コード例 #1
0
    //---------------------------------------------------------------
    String EffectTextureExporter::exportImage ( const MObject &texture )
    {
        // Retrieve the texture filename
        MFnDependencyNode textureNode ( texture );
        MString mayaName = textureNode.name();
        MPlug filenamePlug = textureNode.findPlug ( ATTR_FILE_TEXTURE_NAME );

        // Get the maya image id.
        String mayaImageId = DocumentExporter::mayaNameToColladaName ( textureNode.name() );

        // Generate a COLLADA id for the new light object
        String colladaImageId;

        // Check if there is an extra attribute "colladaId" and use this as export id.
        MString attributeValue;
        DagHelper::getPlugValue ( texture, COLLADA_ID_ATTRIBUTE_NAME, attributeValue );
        if ( attributeValue != EMPTY_CSTRING )
        {
            // Generate a valid collada name, if necessary.
            colladaImageId = mDocumentExporter->mayaNameToColladaName ( attributeValue, false );
        }
        else
        {
            // Generate a COLLADA id for the new light object
            colladaImageId = DocumentExporter::mayaNameToColladaName ( textureNode.name() );
        }
        // Make the id unique and store it in a map for refernences.
        colladaImageId = mImageIdList.addId ( colladaImageId );
        mMayaIdColladaImageId [mayaImageId] = colladaImageId;

        // Get the maya filename with the path to the file.
        MString mayaFileName;
        filenamePlug.getValue ( mayaFileName );
        if ( mayaFileName.length () == 0 ) return NULL;
        String sourceFile = mayaFileName.asChar ();
        COLLADASW::URI sourceFileUri ( COLLADASW::URI::nativePathToUri ( sourceFile ) );
        if ( sourceFileUri.getScheme ().empty () )
            sourceFileUri.setScheme ( COLLADASW::URI::SCHEME_FILE );

        COLLADASW::Image* colladaImage = exportImage ( mayaImageId, colladaImageId, sourceFileUri );
        if ( colladaImage == NULL ) return NULL;

        // Export the node type, because PSD textures don't behave the same as File textures.
        String nodeType = texture.hasFn ( MFn::kPsdFileTexture ) ? MAYA_TEXTURE_PSDTEXTURE : MAYA_TEXTURE_FILETEXTURE;
        colladaImage->addExtraTechniqueParameter ( PROFILE_MAYA, MAYA_TEXTURE_NODETYPE, nodeType );

        // Export whether this image is in fact an image sequence
        MPlug imgSeqPlug = textureNode.findPlug ( ATTR_IMAGE_SEQUENCE );
        bool isImgSeq = false;
        imgSeqPlug.getValue ( isImgSeq );
        colladaImage->addExtraTechniqueParameter ( PROFILE_MAYA, MAYA_TEXTURE_IMAGE_SEQUENCE, isImgSeq );

        return colladaImage->getImageId();
    }
コード例 #2
0
    // -------------------------------
    COLLADASW::Image* EffectTextureExporter::exportImage ( 
        const String& mayaImageId, 
        const String& colladaImageId, 
        const COLLADASW::URI& sourceUri )
    {
        // Get the file name and the URI
        COLLADASW::URI fullFileNameURI;
        bool sourceFileExist = getTextureFileInfos ( sourceUri, fullFileNameURI );
        String fullFileName = fullFileNameURI.toNativePath ();

        // Have we seen this texture node before?
        ImageMap::iterator exportedImagesIter = mExportedImageMap.find ( fullFileName );
        if ( exportedImagesIter != mExportedImageMap.end() )
        {
            COLLADASW::Image* colladaImage = ( *exportedImagesIter ).second;
            return colladaImage;
        }

        // Check, if we should copy the texture to the destination folder.
        if ( ExportOptions::copyTextures() )
        {
            // Get the target file from source file.
            COLLADASW::URI targetUri = createTargetURI ( sourceUri );

            if ( !exists ( sourceUri.toNativePath() ) )
            {
                String message = "The source texture file doesn't exist! Filename = " + sourceUri.toNativePath();
                std::cerr << message << std::endl;
            }
            else
            {
                // Copy the texture, if it isn't already there...
                if ( !exists( targetUri.toNativePath () ) )
                {
                    try 
                    {
                        // Create the target directory, if necessary. 
                        // Note: some systems (window$) requires the string to be 
                        // enclosed in quotes when a space is present.
                        COLLADASW::URI targetPathUri ( targetUri.getPathDir() );
                        create_directory ( targetPathUri.toNativePath() );

                        // Throws: basic_filesystem_error<Path> if
                        // from_fp.empty() || to_fp.empty() ||!exists(from_fp) || !is_regular(from_fp) || exists(to_fp)
                        copy_file ( path ( sourceUri.toNativePath() ), path ( targetUri.toNativePath() ) );
                    }
                    catch ( std::exception ex )
                    {
                        String message = "Could not successful create directory and copy file: " + sourceUri.toNativePath();
                        MGlobal::displayError( message.c_str() );
                        std::cerr << "[ERROR] Could not copy file " << sourceUri.toNativePath() << std::endl;
                    }
                }
            }
        }

        // Create a new image structure
        COLLADASW::Image* colladaImage = new COLLADASW::Image ( fullFileNameURI, colladaImageId, mayaImageId );

        // Export the original maya name.
        colladaImage->addExtraTechniqueParameter ( PROFILE_MAYA, PARAMETER_MAYA_ID, mayaImageId );

        // Add this texture to our list of exported images
        mExportedImageMap[ fullFileName ] = colladaImage;

        return colladaImage;
    }