Пример #1
0
Файл: utils.cpp Проект: JT-a/USD
static
bool
_GetLightingParam(
        const MIntArray& intValues,
        const MFloatArray& floatValues,
        GfVec4f& paramValue)
{
    bool gotParamValue = false;

    if (intValues.length() >= 3) {
        paramValue[0] = intValues[0];
        paramValue[1] = intValues[1];
        paramValue[2] = intValues[2];
        if (intValues.length() > 3) {
            paramValue[3] = intValues[3];
        }
        gotParamValue = true;
    } else if (floatValues.length() >= 3) {
        paramValue[0] = floatValues[0];
        paramValue[1] = floatValues[1];
        paramValue[2] = floatValues[2];
        if (floatValues.length() > 3) {
            paramValue[3] = floatValues[3];
        }
        gotParamValue = true;
    }

    return gotParamValue;
}
Пример #2
0
// #### buildUVList
//
// Face-varying data expects a list of per-face per-vertex
// floats.  This method reads the UVs from the mesh and 
// concatenates them into such a list.
//
MStatus
OsdMeshData::buildUVList( MFnMesh& meshFn, std::vector<float>& uvList )
{
    MStatus status = MS::kSuccess;

    MItMeshPolygon polyIt( _meshDagPath );

    MFloatArray uArray;
    MFloatArray vArray;

    // If user hasn't given us a UV set, use the current one
    MString *uvSetPtr=NULL;
    if ( _uvSet.numChars() > 0 ) {
        if (uvSetNameIsValid(meshFn, _uvSet)) {
            uvSetPtr = &_uvSet;
        }
        else {
            MGlobal::displayWarning(MString("OpenSubdivShader:  uvSet \""+_uvSet+"\" does not exist."));
        }
    } else {
        uvSetPtr = NULL;
    }

    // pull UVs from Maya mesh
    status = meshFn.getUVs( uArray, vArray, uvSetPtr );
    MCHECK_RETURN(status, "OpenSubdivShader: Error reading UVs");

    if ( uArray.length() == 0 || vArray.length() == 0 )
    {
        MGlobal::displayWarning("OpenSubdivShader: Mesh has no UVs");
        return MS::kFailure;
    }

    // list of UV values
    uvList.clear();
    uvList.resize( meshFn.numFaceVertices()*2 );
    int uvListIdx = 0;

    // for each face-vertex copy UVs into list, adjusting for renderman orientation
    for ( polyIt.reset(); !polyIt.isDone(); polyIt.next() ) 
    { 
        int          faceIdx      = polyIt.index(); 
        unsigned int numPolyVerts = polyIt.polygonVertexCount();

        for ( unsigned int faceVertIdx = 0; 
                           faceVertIdx < numPolyVerts; 
                           faceVertIdx++ )
        {
            int uvIdx;
            polyIt.getUVIndex( faceVertIdx, uvIdx, uvSetPtr );
            // convert maya UV orientation to renderman orientation
            uvList[ uvListIdx++ ] = uArray[ uvIdx ];
            uvList[ uvListIdx++ ] = 1.0f - vArray[ uvIdx ];
        }
    }

    return status;
}
Пример #3
0
unsigned int peltOverlap::checkCrossingEdges(
    MFloatArray &face1Orig,
    MFloatArray &face1Vec,
    MFloatArray &face2Orig,
    MFloatArray &face2Vec
)
// Check if there are crossing edges between two faces. Return true
// if there are crossing edges and false otherwise. A face is represented
// by a series of edges(rays), i.e.
// faceOrig[] = {orig1u, orig1v, orig2u, orig2v, ... }
// faceVec[]  = {vec1u,  vec1v,  vec2u,  vec2v,  ... }
{
    unsigned int face1Size = face1Orig.length();
    unsigned int face2Size = face2Orig.length();
    for (unsigned int i = 0; i < face1Size; i += 2) {
        float o1x = face1Orig[i];
        float o1y = face1Orig[i+1];
        float v1x = face1Vec[i];
        float v1y = face1Vec[i+1];
        float n1x =  v1y;
        float n1y = -v1x;
        for (unsigned int j = 0; j < face2Size; j += 2) {
            // Given ray1(O1, V1) and ray2(O2, V2)
            // Normal of ray1 is (V1.y, V1.x)
            float o2x = face2Orig[j];
            float o2y = face2Orig[j+1];
            float v2x = face2Vec[j];
            float v2y = face2Vec[j+1];
            float n2x =  v2y;
            float n2y = -v2x;

            // Find t for ray2
            // t = [(o1x-o2x)n1x + (o1y-o2y)n1y] / (v2x * n1x + v2y * n1y)
            float denum = v2x * n1x + v2y * n1y;
            // Edges are parallel if denum is close to 0.
            if (fabs(denum) < 0.000001f) continue;
            float t2 = ((o1x-o2x)* n1x + (o1y-o2y) * n1y) / denum;
            if (t2 < 0.00001f || t2 > 0.99999f) continue;

            // Find t for ray1
            // t = [(o2x-o1x)n2x + (o2y-o1y)n2y] / (v1x * n2x + v1y * n2y)
            denum = v1x * n2x + v1y * n2y;
            // Edges are parallel if denum is close to 0.
            if (fabs(denum) < 0.000001f) continue;
            float t1 = ((o2x-o1x)* n2x + (o2y-o1y) * n2y) / denum;

            // Edges intersect
            if (t1 > 0.00001f && t1 < 0.99999f) return 1;
        }
    }
    return 0;
}
Пример #4
0
// uScale and vScale switched because first edge pointing in v direction
void copy_patch_uvs(int &kV, int &kHE, MFloatArray &u_src, MFloatArray &v_src, MIntArray &uvIdx_src, MFloatArray &u_dst, MFloatArray &v_dst, float vScale, float uScale, MFloatArray &sc_u_dst, MFloatArray &sc_v_dst, MIntArray &uvIdx_dst, float lineThickness)
{
    int nHE = uvIdx_src.length();
    for (int k=0; k<nHE; k++)
    {
        uvIdx_dst[kHE] = kV + uvIdx_src[k]; // offset by beginning of this block of UVs
        
        kHE++;
    }
    
//    float offset_u = (uScale - 1) * 0.5*lineThickness;
//    float offset_v = (vScale - 1) * 0.5*lineThickness;
    
    lineThickness = 0.5 * lineThickness; 
    
    float offset_u = lineThickness * (uScale - 1.0)/(uScale - 2*lineThickness);
    float offset_v = lineThickness * (vScale - 1.0)/(vScale - 2*lineThickness);

    int nV = u_src.length();
    for (int k=0; k<nV; k++)
    {
        u_dst[kV] = u_src[k] * (1.0 - 2.0*offset_u) + offset_u;
        v_dst[kV] = v_src[k] * (1.0 - 2.0*offset_v) + offset_v;
        
        sc_u_dst[kV] = uScale * u_src[k];
        sc_v_dst[kV] = vScale * v_src[k];
        
        kV++;
    }
}
Пример #5
0
float peltOverlap::area(const MFloatArray &orig)
{
    float sum = 0.f;
    unsigned int num = orig.length() / 2;
    for (unsigned int i = 0; i < num; i++) {
        unsigned int idx  = 2 * i;
        unsigned int idy  = (i + 1 ) % num;
        idy = 2 * idy + 1;
        unsigned int idy2 = (i + num - 1) % num;
        idy2 = 2 * idy2 + 1;
        sum += orig[idx] * (orig[idy] - orig[idy2]);
    }
    return fabs(sum) * 0.5f;
}
Пример #6
0
MStatus
XmlCacheFormat::writeFloatArray( const MFloatArray& array )
{
	int size = array.length();
	assert(size != 0);

	writeXmlTagValue(sizeTag,size);

	startXmlBlock( floatArrayTag );
	for(int i = 0; i < size; i++)
	{
	    writeXmlValue(array[i]);
	}
	endXmlBlock();
	return MS::kSuccess;
}
Пример #7
0
Файл: utils.cpp Проект: JT-a/USD
static
bool
_GetLightingParam(
        const MIntArray& intValues,
        const MFloatArray& floatValues,
        float& paramValue)
{
    bool gotParamValue = false;

    if (floatValues.length() > 0) {
        paramValue = floatValues[0];
        gotParamValue = true;
    }

    return gotParamValue;
}
Пример #8
0
Файл: utils.cpp Проект: JT-a/USD
static
bool
_GetLightingParam(
        const MIntArray& intValues,
        const MFloatArray& floatValues,
        bool& paramValue)
{
    bool gotParamValue = false;

    if (intValues.length() > 0) {
        paramValue = (intValues[0] == 1);
        gotParamValue = true;
    } else if (floatValues.length() > 0) {
        paramValue = GfIsClose(floatValues[0], 1.0f, 1e-5);
        gotParamValue = true;
    }

    return gotParamValue;
}
MStatus ColorSplineParameterHandler<S>::doSetValue( IECore::ConstParameterPtr parameter, MPlug &plug ) const
{
	assert( parameter );
	typename IECore::TypedParameter< S >::ConstPtr p = IECore::runTimeCast<const IECore::TypedParameter< S > >( parameter );
	if( !p )
	{
		return MS::kFailure;
	}

	MRampAttribute fnRAttr( plug );
	if ( !fnRAttr.isColorRamp() )
	{
		return MS::kFailure;
	}

	const S &spline = p->getTypedValue();

	MStatus s;
	MIntArray indicesToReuse;
	plug.getExistingArrayAttributeIndices( indicesToReuse, &s );
	assert( s );

	int nextNewLogicalIndex = 0;
	if( indicesToReuse.length() )
	{
		nextNewLogicalIndex = 1 + *std::max_element( MArrayIter<MIntArray>::begin( indicesToReuse ), MArrayIter<MIntArray>::end( indicesToReuse ) );
	}
	
	assert( indicesToReuse.length() == fnRAttr.getNumEntries() );

	size_t pointsSizeMinus2 = spline.points.size() - 2;
	unsigned pointIndex = 0;
	unsigned numExpectedPoints = 0;
	for ( typename S::PointContainer::const_iterator it = spline.points.begin(); it != spline.points.end(); ++it, ++pointIndex )
	{
		// we commonly double up the endpoints on cortex splines to force interpolation to the end.
		// maya does this implicitly, so we skip duplicated endpoints when passing the splines into maya.
		// this avoids users having to be responsible for managing the duplicates, and gives them some consistency
		// with the splines they edit elsewhere in maya.
		if( ( pointIndex==1 && *it == *spline.points.begin() ) || ( pointIndex==pointsSizeMinus2 && *it == *spline.points.rbegin() ) )
		{
			continue;
		}

		MPlug pointPlug;
		if( indicesToReuse.length() )
		{
			pointPlug = plug.elementByLogicalIndex( indicesToReuse[0] );
			indicesToReuse.remove( 0 );
		}
		else
		{
			pointPlug = plug.elementByLogicalIndex( nextNewLogicalIndex++ );		
		}
		
		s = pointPlug.child( 0 ).setValue( it->first ); assert( s );
		MPlug colorPlug = pointPlug.child( 1 );
		colorPlug.child( 0 ).setValue( it->second[0] );
		colorPlug.child( 1 ).setValue( it->second[1] );
		colorPlug.child( 2 ).setValue( it->second[2] );
		// hardcoding interpolation of 3 (spline) because the MRampAttribute::MInterpolation enum values don't actually
		// correspond to the necessary plug values at all.
		s = pointPlug.child( 2 ).setValue( 3 ); assert( s );

		numExpectedPoints++;
	}

	// delete any of the original indices which we didn't reuse. we can't use MRampAttribute::deleteEntries
	// here as it's utterly unreliable.
	if( indicesToReuse.length() )
	{
		MString plugName = plug.name();
		MObject node = plug.node();
		MFnDagNode fnDAGN( node );
		if( fnDAGN.hasObj( node ) )
		{
			plugName = fnDAGN.fullPathName() + "." + plug.partialName();
		}
		for( unsigned i=0; i<indicesToReuse.length(); i++ )
		{
			// using mel because there's no equivalant api method as far as i know.
			MString command = "removeMultiInstance -b true \"" + plugName + "[" + indicesToReuse[i] + "]\"";
			s = MGlobal::executeCommand( command );
			assert( s );
			if( !s )
			{
				return s;
			}
		}
	}

#ifndef NDEBUG
	{
		assert( fnRAttr.getNumEntries() == numExpectedPoints );

		MIntArray indices;
		MFloatArray positions;
		MColorArray colors;
		MIntArray interps;
		fnRAttr.getEntries( indices, positions, colors, interps, &s );
		assert( s );
		assert( numExpectedPoints == positions.length() );
		assert( numExpectedPoints == colors.length() );
		assert( numExpectedPoints == interps.length() );
		assert( numExpectedPoints == indices.length() );

		for ( unsigned i = 0; i < positions.length(); i++ )
		{
			float position = positions[ i ];
			const MVector color( colors[ i ][ 0 ], colors[ i ][ 1 ], colors[ i ][ 2 ] );

			bool found = false;

			for ( typename S::PointContainer::const_iterator it = spline.points.begin(); it != spline.points.end() && !found; ++it )
			{
				MVector color2( it->second[0], it->second[1], it->second[2] );
				if ( fabs( it->first - position ) < 1.e-3f && ( color2 - color ).length() < 1.e-3f )
				{
					found = true;
				}
			}
			assert( found );
		}
	}
#endif

	return MS::kSuccess;
}
Пример #10
0
PXR_NAMESPACE_OPEN_SCOPE

bool
MayaMeshWriter::_GetMeshUVSetData(
        const MFnMesh& mesh,
        const MString& uvSetName,
        VtArray<GfVec2f>* uvArray,
        TfToken* interpolation,
        VtArray<int>* assignmentIndices)
{
    MStatus status;

    // Sanity check first to make sure this UV set even has assigned values
    // before we attempt to do anything with the data.
    MIntArray uvCounts, uvIds;
    status = mesh.getAssignedUVs(uvCounts, uvIds, &uvSetName);
    if (status != MS::kSuccess) {
        return false;
    }
    if (uvCounts.length() == 0 || uvIds.length() == 0) {
        return false;
    }

    // using itFV.getUV() does not always give us the right answer, so
    // instead, we have to use itFV.getUVIndex() and use that to index into the
    // UV set.
    MFloatArray uArray;
    MFloatArray vArray;
    mesh.getUVs(uArray, vArray, &uvSetName);
    if (uArray.length() != vArray.length()) {
        return false;
    }

    // We'll populate the assignment indices for every face vertex, but we'll
    // only push values into the data if the face vertex has a value. All face
    // vertices are initially unassigned/unauthored.
    const unsigned int numFaceVertices = mesh.numFaceVertices(&status);
    uvArray->clear();
    assignmentIndices->assign((size_t)numFaceVertices, -1);
    *interpolation = UsdGeomTokens->faceVarying;

    MItMeshFaceVertex itFV(mesh.object());
    unsigned int fvi = 0;
    for (itFV.reset(); !itFV.isDone(); itFV.next(), ++fvi) {
        if (!itFV.hasUVs(uvSetName)) {
            // No UVs for this faceVertex, so leave it unassigned.
            continue;
        }

        int uvIndex;
        itFV.getUVIndex(uvIndex, &uvSetName);
        if (uvIndex < 0 || static_cast<size_t>(uvIndex) >= uArray.length()) {
            return false;
        }

        GfVec2f value(uArray[uvIndex], vArray[uvIndex]);
        uvArray->push_back(value);
        (*assignmentIndices)[fvi] = uvArray->size() - 1;
    }

    PxrUsdMayaUtil::MergeEquivalentIndexedValues(uvArray,
                                                 assignmentIndices);
    PxrUsdMayaUtil::CompressFaceVaryingPrimvarIndices(mesh,
                                                      interpolation,
                                                      assignmentIndices);

    return true;
}
MStatus exportJointClusterData::doIt( const MArgList& args )
//
// Process the command	
// 1. parse the args
// 2. find the jointClusters in the scene
// 3. iterate over their members, writing their weight data out to file	
//
{
	// parse args to get the file name from the command-line
	//
	MStatus stat = parseArgs(args);
	if (stat != MS::kSuccess) {
		return stat;
	}

	// count the processed jointClusters
	//
	unsigned int jcCount = 0;

	// Iterate through graph and search for jointCluster nodes
	//
	MItDependencyNodes iter( MFn::kJointCluster);
	for ( ; !iter.isDone(); iter.next() ) {
		MObject object = iter.item();
		MFnWeightGeometryFilter jointCluster(object);

		// get the joint driving this cluster
		//
		MObject joint = jointForCluster(object);
		if (joint.isNull()) {
			displayError("Joint is not attached to cluster.");
			continue;
		}

		MObject deformSet = jointCluster.deformerSet(&stat);
		CheckError(stat,"Error getting deformer set.");
			
		MFnSet setFn(deformSet, &stat);	//need the fn to get the members
		CheckError(stat,"Error getting deformer set fn.");
		
		MSelectionList clusterSetList;

		//get all the members
		//
		stat = setFn.getMembers(clusterSetList, true);
		CheckError(stat,"Could not make member list with getMembers.");

		// print out the name of joint and the number of associated skins
		//
		MFnDependencyNode fnJoint(joint);
		fprintf(file,"%s %u\n",fnJoint.name().asChar(),
				clusterSetList.length());
		
		for (unsigned int kk = 0; kk < clusterSetList.length(); ++kk) {
			MDagPath skinpath;
			MObject components;
			MFloatArray weights;

			clusterSetList.getDagPath(kk,skinpath,components);
			jointCluster.getWeights(skinpath,components,weights);

			// print out the path name of the skin & the weight count
			//
			fprintf(file,
					"%s %u\n",skinpath.partialPathName().asChar(),
					weights.length());

			// loop through the components and print their index and weight
			//
			unsigned counter =0;
			MItGeometry gIter(skinpath,components);
			for (/* nothing */ ; !gIter.isDone() &&
								   counter < weights.length(); gIter.next()) {
				fprintf(file,"%d %f\n",gIter.index(),weights[counter]);
				counter++;
			}
		}
		jcCount++;
	}

	fclose(file);

	if (0 == jcCount) {
		displayError("No jointClusters found in this scene.");
		return MS::kFailure;
	}

	return MS::kSuccess;
}
Пример #12
0
void MayaObject::getMeshData(MPointArray& points, MFloatVectorArray& normals, MFloatArray& uArray, MFloatArray& vArray, MIntArray& triPointIndices, MIntArray& triNormalIndices, MIntArray& triUvIndices, MIntArray& triMatIndices)
{

	MStatus stat;
	MObject meshObject = this->mobject;
	MMeshSmoothOptions options;
	MFnMesh tmpMesh(this->mobject, &stat);

	MFnMeshData meshData;
	MObject dataObject;
	MObject smoothedObj;

	// create smooth mesh if needed
	if (tmpMesh.findPlug("displaySmoothMesh").asBool())
	{
		stat = tmpMesh.getSmoothMeshDisplayOptions(options);
		if (stat)
		{
			if (!tmpMesh.findPlug("useSmoothPreviewForRender", false, &stat).asBool())
			{
				//Logging::debug(MString("useSmoothPreviewForRender turned off"));
				int smoothLevel = tmpMesh.findPlug("renderSmoothLevel", false, &stat).asInt();
				options.setDivisions(smoothLevel);
			}
			if (options.divisions() > 0)
			{
				dataObject = meshData.create();
				smoothedObj = tmpMesh.generateSmoothMesh(dataObject, &options, &stat);
				if (stat)
				{
					meshObject = smoothedObj;
				}
			}
		}
	}

	MFnMesh meshFn(meshObject, &stat);
	CHECK_MSTATUS(stat);
	MItMeshPolygon faceIt(meshObject, &stat);
	CHECK_MSTATUS(stat);

	meshFn.getPoints(points);
	meshFn.getNormals(normals, MSpace::kObject);
	meshFn.getUVs(uArray, vArray);

	uint numVertices = points.length();
	uint numNormals = normals.length();
	uint numUvs = uArray.length();

	//Logging::debug(MString("numVertices ") + numVertices);
	//Logging::debug(MString("numNormals ") + numNormals);
	//Logging::debug(MString("numUvs ") + numUvs);

	// some meshes may have no uv's
	// to avoid problems I add a default uv coordinate
	if (numUvs == 0)
	{
		Logging::warning(MString("Object has no uv's: ") + this->shortName);
		uArray.append(0.0);
		vArray.append(0.0);
	}
	for (uint nid = 0; nid < numNormals; nid++)
	{
		if (normals[nid].length() < 0.1f)
			Logging::warning(MString("Malformed normal in ") + this->shortName);
	}
	MPointArray triPoints;
	MIntArray triVtxIds;
	MIntArray faceVtxIds;
	MIntArray faceNormalIds;

	for (faceIt.reset(); !faceIt.isDone(); faceIt.next())
	{
		int faceId = faceIt.index();
		int numTris;
		faceIt.numTriangles(numTris);
		faceIt.getVertices(faceVtxIds);

		int perFaceShadingGroup = 0;
		if (this->perFaceAssignments.length() > 0)
			perFaceShadingGroup = this->perFaceAssignments[faceId];
		
		MIntArray faceUVIndices;
		
		faceNormalIds.clear();
		for (uint vtxId = 0; vtxId < faceVtxIds.length(); vtxId++)
		{
			faceNormalIds.append(faceIt.normalIndex(vtxId));
			int uvIndex;
			if (numUvs == 0)
			{
				faceUVIndices.append(0);
			}
			else{
				faceIt.getUVIndex(vtxId, uvIndex);
				//if (uvIndex > uArray.length())
				//	Logging::info(MString("-----------------> UV Problem!!! uvIndex ") + uvIndex + " > uvArray in object " + this->shortName);
				faceUVIndices.append(uvIndex);
			}
		}

		for (int triId = 0; triId < numTris; triId++)
		{
			int faceRelIds[3];
			faceIt.getTriangle(triId, triPoints, triVtxIds);

			for (uint triVtxId = 0; triVtxId < 3; triVtxId++)
			{
				for (uint faceVtxId = 0; faceVtxId < faceVtxIds.length(); faceVtxId++)
				{
					if (faceVtxIds[faceVtxId] == triVtxIds[triVtxId])
					{
						faceRelIds[triVtxId] = faceVtxId;
					}
				}
			}

			uint vtxId0 = faceVtxIds[faceRelIds[0]];
			uint vtxId1 = faceVtxIds[faceRelIds[1]];
			uint vtxId2 = faceVtxIds[faceRelIds[2]];
			uint normalId0 = faceNormalIds[faceRelIds[0]];
			uint normalId1 = faceNormalIds[faceRelIds[1]];
			uint normalId2 = faceNormalIds[faceRelIds[2]];
			uint uvId0 = faceUVIndices[faceRelIds[0]];
			uint uvId1 = faceUVIndices[faceRelIds[1]];
			uint uvId2 = faceUVIndices[faceRelIds[2]];

			triPointIndices.append(vtxId0);
			triPointIndices.append(vtxId1);
			triPointIndices.append(vtxId2);

			triNormalIndices.append(normalId0);
			triNormalIndices.append(normalId1);
			triNormalIndices.append(normalId2);

			triUvIndices.append(uvId0);
			triUvIndices.append(uvId1);
			triUvIndices.append(uvId2);

			triMatIndices.append(perFaceShadingGroup);

			//Logging::debug(MString("vtxIds ") + vtxId0 + " " + vtxId1 + " " + vtxId2);
			//Logging::debug(MString("nIds ") + normalId0 + " " + normalId1 + " " + normalId2);
			//Logging::debug(MString("uvIds ") + uvId0 + " " + uvId1 + " " + uvId2);
		}
	}

}
Пример #13
0
MStatus Mesh::load(MDagPath& meshDag,MDagPath *pDagPath)
{
	MStatus stat;
	std::vector<MFloatArray> weights;
	std::vector<MIntArray> Ids;
	std::vector<MIntArray> jointIds;
	unsigned int numJoints = 0;
	std::vector<vertexInfo> vertices;
	MFloatPointArray points;
	MFloatVectorArray normals;

	if (!meshDag.hasFn(MFn::kMesh))
		return MS::kFailure;

	MFnMesh mesh(meshDag);
	/*{
		mesh.getPoints(points,MSpace::kWorld);
		MPoint pos;
		mesh.getPoint(1,pos,MSpace::kWorld);
		for(unsigned i = 0;i < points.length();i++)
		{
			MFloatPoint fp = points[i];
			float x = fp.x;
			float y = fp.y;
			float z = fp.z;
			fp = fp;
		}
	}*/
	int numVertices = mesh.numVertices();
	vertices.resize(numVertices);
	weights.resize(numVertices);
	Ids.resize(numVertices);
	jointIds.resize(numVertices);

	// 获取UV坐标集的名称
	MStringArray uvsets;
	int numUVSets = mesh.numUVSets();
	if (numUVSets > 0)
	{
		stat = mesh.getUVSetNames(uvsets);
		if (MS::kSuccess != stat)
		{
			std::cout << "Error retrieving UV sets names\n";
			return MS::kFailure;
		}
	}
	// 保存UV集信息
	for (int i=m_uvsets.size(); i<uvsets.length(); i++)
	{
		uvset uv;
		uv.size = 2;
		uv.name = uvsets[i].asChar();
		m_uvsets.push_back(uv);
	}

	MStringArray colorSetsNameArray;
	m_colorSets.clear();
	int numColorSets = mesh.numColorSets();
	if (numColorSets > 0)
	{
		mesh.getColorSetNames(colorSetsNameArray);
	}
	for (int i = 0; i != colorSetsNameArray.length(); ++i)
	{
		std::string name = colorSetsNameArray[i].asChar();
		m_colorSets.push_back(name);
	}
	// 检查法线是否反
	bool opposite = false;
	mesh.findPlug("opposite",true).getValue(opposite);

	// get connected skin cluster (if present)
	bool foundSkinCluster = false;
	MItDependencyNodes kDepNodeIt( MFn::kSkinClusterFilter );            
	for( ;!kDepNodeIt.isDone() && !foundSkinCluster; kDepNodeIt.next()) 
	{            
		MObject kObject = kDepNodeIt.item();
		m_pSkinCluster = new MFnSkinCluster(kObject);
		unsigned int uiNumGeometries = m_pSkinCluster->numOutputConnections();
		for(unsigned int uiGeometry = 0; uiGeometry < uiNumGeometries; ++uiGeometry ) 
		{
			unsigned int uiIndex = m_pSkinCluster->indexForOutputConnection(uiGeometry);
			MObject kOutputObject = m_pSkinCluster->outputShapeAtIndex(uiIndex);
			if(kOutputObject == mesh.object()) 
			{
				foundSkinCluster = true;
			}
			else
			{
				delete m_pSkinCluster;
				m_pSkinCluster = NULL;
			}
		}

		// load connected skeleton (if present)
		if (m_pSkinCluster)
		{
			if (!m_pSkeleton)
				m_pSkeleton = new skeleton();
			stat = m_pSkeleton->load(m_pSkinCluster);
			if (MS::kSuccess != stat)
				std::cout << "Error loading skeleton data\n";
		}
		else
		{
//			breakable;
		}
	}
	// get connected shaders
	MObjectArray shaders;
	MIntArray shaderPolygonMapping;
	stat = mesh.getConnectedShaders(0,shaders,shaderPolygonMapping);
	if (MS::kSuccess != stat)
	{
		std::cout << "Error getting connected shaders\n";
		return MS::kFailure;
	}

	if (shaders.length() <= 0)
	{
		std::cout << "No connected shaders, skipping mesh\n";
		return MS::kFailure;
	}

	// create a series of arrays of faces for each different submesh
	std::vector<faceArray> polygonSets;
	polygonSets.resize(shaders.length());

	// Get faces data
	// prepare vertex table
	for (int i=0; i<vertices.size(); i++)
		vertices[i].next = -2;
	//get vertex positions from mesh data

	mesh.getPoints(points,MSpace::kWorld);
	mesh.getNormals(normals,MSpace::kWorld);

	//get list of vertex weights
	if (m_pSkinCluster)
	{
		MItGeometry iterGeom(meshDag);
		for (int i=0; !iterGeom.isDone(); iterGeom.next(), i++)
		{
			weights[i].clear();
			Ids[i].clear();
			MObject component = iterGeom.component();
			MFloatArray vertexWeights;
			stat=m_pSkinCluster->getWeights(meshDag,component,vertexWeights,numJoints);
			int nWeights = vertexWeights.length();
			for(int j = 0;j<nWeights;j++)
			{
				if(vertexWeights[j] >= 0.00001f || vertexWeights[j] <= -0.00001f  )
				{
					// 记录该节点j
					Ids[i].append(j);
					weights[i].append(vertexWeights[j]);
				}
			}
		
			//weights[i]= vertexWeights;

			if (MS::kSuccess != stat)
			{
				std::cout << "Error retrieving vertex weights\n";
			}
			// get ids for the joints
			if (m_pSkeleton)
			{
				jointIds[i].clear();
				if(weights[i].length() > 0 )
				{
					MDagPathArray influenceObjs;
					m_pSkinCluster->influenceObjects(influenceObjs,&stat);
					if (MS::kSuccess != stat)
					{
						std::cout << "Error retrieving influence objects for given skin cluster\n";
					}
					jointIds[i].setLength(weights[i].length());
					for (int j=0; j<jointIds[i].length(); j++)
					{
						bool foundJoint = false;
						for (int k=0; k<m_pSkeleton->getJoints().size() && !foundJoint; k++)
						{
							if (influenceObjs[Ids[i][j]].partialPathName() == m_pSkeleton->getJoints()[k].name)
							{
								foundJoint=true;
								jointIds[i][j] = m_pSkeleton->getJoints()[k].id;
							}
						}
					}
				}
				
			}
		}
	}
	// create an iterator to go through mesh polygons
	if (mesh.numPolygons() > 0)
	{
		const char *name = mesh.name().asChar();
		MItMeshPolygon faceIter(mesh.object(),&stat);
		if (MS::kSuccess != stat)
		{
			std::cout << "Error accessing mesh polygons\n";
			return MS::kFailure;
		}

		// iterate over mesh polygons
		for (; !faceIter.isDone(); faceIter.next())
		{
			int numTris=0;
			faceIter.numTriangles(numTris);
			// for every triangle composing current polygon extract triangle info
			for (int iTris=0; iTris<numTris; iTris++)
			{
				MPointArray triPoints;
				MIntArray tempTriVertexIdx,triVertexIdx;
				int idx;
				// create a new face to store triangle info
				face newFace;
				// extract triangle vertex indices
				faceIter.getTriangle(iTris,triPoints,tempTriVertexIdx);
				// convert indices to face-relative indices
				MIntArray polyIndices;
				faceIter.getVertices(polyIndices);
				unsigned int iPoly, iObj;
				for (iObj=0; iObj < tempTriVertexIdx.length(); ++iObj)
				{
					// iPoly is face-relative vertex index
					for (iPoly=0; iPoly < polyIndices.length(); ++iPoly)
					{
						if (tempTriVertexIdx[iObj] == polyIndices[iPoly]) 
						{
							triVertexIdx.append(iPoly);
							break;
						}
					}
				}
				// iterate over triangle's vertices
				for (int i=0; i<3; i++)
				{
					bool different = true;
					int vtxIdx = faceIter.vertexIndex(triVertexIdx[i]);
					int nrmIdx = faceIter.normalIndex(triVertexIdx[i]);

					// get vertex color
					MColor color;
					if (faceIter.hasColor(triVertexIdx[i]))
					{
						//This method gets the average color of the all the vertices in this face
						stat = faceIter.getColor(color,triVertexIdx[i]);
						if (MS::kSuccess != stat)
						{
							color = MColor(1,1,1,1);
						}
						if (color.r > 1)
							color.r = 1;
						if (color.g > 1)
							color.g = 1;
						if (color.b > 1)
							color.b = 1;
						if (color.a > 1)
							color.a = 1;
					}
					else
					{
						color = MColor(1,1,1,1);
					}
					if (vertices[vtxIdx].next == -2)	// first time we encounter a vertex in this position
					{
						// save vertex position
						points[vtxIdx].cartesianize();
						vertices[vtxIdx].pointIdx = vtxIdx;
						// save vertex normal
						vertices[vtxIdx].normalIdx = nrmIdx;
						// save vertex colour
						vertices[vtxIdx].r = color.r;
						vertices[vtxIdx].g = color.g;
						vertices[vtxIdx].b = color.b;
						vertices[vtxIdx].a = color.a;
						// save vertex texture coordinates
						vertices[vtxIdx].u.resize(uvsets.length());
						vertices[vtxIdx].v.resize(uvsets.length());
						// save vbas
						vertices[vtxIdx].vba.resize(weights[vtxIdx].length());
						for (int j=0; j<weights[vtxIdx].length(); j++)
						{
							vertices[vtxIdx].vba[j] = (weights[vtxIdx])[j];
						}
						// save joint ids
						vertices[vtxIdx].jointIds.resize(jointIds[vtxIdx].length());
						for (int j=0; j<jointIds[vtxIdx].length(); j++)
						{
							vertices[vtxIdx].jointIds[j] = (jointIds[vtxIdx])[j];
						}
						// save uv sets data
						for (int j=0; j<uvsets.length(); j++)
						{
							float2 uv;
							stat = faceIter.getUV(triVertexIdx[i],uv,&uvsets[j]);
							if (MS::kSuccess != stat)
							{
								uv[0] = 0;
								uv[1] = 0;
							}
							vertices[vtxIdx].u[j] = uv[0];
							vertices[vtxIdx].v[j] = (-1)*(uv[1]-1);
						}
						// save vertex index in face info
						newFace.v[i] = vtxIdx;
						// update value of index to next vertex info (-1 means nothing next)
						vertices[vtxIdx].next = -1;
					}
					else	// already found at least 1 vertex in this position
					{
						// check if a vertex with same attributes has been saved already
						for (int k=vtxIdx; k!=-1 && different; k=vertices[k].next)
						{
							different = false;

							MFloatVector n1 = normals[vertices[k].normalIdx];
							MFloatVector n2 = normals[nrmIdx];
							if (n1.x!=n2.x || n1.y!=n2.y || n1.z!=n2.z)
							{
								different = true;
							}


							if (vertices[k].r!=color.r || vertices[k].g!=color.g || vertices[k].b!= color.b || vertices[k].a!=color.a)
							{
								different = true;
							}

							for (int j=0; j<uvsets.length(); j++)
							{
								float2 uv;
								stat = faceIter.getUV(triVertexIdx[i],uv,&uvsets[j]);
								if (MS::kSuccess != stat)
								{
									uv[0] = 0;
									uv[1] = 0;
								}
								uv[1] = (-1)*(uv[1]-1);
								if (vertices[k].u[j]!=uv[0] || vertices[k].v[j]!=uv[1])
								{
									different = true;
								}
							}

							idx = k;
						}
						// if no identical vertex has been saved, then save the vertex info
						if (different)
						{
							vertexInfo vtx;
							// save vertex position
							vtx.pointIdx = vtxIdx;
							// save vertex normal
							vtx.normalIdx = nrmIdx;
							// save vertex colour
							vtx.r = color.r;
							vtx.g = color.g;
							vtx.b = color.b;
							vtx.a = color.a;
							// save vertex vba
							vtx.vba.resize(weights[vtxIdx].length());
							for (int j=0; j<weights[vtxIdx].length(); j++)
							{
								vtx.vba[j] = (weights[vtxIdx])[j];
							}
							// save joint ids
							vtx.jointIds.resize(jointIds[vtxIdx].length());
							for (int j=0; j<jointIds[vtxIdx].length(); j++)
							{
								vtx.jointIds[j] = (jointIds[vtxIdx])[j];
							}
							// save vertex texture coordinates
							vtx.u.resize(uvsets.length());
							vtx.v.resize(uvsets.length());
							for (int j=0; j<uvsets.length(); j++)
							{
								float2 uv;
								stat = faceIter.getUV(triVertexIdx[i],uv,&uvsets[j]);
								if (MS::kSuccess != stat)
								{
									uv[0] = 0;
									uv[1] = 0;
								}
								vtx.u[j] = uv[0];
								vtx.v[j] = (-1)*(uv[1]-1);
							}
							vtx.next = -1;
							vertices.push_back(vtx);
							// save vertex index in face info
							newFace.v[i] = vertices.size()-1;
							vertices[idx].next = vertices.size()-1;
						}
						else
						{
							newFace.v[i] = idx;
						}
					}
				} // end iteration of triangle vertices
				// add face info to the array corresponding to the submesh it belongs
				// skip faces with no shaders assigned
				if (shaderPolygonMapping[faceIter.index()] >= 0)
					polygonSets[shaderPolygonMapping[faceIter.index()]].push_back(newFace);
			} // end iteration of triangles
		}
	}
	std::cout << "done reading mesh triangles\n";

	// create a submesh for every different shader linked to the mesh
	unsigned shaderLength = shaders.length();
	for (int i=0; i<shaderLength; i++)
	{
		// check if the submesh has at least 1 triangle
		if (polygonSets[i].size() > 0)
		{
			//create new submesh
			SubMesh* pSubmesh = new SubMesh();
const char *nm = mesh.name().asChar();
const char *nm1 = mesh.partialPathName().asChar();
const char *nm2 = mesh.parentNamespace().asChar();
const char *nm3 = mesh.fullPathName().asChar();
const char *nm4 = meshDag.fullPathName().asChar();

			pSubmesh->m_name = meshDag.partialPathName();
			if(pDagPath)
				pSubmesh->m_name = pDagPath->partialPathName();
			const char *szName = pSubmesh->m_name.asChar();

			if(shaderLength > 1)
			{
				char a[256];
				sprintf(a,"%d",i);
				pSubmesh->m_name += a;
			}
			OutputDebugString(pSubmesh->m_name.asChar());
			OutputDebugString("\n");

			//OutputDebugString(szName);
			//OutputDebugString("\n");

			//load linked shader
			stat = pSubmesh->loadMaterial(shaders[i],uvsets);
			if (stat != MS::kSuccess)
			{
				MFnDependencyNode shadingGroup(shaders[i]);
				std::cout << "Error loading submesh linked to shader " << shadingGroup.name().asChar() << "\n";
				return MS::kFailure;
			}

			//load vertex and face data
			stat = pSubmesh->load(polygonSets[i],vertices,points,normals,opposite);

			//add submesh to current mesh
			m_submeshes.push_back(pSubmesh);
		}
	}

	return MS::kSuccess;
}
MStatus	Molecule3Cmd::redoIt()
{
	MStatus stat;
	MDagPath dagPath;
	MFnMesh meshFn;
		
	// Create a ball
	int nBallPolys;
	MPointArray ballVerts;
	MIntArray ballPolyCounts;
	MIntArray ballPolyConnects;
	MFloatArray ballUCoords;
	MFloatArray ballVCoords;
	MIntArray ballFvUVIDs;
	genBall( MPoint::origin, ballRodRatio * radius.value(), segs, nBallPolys, 
			 ballVerts, ballPolyCounts, ballPolyConnects,
			 true, ballUCoords, ballVCoords, ballFvUVIDs );
		
	unsigned int i, j, vertOffset;
	MPointArray meshVerts;
	MPoint p0, p1;
	MObject objTransform;
	
	// Setup for rods
	int nRodPolys;
	MPointArray rodVerts;
	MIntArray rodPolyCounts;
	MIntArray rodPolyConnects;
	MFloatArray rodUCoords;
	MFloatArray rodVCoords;
	MIntArray rodFvUVIDs;
	
	// Setup for newMesh
	int nNewPolys;
	MPointArray newVerts;
	MIntArray newPolyCounts;
	MIntArray newPolyConnects;
	MFloatArray newUCoords;
	MFloatArray newVCoords;
	MIntArray newFvUVIDs;
	
	int uvOffset; 
	MDagModifier dagMod;
	MFnDagNode dagFn;
	
	objTransforms.clear();
	
	// Iterate over the meshes
	unsigned int mi;
	for( mi=0; mi < selMeshes.length(); mi++ )
	{								
		dagPath = selMeshes[mi];
		meshFn.setObject( dagPath );
		
		uvOffset = 0;
		nNewPolys = 0;
		newVerts.clear();
		newPolyCounts.clear();
		newPolyConnects.clear();
		newUCoords.clear();
		newVCoords.clear();
		newFvUVIDs.clear();
		
		// Generate balls
		meshFn.getPoints( meshVerts, MSpace::kWorld );
		for( i=0; i < meshVerts.length(); i++ )
		{
			vertOffset = newVerts.length();
			
			// Add the ball to the new mesh
			nNewPolys += nBallPolys;
			
			// Move the ball vertices to the mesh vertex. Add it to the newMesh
			for( j=0; j < ballVerts.length(); j++ )
				newVerts.append( meshVerts[i] + ballVerts[j] );
				
			for( j=0; j < ballPolyCounts.length(); j++ )
				newPolyCounts.append( ballPolyCounts[j] );
				
			for( j=0; j < ballPolyConnects.length(); j++ )
				newPolyConnects.append( vertOffset + ballPolyConnects[j] );
		
			// Only add the uv coordinates once, since they are shared
			// by all balls
			if( i == 0 )
			{
				for( j=0; j < ballUCoords.length(); j++ )
				{
					newUCoords.append( ballUCoords[j] );
					newVCoords.append( ballVCoords[j] );
				}				
			}
			
			for( j=0; j < ballFvUVIDs.length(); j++ )
			{
				newFvUVIDs.append( uvOffset + ballFvUVIDs[j] );
			}
		}
		
		uvOffset = newUCoords.length();
		
		// Generate rods
		int nRods = 0;
		MItMeshEdge edgeIter( dagPath );
		for( ; !edgeIter.isDone(); edgeIter.next(), nRods++  )
		{	
			p0 = edgeIter.point( 0, MSpace::kWorld );		
			p1 = edgeIter.point( 1, MSpace::kWorld );
			
			// N.B. Generate the uv coordinates only once since they
			// are referenced by all rods
			genRod( p0, p1, 
					radius.value(), segs, nRodPolys, 
					rodVerts, rodPolyCounts, rodPolyConnects,
					nRods == 0,	rodUCoords, rodVCoords,
					rodFvUVIDs ); 

			vertOffset = newVerts.length();
			
			// Add the rod to the mesh
			nNewPolys += nRodPolys;
			
			for( i=0; i < rodVerts.length(); i++ )
				newVerts.append( rodVerts[i] );
				
			for( i=0; i < rodPolyCounts.length(); i++ )
				newPolyCounts.append( rodPolyCounts[i] );
				
			for( i=0; i < rodPolyConnects.length(); i++ )
				newPolyConnects.append( vertOffset + rodPolyConnects[i] );

			// First rod
			if( nRods == 0 )
			{
				// Add rod's uv coordinates to the list
				for( i=0; i < rodUCoords.length(); i++ )
				{
					newUCoords.append( rodUCoords[i] );
					newVCoords.append( rodVCoords[i] );
				}
			}
			
			// Set the face-vertex-uvIDs
			for( i=0; i < rodFvUVIDs.length(); i++ )
			{
				newFvUVIDs.append( uvOffset + rodFvUVIDs[i] );
			}
		}
		
		objTransform = meshFn.create( newVerts.length(), nNewPolys, newVerts, 
									  newPolyCounts, newPolyConnects,
									  newUCoords, newVCoords, 
									  MObject::kNullObj, &stat ); 
		if( !stat )
		{
			MGlobal::displayError( MString( "Unable to create mesh: " ) + stat.errorString() );
			return stat;
		}	
		
		objTransforms.append( objTransform );
				
		meshFn.assignUVs( newPolyCounts, newFvUVIDs );
				
		meshFn.updateSurface();
		
		// Rename transform node
		dagFn.setObject( objTransform );
		dagFn.setName( "molecule" );
				
		// Put mesh into the initial shading group
		dagMod.commandToExecute( MString( "sets -e -fe initialShadingGroup " ) + meshFn.name() );
	}

	// Select all the newly created molecule meshes
	MString cmd( "select -r" );
	for( i=0; i < objTransforms.length(); i++ )
	{
		dagFn.setObject( objTransforms[i] );
		cmd += " " + dagFn.name();	
	}

	dagMod.commandToExecute( cmd );
	
	return dagMod.doIt();
}
Пример #15
0
MStatus sgBulgeDeformer::deform(MDataBlock& dataBlock, MItGeometry& iter, const MMatrix& mtx, unsigned int index)
{
	MStatus status;

	float bulgeWeight = dataBlock.inputValue(aBulgeWeight).asFloat();
	double bulgeRadius = dataBlock.inputValue(aBulgeRadius).asDouble();

	MArrayDataHandle hArrInputs = dataBlock.inputArrayValue(aBulgeInputs);

	MPointArray allPositions;
	iter.allPositions(allPositions);

	if (mem_resetElements)
	{
		unsigned int elementCount = hArrInputs.elementCount();
		mem_meshInfosInner.resize(mem_maxLogicalIndex);
		mem_meshInfosOuter.resize(mem_maxLogicalIndex);

		for (unsigned int i = 0; i < elementCount; i++, hArrInputs.next())
		{
			MDataHandle hInput = hArrInputs.inputValue();
			MDataHandle hMatrix = hInput.child(aMatrix);
			MDataHandle hMesh   = hInput.child(aMesh);

			MMatrix mtxMesh = hMatrix.asMatrix();
			MObject oMesh   = hMesh.asMesh();

			MFnMeshData meshDataInner, meshDataOuter;
			MObject oMeshInner = meshDataInner.create();
			MObject oMeshOuter = meshDataOuter.create();
			MFnMesh fnMesh;
			fnMesh.copy(oMesh, oMeshInner);
			fnMesh.copy(oMesh, oMeshOuter);

			sgMeshInfo* newMeshInfoInner = new sgMeshInfo(oMeshInner, hMatrix.asMatrix());
			sgMeshInfo* newMeshInfoOuter = new sgMeshInfo(oMeshOuter, hMatrix.asMatrix());

			mem_meshInfosInner[hArrInputs.elementIndex()] = newMeshInfoInner;
			mem_meshInfosOuter[hArrInputs.elementIndex()] = newMeshInfoOuter;
		}
	}
	
	for (unsigned int i = 0; i < elementCount; i++)
	{
		mem_meshInfosInner[i]->setBulge(bulgeWeight, MSpace::kWorld );
	}
	
	MFloatArray weightList;
	weightList.setLength(allPositions.length());
	for (unsigned int i = 0; i < weightList.length(); i++)
		weightList[i] = 0.0f;
	MMatrixArray inputMeshMatrixInverses;
	inputMeshMatrixInverses.setLength(elementCount);
	for (unsigned int i = 0; i < elementCount; i++)
	{
		inputMeshMatrixInverses[i] = mem_meshInfosInner[i]->matrix();
	}

	for (unsigned int i = 0; i < allPositions.length(); i++)
	{
		float resultWeight = 0;
		for (unsigned int infoIndex = 0; infoIndex < elementCount; infoIndex++)
		{
			MPoint localPoint = allPositions[i] * mtx* inputMeshMatrixInverses[infoIndex];
			MPoint innerPoint = mem_meshInfosInner[infoIndex]->getClosestPoint(localPoint);
			MPoint outerPoint = mem_meshInfosOuter[infoIndex]->getClosestPoint(localPoint);
			MVector innerVector = innerPoint - localPoint;
			MVector outerVector = outerPoint - localPoint;

			if (innerVector * outerVector < 0)
			{
				double innerLength = innerVector.length();
				double outerLength = outerVector.length();
				double allLength = innerLength + outerLength;

				float numerator = float( innerLength * outerLength );
				float denominator = float( pow(allLength / 2.0, 2) );

				resultWeight = numerator / denominator;
			}
		}
		weightList[i] = resultWeight;
	}

	for (unsigned int i = 0; i < allPositions.length(); i++)
	{
		allPositions[i] += weightList[i] * MVector(0, 1, 0);
	}
	
	iter.setAllPositions(allPositions);

	return MS::kSuccess;
}
// h�mta all n�dv�ndig data och l�gger det i ett MeshData-objekt, som senare anv�nds vid exportering.
bool Exporter::ExtractMeshData(MFnMesh &mesh, UINT index)
{
	MeshData mesh_data;

	MFloatPointArray points;

	MFloatVectorArray normals;

	MSpace::Space world_space = MSpace::kTransform;

	// DAG-path
	mesh_data.mesh_path = mesh.dagPath();

	// namn och id
	mesh_data.name = mesh.name();
	mesh_data.id = index;

	std::string name = mesh.partialPathName().asChar();
	if (!strcmp(name.substr(0, 5).c_str(), "Blend")){
		return true;
	}

	// triangulera meshen innan man h�mtar punkterna
	MString command = "polyTriangulate -ch 1 " + mesh_data.name;
	if (!MGlobal::executeCommand(command))
	{
		return false;
	}

	// h�mta icke-indexerade vertexpunkter
	if (!mesh.getPoints(points, world_space))
	{
		return false;
	}

	for (int i = 0; i < points.length(); i++){
		point temppoints = { points[i].x, points[i].y, points[i].z };
		vec3 temppurepoints = { points[i].x, points[i].y, points[i].z };
		mesh_data.points.push_back(temppoints);
		mesh_data.purepoints.push_back(temppurepoints);
	}

	// h�mta icke-indexerade normaler
	if (!mesh.getNormals(normals, world_space))
	{
		return false;
	}

	for (int i = 0; i < normals.length(); i++){
		vec3 tempnormals = { normals[i].x, normals[i].y, normals[i].z };
		mesh_data.normals.push_back(tempnormals);
	}

	//variabler f�r att mellanlagra uvdata och tangenter/bitangenter
	MStringArray uvSets;
	mesh.getUVSetNames(uvSets);

	uvSet tempUVSet;
	MFloatArray Us;
	MFloatArray Vs;
	vec2 UVs;

	// iterera �ver uvsets och ta ut koordinater, tangenter och bitangenter
	for (int i = 0; i < uvSets.length(); i++)
	{
		MString currentSet = uvSets[i];
		mesh.getUVs(Us, Vs, &currentSet);
		for (int a = 0; a < Us.length(); a++){
			UVs.u = Us[a];
			UVs.v = Vs[a];
			//1-Vs in order to get correct UV angles
			tempUVSet.UVs.push_back(UVs);
		}
		mesh.getTangents(tempUVSet.tangents, world_space, &currentSet);
		mesh.getBinormals(tempUVSet.binormals, world_space, &currentSet);
		mesh_data.uvSets.push_back(tempUVSet);
	}

	//itererar �ver trianglar och returnerar ID:n f�r associerade vertiser, normaler och uvset
	MItMeshPolygon itFaces(mesh.dagPath());
	while (!itFaces.isDone()) {
		face tempface;

		//		printf("%d", itFaces.vertexIndex(0));
		//		printf(" %d", itFaces.vertexIndex(1));
		//		printf(" %d\n", itFaces.vertexIndex(2));

		int vc = itFaces.polygonVertexCount();
		for (int i = 0; i < vc; ++i) {
			tempface.verts[i].pointID = itFaces.vertexIndex(i);
			tempface.verts[i].normalID = itFaces.normalIndex(i);

			for (int k = 0; k < uvSets.length(); ++k) {
				int temptexCoordsID;
				itFaces.getUVIndex(i, temptexCoordsID, &uvSets[k]);

				tempface.verts[i].texCoordsID.push_back(temptexCoordsID);
			}
		}

		mesh_data.faces.push_back(tempface);
		itFaces.next();
	}

	// l�gg till mesh_data i scen-datan
	scene_.meshes.push_back(mesh_data);

	return true;
}
Пример #17
0
MStatus TransferUV::redoIt()
{
    MStatus status;

    MFnMesh sourceFnMesh(sourceDagPath);
    MFnMesh targetFnMesh(targetDagPath);
    
    // Get current UV sets and keep them to switch back to them at the last
    MString currentSourceUVSet = sourceFnMesh.currentUVSetName();
    MString currentTargetUVSet = targetFnMesh.currentUVSetName();

    // Switch to uv sets specified in flags before starting transfer process
    // This is required because MFnMesh does not work properly with
    // "Non-current" UV sets
    sourceFnMesh.setCurrentUVSetName(sourceUvSet);
    targetFnMesh.setCurrentUVSetName(targetUvSet);
    
    MString* sourceUvSetPtr = &sourceUvSet;
    MString* targetUvSetPtr = &targetUvSet;

    MFloatArray sourceUarray;
    MFloatArray sourceVarray;
    MIntArray sourceUvCounts;
    MIntArray sourceUvIds;

    // Get mesh information for each
    status = sourceFnMesh.getUVs(sourceUarray, sourceVarray, sourceUvSetPtr);
    if (status != MS::kSuccess) {
        MGlobal::displayError("Failed to get source UVs");
        CHECK_MSTATUS_AND_RETURN_IT(status);
    }
    status = targetFnMesh.getUVs(originalUarray, originalVarray, targetUvSetPtr);
    if (status != MS::kSuccess) {
        MGlobal::displayError("Failed to get original UVs");
        CHECK_MSTATUS_AND_RETURN_IT(status);
    }
    status = sourceFnMesh.getAssignedUVs(sourceUvCounts, sourceUvIds, sourceUvSetPtr);
    if (status != MS::kSuccess) {
        MGlobal::displayError("Failed to get source assigned UVs");
        CHECK_MSTATUS_AND_RETURN_IT(status);
    }
    status = targetFnMesh.getAssignedUVs(originalUvCounts, originalUvIds, targetUvSetPtr);
    if (status != MS::kSuccess) {
        MGlobal::displayError("Failed to get original assigned UVs");
        CHECK_MSTATUS_AND_RETURN_IT(status);
    }

    // Resize source uv array so it becomes same size as number of targets uv
    unsigned int targetNumUVs = targetFnMesh.numUVs();
    if (targetNumUVs > sourceUarray.length()) {
        sourceUarray.setLength(targetNumUVs);
        sourceVarray.setLength(targetNumUVs);
    }

    status = targetFnMesh.setUVs(sourceUarray, sourceVarray, targetUvSetPtr);
    if (MS::kSuccess != status) {
        MGlobal::displayError("Failed to set source UVs");
        return status;
    }

    status = targetFnMesh.assignUVs(sourceUvCounts, sourceUvIds, targetUvSetPtr);
    if (MS::kSuccess != status) {
        MGlobal::displayError("Failed to assign source UVs");
        return status;
    }

    // Switch back to originals
    sourceFnMesh.setCurrentUVSetName(currentSourceUVSet);
    targetFnMesh.setCurrentUVSetName(currentTargetUVSet);
    
    return MS::kSuccess;
}
Пример #18
0
void NifMeshExporterSkyrim::ExportMesh( MObject dagNode ) {
	//out << "NifTranslator::ExportMesh {";
	ComplexShape cs;
	MStatus stat;
	MObject mesh;

	//Find Mesh child of given transform object
	MFnDagNode nodeFn(dagNode);

	cs.SetName(this->translatorUtils->MakeNifName(nodeFn.name()));


	for (int i = 0; i != nodeFn.childCount(); ++i) {
		// get a handle to the child
		if (nodeFn.child(i).hasFn(MFn::kMesh)) {
			MFnMesh tempFn(nodeFn.child(i));
			//No history items
			if (!tempFn.isIntermediateObject()) {
				//out << "Found a mesh child." << endl;
				mesh = nodeFn.child(i);
				break;
			}
		}
	}

	MFnMesh visibleMeshFn(mesh, &stat);
	if (stat != MS::kSuccess) {
		//out << stat.errorString().asChar() << endl;
		throw runtime_error("Failed to create visibleMeshFn.");
	}

	//out << visibleMeshFn.name().asChar() << ") {" << endl;
	MFnMesh meshFn;
	MObject dataObj;
	MPlugArray inMeshPlugArray;
	MPlug childPlug;
	MPlug geomPlug;
	MPlug inputPlug;

	// this will hold the returned vertex positions
	MPointArray vts;

	//For now always use the visible mesh
	meshFn.setObject(mesh);

	//out << "Use the function set to get the points" << endl;
	// use the function set to get the points
	stat = meshFn.getPoints(vts);
	if (stat != MS::kSuccess) {
		//out << stat.errorString().asChar() << endl;
		throw runtime_error("Failed to get points.");
	}

	//Maya won't store any information about objects with no vertices.  Just skip it.
	if (vts.length() == 0) {
		MGlobal::displayWarning("An object in this scene has no vertices.  Nothing will be exported.");
		return;
	}

	vector<WeightedVertex> nif_vts(vts.length());
	for (int i = 0; i != vts.length(); ++i) {
		nif_vts[i].position.x = float(vts[i].x);
		nif_vts[i].position.y = float(vts[i].y);
		nif_vts[i].position.z = float(vts[i].z);
	}

	//Set vertex info later since it includes skin weights
	//cs.SetVertices( nif_vts );

	//out << "Use the function set to get the colors" << endl;
	MColorArray myColors;
	meshFn.getFaceVertexColors(myColors);

	//out << "Prepare NIF color vector" << endl;
	vector<Color4> niColors(myColors.length());
	for (unsigned int i = 0; i < myColors.length(); ++i) {
		niColors[i] = Color4(myColors[i].r, myColors[i].g, myColors[i].b, myColors[i].a);
	}
	cs.SetColors(niColors);


	// this will hold the returned vertex positions
	MFloatVectorArray nmls;

	//out << "Use the function set to get the normals" << endl;
	// use the function set to get the normals
	stat = meshFn.getNormals(nmls, MSpace::kTransform);
	if (stat != MS::kSuccess) {
		//out << stat.errorString().asChar() << endl;
		throw runtime_error("Failed to get normals");
	}

	//out << "Prepare NIF normal vector" << endl;
	vector<Vector3> nif_nmls(nmls.length());
	for (int i = 0; i != nmls.length(); ++i) {
		nif_nmls[i].x = float(nmls[i].x);
		nif_nmls[i].y = float(nmls[i].y);
		nif_nmls[i].z = float(nmls[i].z);
	}
	cs.SetNormals(nif_nmls);

	//out << "Use the function set to get the UV set names" << endl;
	MStringArray uvSetNames;
	MString baseUVSet;
	MFloatArray myUCoords;
	MFloatArray myVCoords;
	bool has_uvs = false;

	// get the names of the uv sets on the mesh
	meshFn.getUVSetNames(uvSetNames);

	vector<TexCoordSet> nif_uvs;

	//Record assotiation between name and uv set index for later
	map<string, int> uvSetNums;

	int set_num = 0;
	for (unsigned int i = 0; i < uvSetNames.length(); ++i) {
		if (meshFn.numUVs(uvSetNames[i]) > 0) {
			TexType tt;
			string set_name = uvSetNames[i].asChar();
			if (set_name == "base" || set_name == "map1") {
				tt = BASE_MAP;
			}
			else if (set_name == "dark") {
				tt = DARK_MAP;
			}
			else if (set_name == "detail") {
				tt = DETAIL_MAP;
			}
			else if (set_name == "gloss") {
				tt = GLOSS_MAP;
			}
			else if (set_name == "glow") {
				tt = GLOW_MAP;
			}
			else if (set_name == "bump") {
				tt = BUMP_MAP;
			}
			else if (set_name == "decal0") {
				tt = DECAL_0_MAP;
			}
			else if (set_name == "decal1") {
				tt = DECAL_1_MAP;
			}
			else {
				tt = BASE_MAP;
			}

			//Record the assotiation
			uvSetNums[set_name] = set_num;

			//Get the UVs
			meshFn.getUVs(myUCoords, myVCoords, &uvSetNames[i]);

			//Make sure this set actually has some UVs in it.  Maya sometimes returns empty UV sets.
			if (myUCoords.length() == 0) {
				continue;
			}

			//Store the data
			TexCoordSet tcs;
			tcs.texType = tt;
			tcs.texCoords.resize(myUCoords.length());
			for (unsigned int j = 0; j < myUCoords.length(); ++j) {
				tcs.texCoords[j].u = myUCoords[j];
				//Flip the V coords
				tcs.texCoords[j].v = 1.0f - myVCoords[j];
			}
			nif_uvs.push_back(tcs);

			baseUVSet = uvSetNames[i];
			has_uvs = true;

			set_num++;
		}
	}

	cs.SetTexCoordSets(nif_uvs);

	// this will hold references to the shaders used on the meshes
	MObjectArray Shaders;

	// this is used to hold indices to the materials returned in the object array
	MIntArray    FaceIndices;

	//out << "Get the connected shaders" << endl;
	// get the shaders used by the i'th mesh instance
	// Assume this is not instanced for now
	// TODO support instancing properly
	stat = visibleMeshFn.getConnectedShaders(0, Shaders, FaceIndices);

	if (stat != MS::kSuccess) {
		//out << stat.errorString().asChar() << endl;
		throw runtime_error("Failed to get connected shader list.");

	}

	vector<ComplexFace> nif_faces;


	//Add shaders to propGroup array
	vector< vector<NiPropertyRef> > propGroups;
	for (unsigned int shader_num = 0; shader_num < Shaders.length(); ++shader_num) {

		//Maya sometimes lists shaders that are not actually attached to any face.  Disregard them.
		bool shader_is_used = false;
		for (size_t f = 0; f < FaceIndices.length(); ++f) {
			if (FaceIndices[f] == shader_num) {
				shader_is_used = true;
				break;
			}
		}

		if (shader_is_used == false) {
			//Shader isn't actually used, so continue to the next one.
			continue;
		}

		//out << "Found attached shader:  ";
		//Attach all properties previously associated with this shader to
		//this NiTriShape
		MFnDependencyNode fnDep(Shaders[shader_num]);

		//Find the shader that this shading group connects to
		MPlug p = fnDep.findPlug("surfaceShader");
		MPlugArray plugs;
		p.connectedTo(plugs, true, false);
		for (unsigned int i = 0; i < plugs.length(); ++i) {
			if (plugs[i].node().hasFn(MFn::kLambert)) {
				fnDep.setObject(plugs[i].node());
				break;
			}
		}

		//out << fnDep.name().asChar() << endl;
		vector<NiPropertyRef> niProps = this->translatorData->shaders[fnDep.name().asChar()];

		propGroups.push_back(niProps);
	}
	cs.SetPropGroups(propGroups);

	//out << "Export vertex and normal data" << endl;
	// attach an iterator to the mesh
	MItMeshPolygon itPoly(mesh, &stat);
	if (stat != MS::kSuccess) {
		throw runtime_error("Failed to create polygon iterator.");
	}

	// Create a list of faces with vertex IDs, and duplicate normals so they have the same ID
	for (; !itPoly.isDone(); itPoly.next()) {
		int poly_vert_count = itPoly.polygonVertexCount(&stat);

		if (stat != MS::kSuccess) {
			throw runtime_error("Failed to get vertex count.");
		}

		//Ignore polygons with less than 3 vertices
		if (poly_vert_count < 3) {
			continue;
		}

		ComplexFace cf;

		//Assume all faces use material 0 for now
		cf.propGroupIndex = 0;

		for (int i = 0; i < poly_vert_count; ++i) {
			ComplexPoint cp;

			cp.vertexIndex = itPoly.vertexIndex(i);
			cp.normalIndex = itPoly.normalIndex(i);
			if (niColors.size() > 0) {
				int color_index;
				stat = meshFn.getFaceVertexColorIndex(itPoly.index(), i, color_index);
				if (stat != MS::kSuccess) {
					//out << stat.errorString().asChar() << endl;
					throw runtime_error("Failed to get vertex color.");
				}
				cp.colorIndex = color_index;
			}

			//Get the UV set names used by this particular vertex
			MStringArray vertUvSetNames;
			itPoly.getUVSetNames(vertUvSetNames);
			for (unsigned int j = 0; j < vertUvSetNames.length(); ++j) {
				TexCoordIndex tci;
				tci.texCoordSetIndex = uvSetNums[vertUvSetNames[j].asChar()];
				int uv_index;
				itPoly.getUVIndex(i, uv_index, &vertUvSetNames[j]);
				tci.texCoordIndex = uv_index;
				cp.texCoordIndices.push_back(tci);
			}
			cf.points.push_back(cp);
		}
		nif_faces.push_back(cf);
	}

	//Set shader/face association
	if (nif_faces.size() != FaceIndices.length()) {
		throw runtime_error("Num faces found do not match num faces reported.");
	}
	for (unsigned int face_index = 0; face_index < nif_faces.size(); ++face_index) {
		nif_faces[face_index].propGroupIndex = FaceIndices[face_index];
	}

	cs.SetFaces(nif_faces);

	//--Skin Processing--//

	//Look up any skin clusters
	if (this->translatorData->meshClusters.find(visibleMeshFn.fullPathName().asChar()) != this->translatorData->meshClusters.end()) {
		const vector<MObject> & clusters = this->translatorData->meshClusters[visibleMeshFn.fullPathName().asChar()];
		if (clusters.size() > 1) {
			throw runtime_error("Objects with multiple skin clusters affecting them are not currently supported.  Try deleting the history and re-binding them.");
		}

		vector<MObject>::const_iterator cluster = clusters.begin();
		if (cluster->isNull() != true) {
			MFnSkinCluster clusterFn(*cluster);


			//out << "Processing skin..." << endl;
			//Get path to visible mesh
			MDagPath meshPath;
			visibleMeshFn.getPath(meshPath);

			//out << "Getting a list of all verticies in this mesh" << endl;
			//Get a list of all vertices in this mesh
			MFnSingleIndexedComponent compFn;
			MObject vertices = compFn.create(MFn::kMeshVertComponent);
			MItGeometry gIt(meshPath);
			MIntArray vertex_indices(gIt.count());
			for (int vert_index = 0; vert_index < gIt.count(); ++vert_index) {
				vertex_indices[vert_index] = vert_index;
			}
			compFn.addElements(vertex_indices);

			//out << "Getting Influences" << endl;
			//Get influences
			MDagPathArray myBones;
			clusterFn.influenceObjects(myBones, &stat);

			//out << "Creating a list of NiNodeRefs of influences." << endl;
			//Create list of NiNodeRefs of influences
			vector<NiNodeRef> niBones(myBones.length());
			for (unsigned int bone_index = 0; bone_index < niBones.size(); ++bone_index) {
				const char* boneName = myBones[bone_index].fullPathName().asChar();
				if (this->translatorData->nodes.find(myBones[bone_index].fullPathName().asChar()) == this->translatorData->nodes.end()) {
					//There is a problem; one of the joints was not exported.  Abort.
					throw runtime_error("One of the joints necessary to export a bound skin was not exported.");
				}
				niBones[bone_index] = this->translatorData->nodes[myBones[bone_index].fullPathName().asChar()];
			}

			//out << "Getting weights from Maya" << endl;
			//Get weights from Maya
			MDoubleArray myWeights;
			unsigned int bone_count = myBones.length();
			stat = clusterFn.getWeights(meshPath, vertices, myWeights, bone_count);
			if (stat != MS::kSuccess) {
				//out << stat.errorString().asChar() << endl;
				throw runtime_error("Failed to get vertex weights.");
			}

			//out << "Setting skin influence list in ComplexShape" << endl;
			//Set skin information in ComplexShape
			cs.SetSkinInfluences(niBones);

			//out << "Adding weights to ComplexShape vertices" << endl;
			//out << "Number of weights:  " << myWeights.length() << endl;
			//out << "Number of bones:  " << myBones.length() << endl;
			//out << "Number of Maya vertices:  " << gIt.count() << endl;
			//out << "Number of NIF vertices:  " << int(nif_vts.size()) << endl;
			unsigned int weight_index = 0;
			SkinInfluence sk;
			for (unsigned int vert_index = 0; vert_index < nif_vts.size(); ++vert_index) {
				for (unsigned int bone_index = 0; bone_index < myBones.length(); ++bone_index) {
					//out << "vert_index:  " << vert_index << "  bone_index:  " << bone_index << "  weight_index:  " << weight_index << endl;	
					// Only bother with weights that are significant
					if (myWeights[weight_index] > 0.0f) {
						sk.influenceIndex = bone_index;
						sk.weight = float(myWeights[weight_index]);

						nif_vts[vert_index].weights.push_back(sk);
					}
					++weight_index;
				}
			}
		}

		MPlugArray connected_dismember_plugs;
		MObjectArray dismember_nodes;
		meshFn.findPlug("message").connectedTo(connected_dismember_plugs, false, true);

		bool has_valid_dismemember_partitions = true;
		int faces_count = cs.GetFaces().size();
		int current_face_index;
		vector<BodyPartList> body_parts_list;
		vector<uint> dismember_faces(faces_count, 0);

		for (int x = 0; x < connected_dismember_plugs.length(); x++) {
			MFnDependencyNode dependency_node(connected_dismember_plugs[x].node());
			if (dependency_node.typeName() == "nifDismemberPartition") {
				dismember_nodes.append(dependency_node.object());
			}
		}

		if (dismember_nodes.length() == 0) {
			has_valid_dismemember_partitions = false;
		}
		else {
			int blind_data_id;
			int blind_data_value;
			MStatus status;
			MPlug target_faces_plug;
			MItMeshPolygon it_polygons(meshFn.object());
			MString mel_command;
			MStringArray current_body_parts_flags;
			MFnDependencyNode current_dismember_node;
			MFnDependencyNode current_blind_data_node;

			//Naive sort here, there is no reason and is extremely undesirable and not recommended to have more
			//than 10-20 dismember partitions out of many reasons, so it's okay here
			//as it makes the code easier to understand
			vector<int> dismember_nodes_id(dismember_nodes.length(), -1);
			for (int x = 0; x < dismember_nodes.length(); x++) {
				current_dismember_node.setObject(dismember_nodes[x]);
				connected_dismember_plugs.clear();
				current_dismember_node.findPlug("targetFaces").connectedTo(connected_dismember_plugs, true, false);
				if (connected_dismember_plugs.length() == 0) {
					has_valid_dismemember_partitions = false;
					break;
				}
				current_blind_data_node.setObject(connected_dismember_plugs[0].node());
				dismember_nodes_id[x] = current_blind_data_node.findPlug("typeId").asInt();
			}
			for (int x = 0; x < dismember_nodes.length() - 1; x++) {
				for (int y = x + 1; y < dismember_nodes.length(); y++) {
					if (dismember_nodes_id[x] > dismember_nodes_id[y]) {
						MObject aux = dismember_nodes[x];
						blind_data_id = dismember_nodes_id[x];
						dismember_nodes[x] = dismember_nodes[y];
						dismember_nodes_id[x] = dismember_nodes_id[y];
						dismember_nodes[y] = aux;
						dismember_nodes_id[y] = blind_data_id;
					}
				}
			}

			for (int x = 0; x < dismember_nodes.length(); x++) {
				current_dismember_node.setObject(dismember_nodes[x]);
				target_faces_plug = current_dismember_node.findPlug("targetFaces");
				connected_dismember_plugs.clear();
				target_faces_plug.connectedTo(connected_dismember_plugs, true, false);
				if (connected_dismember_plugs.length() > 0) {
					current_blind_data_node.setObject(connected_dismember_plugs[0].node());
					current_face_index = 0;
					blind_data_id = current_blind_data_node.findPlug("typeId").asInt();
					for (it_polygons.reset(); !it_polygons.isDone(); it_polygons.next()) {
						if (it_polygons.polygonVertexCount() >= 3) {
							status = meshFn.getIntBlindData(it_polygons.index(), MFn::Type::kMeshPolygonComponent, blind_data_id, "dismemberValue", blind_data_value);
							if (status == MStatus::kSuccess && blind_data_value == 1 &&
								meshFn.hasBlindDataComponentId(it_polygons.index(), MFn::Type::kMeshPolygonComponent, blind_data_id)) {
								dismember_faces[current_face_index] = x;
							}
							current_face_index++;
						}
					}
				}
				else {
					has_valid_dismemember_partitions = false;
					break;
				}

				mel_command = "getAttr ";
				mel_command += current_dismember_node.name();
				mel_command += ".bodyPartsFlags";
				status = MGlobal::executeCommand(mel_command, current_body_parts_flags);
				BSDismemberBodyPartType body_part_type = NifDismemberPartition::stringArrayToBodyPartType(current_body_parts_flags);
				current_body_parts_flags.clear();

				mel_command = "getAttr ";
				mel_command += current_dismember_node.name();
				mel_command += ".partsFlags";
				status = MGlobal::executeCommand(mel_command, current_body_parts_flags);
				BSPartFlag part_type = NifDismemberPartition::stringArrayToPart(current_body_parts_flags);
				current_body_parts_flags.clear();

				BodyPartList body_part;
				body_part.bodyPart = body_part_type;
				body_part.partFlag = part_type;
				body_parts_list.push_back(body_part);
			}
		}

		if (has_valid_dismemember_partitions == false) {
			MGlobal::displayWarning("No proper dismember partitions, generating default ones for " + meshFn.name());

			for (int x = 0; x < dismember_faces.size(); x++) {
				dismember_faces[x] = 0;
			}

			BodyPartList body_part;
			body_part.bodyPart = (BSDismemberBodyPartType)0;
			body_part.partFlag = (BSPartFlag)(PF_EDITOR_VISIBLE | PF_START_NET_BONESET);
			body_parts_list.clear();
			body_parts_list.push_back(body_part);
		}

		cs.SetDismemberPartitionsBodyParts(body_parts_list);
		cs.SetDismemberPartitionsFaces(dismember_faces);
	}

	//out << "Setting vertex info" << endl;
	//Set vertex info now that any skins have been processed
	cs.SetVertices(nif_vts);

	//ComplexShape is now complete, so split it

	//Get parent
	NiNodeRef parNode = this->translatorUtils->GetDAGParent(dagNode);
	Matrix44 transform = Matrix44::IDENTITY;
	vector<NiNodeRef> influences = cs.GetSkinInfluences();
	if (influences.size() > 0) {
		//This is a skin, so we use the common ancestor of all influences
		//as the parent
		vector<NiAVObjectRef> objects;
		for (size_t i = 0; i < influences.size(); ++i) {
			objects.push_back(StaticCast<NiAVObject>(influences[i]));
		}

		//Get world transform of existing parent
		Matrix44 oldParWorld = parNode->GetWorldTransform();

		//Set new parent node
		parNode = FindCommonAncestor(objects);

		transform = oldParWorld * parNode->GetWorldTransform().Inverse();
	}

	//Get transform using temporary NiAVObject
	NiAVObjectRef tempAV = new NiAVObject;
	this->nodeExporter->ExportAV(tempAV, dagNode);

	NiAVObjectRef avObj;
	if (this->translatorOptions->exportTangentSpace == "falloutskyrimtangentspace") {
		//out << "Split ComplexShape from " << meshFn.name().asChar() << endl;
		avObj = cs.Split(parNode, tempAV->GetLocalTransform() * transform, this->translatorOptions->exportBonesPerSkinPartition,
			this->translatorOptions->exportAsTriStrips, true, this->translatorOptions->exportMinimumVertexWeight, 16);
	}
	else {
		avObj = cs.Split(parNode, tempAV->GetLocalTransform() * transform, this->translatorOptions->exportBonesPerSkinPartition,
			this->translatorOptions->exportAsTriStrips, false, this->translatorOptions->exportMinimumVertexWeight);
	}


	//out << "Get the NiAVObject portion of the root of the split" <<endl;
	//Get the NiAVObject portion of the root of the split
	avObj->SetName(tempAV->GetName());
	avObj->SetVisibility(tempAV->GetVisibility());
	avObj->SetFlags(tempAV->GetFlags());

	//If polygon mesh is hidden, hide tri_shape
	MPlug vis = visibleMeshFn.findPlug(MString("visibility"));
	bool visibility;
	vis.getValue(visibility);


	NiNodeRef splitRoot = DynamicCast<NiNode>(avObj);
	if (splitRoot != NULL) {
		//Root is a NiNode with NiTriBasedGeom children.
		vector<NiAVObjectRef> children = splitRoot->GetChildren();
		for (unsigned c = 0; c < children.size(); ++c) {
			//Set the default collision propogation flag to "use triangles"
			children[c]->SetFlags(2);
			// Make the mesh invisible if necessary
			if (visibility == false) {
				children[c]->SetVisibility(false);
			}
		}

	}
	else {
		//Root must be a NiTriBasedGeom.  Make it invisible if necessary
		if (visibility == false) {
			avObj->SetVisibility(false);
		}
	}

}
// Maps vertex points in uv coordinates (uPoints and vPoints) onto plane and creates a new mesh
// Only works with planes with the local normal along the y-axis for now (default Maya polyplane)
MStatus SplitFromImage::addPlaneSubMesh(MObject &object, MFloatArray uPoints, MFloatArray vPoints, const MFnMesh &planeMesh) {
  if(uPoints.length() != vPoints.length())
    return MS::kFailure;

  MPointArray planePoints;
  MIntArray planeVertexCount;
  MIntArray planeVertexList;
  planeMesh.getPoints(planePoints);
  planeMesh.getVertices(planeVertexCount, planeVertexList);

  cout << "planeVertexCount: " << planeVertexCount.length() << endl;
  cout << "planeVertexList: " << planeVertexList.length() << endl;

  double minX, minZ, maxX, maxZ;
  minX = minZ = 100000;
  maxX = maxZ = -100000;

  // Find min and max points of the plane
  for(unsigned int i = 0; i < planePoints.length(); i++) {
    double x = planePoints[i].x;
    double z = planePoints[i].z;
    if(planePoints[i].x < minX)
      minX = x;
    if(planePoints[i].x > maxX)
      maxX = x;
    if(planePoints[i].z < minZ)
      minZ = x;
    if(planePoints[i].z > maxZ)
      maxZ = z;
  }

  // Set plane's corner pos and width and height
  double planeX = minX;
  double planeY = minZ;
  double planeWidth = maxX - minX;
  double planeHeight = maxZ - minZ;

  // Prepare stuff for MFnMesh
  int numVertices = uPoints.length();
  int numPolygons = 1;
  MPointArray pointArray;
  int polygon_counts[1] = {numVertices};
  MIntArray polygonCounts(polygon_counts, 1);
  int *polygon_connects = new int[numVertices];

  for(int i = 0; i < numVertices; i++) {
    polygon_connects[i] = i;
    MPoint point(planeX + planeWidth * uPoints[i], 0, planeY + planeHeight * vPoints[i]);
    pointArray.append(point);
  }

  MIntArray polygonConnects(polygon_connects, numVertices);
  delete[] polygon_connects;

  // cout << "numVertices: " << numVertices << endl
  //      << "numPolygons: " << numPolygons << endl
  //      << "pointArray: " << pointArray << endl
  //      << "polygonCounts: " << polygonCounts << endl
  //      << "polygonConnects: " << polygonConnects << endl
  //      << "planeX: " << planeX << endl
  //      << "planeY: " << planeY << endl
  //      << "planeWidth: " << planeWidth << endl
  //      << "planeHeight: " << planeHeight << endl;

  for (int i = 0; i < vPoints.length(); i++){
	  vPoints[i] = 1.0 - vPoints[i];
  }

  MFnMesh mesh;
  object = mesh.create(numVertices, numPolygons, pointArray, polygonCounts, polygonConnects, uPoints, vPoints);
  mesh.assignUVs(polygonCounts, polygonConnects);

  return MS::kSuccess;
}
    // -------------------------------------------
    // set the sampling function from the UI/command line.
    // Returns validity of the function
    bool AnimationHelper::setSamplingFunction ( const MFloatArray& function )
    {
        std::vector<SamplingInterval> parsedFunction;

        // Order and parse the given floats as a function
        uint elementCount = function.length();
        if ( elementCount > 1 && elementCount % 3 != 0 ) return false;

        if ( elementCount == 0 )
        {
            generateSamplingFunction();
            return true;
        }
        else if ( elementCount == 1 )
        {
            SamplingInterval interval;
            interval.start = ( float ) animationStartTime().as ( MTime::kSeconds );
            interval.end = ( float ) animationEndTime().as ( MTime::kSeconds );
            interval.period = function[0];
            parsedFunction.push_back ( interval );
        }
        else
        {
            uint intervalCount = elementCount / 3;
            parsedFunction.resize ( intervalCount );
            for ( uint i = 0; i < intervalCount; ++i )
            {
                SamplingInterval& interval = parsedFunction[i];
                interval.start = function[i * 3];
                interval.end = function[i * 3 + 1];
                interval.period = function[i * 3 + 2];
            }
        }

        // Check for a valid sampling function
        uint parsedFunctionSize = ( uint ) parsedFunction.size();
        for ( uint i = 0; i < parsedFunctionSize; ++i )
        {
            SamplingInterval& interval = parsedFunction[i];
            if ( interval.end <= interval.start ) return false;
            if ( interval.period > interval.end - interval.start ) return false;
            if ( i > 0 && parsedFunction[i - 1].end > interval.start ) return false;
            if ( interval.period <= 0.0f ) return false;
        }

        // Gather the sampling times
        mSamplingTimes.clear();

        float previousTime = ( float ) animationStartTime().as ( MTime::kSeconds );
        float previousPeriodTakenRatio = 1.0f;

        for ( std::vector<SamplingInterval>::iterator it = parsedFunction.begin(); it != parsedFunction.end(); ++it )
        {
            SamplingInterval& interval = ( *it );
            float time = interval.start;
            if ( time == previousTime )
            {
                // Continuity in the sampling, calculate overlap start time
                time = time + ( 1.0f - previousPeriodTakenRatio ) * interval.period;
            }

            for ( ; time <= interval.end - interval.period + FLT_TOLERANCE; time += interval.period )
            {
                mSamplingTimes.push_back ( time );
            }

            mSamplingTimes.push_back ( time );

            previousTime = interval.end;
            previousPeriodTakenRatio = ( interval.end - time ) / interval.period;
        }

        return true;
    }