void MayaMeshWriter::writeColor() { MStatus status = MS::kSuccess; MFnMesh lMesh( mDagPath, &status ); if ( !status ) { MGlobal::displayError( "MFnMesh() failed for MayaMeshWriter::writeColor" ); return; } //Write colors std::vector<Alembic::AbcGeom::OC4fGeomParam>::iterator rgbaIt; std::vector<Alembic::AbcGeom::OC4fGeomParam>::iterator rgbaItEnd; rgbaIt = mRGBAParams.begin(); rgbaItEnd = mRGBAParams.end(); for (; rgbaIt != rgbaItEnd; ++rgbaIt) { std::vector<float> colors; std::vector< Alembic::Util::uint32_t > colorIndices; MString colorSetName(rgbaIt->getName().c_str()); getColorSet(lMesh, &colorSetName, true, colors, colorIndices); //cast the vector to the sample type Alembic::AbcGeom::OC4fGeomParam::Sample samp( Alembic::Abc::C4fArraySample( (const Imath::C4f *) &colors.front(), colors.size()/4), Alembic::Abc::UInt32ArraySample(colorIndices), Alembic::AbcGeom::kFacevaryingScope ); rgbaIt->set(samp); } std::vector<Alembic::AbcGeom::OC3fGeomParam>::iterator rgbIt; std::vector<Alembic::AbcGeom::OC3fGeomParam>::iterator rgbItEnd; rgbIt = mRGBParams.begin(); rgbItEnd = mRGBParams.end(); for (; rgbIt != rgbItEnd; ++rgbIt) { std::vector<float> colors; std::vector< Alembic::Util::uint32_t > colorIndices; MString colorSetName(rgbIt->getName().c_str()); getColorSet(lMesh, &colorSetName, false, colors, colorIndices); //cast the vector to the sample type Alembic::AbcGeom::OC3fGeomParam::Sample samp( Alembic::Abc::C3fArraySample( (const Imath::C3f *) &colors.front(), colors.size()/3), Alembic::Abc::UInt32ArraySample(colorIndices), Alembic::AbcGeom::kFacevaryingScope); rgbIt->set(samp); } }
void CLayerTypeDlg::fillColorSetNameColumnTitles() { m_layerTypeGrid.QuickSetText(1, -1, "Standard"); m_layerTypeGrid.QuickSetText(2, -1, "Top"); m_layerTypeGrid.QuickSetText(3, -1, "Bottom"); for (int layerSet=3; layerSet<MAX_LAYERSETS;layerSet++) { CString colorSetName( pDoc->CustomLayersetNames[layerSet-3] ); m_layerTypeGrid.QuickSetText(layerSet+1, -1, colorSetName); } }
/* static */ bool UsdMayaTranslatorMesh::_AssignColorSetPrimvarToMesh( const UsdGeomMesh& primSchema, const UsdGeomPrimvar& primvar, MFnMesh& meshFn) { const TfToken& primvarName = primvar.GetPrimvarName(); const SdfValueTypeName& typeName = primvar.GetTypeName(); MString colorSetName(primvarName.GetText()); // If the primvar is displayOpacity and it is a FloatArray, check if // displayColor is authored. If not, we'll import this 'displayOpacity' // primvar as a 'displayColor' color set. This supports cases where the // user created a single channel value for displayColor. // Note that if BOTH displayColor and displayOpacity are authored, they will // be imported as separate color sets. We do not attempt to combine them // into a single color set. if (primvarName == UsdMayaMeshColorSetTokens->DisplayOpacityColorSetName && typeName == SdfValueTypeNames->FloatArray) { if (!UsdMayaRoundTripUtil::IsAttributeUserAuthored(primSchema.GetDisplayColorPrimvar())) { colorSetName = UsdMayaMeshColorSetTokens->DisplayColorColorSetName.GetText(); } } // We'll need to convert colors from linear to display if this color set is // for display colors. const bool isDisplayColor = (colorSetName == UsdMayaMeshColorSetTokens->DisplayColorColorSetName.GetText()); // Get the raw data before applying any indexing. We'll only populate one // of these arrays based on the primvar's typeName, and we'll also set the // color representation so we know which array to use later. VtFloatArray alphaArray; VtVec3fArray rgbArray; VtVec4fArray rgbaArray; MFnMesh::MColorRepresentation colorRep; size_t numValues = 0; MStatus status = MS::kSuccess; if (typeName == SdfValueTypeNames->FloatArray) { colorRep = MFnMesh::kAlpha; if (!primvar.Get(&alphaArray) || alphaArray.empty()) { status = MS::kFailure; } else { numValues = alphaArray.size(); } } else if (typeName == SdfValueTypeNames->Float3Array || typeName == SdfValueTypeNames->Color3fArray) { colorRep = MFnMesh::kRGB; if (!primvar.Get(&rgbArray) || rgbArray.empty()) { status = MS::kFailure; } else { numValues = rgbArray.size(); } } else if (typeName == SdfValueTypeNames->Float4Array || typeName == SdfValueTypeNames->Color4fArray) { colorRep = MFnMesh::kRGBA; if (!primvar.Get(&rgbaArray) || rgbaArray.empty()) { status = MS::kFailure; } else { numValues = rgbaArray.size(); } } else { TF_WARN("Unsupported color set primvar type '%s' for primvar '%s' on " "mesh: %s", typeName.GetAsToken().GetText(), primvarName.GetText(), primvar.GetAttr().GetPrimPath().GetText()); return false; } if (status != MS::kSuccess || numValues == 0) { TF_WARN("Could not read color set values from primvar '%s' on mesh: %s", primvarName.GetText(), primvar.GetAttr().GetPrimPath().GetText()); return false; } VtIntArray assignmentIndices; int unauthoredValuesIndex = -1; if (primvar.GetIndices(&assignmentIndices)) { // The primvar IS indexed, so the indices array is what determines the // number of color values. numValues = assignmentIndices.size(); unauthoredValuesIndex = primvar.GetUnauthoredValuesIndex(); } // Go through the color data and translate the values into MColors in the // colorArray, taking into consideration that indexed data may have been // authored sparsely. If the assignmentIndices array is empty then the data // is NOT indexed. // Note that with indexed data, the data is added to the arrays in ascending // component ID order according to the primvar's interpolation (ascending // face ID for uniform interpolation, ascending vertex ID for vertex // interpolation, etc.). This ordering may be different from the way the // values are ordered in the primvar. Because of this, we recycle the // assignmentIndices array as we go to store the new mapping from component // index to color index. MColorArray colorArray; for (size_t i = 0; i < numValues; ++i) { int valueIndex = i; if (i < assignmentIndices.size()) { // The data is indexed, so consult the indices array for the // correct index into the data. valueIndex = assignmentIndices[i]; if (valueIndex == unauthoredValuesIndex) { // This component is unauthored, so just update the // mapping in assignmentIndices and then skip the value. // We don't actually use the value at the unassigned index. assignmentIndices[i] = -1; continue; } // We'll be appending a new value, so the current length of the // array gives us the new value's index. assignmentIndices[i] = colorArray.length(); } GfVec4f colorValue(1.0); switch(colorRep) { case MFnMesh::kAlpha: colorValue[3] = alphaArray[valueIndex]; break; case MFnMesh::kRGB: colorValue[0] = rgbArray[valueIndex][0]; colorValue[1] = rgbArray[valueIndex][1]; colorValue[2] = rgbArray[valueIndex][2]; break; case MFnMesh::kRGBA: colorValue[0] = rgbaArray[valueIndex][0]; colorValue[1] = rgbaArray[valueIndex][1]; colorValue[2] = rgbaArray[valueIndex][2]; colorValue[3] = rgbaArray[valueIndex][3]; break; default: break; } if (isDisplayColor) { colorValue = UsdMayaColorSpace::ConvertLinearToMaya(colorValue); } MColor mColor(colorValue[0], colorValue[1], colorValue[2], colorValue[3]); colorArray.append(mColor); } // colorArray now stores all of the values and any unassigned components // have had their indices set to -1, so update the unauthored values index. unauthoredValuesIndex = -1; const bool clamped = UsdMayaRoundTripUtil::IsPrimvarClamped(primvar); status = meshFn.createColorSet(colorSetName, nullptr, clamped, colorRep); if (status != MS::kSuccess) { TF_WARN("Unable to create color set '%s' for mesh: %s", colorSetName.asChar(), meshFn.fullPathName().asChar()); return false; } // Create colors on the mesh from the values we collected out of the // primvar. We'll assign mesh components to these values below. status = meshFn.setColors(colorArray, &colorSetName, colorRep); if (status != MS::kSuccess) { TF_WARN("Unable to set color data on color set '%s' for mesh: %s", colorSetName.asChar(), meshFn.fullPathName().asChar()); return false; } const TfToken& interpolation = primvar.GetInterpolation(); // Build an array of value assignments for each face vertex in the mesh. // Any assignments left as -1 will not be assigned a value. MIntArray colorIds = _GetMayaFaceVertexAssignmentIds(meshFn, interpolation, assignmentIndices, unauthoredValuesIndex); status = meshFn.assignColors(colorIds, &colorSetName); if (status != MS::kSuccess) { TF_WARN("Could not assign color values to color set '%s' on mesh: %s", colorSetName.asChar(), meshFn.fullPathName().asChar()); return false; } return true; }