示例#1
0
/* virtual */
bool 
wingVizNode::setInternalValueInContext( const MPlug& plug,
												  const MDataHandle& handle,
												  MDGContext&)
{
	bool handledAttribute = false;
	if (plug == acachename)
	{
		handledAttribute = true;
		m_cachename = (MString) handle.asString();

	}
	else if(plug == aratio)
	{
		handledAttribute = true;
		m_scale = handle.asFloat();
	}
	else if(plug == awind)
	{
		handledAttribute = true;
		m_wind = handle.asFloat();
	}

	return handledAttribute;
}
MStatus blendTwoMatrixDecompose::compute( const MPlug& plug, MDataBlock& block )
{
	MStatus stat;

	MDataHandle hMatrix1 = block.inputValue( aMatrix1, &stat  );
	MDataHandle hMatrix2 = block.inputValue( aMatrix2, &stat  );
	MDataHandle hBlender = block.inputValue( aBlender );

	MMatrix matrix = hMatrix1.asMatrix()*( 1-hBlender.asFloat() ) + hMatrix2.asMatrix()*hBlender.asFloat();

	MPxTransformationMatrix trMtx( matrix );

	MDataHandle hOutputTranslate = block.outputValue( aOutputTranslate );
	MDataHandle hOutputRotate = block.outputValue( aOutputRotate );
	MDataHandle hOutputScale = block.outputValue( aOutputScale );
	MDataHandle hOutputShear = block.outputValue( aOutputShear );

	MVector translate = trMtx.translation();
	hOutputTranslate.set( translate );

	MVector rotate = trMtx.eulerRotation().asVector();
	hOutputRotate.set( rotate );
	
	MVector scale = trMtx.scale();
	hOutputScale.set( scale );
	
	MVector shear = trMtx.shear();
	hOutputShear.set( shear );

	block.setClean( plug );
	
	return MS::kSuccess;
}
MStatus SwirlDeformer::deform( MDataBlock& block, MItGeometry &iter,
												const MMatrix &localToWorld, unsigned int geomIndex )
{
MStatus stat;
	
MDataHandle envData = block.inputValue( envelope );
float env = envData.asFloat();	
if( env == 0.0 ) // Deformer has no effect
	return MS::kSuccess;

MDataHandle matData = block.inputValue( deformSpace );
MMatrix mat = matData.asMatrix();
MMatrix invMat = mat.inverse();

MDataHandle startDistHnd = block.inputValue( startDist );
double startDist = startDistHnd.asDouble();	

MDataHandle endDistHnd = block.inputValue( endDist );
double endDist = endDistHnd.asDouble();	

MPoint pt;
float weight;
double dist;
double ang;
double cosAng;
double sinAng;
double x;
double distFactor;
for( iter.reset(); !iter.isDone(); iter.next() ) 
	{
	weight = weightValue( block, geomIndex, iter.index() );
	if( weight == 0.0f )
		continue;

	pt = iter.position();
	pt *= invMat;

	dist = sqrt( pt.x * pt.x + pt.z * pt.z );
	if( dist < startDist || dist > endDist )
		continue;

	distFactor = 1 - ((dist - startDist) / (endDist - startDist));

	ang = distFactor * M_PI * 2.0 * env * weight;
	if( ang == 0.0 )
		continue;

	cosAng = cos( ang );
	sinAng = sin( ang );
	x = pt.x * cosAng - pt.z * sinAng;
	pt.z = pt.x * sinAng + pt.z * cosAng;
	pt.x = x;

	pt *= mat;
	
	iter.setPosition( pt );
	}

return stat;
}
示例#4
0
MStatus Cell3D::compute(const MPlug& plug, MDataBlock& block) 
{
    if ( (plug != aOutColor) && (plug.parent() != aOutColor) &&
         (plug != aOutAlpha) &&
         (plug != aOutBorderDist) && 
         (plug != aOutF0) && (plug != aOutF1) && (plug != aOutN0)
       ) 
       return MS::kUnknownParameter;

    const float3& worldPos = block.inputValue(aPointWorld).asFloat3();
    const MFloatMatrix& m = block.inputValue(aPlaceMat).asFloatMatrix();
    const MFloatVector& cGain = block.inputValue(aColorGain).asFloatVector();
    const MFloatVector& cOff = block.inputValue(aColorOffset).asFloatVector();
    
	MFloatPoint q(worldPos[0], worldPos[1], worldPos[2]);
    q *= m;									// Convert into solid space
    
    float n0, f0, f1;
    cellFunc(R3(q.x, q.y, q.z), n0, f0, f1);

    MDataHandle outHandle = block.outputValue(aOutF0);
    outHandle.asFloat() = f0;
    outHandle.setClean();

    outHandle = block.outputValue(aOutF1);
    outHandle.asFloat() = f1;
    outHandle.setClean();

    outHandle = block.outputValue(aOutN0);
    outHandle.asFloat() = n0;
    outHandle.setClean();

    outHandle = block.outputValue(aOutBorderDist);
    outHandle.asFloat() = 0.5f*(f1 - f0);
    outHandle.setClean();

    outHandle = block.outputValue( aOutColor );
    MFloatVector & outColor = outHandle.asFloatVector();
    outColor = cGain * f0 + cOff;
    outHandle.setClean();

    outHandle = block.outputValue(aOutAlpha);
    outHandle.asFloat() = f0;
    outHandle.setClean();

    return MS::kSuccess;
}
示例#5
0
// The compute method is called by Maya when the input values
// change and the output values need to be recomputed.
// The input values are read then using sinf() and cosf()
// the output values are stored on the output plugs.
//
MStatus circle::compute (const MPlug& plug, MDataBlock& data)
{
	
	MStatus returnStatus;
 
	// Check that the requested recompute is one of the output values
	//
	if (plug == sOutput || plug == cOutput) {
		// Read the input values
		//
		MDataHandle inputData = data.inputValue (input, &returnStatus);
		CHECK_MSTATUS( returnStatus );
		MDataHandle scaleData = data.inputValue (scale, &returnStatus);
		CHECK_MSTATUS( returnStatus );
		MDataHandle framesData = data.inputValue (frames, &returnStatus);
		CHECK_MSTATUS( returnStatus );

		// Compute the output values
		//
		float currentFrame = inputData.asFloat();
		float scaleFactor  = scaleData.asFloat();
		float framesPerCircle = framesData.asFloat();
		float angle = 6.2831853f * (currentFrame/framesPerCircle);
		float sinResult = sinf (angle) * scaleFactor;
		float cosResult = cosf (angle) * scaleFactor;

		// Store them on the output plugs
		//
		MDataHandle sinHandle = data.outputValue( circle::sOutput,
				&returnStatus );
		CHECK_MSTATUS( returnStatus );
		MDataHandle cosHandle = data.outputValue( circle::cOutput,
				&returnStatus );
		CHECK_MSTATUS( returnStatus );
		sinHandle.set( sinResult );
		cosHandle.set( cosResult );
		CHECK_MSTATUS( data.setClean( plug ) );
	} else {
		return MS::kUnknownParameter;
	}

	return MS::kSuccess;
}
示例#6
0
MStatus
offset::deform( MDataBlock& block,
				MItGeometry& iter,
				const MMatrix& /*m*/,
				unsigned int multiIndex)
//
// Method: deform
//
// Description:   Deform the point with a squash algorithm
//
// Arguments:
//   block		: the datablock of the node
//	 iter		: an iterator for the geometry to be deformed
//   m    		: matrix to transform the point into world space
//	 multiIndex : the index of the geometry that we are deforming
//
//
{
	MStatus returnStatus;
	
	// Envelope data from the base class.
	// The envelope is simply a scale factor.
	//
	MDataHandle envData = block.inputValue(envelope, &returnStatus);
	if (MS::kSuccess != returnStatus) return returnStatus;
	float env = envData.asFloat();	

	// Get the matrix which is used to define the direction and scale
	// of the offset.
	//
	MDataHandle matData = block.inputValue(offsetMatrix, &returnStatus );
	if (MS::kSuccess != returnStatus) return returnStatus;
	MMatrix omat = matData.asMatrix();
	MMatrix omatinv = omat.inverse();

	// iterate through each point in the geometry
	//
	for ( ; !iter.isDone(); iter.next()) {
		MPoint pt = iter.position();
		pt *= omatinv;
		
		float weight = weightValue(block,multiIndex,iter.index());
		
		// offset algorithm
		//
		pt.y = pt.y + env*weight;
		//
		// end of offset algorithm

		pt *= omat;
		iter.setPosition(pt);
	}
	return returnStatus;
}
示例#7
0
MStatus DucttapeMergeDeformer::deform( MDataBlock& block,
				MItGeometry& iter,
				const MMatrix& m,
				unsigned int multiIndex)
{
	MStatus status;
	MDataHandle envData = block.inputValue(envelope,&status);
	const float env = envData.asFloat();
	if(env < 1e-3f) return status;
	
	if(multiIndex == 0) {
		if(m_inputGeomIter) {
			delete m_inputGeomIter;
			m_inputGeomIter = NULL;
		}
		
		MDataHandle hmesh = block.inputValue(ainmesh);
		
		MItGeometry * aiter = new MItGeometry( hmesh, true, &status );
		if(!status) {
			AHelper::Info<int>("DucttapeMergeDeformer error no geom it", 0);
			return status;
		}
		
		m_inputGeomIter = aiter;
	}
	
	if(!m_inputGeomIter) return status;
	
	MPoint pd;
	MVector dv;
	for (; !iter.isDone(); iter.next()) {
		if(m_inputGeomIter->isDone() ) return status;
		
		float wei = env * weightValue(block, multiIndex, iter.index() );
		if(wei > 1e-3f) {
			pd = iter.position();
			dv = m_inputGeomIter->position() - pd;
			pd = pd + dv * wei;
			iter.setPosition(pd);
		}
		
		m_inputGeomIter->next();
	}
	return status;
}
示例#8
0
//
// DESCRIPTION:
///////////////////////////////////////////////////////
MStatus DispNode::compute(
const MPlug&      plug,
      MDataBlock& block ) 
{ 
    if ((plug == aOutColor) || (plug.parent() == aOutColor) ||
		(plug == aOutDisplacement))
	{
		MFloatVector resultColor(0.0,0.0,0.0);

		MFloatVector&  InputColor = block.inputValue( aColor ).asFloatVector();
		float MultValue = block.inputValue( aInputValue ).asFloat();

		resultColor = InputColor;

		float scalar = resultColor[0] + resultColor[1] + resultColor[2];
		if (scalar != 0.0) {
			scalar /= 3.0;
			scalar *= MultValue;
		}

		// set ouput color attribute
		MDataHandle outColorHandle = block.outputValue( aOutColor );
		MFloatVector& outColor = outColorHandle.asFloatVector();
		outColor = resultColor;
		outColorHandle.setClean();

		MDataHandle outDispHandle = block.outputValue( aOutDisplacement );
		float& outDisp = outDispHandle.asFloat();
		outDisp = scalar;
		outDispHandle.setClean( );
	}
	else if ((plug == aOutTransparency) || (plug.parent() == aOutTransparency))
	{
		// set output transparency to be opaque
		MFloatVector transparency(0.0,0.0,0.0);
		MDataHandle outTransHandle = block.outputValue( aOutTransparency );
		MFloatVector& outTrans = outTransHandle.asFloatVector();
		outTrans = transparency;
		outTransHandle.setClean( );
	}
	else
		return MS::kUnknownParameter;

    return MS::kSuccess;
}
//- This method computes the value of the given output plug based
//- on the values of the input attributes.
//- Arguments:
//- 	plug - the plug to compute
//- 	data - object that provides access to the attributes for this node
MStatus simpleNode::compute( const MPlug& plug, MDataBlock& data )
{
	//- Check which output attribute we have been asked to compute. If this 
	//- node doesn't know how to compute it, you must return MS::kUnknownParameter.

	if( plug == simpleNode::output )
	{
		//- Get a handle to the input attribute that we will need for the
		//- computation. If the value is being supplied via a connection 
		//- in the dependency graph, then this call will cause all upstream  
		//- connections to be evaluated so that the correct value is supplied.
		MDataHandle inputData = data.inputValue( simpleNode::input );

		//- Read the input value from the handle.
		float result = inputData.asFloat();

		//- Get a handle to the output attribute. This is similar to the
		//- "inputValue" call above except that no dependency graph 
		//- computation will be done as a result of this call.

		//- Get a handle on the output attribute
		MDataHandle outputHandle = data.outputValue( simpleNode::output );

		//- Set the new output value to the handle.
		outputHandle.set( result * 2 );

		//- Mark the destination plug as being clean. This will prevent the
		//- dependency graph from repeating this calculation until an input 
		//- attribute of this node which affects this output attribute changes.

		//- Tell Maya the plug is now clean
		data.setClean(plug);

		//- Return success to Maya
		return MS::kSuccess;
	}

	//- Tell Maya that we do not know how to handle this plug, but let give a chance
	//- to our parent class to evaluate it.
	return MS::kUnknownParameter;
}
示例#10
0
MStatus myComp::compute(const MPlug& plug, MDataBlock& block)
{
	// outColor or individial R, G, B channel
    if((plug != aOutColor) && (plug.parent() != aOutColor) &&
	   (plug != aOutAlpha))
		return MS::kUnknownParameter;

	MFloatVector resultColor;
	MFloatVector& fore = block.inputValue( aForegroundColor ).asFloatVector();
	MFloatVector& back = block.inputValue( aBackgroundColor ).asFloatVector();
	MFloatVector& bclr = block.inputValue( aBackColor ).asFloatVector();
	float& alpha = block.inputValue( aMask ).asFloat();

	if ( alpha > 0.99999f ) alpha = 1.f;
	else if ( alpha < 0.00001 )  alpha = 0.f;
	
	resultColor = fore + ((bclr - back) * (1.0f - alpha));

	// normalize output color
	if (resultColor[0] < 0.f )	resultColor[0] = 0.f;
	if (resultColor[1] < 0.f )	resultColor[1] = 0.f;
	if (resultColor[2] < 0.f )	resultColor[2] = 0.f;
	
	if (resultColor[0] > 1.f )	resultColor[0] = 1.f;
	if (resultColor[1] > 1.f )	resultColor[1] = 1.f;
	if (resultColor[2] > 1.f )	resultColor[2] = 1.f;

	// set ouput color attribute
	MDataHandle outColorHandle = block.outputValue( aOutColor );
	MFloatVector& outColor = outColorHandle.asFloatVector();
	outColor = resultColor;
	outColorHandle.setClean();
	
	MDataHandle outAlphaHandle = block.outputValue( aOutAlpha );
	float& outAlpha = outAlphaHandle.asFloat();
	outAlpha = ( resultColor.x + resultColor.y + resultColor.z ) / 3.0f;
	outAlphaHandle.setClean();

	return MS::kSuccess;
}
示例#11
0
//
// This function gets called by Maya to evaluate the texture.
//
MStatus mySChecker::compute(const MPlug& plug, MDataBlock& block) 
{
	// outColor or individial R, G, B channel, or alpha
    if((plug != aOutColor) && (plug.parent() != aOutColor) && 
	   (plug != aOutAlpha))
		return MS::kUnknownParameter;

	MFloatVector resultColor;
	float3 & worldPos = block.inputValue(aPointWorld).asFloat3();
	MFloatMatrix& mat = block.inputValue(aPlaceMat).asFloatMatrix();
    float3 & bias = block.inputValue(aBias).asFloat3();

	MFloatPoint pos(worldPos[0], worldPos[1], worldPos[2]);
	pos *= mat;								// Convert into solid space

    // normalize the point
    int count = 0;
	if (pos.x - floor(pos.x) < bias[0]) count++;
	if (pos.y - floor(pos.y) < bias[1]) count++;
	if (pos.z - floor(pos.z) < bias[2]) count++;

    if (count & 1)
		resultColor = block.inputValue(aColor2).asFloatVector();
	else
		resultColor = block.inputValue(aColor1).asFloatVector();

	// Set ouput color attribute
	MDataHandle outColorHandle = block.outputValue( aOutColor );
	MFloatVector& outColor = outColorHandle.asFloatVector();
	outColor = resultColor;
	outColorHandle.setClean();

    // Set ouput alpha attribute
	MDataHandle outAlphaHandle = block.outputValue( aOutAlpha );
	float& outAlpha = outAlphaHandle.asFloat();
	outAlpha = ( count & 1) ? 1.0f : 0.0f;
	outAlphaHandle.setClean();

    return MS::kSuccess;
}
示例#12
0
MStatus simpleEvaluationNode::compute( const MPlug& plug, MDataBlock& data )
{
	
	MStatus returnStatus;
 
	if( plug == output )
	{
		MDataHandle inputData = data.inputValue( input, &returnStatus );

		if( returnStatus != MS::kSuccess )
        {
			cerr << "ERROR getting data" << endl;
        }
		else
		{
            MDataHandle inputTimeData = data.inputValue( aTimeInput, &returnStatus );
		    if( returnStatus != MS::kSuccess )
            {
			    cerr << "ERROR getting data" << endl;
            }
            else
            {
                if ( ! cachedValueIsValid )
                {
                    MTime time = inputTimeData.asTime();
			        cachedValue = doExpensiveCalculation( inputData.asFloat() , (float) time.value() );
                    cachedValueIsValid = true;
                }
			    MDataHandle outputHandle = data.outputValue( simpleEvaluationNode::output );
			    outputHandle.set( cachedValue );
			    data.setClean(plug);
            }
		}
	} else {
		return MS::kUnknownParameter;
	}

	return MS::kSuccess;
}
示例#13
0
//
// This function gets called by Maya to evaluate the texture.
//
MStatus noise3::compute(const MPlug& plug, MDataBlock& block) 
{
	// outColor or individial R, G, B channel, or alpha
    if((plug != aOutColor) && (plug.parent() != aOutColor) && 
	   (plug != aOutAlpha))
		return MS::kUnknownParameter;

	MFloatVector resultColor;
	MFloatVector & col1 = block.inputValue(aColor1).asFloatVector();
	MFloatVector & col2 = block.inputValue(aColor2).asFloatVector();
	
	float3 & worldPos = block.inputValue( aPointWorld ).asFloat3();
	MFloatMatrix& mat = block.inputValue( aPlaceMat ).asFloatMatrix();
	float& sc = block.inputValue( aScale ).asFloat();
	float& bi = block.inputValue( aBias ).asFloat();

	MFloatPoint solidPos(worldPos[0], worldPos[1], worldPos[2]);
	solidPos *= mat;						// Convert into solid space

	float val = fabsf( pnoise3( solidPos ) * sc + bi );
	if (val < 0.) val = 0.;
	if (val > 1.) val = 1.;
	resultColor = col1 * val + col2*(1-val);

	// Set output color attribute
	MDataHandle outColorHandle = block.outputValue( aOutColor );
	MFloatVector& outColor = outColorHandle.asFloatVector();
	outColor = resultColor;
	outColorHandle.setClean();

	MDataHandle outAlphaHandle = block.outputValue( aOutAlpha );
	float& outAlpha = outAlphaHandle.asFloat();
	outAlpha = val;
	outAlphaHandle.setClean();

    return MS::kSuccess;
}
示例#14
0
MStatus CheckerNode::compute(
const MPlug&      plug,
      MDataBlock& block )
{
	// outColor or individial R, G, B channel, or alpha
    if((plug != aOutColor) && (plug.parent() != aOutColor) &&
	   (plug != aOutAlpha))
		return MS::kUnknownParameter;

    MFloatVector resultColor;
    float2 & uv = block.inputValue( aUVCoord ).asFloat2();
    float2 & bias = block.inputValue( aBias ).asFloat2();

    int count = 0;
	if (uv[0] - floorf(uv[0]) < bias[0]) count++;
	if (uv[1] - floorf(uv[1]) < bias[1]) count++;

    if (count & 1)
        resultColor = block.inputValue( aColor2 ).asFloatVector();
    else
        resultColor = block.inputValue( aColor1 ).asFloatVector();

    // Set ouput color attribute
    MDataHandle outColorHandle = block.outputValue( aOutColor );
    MFloatVector& outColor = outColorHandle.asFloatVector();
    outColor = resultColor;
    outColorHandle.setClean();

    // Set ouput alpha attribute
	MDataHandle outAlphaHandle = block.outputValue( aOutAlpha );
	float& outAlpha = outAlphaHandle.asFloat();
	outAlpha = (count & 1) ? 1.f : 0.f;
	outAlphaHandle.setClean();

    return MS::kSuccess;
}
示例#15
0
MStatus sine::compute( const MPlug& plug, MDataBlock& data )
{
	
	MStatus returnStatus;
 
	if( plug == output )
	{
		MDataHandle inputData = data.inputValue( input, &returnStatus );

		if( returnStatus != MS::kSuccess )
			cerr << "ERROR getting data" << endl;
		else
		{
			float result = sinf( inputData.asFloat() ) * 10.0f;
			MDataHandle outputHandle = data.outputValue( sine::output );
			outputHandle.set( result );
			data.setClean(plug);
		}
	} else {
		return MS::kUnknownParameter;
	}

	return MS::kSuccess;
}
示例#16
0
MStatus sseDeformer::compute(const MPlug& plug, MDataBlock& data)
{
    MStatus status;
    if (plug.attribute() != outputGeom) {
        printf("Ignoring requested plug\n");
        return status;
    }
    unsigned int index = plug.logicalIndex();
    MObject thisNode = this->thisMObject();

    // get input value
    MPlug inPlug(thisNode,input);
    inPlug.selectAncestorLogicalIndex(index,input);
    MDataHandle hInput = data.inputValue(inPlug, &status);
    MCheckStatus(status, "ERROR getting input mesh\n");

    // get the input geometry
    MDataHandle inputData = hInput.child(inputGeom);
    if (inputData.type() != MFnData::kMesh) {
        printf("Incorrect input geometry type\n");
        return MStatus::kFailure;
    }

    MObject iSurf = inputData.asMesh() ;
    MFnMesh inMesh;
    inMesh.setObject( iSurf ) ;

    MDataHandle outputData = data.outputValue(plug);
    outputData.copy(inputData);
    if (outputData.type() != MFnData::kMesh) {
        printf("Incorrect output mesh type\n");
        return MStatus::kFailure;
    }

    MObject oSurf = outputData.asMesh() ;
    if(oSurf.isNull()) {
        printf("Output surface is NULL\n");
        return MStatus::kFailure;
    }

    MFnMesh outMesh;
    outMesh.setObject( oSurf ) ;
    MCheckStatus(status, "ERROR setting points\n");

    // get all points at once for demo purposes. Really should get points from the current group using iterator
    MFloatPointArray pts;
    outMesh.getPoints(pts);

    int nPoints = pts.length();

    MDataHandle envData = data.inputValue(envelope, &status);
    float env = envData.asFloat();

    MDataHandle sseData = data.inputValue(sseEnabled, &status);
    bool sseEnabled = (bool) sseData.asBool();

    // NOTE: Using MTimer and possibly other classes disables
    // autovectorization with Intel <=10.1 compiler on OSX and Linux!!
    // Must compile this function with -fno-exceptions on OSX and
    // Linux to guarantee autovectorization is done. Use -fvec_report2
    // to check for vectorization status messages with Intel compiler.
    MTimer timer;
    timer.beginTimer();

    if(sseEnabled) {

        // Innter loop will autovectorize. Around 3x faster than the
        // loop below it. It would be faster if first element was
        // guaranteed to be aligned on 16 byte boundary.
        for(int i=0; i<nPoints; i++) {
            float* ptPtr = &pts[i].x;
            for(int j=0; j<4; j++) {
                ptPtr[j] = env * (cosf(ptPtr[j]) * sinf(ptPtr[j]) * tanf(ptPtr[j]));
            }
        }

    } else {

        // This inner loop will not autovectorize.
        for(int i=0; i<nPoints; i++) {
            MFloatPoint& pt = pts[i];
            for(int j=0; j<3; j++) {
                pt[j] = env * (cosf(pt[j]) * sinf(pt[j]) * tanf(pt[j]));
            }

        }
    }

    timer.endTimer();
    if(sseEnabled) {
        printf("SSE enabled, runtime %f\n", timer.elapsedTime());
    } else {
        printf("SSE disabled, runtime %f\n", timer.elapsedTime());
    }

    outMesh.setPoints(pts);

    return status;
}
示例#17
0
MStatus VmIslandNode::compute( const MPlug& i_plug, MDataBlock& io_dataBlock )
{
    MStatus status;
    
    fprintf( stderr, "VmIslandNode::compute()...\n" );
    
    //Check plugs
    if( i_plug == oa_update )
    {
        //Make sure all internal structures are up to date with attributes
        fprintf( stderr, "VmIslandNode::compute(oa_update)\n" );
        
        MDataHandle seedHandle = io_dataBlock.inputValue( ia_seed, & status);
        const long seed = seedHandle.asLong();
        CHECK_MSTATUS( status );
        
        MDataHandle roughnessHandle = io_dataBlock.inputValue( ia_roughness, & status);
        const float roughness = roughnessHandle.asFloat();
        CHECK_MSTATUS( status );
        
        MDataHandle planeHeightHandle = io_dataBlock.inputValue( ia_planeHeight, & status);
        const long planeHeight = planeHeightHandle.asLong();
        CHECK_MSTATUS( status );

        MDataHandle smoothHandle = io_dataBlock.inputValue( ia_smooth, & status);
        const long smooth = smoothHandle.asLong();
        CHECK_MSTATUS( status );

        MDataHandle resolutionHandle = io_dataBlock.inputValue( ia_resolution, & status);
        const long resolution = resolutionHandle.asLong();
        CHECK_MSTATUS( status );

        MDataHandle planeSizeHandle = io_dataBlock.inputValue( ia_planeSize, & status);
        const long planeSize = planeSizeHandle.asLong();
        CHECK_MSTATUS( status );


        
        MDataHandle gridSizeHandle = io_dataBlock.inputValue( ia_gridSize, & status);
        const long gridSize = gridSizeHandle.asLong();
        m_gridSize = (int) gridSize;
        CHECK_MSTATUS( status );


        //Grass
        //--------------
        MDataHandle baseWidthHandle = io_dataBlock.inputValue( ia_baseWidth, & status);
        const float baseWidth = baseWidthHandle.asFloat();
        CHECK_MSTATUS( status );

        MDataHandle grassMultiplierHandle = io_dataBlock.inputValue( ia_grassMultiplier, & status);
        const long grassMultiplier = grassMultiplierHandle.asLong();
        CHECK_MSTATUS( status );

        MDataHandle grassSegmentLengthHandle = io_dataBlock.inputValue( ia_grassSegmentLength, & status);
        const float grassSegmentLength = grassSegmentLengthHandle.asFloat();
        CHECK_MSTATUS( status );

        MDataHandle grassNumSegmentsHandle = io_dataBlock.inputValue( ia_grassNumSegments, & status);
        const long grassNumSegments = grassNumSegmentsHandle.asLong();
        CHECK_MSTATUS( status );

        //MDataHandle windDirectionHandle = io_dataBlock.inputValue( ia_windDirection, & status);
        MFloatVector& windDirVec = io_dataBlock.inputValue( ia_windDirection, & status).asFloatVector();
        const Vcore::Vec3 windDirection = Vec3(windDirVec.x, windDirVec.y, windDirVec.z);
        CHECK_MSTATUS( status );

        MDataHandle grassBendAmountHandle = io_dataBlock.inputValue( ia_grassBendAmount, & status);
        const float grassBendAmount = grassBendAmountHandle.asFloat();
        CHECK_MSTATUS( status );

        MDataHandle windSpreadHandle = io_dataBlock.inputValue( ia_windSpread, & status);
        const float windSpread = windSpreadHandle.asFloat();
        CHECK_MSTATUS( status );

        MDataHandle clockHandle = io_dataBlock.inputValue( ia_clock, & status);
        const float clock = clockHandle.asLong();
        CHECK_MSTATUS( status );

        //Colours
        //-----------------
        MFloatVector& grassBaseColour1Vec = io_dataBlock.inputValue( ia_grassBaseColour1, & status).asFloatVector();
        const Vcore::Vec3 grassBaseColour1 = Vec3(grassBaseColour1Vec.x, grassBaseColour1Vec.y, grassBaseColour1Vec.z);
        CHECK_MSTATUS( status );

        MFloatVector& grassTipColour1Vec = io_dataBlock.inputValue( ia_grassTipColour1, & status).asFloatVector();
        const Vcore::Vec3 grassTipColour1 = Vec3(grassTipColour1Vec.x, grassTipColour1Vec.y, grassTipColour1Vec.z);
        CHECK_MSTATUS( status );

        MFloatVector& grassBaseColour2Vec = io_dataBlock.inputValue( ia_grassBaseColour2, & status).asFloatVector();
        const Vcore::Vec3 grassBaseColour2 = Vec3(grassBaseColour2Vec.x, grassBaseColour2Vec.y, grassBaseColour2Vec.z);
        CHECK_MSTATUS( status );

        MFloatVector& grassTipColour2Vec = io_dataBlock.inputValue( ia_grassTipColour2, & status).asFloatVector();
        const Vcore::Vec3 grassTipColour2 = Vec3(grassTipColour2Vec.x, grassTipColour2Vec.y, grassTipColour2Vec.z);
        CHECK_MSTATUS( status );


        //Update paramters of external lib system and rebuild
        m_island.setPlaneParameters( 
            planeSize, 
            planeHeight, 
            seed, 
            roughness, 
            resolution, 
            gridSize, 
            grassMultiplier, 
            baseWidth,
            grassSegmentLength, 
            grassNumSegments, 
            windDirection, 
            grassBendAmount, 
            windSpread, 
            clock, 
            smooth,
            grassBaseColour1,
            grassTipColour1,
            grassBaseColour2,
            grassTipColour2
        );
        
        //Rebuild object and check for success
        const bool updateOK = m_island.build();

        m_cachedVertices = m_island.getComponents( Vcore::Visland::VERTICES );
        m_cachedColours = m_island.getComponents( Vcore::Visland::COLOURS );
        m_cachedNormals = m_island.getComponents( Vcore::Visland::NORMALS );
        m_cachedIndices = m_island.getAllIndices();
        m_geomInstances = m_island.getAllGeometryInstances();
        
        // We must set a value for the plug we have been asked to evaluate,
        // even if we are not going to use it. We set it in the data-block,
        // and to set it we use outputValue().
        //
        // Here we usually set the result to true. The caller who triggered the
        // computation for this attribute might not look at the value that
        // we are setting this plug to. But they do ask for the value of this plug,
        // only to trigger an update of the internal structures. See the draw()
        // and boundingBox() methods to see how this is done.
        
        MDataHandle updateHandle = io_dataBlock.outputValue( i_plug );
        updateHandle.set( updateOK );
        
        //Need to set plug to clean to refresh it
        io_dataBlock.setClean( i_plug );
    }
    
    else if( i_plug == oa_rib ) {
        //Set up rib system to ready renderman values
        
        fprintf( stderr, "VmIslandNode::compute(oa_rib)\n" );
        
        MDataHandle seedHandle = io_dataBlock.inputValue( ia_seed, & status);
        const long seed = seedHandle.asLong();
        CHECK_MSTATUS( status );

        MDataHandle smoothHandle = io_dataBlock.inputValue( ia_smooth, & status);
        const float smooth = smoothHandle.asLong();
        CHECK_MSTATUS( status );
        
        MDataHandle roughnessHandle = io_dataBlock.inputValue( ia_roughness, & status);
        const float roughness = roughnessHandle.asFloat();
        CHECK_MSTATUS( status );

        MDataHandle rmanResolutionHandle = io_dataBlock.inputValue( ia_rmanResolution, & status);
        const long rmanResolution = rmanResolutionHandle.asLong();
        CHECK_MSTATUS( status );
        
        MDataHandle planeHeightHandle = io_dataBlock.inputValue( ia_planeHeight, & status);
        const long planeHeight = planeHeightHandle.asLong();
        CHECK_MSTATUS( status );
        
        MDataHandle planeSizeHandle = io_dataBlock.inputValue( ia_planeSize, & status);
        const long planeSize = planeSizeHandle.asLong();
        CHECK_MSTATUS( status );


        //Grass
        //----------------

        MDataHandle gridSizeHandle = io_dataBlock.inputValue( ia_gridSize, & status);
        const long gridSize = gridSizeHandle.asLong();
        CHECK_MSTATUS( status );

        MDataHandle grassMultiplierHandle = io_dataBlock.inputValue( ia_grassMultiplier, & status);
        const long grassMultiplier = grassMultiplierHandle.asLong();
        CHECK_MSTATUS( status );

        MDataHandle baseWidthHandle = io_dataBlock.inputValue( ia_baseWidth, & status);
        const float baseWidth = baseWidthHandle.asFloat();
        m_gridSize = (int) baseWidth;
        CHECK_MSTATUS( status );

        MDataHandle grassSegmentLengthHandle = io_dataBlock.inputValue( ia_grassSegmentLength, & status);
        const float grassSegmentLength = grassSegmentLengthHandle.asFloat();
        CHECK_MSTATUS( status );

        MDataHandle grassNumSegmentsHandle = io_dataBlock.inputValue( ia_grassNumSegments, & status);
        const long grassNumSegments = grassNumSegmentsHandle.asLong();
        CHECK_MSTATUS( status );

        MFloatVector& windDirVec = io_dataBlock.inputValue( ia_windDirection, & status).asFloatVector();
        const Vcore::Vec3 windDirection = Vec3(windDirVec.x, windDirVec.y, windDirVec.z);
        CHECK_MSTATUS( status );

        MDataHandle grassBendAmountHandle = io_dataBlock.inputValue( ia_grassBendAmount, & status);
        const float grassBendAmount = grassBendAmountHandle.asFloat();
        CHECK_MSTATUS( status );

        MDataHandle windSpreadHandle = io_dataBlock.inputValue( ia_windSpread, & status);
        const float windSpread = windSpreadHandle.asFloat();
        CHECK_MSTATUS( status );

        MDataHandle clockHandle = io_dataBlock.inputValue( ia_clock, & status);
        const float clock = clockHandle.asLong();
        CHECK_MSTATUS( status );

        //Colours
        //-------------------
        MFloatVector& grassBaseColour1Vec = io_dataBlock.inputValue( ia_grassBaseColour1, & status).asFloatVector();
        const Vcore::Vec3 grassBaseColour1 = Vec3(grassBaseColour1Vec.x, grassBaseColour1Vec.y, grassBaseColour1Vec.z);
        CHECK_MSTATUS( status );

        MFloatVector& grassTipColour1Vec = io_dataBlock.inputValue( ia_grassTipColour1, & status).asFloatVector();
        const Vcore::Vec3 grassTipColour1 = Vec3(grassTipColour1Vec.x, grassTipColour1Vec.y, grassTipColour1Vec.z);
        CHECK_MSTATUS( status );

        MFloatVector& grassBaseColour2Vec = io_dataBlock.inputValue( ia_grassBaseColour2, & status).asFloatVector();
        const Vcore::Vec3 grassBaseColour2 = Vec3(grassBaseColour2Vec.x, grassBaseColour2Vec.y, grassBaseColour2Vec.z);
        CHECK_MSTATUS( status );

        MFloatVector& grassTipColour2Vec = io_dataBlock.inputValue( ia_grassTipColour2, & status).asFloatVector();
        const Vcore::Vec3 grassTipColour2 = Vec3(grassTipColour2Vec.x, grassTipColour2Vec.y, grassTipColour2Vec.z);
        CHECK_MSTATUS( status );

        char rib[4096];
        sprintf( rib, "seed=%d;roughness=%f;planeHeight=%d;planeSize=%d;resolution=%d;gridSize=%d;grassMultiplier=%d;baseWidth=%f;grassSegmentLength=%f;grassNumSegments=%d;windDirectionX=%f;windDirectionY=%f;windDirectionZ=%f;grassBendAmount=%f;windSpread=%f;clock=%d;smooth=%d;grassBaseColour1X=%f;grassBaseColour1Y=%f;grassBaseColour1Z=%f;grassTipColour1X=%f;grassTipColour1Y=%f;grassTipColour1Z=%f;grassBaseColour2X=%f;grassBaseColour2Y=%f;grassBaseColour2Z=%f;grassTipColour2X=%f;grassTipColour2Y=%f;grassTipColour2Z=%f;",
            (int) seed, 
            (float) roughness, 
            (int) planeHeight, 
            (int) planeSize, 
            (int) rmanResolution , 
            (int) gridSize, 
            (int) grassMultiplier, 
            (float) baseWidth,
            (float) grassSegmentLength, 
            (int) grassNumSegments, 
            (float) windDirection.x, 
            (float) windDirection.y,
            (float) windDirection.z,
            (float) grassBendAmount, 
            (float) windSpread,
            (int) clock,
            (int) smooth,
            (float) grassBaseColour1.x,
            (float) grassBaseColour1.y,
            (float) grassBaseColour1.z,
            (float) grassTipColour1.x,
            (float) grassTipColour1.y,
            (float) grassTipColour1.z,
            (float) grassBaseColour2.x,
            (float) grassBaseColour2.y,
            (float) grassBaseColour2.z,
            (float) grassTipColour2.x,
            (float) grassTipColour2.y,
            (float) grassTipColour2.z
        );        
        
        // We must set a value for the plug we have been asked to evaluate,
        // even if we are not going to use it. We set it in the data-block,
        // and to set it we use outputValue().
        //
        // Here we are calculating a string value, and that value will 
        // be used by the caller in a "rib-gen" operation - a process in 
        // which a RIB file is generated for Renderman.
        //
        // Notice also that strings in Maya or more complicated than numbers.
        // We need to make a data object for the string data.
        
        MFnStringData stringDataFn;
        MObject stringDataObj = stringDataFn.create( rib, & status );
        CHECK_MSTATUS( status );
        
        MDataHandle ribHandle = io_dataBlock.outputValue( i_plug );
        ribHandle.set( stringDataObj );
        io_dataBlock.setClean( i_plug );
    }
    
    else {
        //Shouldn't be here.
        return MStatus::kSuccess;
    }
}
示例#18
0
//
// DESCRIPTION:
///////////////////////////////////////////////////////
MStatus clearcoat::compute(
const MPlug&      plug,
      MDataBlock& block )
{
  if( plug == aOutValue )
  {


    MFloatVector& surfaceNormal = block.inputValue( aNormalCamera ).asFloatVector();
    MFloatVector& rayDirection  = block.inputValue( aRayDirection ).asFloatVector();

	float index = block.inputValue(aIndex).asFloat();
	float scale = block.inputValue(aScale).asFloat();
	float bias  = block.inputValue(aBias).asFloat();

	// This is Jim Craighead's code.  Ripped straight from Studio...

	/* This basically computes a fresnel reflection coeficient.  */
	/* It could probably use some optimization, but the trig     */
	/* identities are left as an exercise for the masochistic.   */
	/* Also note that this is reasonably accurate for refractive */
	/* indices greater than 1, but a complete hack for smaller   */
	/* values.  There are still problems with values below 0.6   */
	/* such as Gold and Silver.                                  */

	float origCosne	 = - (rayDirection * surfaceNormal);
	float ninety        = (float) kPi * 0.5f;
	float I             = (float) acos( origCosne );
	float transSin      = (float) sin(I) / (float)(index);
	float ccFresnel     = 1.0;
	float ccBlend       = 0.0;
	float sum           = 0.0;
	float difference    = 0.0;
	if( transSin > 1.0 ) {
		float limit   = (float) asin( (float)(index));
		sum           = limit + ninety;
		difference    = limit - ninety;
	} else {
		float T       = (float) asin( transSin );
		sum           = I + T;
		difference    = I - T;
	}

	if( ! (fabs(difference) < kFloatEpsilon ) ) {
		float fudgedScale = (float)(scale) * 2.0f;
		float fudgedBias  = (float)(bias) * 1.0f;
		if( sum < ninety ) {
			float parallel      = (float) (tan(difference) / tan(sum));
			float perpendicular = (float) (sin(difference) / sin(sum));
			ccFresnel = 0.5f * ( perpendicular * perpendicular
								+ parallel * parallel );
		} else {
			float perpendicular = (float) sin(difference);
			ccFresnel = 0.5f * ( perpendicular * perpendicular );
		}
		ccBlend   = ccFresnel * fudgedScale + fudgedBias;
		if(      ccBlend > 1.0 ) ccBlend = 1.0;
		else if( ccBlend < 0.0 ) ccBlend = 0.0;
	}

    // set ouput color attribute
    MDataHandle outHandle = block.outputValue( aOutValue );
	float& outV = outHandle.asFloat();

	outV = ccBlend;
    outHandle.setClean();

  } else
	  return MS::kUnknownParameter;

  return MS::kSuccess;
}
MStatus proWater::compute(const MPlug& plug, MDataBlock& dataBlock)
{
    MStatus status = MStatus::kUnknownParameter;
    if (plug.attribute() == outputGeom) {
        // get the input corresponding to this output
        //
        unsigned int index = plug.logicalIndex();
        MObject thisNode = this->thisMObject();
        MPlug inPlug(thisNode,input);
        inPlug.selectAncestorLogicalIndex(index,input);
        MDataHandle hInput = dataBlock.inputValue(inPlug);
        
        // get the input geometry and input groupId
        //
        MDataHandle hGeom = hInput.child(inputGeom);
        MDataHandle hGroup = hInput.child(groupId);
        
        
        
        unsigned int groupId = hGroup.asLong();
        MDataHandle hOutput = dataBlock.outputValue(plug);
        hOutput.copy(hGeom);
        
        
        MStatus returnStatus;
        
        MDataHandle envData = dataBlock.inputValue(envelope, &returnStatus);
        if (MS::kSuccess != returnStatus) return returnStatus;
        float env = envData.asFloat();
        
        MDataHandle timeData = dataBlock.inputValue(time, &returnStatus);
        if(MS::kSuccess != returnStatus) return returnStatus;
        double t = timeData.asDouble();
        
        MDataHandle dirData = dataBlock.inputValue(dir, &returnStatus);
        if(MS::kSuccess != returnStatus) return returnStatus;
        double dirDeg = dirData.asDouble();
        
        MDataHandle bigData = dataBlock.inputValue(bigFreq, &returnStatus);
        if(MS::kSuccess != returnStatus) return returnStatus;
        double bigFreqAmp = bigData.asDouble();
        
        MDataHandle ampData = dataBlock.inputValue(amplitude1, &returnStatus);
        if(MS::kSuccess != returnStatus) return returnStatus;
        double amp1 = ampData.asDouble();
        
        MDataHandle freqData = dataBlock.inputValue(frequency1, &returnStatus);
        if(MS::kSuccess != returnStatus) return returnStatus;
        double freq1 = freqData.asDouble();
        
        MDataHandle ampData2 = dataBlock.inputValue(amplitude2, &returnStatus);
        if(MS::kSuccess != returnStatus) return returnStatus;
        double amp2 = ampData2.asDouble();
        
        MDataHandle freqData2 = dataBlock.inputValue(frequency2, &returnStatus);
        if(MS::kSuccess != returnStatus) return returnStatus;
        double freq2 = freqData2.asDouble();
        
        
        // Get the MFnMesh
        MStatus stat;
        MObject inputObj = hOutput.data();
        MFnMesh * meshFn = new MFnMesh(inputObj, &stat);
        
        // do the deformation
        //
        MItGeometry iter(hOutput,groupId,false);
        
        for ( ; !iter.isDone(); iter.next()) {
            MPoint pt = iter.position();
            
            //float2 uvPoint;
            //float u,v;
            
            //uvPoint[0] = u;
            //uvPoint[1] = v;
            
            //meshFn->getUVAtPoint(pt, uvPoint, MSpace::kObject);
            
            float u = pt.x; //uvPoint[0]*100;
            float v = pt.z; //uvPoint[1]*100;
            
            float degDir = dirDeg;
            
            float dir = degDir* M_PI/180;
            
            float dirX = cos(dir);
            float dirY = sin(dir);
            
            
            float bigFreq = 0.01;
            
            float bigWaves = scaled_raw_noise_3d(0, 1, (u + 3*t*dirX)*bigFreq*dirX, (v + 3*t*dirY)*bigFreq*dirY*2, t*0.01);
            
            
            float frequency1 = freq1/10;//0.2;
            float amplitude1 = amp1;//1.3;
            
            float firstOctave = -(std::abs(scaled_raw_noise_3d(-amplitude1, amplitude1, (float)(u + 0.7*t*dirX)*frequency1*0.4, (float)(v + 0.7*t*dirY)*frequency1*0.6, 0.05*t))-amplitude1);
            
            float frequency2 = freq2/10;
            float amplitude2 = amp2;
        
            float secondOctave = - (std::abs(scaled_raw_noise_3d(-amplitude2, amplitude2, (float)(u + 0.7*t*dirX)*frequency2*0.35, (float)(v + 0.7*t*dirY)*frequency2*0.65, 0.005*t))-amplitude2);
            
            float frequency3 = freq1/10;
            float amplitude3 = amp1/1.5;
            
            float thirdOctave = - (std::abs(scaled_raw_noise_3d(-amplitude3, amplitude3, (float)(u + t*0.5*dirX)*frequency3*0.4, (float)(v + t*0.5*dirY)*frequency3*0.6, 30))-amplitude3);
            
            float frequency4 = freq2/10;
            float amplitude4 = amp2/1.5;
            
            float fourthOctave = scaled_raw_noise_3d(-amplitude4, amplitude4, (float)(u + t*0.5*dirX)*frequency4*0.4, (float)(v + t*0.5*dirY)*frequency4*0.6, 50);
            
            float frequency5 = freq2;
            float amplitude5 = amp2/2;
            
            float fifthOctave = scaled_raw_noise_3d(-amplitude5, amplitude5, (float)(u + t*0.5*dirX)*frequency5*0.15, (float)(v + t*0.5*dirY)*frequency5*0.85, 0.001*t);
            
            float disp = bigFreqAmp*bigWaves + 7*(bigWaves)*firstOctave + secondOctave + thirdOctave*thirdOctave + fourthOctave + std::abs(bigWaves-1)*fifthOctave;
            
            pt = pt + iter.normal()*disp;
            
            iter.setPosition(pt);
        }
        
        delete meshFn;
        status = MStatus::kSuccess;
    }
    
    
    return status;
}
示例#20
0
MStatus  retargetLocator::compute( const MPlug& plug, MDataBlock& data )
{
	MStatus status;

	MDataHandle hDiscMatrix = data.inputValue( aDiscMatrix );
	MDataHandle hDiscAxis = data.inputValue( aDiscAxis );
	MDataHandle hDiscAngle = data.inputValue( aDiscAngle );
	MDataHandle hDiscDivision = data.inputValue( aDiscDivision );
	MDataHandle hDiscOffset = data.inputValue( aDiscOffset );
	MDataHandle hDiscSize = data.inputValue( aDiscSize );
	MDataHandle hDiscActiveColor = data.inputValue( aDiscActiveColor );
	MDataHandle hDiscLeadColor = data.inputValue( aDiscLeadColor );
	MDataHandle hDiscDefaultColor = data.inputValue( aDiscDefaultColor );
	MDataHandle hDiscFillAlpha = data.inputValue( aDiscFillAlpha );
	MDataHandle hDiscLineAlpha = data.inputValue( aDiscLineAlpha );

	discAxis = hDiscAxis.asInt();
	discDivision = hDiscDivision.asInt();
	discAngle = hDiscAngle.asDouble();
	discSize = hDiscSize.asVector();
	discOffset = hDiscOffset.asVector();
	discActiveColor = hDiscActiveColor.asFloat3();
	discLeadColor = hDiscLeadColor.asFloat3();
	discDefaultColor = hDiscDefaultColor.asFloat3();
	discFillAlpha = hDiscFillAlpha.asFloat();
	discLineAlpha = hDiscLineAlpha.asFloat();

	MArrayDataHandle hArrArrow = data.inputArrayValue( aArrow );
	arrowNum = hArrArrow.elementCount();

	inheritMatrix.setLength( arrowNum );
	aimMatrix.setLength( arrowNum );
	inputMeshObj.setLength( arrowNum );
	startSize.setLength( arrowNum );
	size.setLength( arrowNum );
	activeColor.setLength( arrowNum );
	leadColor.setLength( arrowNum );
	defaultColor.setLength( arrowNum );
	fillAlpha.setLength( arrowNum );
	lineAlpha.setLength( arrowNum );
	offset.setLength( arrowNum );

	for( int i =0; i < arrowNum; i++ )
	{
		MDataHandle hArrow = hArrArrow.inputValue();

		MDataHandle hInheritMatrix = hArrow.child( aInheritMatrix );
		MDataHandle hAimMatrix = hArrow.child( aAimMatrix );
		MDataHandle hInputMesh = hArrow.child( aInputMesh );
		MDataHandle hStartSize = hArrow.child( aStartSize );
		MDataHandle hSize = hArrow.child( aSize );
		MDataHandle hActiveColor = hArrow.child( aActiveColor );
		MDataHandle hLeadColor = hArrow.child( aLeadColor );
		MDataHandle hDefaultColor = hArrow.child( aDefaultColor );
		MDataHandle hFillAlpha = hArrow.child( aFillAlpha );
		MDataHandle hLineAlpha = hArrow.child( aLineAlpha );
		MDataHandle hOffset = hArrow.child( aOffset );

		inheritMatrix[i] = hInheritMatrix.asBool();
		aimMatrix[i] = hAimMatrix.asMatrix()*hDiscMatrix.asMatrix().inverse();
		inputMeshObj[i] = hInputMesh.asMesh();
		startSize[i] = hStartSize.asFloat();
		size[i] = hSize.asFloat();
		activeColor[i] = hActiveColor.asFloat3();
		leadColor[i] = hLeadColor.asFloat3();
		defaultColor[i] = hDefaultColor.asFloat3();
		fillAlpha[i] = hFillAlpha.asFloat();
		lineAlpha[i] = hLineAlpha.asFloat();
		offset[i] = hOffset.asVector();

		hArrArrow.next();
	}

	MDataHandle hOutput = data.outputValue( aOutput );
	hOutput.set( 1.0 );
	data.setClean( plug );

	return MS::kSuccess;
}
/* virtual */
bool 
hwColorPerVertexShader::setInternalValueInContext( const MPlug& plug,
												  const MDataHandle& handle,
												  MDGContext&)
{
	bool handledAttribute = false;
	if (plug == aNormalsPerVertex)
	{
		handledAttribute = true;
		mNormalsPerVertex = (unsigned int) handle.asInt();
	}
	else if (plug == aColorsPerVertex)
	{
		handledAttribute = true;
		mColorsPerVertex = (unsigned int) handle.asInt();
	}
	else if (plug == aColorSetName)
	{
		handledAttribute = true;
		mColorSetName = (MString) handle.asString();
	}
	else if (plug == aTexRotateX)
	{
		handledAttribute = true;
		mTexRotateX = handle.asFloat();
	}
	else if (plug == aTexRotateY)
	{
		handledAttribute = true;
		mTexRotateY = handle.asFloat();
	}
	else if (plug == aTexRotateZ)
	{
		handledAttribute = true;
		mTexRotateZ = handle.asFloat();
	}

	else if (plug == aColorGain)
	{
		handledAttribute = true;
		float3 & val = handle.asFloat3();
		if (val[0] != mColorGain[0] || 
			val[1] != mColorGain[1] || 
			val[2] != mColorGain[2])
		{
			mColorGain[0] = val[0];
			mColorGain[1] = val[1];
			mColorGain[2] = val[2];
			mAttributesChanged = true;
		}
	}
	else if (plug == aColorBias)
	{
		handledAttribute = true;
		float3 &val = handle.asFloat3();
		if (val[0] != mColorBias[0] || 
			val[1] != mColorBias[1] || 
			val[2] != mColorBias[2])
		{
			mColorBias[0] = val[0];
			mColorBias[1] = val[1];
			mColorBias[2] = val[2];
			mAttributesChanged = true;
		}
	}
	else if (plug == aTranspGain)
	{
		handledAttribute = true;
		float val = handle.asFloat();
		if (val != mTranspGain)
		{
			mTranspGain = val;
			mAttributesChanged = true;
		}
	}
	else if (plug == aTranspBias)
	{
		handledAttribute = true;
		float val = handle.asFloat();
		if (val != mTranspBias)
		{
			mTranspBias = val;
			mAttributesChanged = true;
		}
	}

	return handledAttribute;
}
示例#22
0
MStatus sgIkSmoothStretch::compute( const MPlug& plug, MDataBlock& data )
{
	MStatus stat;

	if ( plug == aOutputDistance )
	{
		MArrayDataHandle hArrInputDistance = data.inputArrayValue( aInputDistance );
		MDataHandle hStretchAble = data.inputValue( aStretchAble );
		MDataHandle hSmoothArea = data.inputValue( aSmoothArea );

		float stretchAble = hStretchAble.asFloat();

		double allDistance = 0.0;
		int arrayCount = hArrInputDistance.elementCount();

		double* outputDistances = new double[arrayCount]; 

		int multMinus = 1;
		for( int i=0; i<arrayCount; i++ )
		{
			MDataHandle hInputDistance = hArrInputDistance.inputValue();
			double inputDistance = hInputDistance.asDouble();

			if( inputDistance < 0 )
			{
				multMinus = -1;
				outputDistances[i] = -inputDistance;
			}
			else
			{
				outputDistances[i] = inputDistance;
			}
			allDistance += outputDistances[i];
			hArrInputDistance.next();
		}
		
		MDataHandle hInPosition = data.inputValue( aInPosition );
		MDataHandle hInPositionX = hInPosition.child( aInPositionX );
		MDataHandle hInPositionY = hInPosition.child( aInPositionY );
		MDataHandle hInPositionZ = hInPosition.child( aInPositionZ );

		double smoothArea = hSmoothArea.asDouble()*0.1;

		double poseDistance = sqrt( pow( hInPositionX.asDouble(), 2 )+pow( hInPositionY.asDouble(), 2 )+pow( hInPositionZ.asDouble(), 2 ) ) ;
		allDistance = fabs( allDistance );

		double stretchRate = getSmoothStretchRate( outputDistances[0], outputDistances[1], poseDistance, smoothArea );
		double smoothRate  = getSmoothRate( outputDistances[0], outputDistances[1], poseDistance, smoothArea );

		double currentRate = ( 1-stretchAble )*smoothRate + stretchAble*stretchRate;

		outputDistances[0] *= currentRate*multMinus;
		outputDistances[1] *= currentRate*multMinus;

		MArrayDataHandle hArrOutputDistance = data.outputArrayValue( aOutputDistance );
		MArrayDataBuilder bArrOutputDistance( aOutputDistance, arrayCount, &stat );

		for( int i=0; i<arrayCount; i++ )
		{
			MDataHandle hOutputDistance = bArrOutputDistance.addElement( i );
			hOutputDistance.set( outputDistances[i] );
		}

		hArrOutputDistance.set( bArrOutputDistance );
		hArrOutputDistance.setAllClean();

		data.setClean( plug );
	}
	return MS::kSuccess;
}
示例#23
0
MStatus puttyNode::deform( MDataBlock& block, MItGeometry& iter, const MMatrix& worldMatrix, unsigned int multiIndex)
{
//	MGlobal::displayInfo("deform");
    MStatus status = MS::kSuccess;

    /////////////////////////////////////////////////////////////////////////////////////////////////
    //
    // get inputs
    //
	
	// get the node ready flag
	MDataHandle dh = block.inputValue(aScriptSourced,&status);
	SYS_ERROR_CHECK(status, "Error getting aScriptSourced data handle\n");
	bool scriptSourced = dh.asBool();
	if (!scriptSourced)
		return MS::kSuccess;


	dh = block.inputValue(aNodeReady,&status);
	SYS_ERROR_CHECK(status, "Error getting node ready data handle\n");
	bool nodeReady = dh.asBool();

	// if it's not ready, don't do anything
	if (!nodeReady)
		return MS::kSuccess;

    dh = block.inputValue(aDefSpace,&status);
    SYS_ERROR_CHECK(status, "Error getting defSpace data handle\n");
    short defSpace = dh.asShort();
    
    dh = block.inputValue(aDefWeights,&status);
    SYS_ERROR_CHECK(status, "Error getting defWeights data handle\n");
    short defWeights = dh.asShort();
 
    dh = block.inputValue(aDefEnvelope,&status);
    SYS_ERROR_CHECK(status, "Error getting defEnvelope data handle\n");
    short defEnvelope = dh.asShort();
    

    
    // get the command
    dh = block.inputValue(aCmdBaseName,&status);
    SYS_ERROR_CHECK(status, "Error getting aCmdBaseName  handle\n");    
    MString script =  dh.asString(); 
        
 /*   if (script == "")
    {
        status = MS::kFailure;
        USER_ERROR_CHECK(status, "no script provided!\n");    
    }
   */ 
    /////////////////////////////////////////////////////////////////////////////////////////////////
    //
    // build mel cmd string
    //
    
    // check if it's a valid cmd
        
   
    // get the envelope
    //
    double env = 1;
    
    if (defEnvelope == MSD_ENVELOPE_AUTO)
    {
        dh = block.inputValue(envelope,&status);
    	SYS_ERROR_CHECK(status, "Error getting envelope data handle\n");	
	    env = double(dh.asFloat());	
        
        // early stop 'cause there is nothing more to do
        if (env == 0.0)
            return MS::kSuccess;
    }
    
    // get the points, transform them into the right space if needed
    //
    int count = iter.count();
    MVectorArray points(count);
    for ( ; !iter.isDone(); iter.next()) 
        points[iter.index()] = iter.position();
        
    if ( defSpace == MSD_SPACE_WORLD )
    {
        for (int i = 0;i<count;i++)
            points[i] = MPoint(points[i]) * worldMatrix;
    }
    
    
    // get the weights
    //
    MDoubleArray weights;
    if ( defWeights == MSD_WEIGHTS_AUTO)
    {
        weights.setLength(count);
        
        for (int i = 0;i<count;i++)
            weights[i]  = weightValue(block,multiIndex,i);
        
    }


    // get the object name and type
    // get the input geometry, traverse through the data handles    
    MArrayDataHandle adh = block.outputArrayValue( input, &status );
    SYS_ERROR_CHECK(status,"error getting input array data handle.\n");

    status = adh.jumpToElement( multiIndex );
    SYS_ERROR_CHECK(status, "input jumpToElement failed.\n");

    // compound data 
    MDataHandle cdh = adh.inputValue( &status );
    SYS_ERROR_CHECK(status, "error getting input inputValue\n");
   
    // input geometry child
    dh = cdh.child( inputGeom );
    MObject dInputGeometry = dh.data();
   
    // get the type      
    MString geometryType = dInputGeometry.apiTypeStr();

    // get the name    
//    MFnDagNode dagFn( dInputGeometry, &status);
//    SYS_ERROR_CHECK(status, "error converting geometry obj to dag node\n");
   
//    MString geometryName = dagFn.fullPathName(&status);
//    SYS_ERROR_CHECK(status, "error getting full path name \n");

//    MString geometryType = "";
//    MString geometryName = "";
    
    /////////////////////////////////////////////////////////////////////////////////////////////////
    //  
    //  set the current values on the temp plugs for the script to be picked up
    //
    
    // the position
    MObject thisNode = thisMObject();
    
    MPlug currPlug(thisNode,aCurrPosition);
    MFnVectorArrayData vecD;
    MObject currObj = vecD.create(points,&status);
    currPlug.setValue(currObj);
    SYS_ERROR_CHECK(status, "error setting currPosPlug value\n");
    
    // the weights
    currPlug =MPlug(thisNode,aCurrWeight);
    MFnDoubleArrayData dblD;
    currObj = dblD.create(weights,&status);
    currPlug.setValue(currObj);
    SYS_ERROR_CHECK(status, "error setting currWeightsPlug value\n");
    
    // world matrix
    currPlug =MPlug(thisNode,aCurrWorldMatrix);
    MFnMatrixData matD;
    currObj = matD.create(worldMatrix,&status);
    currPlug.setValue(currObj);
    SYS_ERROR_CHECK(status, "error setting currWorldMatrixPlug value\n");

    // the multi index
    currPlug =MPlug(thisNode,aCurrMultiIndex);
    currPlug.setValue(int(multiIndex));
    SYS_ERROR_CHECK(status, "error setting currMultiIndexPlug value\n");
    
    // geometry name/type
//    currPlug =MPlug(thisNode,aCurrGeometryName);
//    currPlug.setValue(geometryName);
//    SYS_ERROR_CHECK(status, "error setting aCurrGeometryName value\n");

    currPlug =MPlug(thisNode,aCurrGeometryType);
    currPlug.setValue(geometryType);
    SYS_ERROR_CHECK(status, "error setting aCurrGeometryType value\n");

   
    /////////////////////////////////////////////////////////////////////////////////////////////////
    //
    // execute the mel script
    //
    MString melCmd = script+"(\"" +name()+"\","+count+")";
    
    MCommandResult melResult;
    status = MGlobal::executeCommand(melCmd,melResult);
	
	// if the command did not work, then try to resource the script
	// (might have been that we were in a fresh scene and nothing was ready yet
	if (status != MS::kSuccess)
	{
		dh = block.inputValue(aScript,&status);
	    SYS_ERROR_CHECK(status, "Error getting aCmdBaseName  handle\n");    
		MString scriptFile =  dh.asString(); 	

		// try to source the script
		MString cmd = "source \"" + scriptFile+"\"";
			
		MCommandResult melResult;
		status = MGlobal::executeCommand(cmd,melResult);
		// if successfull, retry the command 
		if (!status.error())
		{
			status = MGlobal::executeCommand(melCmd,melResult);
		}
	}

	USER_ERROR_CHECK(status, "Error executing mel command, please check the function you provided is valid, error free and has the appropriate parameters!");

    // check the result type
    if ((melResult.resultType()) != (MCommandResult::kDoubleArray))
    {
        USER_ERROR_CHECK(MS::kFailure, "result of mel command has wrong type, should be doubleArray (which will be interpreted as vectorArray)!");
    }
    
    // get the result as a double array
    MDoubleArray newP;  
    status = melResult.getResult(newP);
    USER_ERROR_CHECK(status, "Error getting result of mel command!");
    
    int newCount = newP.length()/3;
    // size check
    if (newCount != count)
    {
        USER_ERROR_CHECK(MS::kFailure, "the size of the result does not match the size of the input!");
    }

    // convert the double array into a vector array
    MPointArray newPoints(newCount);
    
    for(int i=0;i<newCount;i++)
        newPoints[i]=MPoint(newP[i*3],newP[i*3+1],newP[i*3+2]);
    
    /////////////////////////////////////////////////////////////////////////////////////////////////
    //
    // interprete and apply the result
    //


  
    // do the envelope and weights   
    if ((defEnvelope == MSD_ENVELOPE_AUTO)||((defWeights == MSD_WEIGHTS_AUTO)))
    {
        MDoubleArray envPP(count, env);
    
        if (defWeights == MSD_WEIGHTS_AUTO)
        { 
            for (int i = 0;i<count;i++)
                envPP[i] *= weights[i];
        }

        // linear interpolation between old and new points
        for (int i = 0;i<count;i++)
            newPoints[i] = (points[i] * (1-envPP[i])) + (newPoints[i] * envPP[i]);
    }


    // retransform the result if it was in world space
    if ( defSpace == MSD_SPACE_WORLD )
    {
        MMatrix worldMatrixInv = worldMatrix.inverse();
        
        for (int i = 0;i<count;i++)
            newPoints[i] *= worldMatrixInv;
    }
 
 
    // set the points    
    iter.reset();
  	for ( ; !iter.isDone(); iter.next()) 
     	iter.setPosition(newPoints[iter.index()]);    

    return status;
}
示例#24
0
MStatus
HRBFSkinCluster::deform( MDataBlock& block,
                      MItGeometry& iter,
                      const MMatrix& m,
                      unsigned int multiIndex)
//
// Method: deform1
//
// Description:   Deforms the point with a simple smooth skinning algorithm
//
// Arguments:
//   block      : the datablock of the node
//   iter       : an iterator for the geometry to be deformed
//   m          : matrix to transform the point into world space
//   multiIndex : the index of the geometry that we are deforming
//
//
{
	MStatus returnStatus;

	// get HRBF status
	MDataHandle HRBFstatusData = block.inputValue(rebuildHRBF, &returnStatus);
	McheckErr(returnStatus, "Error getting rebuildHRBF handle\n");
	int rebuildHRBFStatusNow = HRBFstatusData.asInt();
	// handle signaling to the rest of deform that HRBFs must be rebuild
	bool signalRebuildHRBF = false;
	signalRebuildHRBF = (rebuildHRBFStatus != rebuildHRBFStatusNow);
	MMatrixArray bindTFs; // store just the bind transforms in here.
	MMatrixArray boneTFs; // ALWAYS store just the bone transforms in here.

	// get HRBF export status
	MDataHandle exportCompositionData = block.inputValue(exportComposition, &returnStatus);
	McheckErr(returnStatus, "Error getting exportComposition handle\n");
	int exportCompositionStatusNow = exportCompositionData.asInt();

	MDataHandle HRBFExportSamplesData = block.inputValue(exportHRBFSamples, &returnStatus);
	McheckErr(returnStatus, "Error getting exportHRBFSamples handle\n");
	std::string exportHRBFSamplesStatusNow = HRBFExportSamplesData.asString().asChar();

	MDataHandle HRBFExportValuesData = block.inputValue(exportHRBFValues, &returnStatus);
	McheckErr(returnStatus, "Error getting exportHRBFValues handle\n");
	std::string exportHRBFValuesStatusNow = HRBFExportValuesData.asString().asChar();

	// get skinning type
	MDataHandle useDQData = block.inputValue(useDQ, &returnStatus);
	McheckErr(returnStatus, "Error getting useDQ handle\n");
	int useDQNow = useDQData.asInt();

	// determine if we're using HRBF
	MDataHandle useHRBFData = block.inputValue(useHRBF, &returnStatus);
	McheckErr(returnStatus, "Error getting useHRBFData handle\n");
	int useHRBFnow = useHRBFData.asInt();

	// get envelope because why not
	MDataHandle envData = block.inputValue(envelope, &returnStatus);
	float env = envData.asFloat();

	// get point in space for evaluating HRBF
	MDataHandle checkHRBFAtData = block.inputValue(checkHRBFAt, &returnStatus);
	McheckErr(returnStatus, "Error getting useDQ handle\n");
	double* data = checkHRBFAtData.asDouble3();

	// get the influence transforms
	//
	MArrayDataHandle transformsHandle = block.inputArrayValue( matrix ); // tell block what we want
	int numTransforms = transformsHandle.elementCount();
	if ( numTransforms == 0 ) { // no transforms, no problems
		return MS::kSuccess;
	}
	MMatrixArray transforms; // fetch transform matrices -> actual joint matrices
	for ( int i=0; i<numTransforms; ++i ) {
		MMatrix worldTF = MFnMatrixData(transformsHandle.inputValue().data()).matrix();
		transforms.append(worldTF);
		boneTFs.append(worldTF);
		transformsHandle.next();
	}
	// inclusive matrices inverse of the driving transform at time of bind
	// matrices for transforming vertices to joint local space
	MArrayDataHandle bindHandle = block.inputArrayValue( bindPreMatrix ); // tell block what we want
	if ( bindHandle.elementCount() > 0 ) {
		for ( int i=0; i<numTransforms; ++i ) {
			MMatrix bind = MFnMatrixData(bindHandle.inputValue().data()).matrix();
			transforms[i] = bind * transforms[i];
			bindHandle.next();
			if (signalRebuildHRBF) bindTFs.append(bind);
		}
	}

	MArrayDataHandle weightListHandle = block.inputArrayValue(weightList);
	if (weightListHandle.elementCount() == 0) {
		// no weights - nothing to do
		std::cout << "no weights!" << std::endl;
		//rebuildHRBFStatus = rebuildHRBFStatusNow - 1; // HRBFs will need to rebuilt no matter what
		return MS::kSuccess;
	}

	// print HRBF samples if requested
	if (exportHRBFSamplesStatusNow != exportHRBFSamplesStatus) {
		std::cout << "instructed to export HRBF samples: " << exportHRBFSamplesStatusNow.c_str() << std::endl;
		exportHRBFSamplesStatus = exportHRBFSamplesStatusNow;
		// TODO: handle exporting HRBFs to the text file format
		hrbfMan->debugSamplesToConsole(exportHRBFSamplesStatus);
	}

	// print HRBF values if requested
	if (exportHRBFValuesStatusNow != exportHRBFValuesStatus) {
		std::cout << "instructed to export HRBF values: " << exportHRBFValuesStatusNow.c_str() << std::endl;
		exportHRBFValuesStatus = exportHRBFValuesStatusNow;
		// TODO: handle exporting HRBFs to the text file format
		hrbfMan->debugValuesToConsole(exportHRBFValuesStatus);
	}

	// print HRBF composition if requested
	if (exportCompositionStatusNow != exportCompositionStatus) {
		std::cout << "instructed to export HRBF composition." << std::endl;
		exportCompositionStatus = exportCompositionStatusNow;
		// TODO: handle exporting HRBFs to the text file format
		hrbfMan->debugCompositionToConsole(boneTFs, numTransforms);
	}

	// check the HRBF value if the new point is significantly different
	MPoint checkHRBFHereNow(data[0], data[1], data[2]);
	if ((checkHRBFHereNow - checkHRBFHere).length() > 0.0001) {
		if (hrbfMan->m_HRBFs.size() == numTransforms) {
			std::cout << "checking HRBF at x:" << data[0] << " y: " << data[1] << " z: " << data[2] << std::endl;
			hrbfMan->compose(boneTFs);
			float val = 0.0f;
			float dx = 0.0f;
			float dy = 0.0f;
			float dz = 0.0f;
			float grad = 0.0f;

			hrbfMan->mf_vals->trilinear(data[0], data[1], data[2], val);
			hrbfMan->mf_gradX->trilinear(data[0], data[1], data[2], dx);
			hrbfMan->mf_gradY->trilinear(data[0], data[1], data[2], dy);
			hrbfMan->mf_gradZ->trilinear(data[0], data[1], data[2], dz);
			hrbfMan->mf_gradMag->trilinear(data[0], data[1], data[2], grad);
			std::cout << "val: " << val << " dx: " << dx << " dy: " << dy << " dz: " << dz << " grad: " << grad << std::endl;
			checkHRBFHere = checkHRBFHereNow;
		}
	}

	// rebuild HRBFs if needed
	if (signalRebuildHRBF) {
		std::cout << "instructed to rebuild HRBFs" << std::endl;
		rebuildHRBFStatus = rebuildHRBFStatusNow;

		MArrayDataHandle parentIDCsHandle = block.inputArrayValue(jointParentIdcs); // tell block what we want
		std::vector<int> jointParentIndices(numTransforms);
		if (parentIDCsHandle.elementCount() > 0) {
			for (int i = 0; i<numTransforms; ++i) {
				jointParentIndices[i] = parentIDCsHandle.inputValue().asInt();
				parentIDCsHandle.next();
			}
		}

		MArrayDataHandle jointNamesHandle = block.inputArrayValue(jointNames); // tell block what we want
		std::vector<std::string> jointNames(numTransforms);
		if (jointNamesHandle.elementCount() > 0) {
			for (int i = 0; i<numTransforms; ++i) {
				jointNames[i] = jointNamesHandle.inputValue().asString().asChar();
				jointNamesHandle.next();
			}
		}

		// debug
		//std::cout << "got joint hierarchy info! it's:" << std::endl;
		//for (int i = 0; i < numTransforms; ++i) {
		//	std::cout << i << ": " << jointNames[i].c_str() << " : " << jointParentIndices[i] << std::endl;
		//}
		std::cout << "rebuilding HRBFs... " << std::endl;
		hrbfMan->buildHRBFs(jointParentIndices, jointNames, bindTFs, boneTFs, 
			weightListHandle, iter, weights);
		std::cout << "done rebuilding!" << std::endl;
		weightListHandle.jumpToElement(0); // reset this, it's an iterator. trust me.
		iter.reset(); // reset this iterator so we can go do normal skinning
	}


	// perform traditional skinning
	if (useDQNow != 0) {
		returnStatus = skinDQ(transforms, numTransforms, weightListHandle, iter);
	}
	else {
		returnStatus = skinLB(transforms, numTransforms, weightListHandle, iter);
	}

	// do HRBF corrections
	if (useHRBFnow != 0) {
		if (hrbfMan->m_HRBFs.size() == numTransforms) {
			hrbfMan->compose(boneTFs);
			iter.reset();
			hrbfMan->correct(iter);
		}
	}

	return returnStatus;
}
示例#25
0
MStatus snapDeformer::deform(MDataBlock &data, MItGeometry &iter, const MMatrix &mat, unsigned int multiIndex) {
	MStatus stat;


    //lets see if we need to do anything
	MDataHandle DataHandle = data.inputValue(envelope, &stat);
	float env = DataHandle.asFloat();
	if (env == 0)
		return stat;
    DataHandle = data.inputValue(weight, &stat);
	const float weight = DataHandle.asFloat();
    if (weight == 0)
		return stat;
    
    env = (env*weight);


	//space target
	DataHandle = data.inputValue(space, &stat);
    int SpaceInt = DataHandle.asInt();

    //space source
	DataHandle = data.inputValue(spaceSource, &stat);
    int SpaceSourceInt = DataHandle.asInt();

    //pointlist
    MArrayDataHandle pointArrayHandle = data.inputArrayValue(pointList);


	//snapMesh
	MFnMesh	SnapMesh;
	DataHandle = data.inputValue(snapMesh, &stat);
    if (!stat)
        return Err(stat,"Can't get mesh to snap to");
    MObject SnapMeshObj = DataHandle.asMesh();
    SnapMesh.setObject(SnapMeshObj);
    MPointArray snapPoints;
    if (SpaceSourceInt==0)
        SnapMesh.getPoints(snapPoints, MSpace::kWorld);
    else
        SnapMesh.getPoints(snapPoints, MSpace::kObject);
    


    iter.reset();
    for ( ; !iter.isDone(); iter.next()) 	{
        //check for painted weights
        float currEnv = env * weightValue(data, multiIndex, iter.index());

        //get point to snap to
        unsigned int index;
        stat = pointArrayHandle.jumpToElement(iter.index());
        if (!stat)
            index = 0;
        else {
            DataHandle = pointArrayHandle.outputValue();
            index = DataHandle.asInt();
        }

        if (index != -1) {
            //calc point location
            MPoint currPoint;
            if (snapPoints.length() > index)
                currPoint = snapPoints[index];

            if (SpaceInt == 0)
                currPoint *= mat.inverse();

            if (currEnv !=1)
            {
                MPoint p = (currPoint- iter.position());
                currPoint = iter.position() + (p*currEnv);
            }


            //set point location
            iter.setPosition(currPoint);
        }
            
            
    }

    return stat;
}
示例#26
0
void TestDeformer::_deform_on_one_mesh(MDataBlock& data,
                                      MItGeometry& iter,
                                      const MMatrix& localToWorldMatrix,
                                      unsigned int mIndex,
                                      MObject &driver_mesh,
                                      const MDataHandle &envelopeHandle, MArrayDataHandle &vertMapArrayData, MPointArray &tempOutputPts)
{
    MStatus status;

    float env = envelopeHandle.asFloat();

    // use driver_meshVertIter to walk through the vertex of the current driver mesh
    MItMeshVertex driver_meshVertIter( driver_mesh, &status );
    CHECK_MSTATUS( status );

    int i = 0;
    iter.reset();
    while( !iter.isDone(&status) )
    {
        CHECK_MSTATUS( status );

        // get the weight
        float weight = weightValue( data, mIndex, iter.index() ); //painted weight
        float ww = weight * env;

        if ( fabs(ww) > FLT_EPSILON )//if ( ww != 0 )
        {
            __debug("%s(), vertMapArrayData.elementCount()=%d, iter.index()=%d",
                    __FUNCTION__, vertMapArrayData.elementCount(), iter.index());

            // get index_mapped to which the currrent vertex vI is mapped
            CHECK_MSTATUS(vertMapArrayData.jumpToElement(iter.index()));
            int index_mapped = vertMapArrayData.inputValue(&status).asInt();
            CHECK_MSTATUS( status );

            if( index_mapped >= 0 )
            {
                __debug("index_mapped=%d", index_mapped);

                int prevInt;
                CHECK_MSTATUS( driver_meshVertIter.setIndex(index_mapped, prevInt) );

                // vertex wrold position on driver mesh
                MPoint mappedPt = driver_meshVertIter.position( MSpace::kWorld, &status );
                CHECK_MSTATUS( status );
                // vertex wrold position on driven mesh
                MPoint iterPt = iter.position(MSpace::kObject, &status) * localToWorldMatrix;
                CHECK_MSTATUS( status );

                // use ww to interpolate between mappedPt and iterPt
                MPoint pt = iterPt + ((mappedPt - iterPt) * ww );
                pt = pt * localToWorldMatrix.inverse();

                /// put the deform points to tempOutputPts
                tempOutputPts[i] += pt;
            }
        }//if
        CHECK_MSTATUS(iter.next());
        ++i;
    }//while
}
示例#27
0
MStatus latticeNoiseNode::compute( const MPlug& plug, MDataBlock& data )
{ 
	MStatus returnStatus;

	float noiseAmplitude;
	float noiseFreq;
 
	if( plug == output )
	{
		// Get the lattice data from the input attribute.  First get the 
		// data object, and then use the lattice data function set to extract
		// the actual lattice.
		//

		// Get the data handle
		//
		MDataHandle inputData = data.inputValue( input, &returnStatus );
		McheckErr( returnStatus, "ERROR getting lattice data handle\n" ); 
		// Get the data object
		//
		MObject latticeData = inputData.data(); 
		MFnLatticeData dataFn( latticeData );
		// Get the actual geometry
		// 
		MObject lattice = dataFn.lattice();
		MFnLattice lattFn( lattice, &returnStatus );
		McheckErr( returnStatus, "ERROR getting lattice geometry\n" );  


		// Do the same for the output lattice
		//
		MDataHandle outputData = data.outputValue( output, &returnStatus ); 
		McheckErr( returnStatus, "ERROR getting lattice data handle\n" );
		// Get the data object
		//
		latticeData = outputData.data(); 
		if ( latticeData.isNull() ) { 
			// The data object for this attribute has not been created yet, so
			// we'll create it
			//
			latticeData = dataFn.create();
		} else {
			// Use the data object that is already there
			// 
			dataFn.setObject( latticeData );
		}
		// Get the actual geometry
		// 
		MObject outLattice = dataFn.lattice();
		MFnLattice outLattFn( outLattice, &returnStatus );
		McheckErr( returnStatus, "ERROR getting lattice geometry\n" );  

		// Get the amplitude and frequency
		//
		MDataHandle ampData = data.inputValue( amplitude, &returnStatus );
		McheckErr( returnStatus, "ERROR getting amplitude\n" );
		noiseAmplitude = ampData.asFloat(); 

		MDataHandle freqData = data.inputValue( frequency, &returnStatus );
		McheckErr( returnStatus, "ERROR getting frequency\n" );
		noiseFreq = freqData.asFloat(); 

		// Get the time.  
		//
		MDataHandle timeData = data.inputValue( time, &returnStatus ); 
		McheckErr( returnStatus, "ERROR getting time data handle\n" );
		MTime time = timeData.asTime();
		float seconds = (float)time.as( MTime::kSeconds );

		// Easiest way to modify frequency is by modifying the time
		//
		seconds = seconds * noiseFreq;

		// We have the information we need now.  We'll apply noise to the
		// points upon the lattice
		//
		unsigned s, t, u;
		lattFn.getDivisions( s, t, u );
		// match up the divisions in the lattices
		//
		outLattFn.setDivisions( s, t, u );   

		for ( unsigned i = 0; i < s; i++ ) {
			for ( unsigned j = 0; j < t; j++ ) {
				for ( unsigned k = 0; k < u; k++ ) {
					MPoint & point = lattFn.point( i, j, k );
					MPoint & outPoint = outLattFn.point( i, j, k );
					pnt noisePnt = noise::atPointAndTime( (float)point.x, (float)point.y, 
														  (float)point.z, seconds );
					// Make noise between -1 and 1 instead of 0 and 1
					//
					noisePnt.x =  ( noisePnt.x * 2.0F ) - 1.0F;
					noisePnt.y =  ( noisePnt.y * 2.0F ) - 1.0F;
					noisePnt.z =  ( noisePnt.z * 2.0F ) - 1.0F;

 					outPoint.x = point.x + ( noisePnt.x * noiseAmplitude );
 					outPoint.y = point.y + ( noisePnt.y * noiseAmplitude );
 					outPoint.z = point.z + ( noisePnt.z * noiseAmplitude );  
				}
			}
		} 
		outputData.set( latticeData );
		data.setClean(plug); 
	} else {
		return MS::kUnknownParameter;
	}

	return MS::kSuccess;
}
示例#28
0
MStatus MG_nurbsRivet::compute(const MPlug& plug,MDataBlock& dataBlock)
	{
		


			
			//Get recompute value
			MDataHandle recomputeH = dataBlock.inputValue(recompute);
	  		bool recomputeV = recomputeH.asBool();





			//input mesh 
			MDataHandle inputNurbsH = dataBlock.inputValue(inputNurbSurface);
			MObject inputNurb = inputNurbsH.asNurbsSurfaceTransformed();
			MMatrix offsetMatrixV = dataBlock.inputValue(offsetMatrix).asMatrix(); 
			
			double U,V;
			MFnNurbsSurface nurbsFn ;
			nurbsFn.setObject(inputNurb);
			
			MStatus stat;

			if (recomputeV == true)
			{

			
				//input point 

				MDataHandle inputPointH = dataBlock.inputValue(inputPoint);
				MPoint inputP = inputPointH.asVector();
				

				
				
				MPoint closestP = nurbsFn.closestPoint(inputP,NULL,NULL,false,1e+99,MSpace::kObject);

				
				

				stat = nurbsFn.getParamAtPoint(closestP,U,V,MSpace::kObject);
				
				


				//Handle to U and V 
				MDataHandle uValueH =dataBlock.outputValue(uValue);
				MDataHandle vValueH =dataBlock.outputValue(vValue);
				
				uValueH.set(float(U));
				vValueH.set(float(V));
				uValueH.setClean();
				vValueH.setClean();



				MDataHandle recomputeOutH = dataBlock.outputValue(recompute);

	
			}  

			MDataHandle uH = dataBlock.inputValue(uValue);
			MDataHandle vH = dataBlock.inputValue(vValue);
			
			U = uH.asFloat(); 
			V = vH.asFloat();

			MPoint outPoint ;
			MVector uVec ;
			MVector vVec;
			MVector normal;
			//Get point
			stat = nurbsFn.getPointAtParam(U,V,outPoint,MSpace::kObject);
			
			//Since if getting both the U and V tangent was leading to some little rotation snapping 
			//of the rivet I only used the U tangent and calculated the next one by dot product
			//of the normal and U tangent leading to a 100% stable rivet 
			nurbsFn.getTangents(U,V,uVec,vVec,MSpace::kObject);
			
			uVec.normalize();
			vVec.normalize();
			MVector vVecCross;

	


			//Get normal



			

			normal = nurbsFn.normal(U,V,MSpace::kObject);
			normal.normalize();

			vVecCross =(uVec^normal);
			
			
			



			//Build the maya matrix 
			double myMatrix[4][4]={	{ uVec.x, uVec.y , uVec.z, 0},
									{ normal[0], normal[1] , normal[2], 0},
									{vVecCross.x, vVecCross.y , vVecCross.z, 0},
									{ outPoint[0], outPoint[1] , outPoint[2], 1}};
 
			
			MMatrix rotMatrix (myMatrix);
			MMatrix offsetMatrixV2 = offsetMatrixV*rotMatrix; 
			 
			MTransformationMatrix matrixFn(offsetMatrixV2);
			double angles[3];
			MTransformationMatrix::RotationOrder rotOrder;
			rotOrder =MTransformationMatrix::kXYZ;
			matrixFn.getRotation(angles,rotOrder,MSpace::kObject );
			//get back radians value
			double radX,radY,radZ;

			radX=angles[0]; 
			radY=angles[1];
			radZ=angles[2];
 
			

			//convert to degree

			double rotX,rotY,rotZ;

			rotX = radX*toDeg;
			rotY = radY*toDeg;
			rotZ = radZ*toDeg;
			

			MDataHandle outputRotateH = dataBlock.outputValue(outputRotate);
			
			outputRotateH.set3Double(rotX,rotY,rotZ);
			outputRotateH.setClean();

			//let set the output matrix too

			MDataHandle outMH= dataBlock.outputValue(outputMatrix);
			outMH.set(rotMatrix);
			outMH.setClean();

			MDataHandle outputH = dataBlock.outputValue(output);
			outputH.set(offsetMatrixV2[3][0],offsetMatrixV2[3][1],offsetMatrixV2[3][2]);
			outputH.setClean();

			 

 

		return MS::kSuccess;
	}
示例#29
0
/*!
 * Description:   Deform the point using the Sederberg-Parry FFD algorithm.
 *
 * Arguments:
 *  block       : the datablock of the node
 *  iter        : an iterator for the geometry to be deformed
 *  m           : matrix to transform the point into world space
 *  multiIndex  : the index of the geometry that we are deforming
 */
MStatus ffdPlanar::deform( MDataBlock& block,
                          MItGeometry& iter,
                          const MMatrix& /*m*/,
                          unsigned int multiIndex )
{
    MStatus status = MS::kSuccess;
    
    // Determine the displacement lattice points.
    MDataHandle row1Data = block.inputValue( latticeRow1, &status );
    MCheckErr( status, "Error getting r1 data handle\n" );
    MVector row1Vector = row1Data.asVector();
    
    MDataHandle row2Data = block.inputValue( latticeRow2, &status );
    MCheckErr( status, "Error getting r2 data handle\n" );
    MVector row2Vector = row2Data.asVector();
    
    MDataHandle row3Data = block.inputValue( latticeRow3, &status );
    MCheckErr( status, "Error getting r3 data\n" );
    MVector row3Vector = row3Data.asVector();

    // Determine the envelope (this is a global scale factor for the deformer).
    MDataHandle envData = block.inputValue(envelope,&status);
    MCheckErr(status, "Error getting envelope data handle\n");
    float env = envData.asFloat();
    
    // Generate the FFD lattice.
    MVector lattice[FFD_LATTICE_POINTS_S][FFD_LATTICE_POINTS_T][FFD_LATTICE_POINTS_U] = { // Since dimensions known ahead of time, generate array now.
        { // x = 0
            { MVector(0.f, row1Vector.x, 0.f), MVector(0.f, row1Vector.y, .5f), MVector(0.f, row1Vector.z, 1.f) }, // y = 0
        },
        { // x = 1
            { MVector(.5f, row2Vector.x, 0.f), MVector(.5f, row2Vector.y, .5f), MVector(.5f, row2Vector.z, 1.f) }, // y = 0
        },
        { // x = 2
            { MVector(1.f, row3Vector.x, 0.f), MVector(1.f, row3Vector.y, .5f), MVector(1.f, row3Vector.z, 1.f) }, // y = 0
        }
    };
    
    MBoundingBox boundingBox;
    status = getBoundingBox( block, multiIndex, boundingBox );
    MCheckErr( status, "Error getting bounding box\n" );
    
    MTransformationMatrix transform = getXyzToStuTransformation( boundingBox );
    MMatrix transformMatrix = transform.asMatrix();
    MMatrix inverseMatrix = transform.asMatrixInverse();
    
    // Iterate through each point in the geometry.
    for ( ; !iter.isDone(); iter.next() )
    {
        MPoint pt = iter.position();
        MPoint ptStu = pt * transformMatrix;
        MPoint deformed = getDeformedPoint( ptStu, lattice ) * inverseMatrix;

        if ( env != 1.f )
        {
            MVector diff = deformed - pt;
            deformed = pt + env * diff;
        }
        
        iter.setPosition( deformed );
    }
    return status;
}
示例#30
0
/*

This function gets called by Maya to evaluate the texture.

*/
MStatus shiftNode::compute( const MPlug& plug, MDataBlock& data ) 
{
	MStatus stat;

	if ((plug != aOutColor) && (plug.parent() != aOutColor))
		return MS::kUnknownParameter;

	MDataHandle colorH;
	MFloatVector color;

	MDataHandle shiftH = data.inputValue( aShift, &stat);
	PERRORfail(stat, "compute getting shift attr");
	bool shiftIt = shiftH.asBool();

	MDataHandle distH = data.inputValue( aDist, &stat);
	PERRORfail(stat, "compute getting distance attr");
	float distance = distH.asFloat();

	MFloatVector clr;

	if ( shiftIt && distance != 0.0 )
	{
		// first evaluate color at default sample posiiton

		clr = data.inputValue( aColor ).asFloatVector();

		// uv is used by 2d textures
		// refPointCamera is used by 3d textures

		MDataHandle refPointCamH = data.inputValue( aRefPointCamera, &stat);
		PERRORfail(stat, "compute getting refPointCamera attr");
		MFloatVector refPC = refPointCamH.asFloatVector();

		// get current UV

		const float2 & oldUV = data.inputValue(aUv).asFloat2();

		// shift and set the uv/refPointCamera values so
		// we can sample around the current uv/refPointCamera

		MDataHandle outUV = data.outputValue( aUv );
		MDataHandle outPC = data.outputValue( aRefPointCamera );

		outUV.set( oldUV[0]-distance, oldUV[1] );
		outPC.set( refPC.x + distance, refPC.y + distance, refPC.z + distance);
		colorH = data.inputValue( aColor, &stat);	// evaluate at new pos
		color = colorH.asFloatVector();
		clr += color;

		outUV.set( oldUV[0]+distance, oldUV[1] );
		outPC.set( refPC.x - distance, refPC.y + distance, refPC.z + distance);
		colorH = data.inputValue( aColor, &stat);	// evaluate at new pos
		color = colorH.asFloatVector();
		clr += color;

		outUV.set( oldUV[0], oldUV[1]-distance );
		outPC.set( refPC.x + distance, refPC.y - distance, refPC.z + distance);
		colorH = data.inputValue( aColor, &stat);	// evaluate at new pos
		color = colorH.asFloatVector();
		clr += color;

		outUV.set( oldUV[0], oldUV[1]+distance );
		outPC.set( refPC.x - distance, refPC.y - distance, refPC.z + distance);
		colorH = data.inputValue( aColor, &stat);	// evaluate at new pos
		color = colorH.asFloatVector();
		clr += color;

		clr /= 5.0;	// average the colors from all locations

		// set sample data back to original values

		outUV.set( oldUV[0], oldUV[1] );
		outPC.set( refPC.x, refPC.y, refPC.z ); 
	}
	else
	{
		colorH = data.inputValue( aColor, &stat);
		clr = colorH.asFloatVector();
	}

	MDataHandle outColorHandle = data.outputValue( aOutColor );
	MFloatVector& oclr = outColorHandle.asFloatVector();
	oclr = clr;
	outColorHandle.setClean();

	return MS::kSuccess;
}