Exemplo n.º 1
0
static void makeCubes(std::vector<cube> &cubes, MString &name, MStatus *stat)
{
    MFnMesh fnMesh;
    MObject result;

    MFloatPointArray points;
    MIntArray faceCounts;
    MIntArray faceConnects;

    int index_offset = 0;
    for (std::vector<cube>::iterator cit = cubes.begin(); cit != cubes.end(); ++cit)
    {
        point3 diag = cit->diagonal();
        float scale = diag.x;
        point3 pos = cit->start + (diag * .5f);

        MFloatVector mpos(pos.x, pos.y, pos.z);

        addCube(scale, mpos, index_offset * (8), points, faceCounts, faceConnects);
        index_offset += 1;
    }

    unsigned int vtx_cnt = points.length();
    unsigned int face_cnt = faceCounts.length();

    MObject newMesh =
        fnMesh.create(
            /* numVertices */ vtx_cnt,
            /* numFaces */ face_cnt,
            points,
            faceCounts,
            faceConnects,
            MObject::kNullObj,
            stat);

    /* Harden all edges. */
    int n_edges = fnMesh.numEdges(stat);
    for (int i = 0; i < n_edges; ++i)
    {
        fnMesh.setEdgeSmoothing(i, false);
    }
    fnMesh.cleanupEdgeSmoothing(); /* Must be called after editing edges. */

    fnMesh.updateSurface();

    /* Assign Shader. */
    MSelectionList sel_list;
    if (!MFAIL(sel_list.add("initialShadingGroup")))
    {
        MObject set_obj;
        sel_list.getDependNode(0, set_obj);
        MFnSet set(set_obj);
        set.addMember(newMesh);
    }

    /* Give it a swanky name. */
    MFnDagNode parent(fnMesh.parent(0));
    name = parent.setName("polyMengerSponge", false, stat);
}