// -------------------------------------------------------------------- MStatus SceneGraph::addInstancedDagPaths ( MSelectionList& selectionList ) { MStatus status; int length = selectionList.length ( &status ); if ( status != MStatus::kSuccess ) return MStatus::kFailure; for ( int i=0; i<length; i++ ) { MDagPath dagPath; if ( selectionList.getDagPath ( i, dagPath ) != MStatus::kSuccess ) return MStatus::kFailure; if ( dagPath.isInstanced() ) { int includedInstance=dagPath.instanceNumber ( &status ); if ( status != MStatus::kSuccess ) return MStatus::kFailure; MObject object=dagPath.node ( &status ); if ( status != MStatus::kSuccess ) return MStatus::kFailure; MDagPathArray paths; if ( MDagPath::getAllPathsTo ( object, paths ) != MStatus::kSuccess ) return MStatus::kFailure; int numPaths=paths.length(); for ( int p=0; p<numPaths; p++ ) if ( p!=includedInstance ) selectionList.add ( paths[p] ); } } return MStatus::kSuccess; }
// In order to correctly extract skinweights we first // need to go into bindpose. (and we need to remember the current // pose, to be able to undo it). // // I know: nearly no error-checking. void BindPoseTool::GoIntoBindPose() { MStatus status; std::cout << " Going into bindpose "; // == turn IK off // save current state undoInfo.ikSnap = MIkSystem::isGlobalSnap(&status); undoInfo.ikSolve = MIkSystem::isGlobalSolve(); // turn it off MIkSystem::setGlobalSnap(false); MIkSystem::setGlobalSolve(false); // == put joints into bindPose for (MItDag dagIt(MItDag::kDepthFirst, MFn::kJoint); !dagIt.isDone(); dagIt.next()) { std::cout << "."; MDagPath jointPath; dagIt.getPath(jointPath); if (jointPath.isInstanced()) { // we only work on the first instance of an instanced joint. if (jointPath.instanceNumber() != 0) continue; } BindPoseUndoInformation::JointMatrixVector::value_type joint2transform; MFnIkJoint joint(jointPath.node()); MTransformationMatrix currentTransform = joint.transformation(&status); joint2transform.first = jointPath.node(); joint2transform.second = currentTransform; undoInfo.savedTransforms.push_back(joint2transform); MMatrix bindPoseMatrix = getBindPoseMatrix(joint); joint.set(bindPoseMatrix); } std::cout << std::endl; //cout << "bindPose end" << endl; // don't know, if this is really necessary, but MS xporttranslator // does it... syncMeshes(); // remember the change inBindPose = true; }
//--------------------------------------------------------------- void LightExporter::exportLights ( SceneElement* sceneElement ) { // If we have a external reference, we don't need to export the data here. if ( !sceneElement->getIsLocal() ) return; if ( !sceneElement->getIsExportNode () ) return; // Check if it is a light. SceneElement::Type sceneElementType = sceneElement->getType(); if ( sceneElementType == SceneElement::LIGHT ) { // Get the current dag path MDagPath dagPath = sceneElement->getPath(); // Check if the current scene element isn't already exported. SceneGraph* sceneGraph = mDocumentExporter->getSceneGraph(); if ( sceneGraph->findExportedElement ( dagPath ) ) return; // Check if the current element is an instance. // We don't need to export instances, because we export the original instanced element. bool isInstance = ( dagPath.isInstanced() && dagPath.instanceNumber() > 0 ); // If the original instanced element isn't already exported, we have to export it now. if ( isInstance ) { // Get the original instanced element. MDagPath instancedPath; dagPath.getPath ( instancedPath, 0 ); // Check if the original instanced element is already exported. SceneGraph* sceneGraph = mDocumentExporter->getSceneGraph(); SceneElement* exportedElement = sceneGraph->findExportedElement ( instancedPath ); if (exportedElement == 0) { // Export the original instanced element and push it in the exported scene graph. if (exportLight(instancedPath)) { SceneElement* instancedSceneElement = sceneGraph->findElement(instancedPath); SceneGraph* sceneGraph = mDocumentExporter->getSceneGraph(); sceneGraph->addExportedElement(instancedSceneElement); } } } else { // Export the element and push it in the exported scene graph. if ( exportLight ( dagPath ) ) { SceneGraph* sceneGraph = mDocumentExporter->getSceneGraph(); sceneGraph->addExportedElement( sceneElement ); } } } // Recursive call for all the child elements for ( uint i=0; i<sceneElement->getChildCount(); ++i ) { SceneElement* childElement = sceneElement->getChild ( i ); exportLights ( childElement ); } }
// -------------------------------------------------------------------- bool SceneGraph::getIsExportNode ( const MDagPath& dagPath, bool& isForced, bool& isVisible ) { // Does this dagPath already exist? If so, only recurse if FollowInstancedChildren() is set. MFnDagNode dagFn ( dagPath ); String dagNodeName = dagFn.name().asChar(); bool isSceneRoot = dagPath.length() == 0; // Ignore default and intermediate nodes (history items) bool isIntermediateObject = dagFn.isIntermediateObject(); if ( ( dagFn.isDefaultNode() && !isSceneRoot ) || isIntermediateObject ) { return false; } MString nodeName = dagPath.partialPathName(); if ( nodeName == MString ( NIMA_INTERNAL_PHYSIKS ) ) { // Skip this node, which is only used // by Nima as a work-around for a Maya bug. return false; } // If we are not already forcing this node, its children // check whether we should be forcing it (skinning of hidden joints). isForced = isForcedNode ( dagPath ); DagHelper::getPlugValue ( dagPath.node(), ATTR_VISIBILITY, isVisible ); bool isInstanced = dagPath.isInstanced(); uint instanceNumber = dagPath.instanceNumber(); if ( !isForced ) { // Check for visibility if ( !ExportOptions::exportInvisibleNodes() && !isVisible ) { // Check if the visibility of the element is animated. AnimationSampleCache* animationCache = mDocumentExporter->getAnimationCache(); if ( !AnimationHelper::isAnimated ( animationCache, dagPath.node(), ATTR_VISIBILITY ) ) { return false; } } else if ( !isVisible && !ExportOptions::exportDefaultCameras() ) { // Check for the default camera transform names. if ( nodeName == CAMERA_PERSP || nodeName == CAMERA_TOP || nodeName == CAMERA_SIDE || nodeName == CAMERA_FRONT || nodeName == CAMERA_PERSP_SHAPE || nodeName == CAMERA_TOP_SHAPE || nodeName == CAMERA_SIDE_SHAPE || nodeName == CAMERA_FRONT_SHAPE ) return false; } } isForced &= !isVisible; if ( !isForced ) { // We don't want to process manipulators if ( dagPath.hasFn ( MFn::kManipulator ) || dagPath.hasFn ( MFn::kViewManip ) ) return false; // Check for constraints which are not exported //if ( !ExportOptions::exportConstraints() && dagPath.hasFn ( MFn::kConstraint ) ) return false; if ( dagPath.hasFn ( MFn::kConstraint ) ) return false; // Check set membership exclusion/inclusion if ( SetHelper::isExcluded ( dagPath ) ) return false; } return true; }
// ------------------------------------------------------------ bool SceneGraph::create ( bool selectionOnly ) { // The flag, if just the selected elements should be exported. mExportSelectedOnly = selectionOnly; // Add all the animation expressions MItDependencyNodes depIter ( MFn::kExpression ); for ( ; !depIter.isDone(); depIter.next() ) { MObject item = depIter.item(); if ( item.hasFn ( MFn::kExpression ) ) { mAnimationExpressions.append ( item ); } } // Push all nodes from root down to all meshes which have to be exported in a list. findForcedNodes (); // Fills the list with all root targets to export. bool success = retrieveExportNodes (); // Create a selection list containing only the root nodes (implies export all!) uint length = mTargets.length(); for ( uint i=0; i<mTargets.length(); ++i ) { MDagPath dagPath; MStatus status = mTargets.getDagPath ( i, dagPath ); if ( status != MStatus::kSuccess ) return false; // This node has no transform - i.e., it's the world node MObject transformNode = dagPath.transform ( &status ); if ( !status && status.statusCode () == MStatus::kInvalidParameter ) continue; // Check if it is a valid transform node MFnDagNode transform ( transformNode, &status ); if ( !status ) { status.perror ( "MFnDagNode constructor" ); return false; } // Create a new scene element SceneElement* sceneElement = createSceneElement ( dagPath ); // Push the root nodes into the tree. // If the root node is instanced, push it at the beginning (no instance on root!). if ( dagPath.isInstanced () ) mExportNodesTree.insert ( mExportNodesTree.begin (), sceneElement ); else mExportNodesTree.push_back ( sceneElement ); // Create the child elements //if ( sceneElement->getIsExportNode() ) { createChildSceneElements ( sceneElement ); } } return true; }
MStatus findTexturesPerPolygon::doIt( const MArgList& ) // // Description: // Find the texture files that apply to the color of each polygon of // a selected shape if the shape has its polygons organized into sets. // { // Get the selection and choose the first path on the selection list. // MStatus status; MDagPath path; MObject cmp; MSelectionList slist; MGlobal::getActiveSelectionList(slist); slist.getDagPath(0, path, cmp); // Have to make the path include the shape below it so that // we can determine if the underlying shape node is instanced. // By default, dag paths only include transform nodes. // path.extendToShape(); // If the shape is instanced then we need to determine which // instance this path refers to. // int instanceNum = 0; if (path.isInstanced()) instanceNum = path.instanceNumber(); // Get a list of all sets pertaining to the selected shape and the // members of those sets. // MFnMesh fnMesh(path); MObjectArray sets; MObjectArray comps; if (!fnMesh.getConnectedSetsAndMembers(instanceNum, sets, comps, true)) cerr << "ERROR: MFnMesh::getConnectedSetsAndMembers\n"; // Loop through all the sets. If the set is a polygonal set, find the // shader attached to the and print out the texture file name for the // set along with the polygons in the set. // for ( unsigned i=0; i<sets.length(); i++ ) { MObject set = sets[i]; MObject comp = comps[i]; MFnSet fnSet( set, &status ); if (status == MS::kFailure) { cerr << "ERROR: MFnSet::MFnSet\n"; continue; } // Make sure the set is a polygonal set. If not, continue. MItMeshPolygon piter(path, comp, &status); if ((status == MS::kFailure) || comp.isNull()) continue; // Find the texture that is applied to this set. First, get the // shading node connected to the set. Then, if there is an input // attribute called "color", search upstream from it for a texture // file node. // MObject shaderNode = findShader(set); if (shaderNode == MObject::kNullObj) continue; MPlug colorPlug = MFnDependencyNode(shaderNode).findPlug("color", &status); if (status == MS::kFailure) continue; MItDependencyGraph dgIt(colorPlug, MFn::kFileTexture, MItDependencyGraph::kUpstream, MItDependencyGraph::kBreadthFirst, MItDependencyGraph::kNodeLevel, &status); if (status == MS::kFailure) continue; dgIt.disablePruningOnFilter(); // If no texture file node was found, just continue. // if (dgIt.isDone()) continue; // Print out the texture node name and texture file that it references. // MObject textureNode = dgIt.thisNode(); MPlug filenamePlug = MFnDependencyNode(textureNode).findPlug("fileTextureName"); MString textureName; filenamePlug.getValue(textureName); cerr << "Set: " << fnSet.name() << endl; cerr << "Texture Node Name: " << MFnDependencyNode(textureNode).name() << endl; cerr << "Texture File Name: " << textureName.asChar() << endl; // Print out the set of polygons that are contained in the current set. // for ( ; !piter.isDone(); piter.next() ) cerr << " poly component: " << piter.index() << endl; } return MS::kSuccess; }
// Get shading engine // void CScriptedShapeTranslator::GetShapeInstanceShader(MDagPath& dagPath, MFnDependencyNode &shadingEngineNode) { // Get instance shadingEngine shadingEngineNode.setObject(MObject::kNullObj); // First try the usual way MPlug shadingGroupPlug = GetNodeShadingGroup(dagPath.node(), (dagPath.isInstanced() ? dagPath.instanceNumber() : 0)); if (!shadingGroupPlug.isNull()) { shadingEngineNode.setObject(shadingGroupPlug.node()); return; } char buffer[64]; // Check connection from any shadingEngine on shape MStringArray connections; MGlobal::executeCommand("listConnections -s 1 -d 0 -c 1 -type shadingEngine "+dagPath.fullPathName(), connections); MSelectionList sl; if (connections.length() == 0) { // Check for direct surface shader connection MGlobal::executeCommand("listConnections -s 1 -d 0 -c 1 "+dagPath.fullPathName(), connections); for (unsigned int cidx=0; cidx<connections.length(); cidx+=2) { MString srcNode = connections[cidx+1]; // Get node classification, if can find arnold/shader/surface -> got it MStringArray rv; MGlobal::executeCommand("getClassification `nodeType "+srcNode+"`", rv); if (rv.length() > 0 && rv[0].indexW("arnold/shader/surface") != -1) { connections.clear(); MGlobal::executeCommand("listConnections -s 0 -d 1 -c 1 -type shadingEngine "+srcNode, connections); if (connections.length() == 2) { sl.add(connections[1]); } break; } } } else if (connections.length() == 2) { // Single connection, use same shader for all instances sl.add(connections[1]); } else if (connections.length() > 2) { // Many connections, expects the destination plug in shape to be an array // Use instance number as logical index, if this fails, use first shadingEngine in list bool found = false; sprintf(buffer, "[%d]", dagPath.instanceNumber()); MString iidx = buffer; for (unsigned int cidx = 0; cidx < connections.length(); cidx += 2) { MString conn = connections[cidx]; if (conn.length() < iidx.length()) { continue; } if (conn.substring(conn.length() - iidx.length(), conn.length() - 1) != iidx) { continue; } sl.add(connections[cidx+1]); found = true; break; } if (!found) { MGlobal::displayWarning("[mtoaScriptedTranslators] Instance shader plug not found, use first found shadingEngine \"" + connections[1] + "\""); sl.add(connections[1]); } } if (sl.length() == 1) { MObject shadingEngineObj; if (sl.getDependNode(0, shadingEngineObj) == MS::kSuccess && shadingEngineObj.apiType() == MFn::kShadingEngine) { shadingEngineNode.setObject(shadingEngineObj); } else { if (shadingEngineObj != MObject::kNullObj) { MFnDependencyNode dn(shadingEngineObj); MGlobal::displayWarning("[mtoaScriptedTranslators] Not a shading engine \"" + dn.name() + "\""); } } } }
MStatus CXRayObjectExport::ExportPart(CEditableObject* O, MDagPath& mdagPath, MObject& mComponent) { MStatus stat = MS::kSuccess; MSpace::Space space = MSpace::kWorld; MFnMesh fnMesh( mdagPath, &stat ); if ( MS::kSuccess != stat) { fprintf(stderr,"Failure in MFnMesh initialization.\n"); return MS::kFailure; } MString mdagPathNodeName = fnMesh.name(); MFnDagNode dagNode1(mdagPath); u32 pc = dagNode1.parentCount(); for(u32 ip=0;ip<pc;++ip) { MObject object_parent = dagNode1.parent(ip, &stat); if(object_parent.hasFn(MFn::kTransform)) { MFnTransform parent_transform(object_parent,&stat); if ( MS::kSuccess == stat) { mdagPathNodeName = parent_transform.name(); break; } } } MItMeshPolygon meshPoly( mdagPath, mComponent, &stat ); if ( MS::kSuccess != stat) { fprintf(stderr,"Failure in MItMeshPolygon initialization.\n"); return MS::kFailure; } MItMeshVertex vtxIter( mdagPath, mComponent, &stat ); if ( MS::kSuccess != stat) { fprintf(stderr,"Failure in MItMeshVertex initialization.\n"); return MS::kFailure; } // If the shape is instanced then we need to determine which // instance this path refers to. // int instanceNum = 0; if (mdagPath.isInstanced()) instanceNum = mdagPath.instanceNumber(); // Get a list of all shaders attached to this mesh MObjectArray rgShaders; MIntArray texMap; MStatus status; status = fnMesh.getConnectedShaders (instanceNum, rgShaders, texMap); if (status == MStatus::kFailure) { Log("! Unable to load shaders for mesh"); return (MStatus::kFailure); } XRShaderDataVec xr_data; { for ( int i=0; i<(int)rgShaders.length(); i++ ) { MObject shader = rgShaders[i]; xr_data.push_back(SXRShaderData()); SXRShaderData& D = xr_data.back(); status = parseShader(shader, D); if (status == MStatus::kFailure) { status.perror ("Unable to retrieve filename of texture"); continue; } } } CEditableMesh* MESH = new CEditableMesh(O); MESH->SetName(mdagPathNodeName.asChar()); O->AppendMesh(MESH); int objectIdx, length; // Find i such that objectGroupsTablePtr[i] corresponds to the // object node pointed to by mdagPath length = objectNodeNamesArray.length(); { for( int i=0; i<length; i++ ) { if( objectNodeNamesArray[i] == mdagPathNodeName ) { objectIdx = i; break; } } } // Reserve uv table { VMapVec& _vmaps = MESH->m_VMaps; _vmaps.resize (1); st_VMap*& VM = _vmaps.back(); VM = new st_VMap("Texture",vmtUV,false); } // write faces { using FaceVec = xr_vector<st_Face>; using FaceIt = FaceVec::iterator; VMapVec& _vmaps = MESH->m_VMaps; SurfFaces& _surf_faces = MESH->m_SurfFaces; VMRefsVec& _vmrefs = MESH->m_VMRefs; // temp variables FvectorVec _points; FaceVec _faces; U32Vec _sgs; int f_cnt = fnMesh.numPolygons(); _sgs.reserve (f_cnt); _faces.reserve (f_cnt); _vmrefs.reserve (f_cnt*3); // int lastSmoothingGroup = INITIALIZE_SMOOTHING; MPointArray rgpt; MIntArray rgint; PtLookupMap ptMap; CSurface* surf = 0; for ( ; !meshPoly.isDone(); meshPoly.next()){ // Write out the smoothing group that this polygon belongs to // We only write out the smoothing group if it is different // from the last polygon. // int compIdx = meshPoly.index(); int smoothingGroup = polySmoothingGroups[ compIdx ]; // for each polygon, first setup the reverse mapping // between object-relative vertex indices and face-relative // vertex indices ptMap.clear(); for (int i=0; i<(int)meshPoly.polygonVertexCount(); i++) ptMap.insert (PtLookupMap::value_type(meshPoly.vertexIndex(i), i) ); // verify polygon zero area if (meshPoly.zeroArea()){ status = MS::kFailure; Log("! polygon have zero area:",meshPoly.index()); return status; } // verify polygon zero UV area /* if (meshPoly.zeroUVArea()){ status = MS::kFailure; Log("! polygon have zero UV area:",meshPoly.index()); return status; } */ // verify polygon has UV information if (!meshPoly.hasUVs (&status)) { status = MS::kFailure; Log("! polygon is missing UV information:",meshPoly.index()); return status; } int cTri; // now iterate through each triangle on this polygon and create a triangle object in our list status = meshPoly.numTriangles (cTri); if (!status) { Log("! can't getting triangle count"); return status; } for (int i=0; i < cTri; i++) { // for each triangle, first get the triangle data rgpt.clear();//triangle vertices rgint.clear();//triangle vertex indices // triangles that come from object are retrieved in world space status = meshPoly.getTriangle (i, rgpt, rgint, MSpace::kWorld); if (!status) { Log("! can't getting triangle for mesh poly"); return status; } if ((rgpt.length() != 3) || (rgint.length() != 3)) { Msg("! 3 points not returned for triangle"); return MS::kFailure; } // Write out vertex/uv index information // R_ASSERT2(fnMesh.numUVs()>0,"Can't find uvmaps."); _faces.push_back(st_Face()); _sgs.push_back(smoothingGroup); //set_smooth set_smoth_flags( _sgs.back(), rgint ); st_Face& f_it = _faces.back(); for ( int vtx=0; vtx<3; vtx++ ) { // get face-relative vertex PtLookupMap::iterator mapIt; int vtLocal, vtUV; int vt = rgint[vtx]; mapIt = ptMap.find(vt); Fvector2 uv; if (mapIt == ptMap.end()){ Msg("! Can't find local index."); return MS::kFailure; } vtLocal = (*mapIt).second; status = meshPoly.getUVIndex (vtLocal, vtUV, uv.x, uv.y); if (!status) { Msg("! error getting UV Index for local vertex '%d' and object vertex '%d'",vtLocal,vt); return status; } // flip v-part uv.y=1.f-uv.y; f_it.pv[2-vtx].pindex = AppendVertex(_points,rgpt[vtx]); f_it.pv[2-vtx].vmref = _vmrefs.size(); _vmrefs.push_back (st_VMapPtLst()); st_VMapPtLst& vm_lst = _vmrefs.back(); vm_lst.count = 1; vm_lst.pts = xr_alloc<st_VMapPt>(vm_lst.count); vm_lst.pts[0].vmap_index= 0; vm_lst.pts[0].index = AppendUV(_vmaps.back(),uv); } // out face material int iTexture = texMap[meshPoly.index()]; if (iTexture<0) xrDebug::Fatal(DEBUG_INFO,"Can't find material for polygon: %d",meshPoly.index()); SXRShaderData& D= xr_data[iTexture]; int compIdx = meshPoly.index(); surf = MESH->Parent()->CreateSurface(getMaterialName(mdagPath, compIdx, objectIdx),D); if (!surf) return MStatus::kFailure; _surf_faces[surf].push_back(_faces.size()-1); } } { // copy from temp MESH->m_VertCount = _points.size(); MESH->m_FaceCount = _faces.size(); MESH->m_Vertices = xr_alloc<Fvector>(MESH->m_VertCount); Memory.mem_copy (MESH->m_Vertices,&*_points.begin(),MESH->m_VertCount*sizeof(Fvector)); MESH->m_Faces = xr_alloc<st_Face>(MESH->m_FaceCount); Memory.mem_copy (MESH->m_Faces,&*_faces.begin(),MESH->m_FaceCount*sizeof(st_Face)); MESH->m_SmoothGroups = xr_alloc<u32>(MESH->m_FaceCount); Memory.mem_copy (MESH->m_SmoothGroups,&*_sgs.begin(),MESH->m_FaceCount*sizeof(u32)); MESH->RecomputeBBox (); } if ((MESH->GetVertexCount()<4)||(MESH->GetFaceCount()<2)) { Log ("! Invalid mesh: '%s'. Faces<2 or Verts<4",*MESH->Name()); return MS::kFailure; } } return stat; }