBPoint ));
   if ( !odb->pt ) goto Finish;

   if ( mesh->scanPoints( mesh, pntScan, odb ))
      goto Finish;

   /* alloc and init the polygons array */

   npols = mesh->numPolygons( mesh );
   odb->pol = calloc( npols, sizeof( DBPolygon ));
   if ( !odb->pol ) goto Finish;

   if ( mesh->scanPolys( mesh, polScan, odb ))
      goto Finish;

   /* get the vertices of each polygon */

   for ( i = 0; i < npols; i++ ) {
      nverts = mesh->polSize( mesh, odb->pol[ i ].id );
      odb->pol[ i ].v = calloc( nverts, sizeof( DBPolVert ));
      if ( !odb->pol[ i ].v ) goto Finish;
      odb->pol[ i ].nverts = nverts;
      for ( j = 0; j < nverts; j++ ) {
         ptid = mesh->polVertex( mesh, odb->pol[ i ].id, j );
         odb->pol[ i ].v[ j ].index = findVert( odb, ptid );
      }
   }

   /* count the number of polygons per point */

   for ( i = 0; i < npols; i++ )
      for ( j = 0; j < odb->pol[ i ].nverts; j++ )
         ++odb->pt[ odb->pol[ i ].v[ j ].index ].npols;

   /* alloc per-point polygon arrays */

   for ( i = 0; i < npts; i++ ) {
      if ( odb->pt[ i ].npols == 0 ) continue;
      odb->pt[ i ].pol = calloc( odb->pt[ i ].npols, sizeof( int ));
      if ( !odb->pt[ i ].pol ) goto Finish;
      odb->pt[ i ].npols = 0;
   }

   /* fill in polygon array for each point */

   for ( i = 0; i < npols; i++ ) {
      for ( j = 0; j < odb->pol[ i ].nverts; j++ ) {
         k = odb->pol[ i ].v[ j ].index;
         odb->pt[ k ].pol[ odb->pt[ k ].npols ] = i;
         ++odb->pt[ k ].npols;
      }
   }

   /* get the position of each point */

   for ( i = 0; i < npts; i++ ) {
      mesh->pntBasePos( mesh, odb->pt[ i ].id, odb->pt[ i ].pos[ 0 ] );
      mesh->pntOtherPos( mesh, odb->pt[ i ].id, odb->pt[ i ].pos[ 1 ] );
   }

   /* init the point search array */

   /* Ordinarily, you won't need this because you can look up points
      by their IDs.  Uncomment this if you do need to search by point
      position instead.  The second argument is 0 for base position
      and 1 for final position.

      if ( !initPointSearch( odb, 0 ))
         goto Finish;
   */

   /* calculate the normal of each polygon */

   getPolyNormals( odb, 0 );
   getPolyNormals( odb, 1 );

   /* get the vmaps */

   if ( !getObjectVMaps( odb, mesh, global ))
      goto Finish;

   /* get the surfaces */

   if ( !getObjectSurfs( odb, mesh, global ))
      goto Finish;

   /* calculate vertex normals */

   getVertNormals( odb, 0 );
   getVertNormals( odb, 1 );

   /* done */

   ok = 1;

Finish:
   if ( mesh->destroy )
      mesh->destroy( mesh );

   if ( !ok ) {
      freeObjectDB( odb );
      return NULL;
   }

   return odb;
}
Example #3
0
ObjectDB *getObjectDB( LWItemID id, GlobalFunc *global )
{
   LWObjectInfo *objinfo;
   LWMeshInfo *mesh;
   LWPntID ptid;
   ObjectDB *odb;
   const char *name;
   int npts, npols, nverts, i, j, k, ok = 0;


   /* get the object info global */

   objinfo = (st_LWObjectInfo*)global( LWOBJECTINFO_GLOBAL, GFUSE_TRANSIENT );
   if ( !objinfo ) return NULL;

   /* get the mesh info for the object */

   mesh = objinfo->meshInfo( id, 1 );
   if ( !mesh ) return NULL;

   /* alloc the object database */

   odb = (st_ObjectDB*)calloc( 1, sizeof( ObjectDB ));
   if ( !odb ) goto Finish;

   odb->id = id;
   name = objinfo->filename( id );
   odb->filename = (char*)malloc( xr_strlen( name ) + 1 );
   if ( !odb->filename ) goto Finish;
   strcpy( odb->filename, name );

   /* alloc and init the points array */

   npts = mesh->numPoints( mesh );
   odb->pt = (st_DBPoint*)calloc( npts, sizeof( DBPoint ));
   if ( !odb->pt ) goto Finish;

   if ( mesh->scanPoints( mesh, (int (__cdecl *)(void *,struct st_GCoreVertex *))pntScan, odb ))
      goto Finish;

   /* alloc and init the polygons array */

   npols = mesh->numPolygons( mesh );
   odb->pol = (st_DBPolygon*)calloc( npols, sizeof( DBPolygon ));
   if ( !odb->pol ) goto Finish;

   if ( mesh->scanPolys( mesh, (int (__cdecl *)(void *,struct st_GCorePolygon *))polScan, odb ))
      goto Finish;

   /* get the vertices of each polygon */

   for ( i = 0; i < npols; i++ ) {
      nverts = mesh->polSize( mesh, odb->pol[ i ].id );
      odb->pol[ i ].v = (st_DBPolVert*)calloc( nverts, sizeof( DBPolVert ));
      if ( !odb->pol[ i ].v ) goto Finish;
      odb->pol[ i ].nverts = nverts;
      for ( j = 0; j < nverts; j++ ) {
         ptid = mesh->polVertex( mesh, odb->pol[ i ].id, j );
         odb->pol[ i ].v[ j ].index = findVert( odb, ptid );
      }
   }

   /* count the number of polygons per point */

   for ( i = 0; i < npols; i++ )
      for ( j = 0; j < odb->pol[ i ].nverts; j++ )
         ++odb->pt[ odb->pol[ i ].v[ j ].index ].npols;

   /* alloc per-point polygon arrays */

   for ( i = 0; i < npts; i++ ) {
      if ( odb->pt[ i ].npols == 0 ) continue;
      odb->pt[ i ].pol = (int*)calloc( odb->pt[ i ].npols, sizeof( int ));
      if ( !odb->pt[ i ].pol ) goto Finish;
      odb->pt[ i ].npols = 0;
   }

   /* fill in polygon array for each point */

   for ( i = 0; i < npols; i++ ) {
      for ( j = 0; j < odb->pol[ i ].nverts; j++ ) {
         k = odb->pol[ i ].v[ j ].index;
         odb->pt[ k ].pol[ odb->pt[ k ].npols ] = i;
         ++odb->pt[ k ].npols;
      }
   }

   /* get the base position of each point */

   for ( i = 0; i < npts; i++ )
      mesh->pntBasePos( mesh, odb->pt[ i ].id, odb->pt[ i ].pos[ 0 ] );

   /* init the point search array */
   /* do this here if you need to search by base pos, or later if you
      need to search by final pos */

   // if ( !initPointSearch( odb, 0 ))
   //    goto Finish;

   /* calculate the base normal of each polygon */

   getPolyNormals( odb, 0 );

   /* get the vmaps */

   if ( !getObjectVMaps( odb, mesh, global ))
      goto Finish;

   /* get the surfaces */

   if ( !getObjectSurfs( odb, mesh, global ))
      goto Finish;

   /* calculate initial vertex normals */

   getVertNormals( odb, 0 );

   /* done */

   ok = 1;

Finish:
   if ( mesh->destroy )
      mesh->destroy( mesh );

   if ( !ok ) {
      freeObjectDB( odb );
      return NULL;
   }

   return odb;
}