MStatus FileTranslator::writer ( const MFileObject& file,
                                     const MString& options,
                                     MPxFileTranslator::FileAccessMode mode )
    {
        MStatus status = MStatus::kFailure;

        try
        {
            // Extract the filename
#if defined (OSMac_)
            char nameBuffer[MAXPATHLEN];
            strcpy ( nameBuffer, file.fullName().asChar() );
            const MString fileName ( nameBuffer );
#else
            const MString fileName = file.fullName();
#endif // OSMac

            // TODO Export the referenced files!
            // Maya forces the write of all the references, on export.
            // Intentionally skip known reference file paths.
            for ( MItDependencyNodes it ( MFn::kReference ); !it.isDone(); it.next() )
            {
                MObject refNode = it.item();
                MString refNodeName = MFnDependencyNode ( refNode ).name();

                MString refNodeFilename;
                MGlobal::executeCommand ( MString ( "reference -rfn \"" ) + refNodeName + MString ( "\" -q -filename" ),
                                          refNodeFilename );

                if ( refNodeFilename == fileName ) return MStatus::kSuccess;

                if ( ExportOptions::exportXRefs() )
                {
                    // TODO Open file export dialog ( !? HOW ?! ) to get a DAE filename 
                    // to export the referenced file.
                    
                }
            }

            // Parse the export options
            ExportOptions::set ( options );

            // Check, if we should just export the selected Objects
            exportSelection = mode == MPxFileTranslator::kExportActiveAccessMode;

            // Do the actual export now
            status = exportIntoFile ( fileName, exportSelection );
        }
        catch ( COLLADASW::StreamWriterException* swException  )
        {
            String message = "StreamWriterException: " + swException->getMessage();
            MGlobal::displayError ( message.c_str() );
        }
        catch ( ... )
        {
            MGlobal::displayError ( "ColladaMaya has thrown an exception!" );
        }

        return status;
    }
Esempio n. 2
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void colorTransformDataTranslator::writeColorSpaceForNodes(fstream& f)
{
	MItDependencyNodes	nodeIter;

    f << "====================== Nodes with color space attribute =======================\n";

	for (; !nodeIter.isDone(); nodeIter.next())
	{
		MObject				node = nodeIter.item();

        if(!node.isNull() && 
           ( (node.apiType()==MFn::kFileTexture) || (node.apiType()==MFn::kImagePlane) ) )
        {
          MString inputColorSpace = getInputColorSpace(node);

          MString transformId;
          
          f << "Found node with colorspace " << inputColorSpace.asUTF8();
          if(MColorManagementUtilities::getColorTransformCacheIdForInputSpace(
                 inputColorSpace, transformId))
          {
              f << ", its corresponding transform id: " << transformId.asUTF8() << std::endl;
          }
          else
          {
              f << ", no corresponding transform id found.\n";
          }
        }

    }
}
Esempio n. 3
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void maTranslator::writeNonDagNodes(fstream& f)
{
	MItDependencyNodes	nodeIter;

	for (; !nodeIter.isDone(); nodeIter.next())
	{
		MObject				node = nodeIter.item();
		MFnDependencyNode	nodeFn(node);

		//
		// Save default nodes for later processing.
		//
		if (nodeFn.isDefaultNode())
		{
			fDefaultNodes.append(node);
		}
		else if (!nodeFn.isFromReferencedFile()
		&&	!nodeFn.isFlagSet(fCreateFlag))
		{
			//
			// If this node is either writable or shared, then write it out.
			// Otherwise don't, but still mark it as having been written so
			// that we don't end up processing it again at some later time.
			//
			if (nodeFn.canBeWritten() || nodeFn.isShared())
			{
				writeCreateNode(f, node);
				writeNodeAttrs(f, node, true);
				writeLockNode(f, node);
			}

			nodeFn.setFlag(fCreateFlag, true);
			nodeFn.setFlag(fAttrFlag, true);
		}
	}
}
    // ------------------------------------------------------------
    bool SceneGraph::create ( bool selectionOnly )
    {
        // The flag, if just the selected elements should be exported.
        mExportSelectedOnly = selectionOnly;

        // Add all the animation expressions
        MItDependencyNodes depIter ( MFn::kExpression );
        for ( ; !depIter.isDone(); depIter.next() )
        {
            MObject item = depIter.item();
            if ( item.hasFn ( MFn::kExpression ) )
            {
                mAnimationExpressions.append ( item );
            }
        }

        // Push all nodes from root down to all meshes which have to be exported in a list.
        findForcedNodes ();

        // Fills the list with all root targets to export.
        bool success = retrieveExportNodes ();
        
        // Create a selection list containing only the root nodes (implies export all!)
        uint length = mTargets.length();
        for ( uint i=0; i<mTargets.length(); ++i )
        {
            MDagPath dagPath;
            MStatus status = mTargets.getDagPath ( i, dagPath );
            if ( status != MStatus::kSuccess ) return false;

            // This node has no transform - i.e., it's the world node
            MObject transformNode = dagPath.transform ( &status );
            if ( !status && status.statusCode () == MStatus::kInvalidParameter ) continue;

            // Check if it is a valid transform node
            MFnDagNode transform ( transformNode, &status );
            if ( !status )
            {
                status.perror ( "MFnDagNode constructor" );
                return false;
            }

            // Create a new scene element
            SceneElement* sceneElement = createSceneElement ( dagPath );

            // Push the root nodes into the tree.
            // If the root node is instanced, push it at the beginning (no instance on root!).
            if ( dagPath.isInstanced () )
                mExportNodesTree.insert ( mExportNodesTree.begin (), sceneElement );
            else
                mExportNodesTree.push_back ( sceneElement );
            
            // Create the child elements
            //if ( sceneElement->getIsExportNode() )
            {
                createChildSceneElements ( sceneElement );
            }
        }

        return true;
    }
Esempio n. 5
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void maTranslator::writeReferenceNodes(fstream& f)
{
	//
	// We don't write out createNode commands for reference nodes, but
	// we do write out parenting between them and non-reference nodes,
	// as well as attributes added and attribute values changed after the
	// referenced file was loaded
	//
	writeRefNodeParenting(f);

	//
	// Output the commands for DAG nodes first.
	//
	MItDag	dagIter;

	for (dagIter.next(); !dagIter.isDone(); dagIter.next())
	{
		MObject				node = dagIter.item();
		MFnDependencyNode	nodeFn(node);

		if (nodeFn.isFromReferencedFile()
		&&	!nodeFn.isFlagSet(fAttrFlag))
		{
			writeNodeAttrs(f, node, false);

			//
			// Make note of any connections to this node which have been
			// broken by the main scene.
			//
			MFileIO::getReferenceConnectionsBroken(
				node, fBrokenConnSrcs, fBrokenConnDests, true, true
			);

			nodeFn.setFlag(fAttrFlag, true);
		}
	}

	//
	// Now do the remaining, non-DAG nodes.
	//
	MItDependencyNodes	nodeIter;

	for (; !nodeIter.isDone(); nodeIter.next())
	{
		MObject				node = nodeIter.item();
		MFnDependencyNode	nodeFn(node);

		if (nodeFn.isFromReferencedFile()
		&&	!nodeFn.isFlagSet(fAttrFlag))
		{
			writeNodeAttrs(f, node, false);

			//
			// Make note of any connections to this node which have been
			// broken by the main scene.
			//
			MFileIO::getReferenceConnectionsBroken(
				node, fBrokenConnSrcs, fBrokenConnDests, true, true
			);

			nodeFn.setFlag(fAttrFlag, true);
		}
	}
}
Esempio n. 6
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//
// Maya calls this method to have the translator write out a file.
//
MStatus maTranslator::writer(
		const MFileObject& file,
		const MString& /* options */,
		MPxFileTranslator::FileAccessMode mode
)
{
	//
	// For simplicity, we only do full saves/exports.
	//
	if ((mode != kSaveAccessMode) && (mode != kExportAccessMode))
	   	return MS::kNotImplemented;

	//
	// Let's see if we can open the output file.
	//
	fstream	output(file.fullName().asChar(), ios::out | ios::trunc);

	if (!output.good()) return MS::kNotFound;

	//
	// Get some node flags to keep track of those nodes for which we
	// have already done various stages of processing.
	//
	MStatus	status;

	fCreateFlag = MFnDependencyNode::allocateFlag(fPluginName, &status);

	if (status)
		fAttrFlag = MFnDependencyNode::allocateFlag(fPluginName, &status);

	if (status)
		fConnectionFlag = MFnDependencyNode::allocateFlag(fPluginName, &status);

	if (!status)
	{
		MGlobal::displayError(
			"Could not allocate three free node flags."
			"  Try unloading some other plugins."
		);

		return MS::kFailure;
	}

	//
	// Run through all of the nodes in the scene and clear their flags.
	//
	MItDependencyNodes	nodesIter;

	for (; !nodesIter.isDone(); nodesIter.next())
	{
		MObject				node = nodesIter.item();
		MFnDependencyNode	nodeFn(node);

		nodeFn.setFlag(fCreateFlag, false);
		nodeFn.setFlag(fAttrFlag, false);
		nodeFn.setFlag(fConnectionFlag, false);
	}

	//
	// Write out the various sections of the file.
	//
	writeHeader(output, file.name());
	writeFileInfo(output);
	writeReferences(output);
	writeRequirements(output);
	writeUnits(output);
	writeDagNodes(output);
	writeNonDagNodes(output);
	writeDefaultNodes(output);
	writeReferenceNodes(output);
	writeConnections(output);
	writeFooter(output, file.name());

	output.close();

	MFnDependencyNode::deallocateFlag(fPluginName, fCreateFlag);

	return MS::kSuccess;
}
Esempio n. 7
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//
// Write out all of the connections in the scene.
//
void maTranslator::writeConnections(fstream& f)
{
	//
	// If the scene has broken any connections which were made in referenced
	// files, handle those first so that the attributes are free for any new
	// connections which may come along.
	//
	writeBrokenRefConnections(f);

	//
	// We're about to write out the scene's connections in three parts: DAG
	// nodes, non-DAG non-default nodes, then default nodes.
	//
	// It's really not necessary that we group them like this and would in
	// fact be more efficient to do them all in one MItDependencyNodes
	// traversal.  However, this is the order in which the normal MayaAscii
	// translator does them, so this makes it easier to compare the output
	// of this translator to Maya's output.
	//

	//
	// Write out connections for the DAG nodes first.
	//
	MItDag	dagIter;
	dagIter.traverseUnderWorld(true);

	for (dagIter.next(); !dagIter.isDone(); dagIter.next())
	{
		MObject		node = dagIter.item();
		MFnDagNode	dagNodeFn(node);

		if (!dagNodeFn.isFlagSet(fConnectionFlag)
		&&	dagNodeFn.canBeWritten()
		&&	!dagNodeFn.isDefaultNode())
		{
			writeNodeConnections(f, dagIter.item());
			dagNodeFn.setFlag(fConnectionFlag, true);
		}
	}

	//
	// Now do the non-DAG, non-default nodes.
	//
	MItDependencyNodes	nodeIter;

	for (; !nodeIter.isDone(); nodeIter.next())
	{
		MFnDependencyNode	nodeFn(nodeIter.item());

		if (!nodeFn.isFlagSet(fConnectionFlag)
		&&	nodeFn.canBeWritten()
		&&	!nodeFn.isDefaultNode())
		{
			writeNodeConnections(f, nodeIter.item());
			nodeFn.setFlag(fConnectionFlag, true);
		}
	}

	//
	// And finish up with the default nodes.
	//
	unsigned int	numNodes = fDefaultNodes.length();
	unsigned int	i;

	for (i = 0; i < numNodes; i++)
	{
		MFnDependencyNode	nodeFn(fDefaultNodes[i]);

		if (!nodeFn.isFlagSet(fConnectionFlag)
		&&	nodeFn.canBeWritten()
		&&	nodeFn.isDefaultNode())
		{
			writeNodeConnections(f, fDefaultNodes[i]);
			nodeFn.setFlag(fConnectionFlag, true);
		}
	}
}