//----------------------------------------------------------------------------------- visualizeMeshNode::meshStatus visualizeMeshNode::getMeshStatus() //----------------------------------------------------------------------------------- { MDagPath visNodePath, transform; MDagPath::getAPathTo( thisMObject(), visNodePath); transform = visNodePath; transform.pop(); //transform MSelectionList activeList; //momentan checken wir nur, ob das Mesh selected ist oder nicht MGlobal::getActiveSelectionList(activeList); if( ( activeList.hasItem(transform.node()) || activeList.hasItem( transform ) ) ) return kSelected; MGlobal::getHiliteList(activeList); if( ( activeList.hasItem(transform.node()) || activeList.hasItem( transform ) ) ) return kHilited; return kNone; // Nur zum testen // return kSelected; }
bool OpenSubdivDrawOverride::getSelectionStatus(const MDagPath& objPath) const { // retrieve the selection status of the node MStatus status; MSelectionList selectedList; status = MGlobal::getActiveSelectionList(selectedList); if(!status) return false; MDagPath pathCopy = objPath; do { if(selectedList.hasItem(pathCopy)) return true; status = pathCopy.pop(); } while(status); return false; }
bool ToMayaSkinClusterConverter::doConversion( IECore::ConstObjectPtr from, MObject &to, IECore::ConstCompoundObjectPtr operands ) const { MStatus s; IECore::ConstSmoothSkinningDataPtr skinningData = IECore::runTimeCast<const IECore::SmoothSkinningData>( from ); assert( skinningData ); const std::vector<std::string> &influenceNames = skinningData->influenceNames()->readable(); const std::vector<Imath::M44f> &influencePoseData = skinningData->influencePose()->readable(); const std::vector<int> &pointIndexOffsets = skinningData->pointIndexOffsets()->readable(); const std::vector<int> &pointInfluenceCounts = skinningData->pointInfluenceCounts()->readable(); const std::vector<int> &pointInfluenceIndices = skinningData->pointInfluenceIndices()->readable(); const std::vector<float> &pointInfluenceWeights = skinningData->pointInfluenceWeights()->readable(); MFnDependencyNode fnSkinClusterNode( to, &s ); MFnSkinCluster fnSkinCluster( to, &s ); if ( s != MS::kSuccess ) { /// \todo: optional parameter to allow custom node types and checks for the necessary attributes /// \todo: create a new skinCluster if we want a kSkinClusterFilter and this isn't one throw IECore::Exception( ( boost::format( "ToMayaSkinClusterConverter: \"%s\" is not a valid skinCluster" ) % fnSkinClusterNode.name() ).str() ); } const unsigned origNumInfluences = influenceNames.size(); unsigned numInfluences = origNumInfluences; std::vector<bool> ignoreInfluence( origNumInfluences, false ); std::vector<int> indexMap( origNumInfluences, -1 ); const bool ignoreMissingInfluences = m_ignoreMissingInfluencesParameter->getTypedValue(); const bool ignoreBindPose = m_ignoreBindPoseParameter->getTypedValue(); // gather the influence objects MObject mObj; MDagPath path; MSelectionList influenceList; MDagPathArray influencePaths; for ( unsigned i=0, index=0; i < origNumInfluences; i++ ) { MString influenceName( influenceNames[i].c_str() ); s = influenceList.add( influenceName ); if ( !s ) { if ( ignoreMissingInfluences ) { ignoreInfluence[i] = true; MGlobal::displayWarning( MString( "ToMayaSkinClusterConverter: \"" + influenceName + "\" is not a valid influence" ) ); continue; } throw IECore::Exception( ( boost::format( "ToMayaSkinClusterConverter: \"%s\" is not a valid influence" ) % influenceName ).str() ); } influenceList.getDependNode( index, mObj ); MFnIkJoint fnInfluence( mObj, &s ); if ( !s ) { if ( ignoreMissingInfluences ) { ignoreInfluence[i] = true; influenceList.remove( index ); MGlobal::displayWarning( MString( "ToMayaSkinClusterConverter: \"" + influenceName + "\" is not a valid influence" ) ); continue; } throw IECore::Exception( ( boost::format( "ToMayaSkinClusterConverter: \"%s\" is not a valid influence" ) % influenceName ).str() ); } fnInfluence.getPath( path ); influencePaths.append( path ); indexMap[i] = index; index++; } MPlugArray connectedPlugs; bool existingBindPose = true; MPlug bindPlug = fnSkinClusterNode.findPlug( "bindPose", true, &s ); if ( !bindPlug.connectedTo( connectedPlugs, true, false ) ) { existingBindPose = false; if ( !ignoreBindPose ) { throw IECore::Exception( ( boost::format( "ToMayaSkinClusterConverter: \"%s\" does not have a valid bindPose" ) % fnSkinClusterNode.name() ).str() ); } } MPlug bindPoseMatrixArrayPlug; MPlug bindPoseMemberArrayPlug; if ( existingBindPose ) { MFnDependencyNode fnBindPose( connectedPlugs[0].node() ); if ( fnBindPose.typeName() != "dagPose" ) { throw IECore::Exception( ( boost::format( "ToMayaSkinClusterConverter: \"%s\" is not a valid bindPose" ) % fnBindPose.name() ).str() ); } bindPoseMatrixArrayPlug = fnBindPose.findPlug( "worldMatrix", true, &s ); bindPoseMemberArrayPlug = fnBindPose.findPlug( "members", true, &s ); } /// \todo: optional parameter to reset the skinCluster's geomMatrix plug // break existing influence connections to the skinCluster MDGModifier dgModifier; MMatrixArray ignoredPreMatrices; MPlug matrixArrayPlug = fnSkinClusterNode.findPlug( "matrix", true, &s ); MPlug bindPreMatrixArrayPlug = fnSkinClusterNode.findPlug( "bindPreMatrix", true, &s ); for ( unsigned i=0; i < matrixArrayPlug.numConnectedElements(); i++ ) { MPlug matrixPlug = matrixArrayPlug.connectionByPhysicalIndex( i, &s ); matrixPlug.connectedTo( connectedPlugs, true, false ); if ( !connectedPlugs.length() ) { continue; } MFnIkJoint fnInfluence( connectedPlugs[0].node() ); fnInfluence.getPath( path ); if ( ignoreMissingInfluences && !influenceList.hasItem( path ) ) { MPlug preMatrixPlug = bindPreMatrixArrayPlug.elementByLogicalIndex( i ); preMatrixPlug.getValue( mObj ); MFnMatrixData matFn( mObj ); ignoredPreMatrices.append( matFn.matrix() ); ignoreInfluence.push_back( false ); indexMap.push_back( influenceList.length() ); influenceList.add( connectedPlugs[0].node() ); numInfluences++; } dgModifier.disconnect( connectedPlugs[0], matrixPlug ); } MPlug lockArrayPlug = fnSkinClusterNode.findPlug( "lockWeights", true, &s ); for ( unsigned i=0; i < lockArrayPlug.numConnectedElements(); i++ ) { MPlug lockPlug = lockArrayPlug.connectionByPhysicalIndex( i, &s ); lockPlug.connectedTo( connectedPlugs, true, false ); if ( connectedPlugs.length() ) { dgModifier.disconnect( connectedPlugs[0], lockPlug ); } } MPlug paintPlug = fnSkinClusterNode.findPlug( "paintTrans", true, &s ); paintPlug.connectedTo( connectedPlugs, true, false ); if ( connectedPlugs.length() ) { dgModifier.disconnect( connectedPlugs[0], paintPlug ); } // break existing influence connections to the bind pose if ( existingBindPose ) { for ( unsigned i=0; i < bindPoseMatrixArrayPlug.numConnectedElements(); i++ ) { MPlug matrixPlug = bindPoseMatrixArrayPlug.connectionByPhysicalIndex( i, &s ); matrixPlug.connectedTo( connectedPlugs, true, false ); if ( connectedPlugs.length() ) { dgModifier.disconnect( connectedPlugs[0], matrixPlug ); } } for ( unsigned i=0; i < bindPoseMemberArrayPlug.numConnectedElements(); i++ ) { MPlug memberPlug = bindPoseMemberArrayPlug.connectionByPhysicalIndex( i, &s ); memberPlug.connectedTo( connectedPlugs, true, false ); if ( connectedPlugs.length() ) { dgModifier.disconnect( connectedPlugs[0], memberPlug ); } } } if ( !dgModifier.doIt() ) { dgModifier.undoIt(); throw IECore::Exception( "ToMayaSkinClusterConverter: Unable to break the influence connections" ); } // make connections from influences to skinCluster and bindPose for ( unsigned i=0; i < numInfluences; i++ ) { if ( ignoreInfluence[i] ) { continue; } int index = indexMap[i]; s = influenceList.getDependNode( index, mObj ); MFnIkJoint fnInfluence( mObj, &s ); MPlug influenceMatrixPlug = fnInfluence.findPlug( "worldMatrix", true, &s ).elementByLogicalIndex( 0, &s ); MPlug influenceMessagePlug = fnInfluence.findPlug( "message", true, &s ); MPlug influenceBindPosePlug = fnInfluence.findPlug( "bindPose", true, &s ); MPlug influenceLockPlug = fnInfluence.findPlug( "lockInfluenceWeights", true, &s ); if ( !s ) { // add the lockInfluenceWeights attribute if it doesn't exist MFnNumericAttribute nAttr; MObject attribute = nAttr.create( "lockInfluenceWeights", "liw", MFnNumericData::kBoolean, false ); fnInfluence.addAttribute( attribute ); influenceLockPlug = fnInfluence.findPlug( "lockInfluenceWeights", true, &s ); } // connect influence to the skinCluster MPlug matrixPlug = matrixArrayPlug.elementByLogicalIndex( index ); MPlug lockPlug = lockArrayPlug.elementByLogicalIndex( index ); dgModifier.connect( influenceMatrixPlug, matrixPlug ); dgModifier.connect( influenceLockPlug, lockPlug ); // connect influence to the bindPose if ( !ignoreBindPose ) { MPlug bindPoseMatrixPlug = bindPoseMatrixArrayPlug.elementByLogicalIndex( index ); MPlug memberPlug = bindPoseMemberArrayPlug.elementByLogicalIndex( index ); dgModifier.connect( influenceMessagePlug, bindPoseMatrixPlug ); dgModifier.connect( influenceBindPosePlug, memberPlug ); } } unsigned firstIndex = find( ignoreInfluence.begin(), ignoreInfluence.end(), false ) - ignoreInfluence.begin(); influenceList.getDependNode( firstIndex, mObj ); MFnDependencyNode fnInfluence( mObj ); MPlug influenceMessagePlug = fnInfluence.findPlug( "message", true, &s ); dgModifier.connect( influenceMessagePlug, paintPlug ); if ( !dgModifier.doIt() ) { dgModifier.undoIt(); throw IECore::Exception( "ToMayaSkinClusterConverter: Unable to create the influence connections" ); } // use influencePoseData as bindPreMatrix for ( unsigned i=0; i < numInfluences; i++ ) { if ( ignoreInfluence[i] ) { continue; } MMatrix preMatrix = ( i < origNumInfluences ) ? IECore::convert<MMatrix>( influencePoseData[i] ) : ignoredPreMatrices[i-origNumInfluences]; MPlug preMatrixPlug = bindPreMatrixArrayPlug.elementByLogicalIndex( indexMap[i], &s ); s = preMatrixPlug.getValue( mObj ); if ( s ) { MFnMatrixData matFn( mObj ); matFn.set( preMatrix ); mObj = matFn.object(); } else { MFnMatrixData matFn; mObj = matFn.create( preMatrix ); } preMatrixPlug.setValue( mObj ); } // remove unneeded bindPreMatrix children unsigned existingElements = bindPreMatrixArrayPlug.numElements(); for ( unsigned i=influenceList.length(); i < existingElements; i++ ) { MPlug preMatrixPlug = bindPreMatrixArrayPlug.elementByLogicalIndex( i, &s ); /// \todo: surely there is a way to accomplish this in c++... MGlobal::executeCommand( ( boost::format( "removeMultiInstance %s" ) % preMatrixPlug.name() ).str().c_str() ); } // get the geometry MObjectArray outputGeoObjs; if ( !fnSkinCluster.getOutputGeometry( outputGeoObjs ) ) { throw IECore::Exception( ( boost::format( "ToMayaSkinClusterConverter: skinCluster \"%s\" does not have any output geometry!" ) % fnSkinCluster.name() ).str() ); } MFnDagNode dagFn( outputGeoObjs[0] ); MDagPath geoPath; dagFn.getPath( geoPath ); // loop through all the points of the geometry and set the weights MItGeometry geoIt( outputGeoObjs[0] ); MPlug weightListArrayPlug = fnSkinClusterNode.findPlug( "weightList", true, &s ); for ( unsigned pIndex=0; !geoIt.isDone(); geoIt.next(), pIndex++ ) { MPlug pointWeightsPlug = weightListArrayPlug.elementByLogicalIndex( pIndex, &s ).child( 0 ); // remove existing influence weight plugs MIntArray existingInfluenceIndices; pointWeightsPlug.getExistingArrayAttributeIndices( existingInfluenceIndices ); for( unsigned i=0; i < existingInfluenceIndices.length(); i++ ) { MPlug influenceWeightPlug = pointWeightsPlug.elementByLogicalIndex( existingInfluenceIndices[i], &s ); MGlobal::executeCommand( ( boost::format( "removeMultiInstance -break 1 %s" ) % influenceWeightPlug.name() ).str().c_str() ); } // add new influence weight plugs int firstIndex = pointIndexOffsets[pIndex]; for( int i=0; i < pointInfluenceCounts[pIndex]; i++ ) { int influenceIndex = pointInfluenceIndices[ firstIndex + i ]; if ( ignoreInfluence[ influenceIndex ] ) { continue; } int skinClusterInfluenceIndex = fnSkinCluster.indexForInfluenceObject( influencePaths[ indexMap[ influenceIndex ] ] ); MPlug influenceWeightPlug = pointWeightsPlug.elementByLogicalIndex( skinClusterInfluenceIndex, &s ); influenceWeightPlug.setValue( pointInfluenceWeights[ firstIndex + i ] ); } } return true; }
MStatus MayaFileTranslator::writer( const MFileObject& file, const MString& options, FileAccessMode mode){ //-------------------détection des options transmises par le script MEL--------------- // this will store our option strings MStringArray optionList; // seperate the option string options.split(' ', optionList); // check all of the options int len = optionList.length(); for( int i = 0; i < len; ++i ){ MString Option = optionList[i]; // if we recognised option 1 if( Option == "vertexcolorFlag" ) { // check for true or false if(optionList[++i]=="0") Flags.vertex_colors=0; else Flags.vertex_colors=1; } // if we recognised our second option if( Option == "vertexnormalFlag" ) { // check for true or false if(optionList[++i]=="0") Flags.Normals=0; else Flags.Normals=1; } // if we recognised our third option if( Option == "brushFX" ) { // check for true or false if(optionList[++i]=="0") Flags.use_vertex_colors=1; else Flags.use_vertex_colors=0; } } //----------------------------------fin------------------------ //export Selected Objects if(mode == kExportActiveAccessMode) { //liste des objets sélectionnés MSelectionList selection; MGlobal::getActiveSelectionList( selection ); //MStringArray strings; //MDagPath dagPath; MObject components; MDagPath path; //----- // int temp; //MGlobal::displayInfo("Début exportation des objets sélectionnés"); // ouverture du fichier [BB3D] MString output_filename = file.fullName(); ::output.open(output_filename.asChar(),ios::out |ios::binary); // ecriture header fichier ::output << "BB3D"; // mise en place du Header fichier B3D StartChunck(); // sauv garde de la position du début de fichier //write_int(1);// mise en place d'une valeur entière quelconque pour mise en place ultérieure de la longeur du fichier write_int(1);//écriture de la version BB3D #ifdef OLD_TEXS // écriture des textures si présentent [TEXS]|detection des textures à enregistrer| + fermeture texs ::output << "TEXS";//header Brush StartChunck(); OutputTextures(selection); EndChunck(); // écriture des matériaux [BRUS]|detection des materiaux à enregistrer| +fermeture brus //Matid.clear(); OutputMaterials(selection); #else //nouvelles textures #endif //------------------------------------fin materials---------------------------------- #ifdef SCENE_ROOT // algo des nodes [NODE] réplication de la hierarchie, ::output << "NODE"; // mise en place du Header fichier B3D StartChunck(); //write_int(1);// mise en place d'une valeur quelconque ::output << "Scene Root";//nom du Node ::output << char(0x00);//fin de chaîne //écriture des coordonnées spatiales //transaltion write_float(0);// translation x write_float(0);// translation y write_float(0);// translation z write_float(1);//scale x write_float(1);//scale y write_float(1);//scale z write_float(0);// rotation x write_float(0);// rotation y write_float(0);// rotation z write_float(0);// rotation w #else #endif int pos_objet=0,pos_nouvel_objet; MString nom_objet_precedent; // create an iterator to go through all transforms //MItDag it(MItDag::depth, MFn::kTransform); MItDag it(MItDag::kDepthFirst, MFn::kTransform); // keep looping until done int position_hierarchie=0; int pos=0; while(!it.isDone()) { MString temp; MDagPath path; it.getPath(path); MFnTransform trans(path); MObject obj=it.item(); MStringArray chemin_split; MString chemin=path.fullPathName(); chemin.split((char)'|',chemin_split); pos=chemin_split.length(); //temp=pos; //MGlobal::displayInfo(temp); if(obj.apiType()== MFn::kTransform && path.child(0).apiType()== MFn::kMesh){ //MGlobal::displayInfo("Transform trouvé avec child Kmesh"); //écriture du node avec transform //incrément de la hierarchie if(pos<position_hierarchie || pos==position_hierarchie){ //MGlobal::displayInfo("fermeture des nodes précédents"); for(int i=position_hierarchie;i>pos-1;i--){ //temp = i; //MGlobal::displayInfo(temp); EndChunck(); }//fin for }//fin if //MGlobal::displayInfo("Ouverture node"); ::output << "NODE"; // mise en place du Header node StartChunck(); MString nom_objet; nom_objet=chemin_split[chemin_split.length()-1]; ::output << nom_objet.substring(0,nom_objet.length());//nom du Node ::output << char(0x00);//caractêre de fin de chaîne MVector Translation; // get the transforms local translation Translation = trans.getTranslation(MSpace::kTransform); float temp=(float)Translation.x; //écriture des coordonnées spaciales //transaltion write_float(temp);// translation x temp=(float)Translation.y; write_float(temp);// translation y temp=-(float)Translation.z; write_float(temp);// translation z double scale[3]; trans.getScale(scale); temp=(float)scale[0]; write_float(temp); temp=(float)scale[1]; write_float(temp); temp=(float)scale[2]; write_float(temp); MQuaternion Rotation; trans.getRotation(Rotation,MSpace::kTransform); temp=(float)Rotation.w; write_float(temp); temp=(float)Rotation.x; write_float(temp); temp=(float)Rotation.y; write_float(temp); temp=(float)Rotation.z; write_float(temp); path.getPath(path); if(selection.hasItem(path)!=MStatus::kSuccess){ //MGlobal::displayInfo("présent dans la liste de selection"); //---------exportation du mesh //mais avec des nodes vides, pour les mesh non sélectionnés //----------------------------ecriture mesh si objet polygonal présent ::output << "MESH"; // mise en place du Header mesh StartChunck(); MPointArray vertexArray;// coordonnées des point format double x,y,z; MIntArray vertexList;// stockage des indexs des points pour les triangles MVector Normal;//stockage d'une normal d'un vertex //----------------------coordonnées Vertexs (normal & color si présent et demandés) //master brush //write_int(0xffffffff); write_int(-1);//-1 master brush MFnMesh meshFn(path.child(0)); // crée une fonction pour le mesh MItMeshVertex polyperVertex(path, MObject::kNullObj);// crée une fonction pour le mesh , mais avec les fonctions de itmesh //récupération des coordonnées des points //obtient les coordonnées des vertex en mode global //meshFn.getPoints(vertexArray,MSpace::kObject); meshFn.getPoints(vertexArray,MSpace::kTransform); //MFloatArray uArray; //MFloatArray vArray; //meshFn.getUVs(uArray,vArray);//getUVs( MFloatArray& uArray, MFloatArray& vArray,const MString * uvSet = NULL ) MIntArray uvCounts,uvIds; meshFn.getAssignedUVs(uvCounts,uvIds,0); //ecriture VRTS ::output<<"VRTS"; StartChunck(); //flags 0=none just vertices coords 1=normal values present, 2=rgba values present //The way the flags work, is that you combine them. //1 = Vertex Normal //2 = Vertex Color //3 = Vertex Normal + Color int flag_normal_colors=0; //info = "Normals "; //info += Flags.Normals; //Affich(info); //info = "vertex colors "; //info += Flags.vertex_colors; //Affich(info); flag_normal_colors = Flags.Normals+((Flags.use_vertex_colors && Flags.vertex_colors)*2); //info = flag_normal_colors; //Affich(info); write_int(flag_normal_colors);//présence normale //int tex_coord_sets ;texture coords per vertex (eg: 1 for simple U/V) max=8 write_int(1);//uv simple // int tex_coord_set_size ;components per set (eg: 2 for simple U/V) max=4 write_int(2);//2 coordonées textures float x,y,z,normx,normy,normz;//,normx,normy,normz; for (unsigned int i=0;i<vertexArray.length();i++){ x =float(vertexArray[i].x); // - pour replacer l'axe X dans le sens de celui de blitz y =float(vertexArray[i].y); z =-float(vertexArray[i].z);// - //vertices coords write_float(x); write_float(y); write_float(z); //récupère la normale du point if(flag_normal_colors==1 || flag_normal_colors==3){ meshFn.getVertexNormal(i, Normal ,MSpace::kObject); normx=float(Normal.x); normy=float(Normal.y); normz=float(Normal.z); write_float(normx); write_float(normy); write_float(normz); } //----------------------------------------- //vertex_colors_present=1; if (flag_normal_colors == 2 || flag_normal_colors==3){ MStringArray colorsets; MColorArray color; //status = meshFn.getColorSetNames(colorsets); meshFn.getColorSetNames(colorsets); MColor couleur; MString colorset = colorsets[0]; //récupère la couleur moyenne des faces connectés au point meshFn.getVertexColors(color,&colorset); //polyperVertex.getColor //int a; //meshFn.getColor(a,couleur); //meshFn.getColors(color); couleur=color[i]; float col=float(couleur.r); //R ::output.write((char*)&couleur.r,sizeof(couleur.r)); //write_float(col); col=float(couleur.g); //G ::output.write((char*)&couleur.g,sizeof(couleur.g)); //write_float(col); col=float(couleur.b); //B ::output.write((char*)&couleur.b,sizeof(couleur.b)); //write_float(col); col=float(couleur.a); //Alpha ::output.write((char*)&couleur.a,sizeof(couleur.a)); //write_float(col); } //----------------------------------------- //float tempo; float u,v; MFloatArray uArray; MFloatArray vArray; MIntArray FaceIds; polyperVertex.getUVs(uArray,vArray,FaceIds); //meshFn.getUV(i*2,u,v); u=uArray[0]; v=vArray[0]; //tempo = uArray[0]; //write_float(tempo); //tempo = vArray[0]; //write_float(tempo); write_float(u); write_float(-v); polyperVertex.next(); }//fin for //-----------------fermeture coordonées Vertex EndChunck(); // ----------------------------------export des triangles #ifdef OLD_TRIS //ecriture TRIS ::output<<"TRIS"; StartChunck(); //brush ID write_int(-1);//write_int(0); //MItMeshPolygon itPolygon( path, MObject::kNullObj ); MItMeshPolygon itPolygon(path.child(0)); for ( /* nothing */; !itPolygon.isDone(); itPolygon.next() ) { // Get triangulation of this poly. int numTriangles; itPolygon.numTriangles(numTriangles); while ( numTriangles-- ) { //MGlobal::displayInfo(" triangle"); MStatus status; MIntArray polygonVertices; itPolygon.getVertices( polygonVertices ); MPointArray nonTweaked; // object-relative vertex indices for each triangle MIntArray triangleVertices; // face-relative vertex indices for each triangle MIntArray localIndex; status = itPolygon.getTriangle( numTriangles, nonTweaked, triangleVertices, MSpace::kObject ); if ( status == MS::kSuccess ) { //traitement du triangle // Get face-relative vertex indices for this triangle //int temp=triangleVertices[0]; write_int(triangleVertices[0]); write_int(triangleVertices[2]); write_int(triangleVertices[1]); //::output.write((char*)&triangleVertices[0],sizeof(triangleVertices[0])); //::output.write((char*)&triangleVertices[2],sizeof(triangleVertices[2])); //::output.write((char*)&triangleVertices[1],sizeof(triangleVertices[1])); } // fin if };// fin while }; //fin for EndChunck(); #else unsigned int instancenumbers; MObjectArray shaders; MIntArray indices; //MFnMesh Fn(path.instanceNumber); meshFn.getConnectedShaders(instancenumbers,shaders,indices); MString info="shaders.lenght "; info += shaders.length(); Affich(info); for (int i=-1;i<shaders.length();i++){//création de tris en fonction du nombre de brush appliqué //___________ouput tris________ info = "shader "; info += i; Affich(info); //ecriture TRIS ::output<<"TRIS"; StartChunck(); //trouver le brush id par rapport à matid //recup nom shader et compare à matid MString nameshader; nameshader=GetShaderName(shaders[i]); info = "Matid id lenght"; info += Matid.length(); Affich(info); int BrushId=0; for (int b=0;b<Matid.length();b++){ if (nameshader==Matid[b]){ BrushId=b; } } //brush ID write_int(BrushId); //write_int(-1);//default info= "BrushId "; info += BrushId; Affich(info); info = Matid[BrushId]; Affich(info); MItMeshPolygon itPolygon(path.child(0)); int d=0; for ( /* nothing */; !itPolygon.isDone(); itPolygon.next() ) { nameshader=GetShaderName(shaders[indices[d]]); if(nameshader==Matid[BrushId]){ // Get triangulation of this poly. int numTriangles; itPolygon.numTriangles(numTriangles); while ( numTriangles-- ) { //MGlobal::displayInfo(" triangle"); MStatus status; MIntArray polygonVertices; itPolygon.getVertices( polygonVertices ); MPointArray nonTweaked; // object-relative vertex indices for each triangle MIntArray triangleVertices; // face-relative vertex indices for each triangle MIntArray localIndex; status = itPolygon.getTriangle( numTriangles, nonTweaked, triangleVertices, MSpace::kObject ); if ( status == MS::kSuccess ) { write_int(triangleVertices[0]); write_int(triangleVertices[2]); write_int(triangleVertices[1]); } // fin if };// fin while } d++; } for (int i=0;i<indices.length();i++){ //info = " indice "; //info += indices[i]; //Affich(info); nameshader=GetShaderName(shaders[indices[i]]); if(nameshader==Matid[BrushId]){ //info=nameshader; //Affich(info); //*********************ecrire triangle******* } } EndChunck(); } //for (int i=0;i<Matid.length();i++){ // info = Matid[i]; // Affich(info); //} //Affich("fin objet"); #endif //---------------------fermeture mesh EndChunck(); //------------------------------------------------------------ } position_hierarchie=pos; } // move on to next node it.next(); }//fin while //fermeture du node //fermeture fichier //fermeture de tous les nodes ouverts //for (int i=posfichier.length();i>0;i--){ #ifdef SCENE_ROOT EndChunck(); #else #endif //} //écriture de la longueur du fichier output.close(); Matid.clear(); Texid.clear(); nb_Tex_by_Brush.clear(); Texids_by_brush.clear(); } else //export all polygonal scene objects { } return MS::kSuccess; }
MStatus convertVerticesToContainedEdgesCommand::redoIt() { MSelectionList finalEdgesSelection; MDagPath meshDagPath; MObject multiVertexComponent, singleVertexComponent; int dummyIndex; // ITERATE THROUGH EACH "VERTEX COMPONENT" THAT IS CURRENTLY SELECTED: for (MItSelectionList vertexComponentIter(previousSelectionList, MFn::kMeshVertComponent); !vertexComponentIter.isDone(); vertexComponentIter.next()) { // STORE THE DAGPATH, COMPONENT OBJECT AND MESH NAME OF THE CURRENT VERTEX COMPONENT: vertexComponentIter.getDagPath(meshDagPath, multiVertexComponent); MString meshName = meshDagPath.fullPathName(); // VERTEX COMPONENT HAS TO CONTAIN AT LEAST ONE VERTEX: if (!multiVertexComponent.isNull()) { // ITERATE THROUGH EACH "VERTEX" IN THE CURRENT VERTEX COMPONENT: for (MItMeshVertex vertexIter(meshDagPath, multiVertexComponent); !vertexIter.isDone(); vertexIter.next()) { // FOR STORING THE EDGES CONNECTED TO EACH VERTEX: MIntArray connectedEdgesIndices; vertexIter.getConnectedEdges(connectedEdgesIndices); // ITERATE THROUGH EACH EDGE CONNECTED TO THE CURRENT VERTEX: MItMeshEdge edgeIter(meshDagPath); for (unsigned i=0; i<connectedEdgesIndices.length(); i++) { // FIND AND STORE THE *FIRST* "END VERTEX" OF THE CURRENT EDGE: edgeIter.setIndex(connectedEdgesIndices[i], dummyIndex); MSelectionList singleVertexList; MString vertexName = meshName; vertexName += ".vtx["; vertexName += edgeIter.index(0); vertexName += "]"; singleVertexList.add(vertexName); singleVertexList.getDagPath(0, meshDagPath, singleVertexComponent); // SEE WHETHER THE VERTEX BELONGS TO THE ORIGINAL SELECTION, AND IF IT DOES PROCEED TO CHECK NEXT END VERTEX: if (!singleVertexComponent.isNull() && previousSelectionList.hasItem(meshDagPath, singleVertexComponent)) { // FIND AND STORE THE *SECOND* "END VERTEX" OF THE CURRENT EDGE: singleVertexList.clear(); vertexName = meshName; vertexName += ".vtx["; vertexName += edgeIter.index(1); vertexName += "]"; singleVertexList.add(vertexName); singleVertexList.getDagPath(0, meshDagPath, singleVertexComponent); // SEE WHETHER THE VERTEX BELONGS TO THE ORIGINAL SELECTION, AND IF IT DOES, ADD THE EDGE TO THE FINAL CONTAINED EDGES LIST: if (!singleVertexComponent.isNull() && previousSelectionList.hasItem(meshDagPath, singleVertexComponent)) { MString edgeName = meshName; edgeName += ".e["; edgeName += connectedEdgesIndices[i]; edgeName += "]"; finalEdgesSelection.add(edgeName); } } } } } } // FINALLY, MAKE THE NEW "CONTAINED EDGES", THE CURRENT SELECTION: MGlobal::setActiveSelectionList(finalEdgesSelection, MGlobal::kReplaceList); // RETURN NEW CONTAINED EDGES LIST FROM THE MEL COMMAND, AS AN ARRAY OF STRINGS: MStringArray containedEdgesArray; finalEdgesSelection.getSelectionStrings(containedEdgesArray); MPxCommand::setResult(containedEdgesArray); return MS::kSuccess; }