示例#1
0
MStatus resetVtxRemapNode::compute( const MPlug& plug, MDataBlock& data )
//
//	Description:
//		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 status = MS::kSuccess;
 
	MDataHandle stateData = data.outputValue( state, &status );
	MCheckStatus( status, "ERROR getting state" );

	// Check for the HasNoEffect/PassThrough flag on the node.
	//
	// (stateData is an enumeration standard in all depend nodes - stored as short)
	// 
	// (0 = Normal)
	// (1 = HasNoEffect/PassThrough)
	// (2 = Blocking)
	// ...
	//
	if( stateData.asShort() == 1 )
	{
		MDataHandle inputData = data.inputValue( inMesh, &status );
		MCheckStatus(status,"ERROR getting inMesh");

		MDataHandle outputData = data.outputValue( outMesh, &status );
		MCheckStatus(status,"ERROR getting outMesh");

		// Simply redirect the inMesh to the outMesh for the PassThrough effect
		//
		outputData.set(inputData.asMesh());
	}
	else
	{
		// Check which output attribute we have been asked to 
		// compute. If this node doesn't know how to compute it, 
		// we must return MS::kUnknownParameter
		// 
		if (plug == outMesh)
		{
			MDataHandle inputData = data.inputValue( inMesh, &status );
			MCheckStatus(status,"ERROR getting inMesh");

			MDataHandle outputData = data.outputValue( outMesh, &status );
			MCheckStatus(status,"ERROR getting outMesh"); 

			// Copy the inMesh to the outMesh, and now you can
			// perform operations in-place on the outMesh
			//
			outputData.set(inputData.asMesh());
			MObject mesh = outputData.asMesh();

			fresetVtxRemapFactory.setMesh( mesh );

			status = fresetVtxRemapFactory.doIt();

			outputData.setClean();
		}
		else
		{
			status = MS::kUnknownParameter;
		}
	}

	return status;
}
MStatus LSSolverNode::compute(const MPlug& plug, MDataBlock& data)
{
	MStatus stat;
	
	if( plug == deformed)
	{
		MDataHandle tetWorldMatrixData = data.inputValue(tetWorldMatrix, &returnStatus);
		McheckErr(returnStatus, "Error getting tetWorldMatrix data handle\n");

		MDataHandle restShapeData = data.inputValue(restShape, &returnStatus);
		McheckErr(returnStatus, "Error getting step data handle\n");

		MDataHandle restVerticesData = data.inputValue(restVertices, &returnStatus);
		McheckErr(returnStatus, "Error getting step data handle\n");

		MDataHandle restElementsData = data.inputValue(restElements, &returnStatus);
		McheckErr(returnStatus, "Error getting step data handle\n");

		MDataHandle selectedConstraintVertsData = data.inputValue(selectedConstraintVerts, &returnStatus);
		McheckErr(returnStatus, "Error getting step data handle\n");

		MDataHandle selectedForceVertsData = data.inputValue(selectedForceVerts, &returnStatus);
		McheckErr(returnStatus, "Error getting step data handle\n");

		MDataHandle timeData = data.inputValue(time, &returnStatus);
		McheckErr(returnStatus, "Error getting step data handle\n");

		MDataHandle outputMeshData = data.outputValue(deformed, &returnStatus);
		McheckErr(returnStatus, "Error getting outputMesh data handle\n");
		
		MMatrix twmat = tetWorldMatrixData.asMatrix();
		MObject rs = restShapeData.asMesh();
		double t = timeData.asDouble();

		MDataHandle poissonRatioData = data.inputValue(poissonRatio, &returnStatus);
		McheckErr(returnStatus, "Error getting poissonRatio data handle\n");

		MDataHandle youngsModulusData = data.inputValue(youngsModulus, &returnStatus);
		McheckErr(returnStatus, "Error getting youngsmodulus data handle\n");

		MDataHandle objectDensityData = data.inputValue(objectDensity, &returnStatus);
		McheckErr(returnStatus, "Error getting objectDensity data handle\n");

		MDataHandle frictionData = data.inputValue(friction, &returnStatus);
		McheckErr(returnStatus, "Error getting friction data handle\n");

		MDataHandle restitutionData = data.inputValue(restitution, &returnStatus);
		McheckErr(returnStatus, "Error getting restitution data handle\n");

		MDataHandle dampingData = data.inputValue(damping, &returnStatus);
		McheckErr(returnStatus, "Error getting damping data handle\n");

		MDataHandle userSuppliedDtData = data.inputValue(userSuppliedDt, &returnStatus);
		McheckErr(returnStatus, "Error getting user supplied dt data handle\n");


		MDataHandle integrationTypeData = data.inputValue(integrationType, &returnStatus);
		McheckErr(returnStatus, "Error getting user integrationTypeData\n");

		MDataHandle forceModelTypeData = data.inputValue(forceModelType, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceModelTypeData\n");

		MDataHandle forceApplicationTimeData = data.inputValue(forceApplicationTime, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceApplicationTime\n");
	
		MDataHandle forceReleasedTimeData = data.inputValue(forceReleasedTime, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceReleasedTime\n");

		MDataHandle forceIncrementTimeData = data.inputValue(forceIncrementTime, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceIncrementTime\n");

		MDataHandle forceStartTimeData = data.inputValue(forceStartTime, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceStartTime\n");

		MDataHandle forceStopTimeData = data.inputValue(forceStopTime, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceStopTime\n");

		MDataHandle forceMagnitudeData = data.inputValue(forceMagnitude, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceIdleTime\n");

		MDataHandle useSuppliedForceData = data.inputValue(useSuppliedForce, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceIdleTime\n");

		MDataHandle useSuppliedConstraintsData = data.inputValue(useSuppliedConstraints, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceIdleTime\n");

		MDataHandle forceDirectionData = data.inputValue(forceDirection, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceDirection\n");

		MDataHandle contactKsData = data.inputValue(contactKs, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceDirection\n");	

		MDataHandle contactKdData = data.inputValue(contactKd, &returnStatus);
		McheckErr(returnStatus, "Error getting user forceDirection\n");

		MTime currentTime, maxTime;
		currentTime = MAnimControl::currentTime();
		maxTime = MAnimControl::maxTime();
					
		if (currentTime == MAnimControl::minTime())
		{
			// retrive restVertices and restElements
			MFnDoubleArrayData restVertArrayData(restVerticesData.data());
			MDoubleArray verts = restVertArrayData.array();
			int vertArrayLen = verts.length();
			double *vertArray = new double[vertArrayLen];
			verts.get(vertArray);

			for(int v=0;v<vertArrayLen;v=v+3)
			{
				MPoint mpoint = MPoint(vertArray[v],vertArray[v+1],vertArray[v+2])*twmat;
				vertArray[v] = mpoint.x;
				vertArray[v+1] = mpoint.y;
				vertArray[v+2] = mpoint.z;
			}

			MFnIntArrayData restEleArrayData(restElementsData.data());
			MIntArray ele = restEleArrayData.array();
			int eleArrayLen = ele.length();
			int *eleArray = new int[eleArrayLen];
			ele.get(eleArray);

			MFnIntArrayData selectedConstraintVertsArrayData(selectedConstraintVertsData.data());
			MIntArray sv = selectedConstraintVertsArrayData.array();

			// building selectedConstraintVerts
			vector<int> selectedConstraintVertIndices;
			for (int i = 0 ; i < sv.length() ; i++)
			{
				selectedConstraintVertIndices.push_back(sv[i]);
			}

			MFnIntArrayData selectedForceVertsArrayData(selectedForceVertsData.data());
			MIntArray sf = selectedForceVertsArrayData.array();

			vector<int> selectedForceVertIndices;
			for (int i = 0 ; i < sf.length() ; i++)
			{
				selectedForceVertIndices.push_back(sf[i]);
			}


			// temporarily create force direction vector
			double *forceDir = forceDirectionData.asDouble3();

	
			vector<double> dir;
			dir.push_back(forceDir[0]); dir.push_back(forceDir[1]);dir.push_back(forceDir[2]);

			prevDeformed = 0;
			double youngsModulusDouble = youngsModulusData.asDouble();
			double poissonRatioDouble = poissonRatioData.asDouble();
			double objectDensityDouble = objectDensityData.asDouble();
			double frictionDouble = frictionData.asDouble();
			double restitutionDouble = restitutionData.asDouble();
			double dampingDouble = dampingData.asDouble();
			double userSuppliedDtDouble = userSuppliedDtData.asDouble();
			double forceMagnitudeDouble = forceMagnitudeData.asDouble();
			int fAppT = forceApplicationTimeData.asInt();
			int fReleasedT = forceReleasedTimeData.asInt();
			int fIncT = forceIncrementTimeData.asInt();
			int fStartT = forceStartTimeData.asInt();
			int fStopT = forceStopTimeData.asInt();
			int integrationTypeInt = integrationTypeData.asShort();
			int forceModelTypeInt = forceModelTypeData.asShort();

			bool useSuppliedForceBool = useSuppliedForceData.asBool();
			bool useSuppliedConstraintsBool = useSuppliedConstraintsData.asBool();

			double contactKs = contactKsData.asDouble();
			double contactKd = contactKdData.asDouble();

			if( sm)
			{
				delete sm;
			}
			sm = new SoftBodySim(youngsModulusDouble,poissonRatioDouble,objectDensityDouble,
				frictionDouble,restitutionDouble,dampingDouble, eleArrayLen, eleArray, vertArrayLen, vertArray,integrationTypeInt,forceModelTypeInt);
			sm->setContactAttributes(contactKs,contactKd);
			if (useSuppliedConstraintsBool)
				sm->initialize("",userSuppliedDtDouble, selectedConstraintVertIndices);
			else
			{
				vector<int> empty;
				sm->initialize("",userSuppliedDtDouble, empty);
			}
			
			if (useSuppliedForceBool)
				sm->setUserForceAttributes(forceMagnitudeDouble, dir,selectedForceVertIndices,fAppT,fReleasedT,fIncT,fStartT,fStopT);
		}

		else
		{
			sm->update();
		}

		MFnMesh surfFn(rs,&stat);
		McheckErr( stat, "compute - MFnMesh error" );

		MFnMeshData ouputMeshDataCreator;
		MObject oMesh = ouputMeshDataCreator.create(&stat);
		buildOutputMesh(surfFn, sm->m_vertices,oMesh);
		outputMeshData.set(oMesh);
		data.setClean(plug);

	}

	else
		stat = MS::kUnknownParameter;

	return stat;
}
MStatus closestPointOnCurveNode::compute(const MPlug &plug, MDataBlock &data)

{

   // DO THE COMPUTE ONLY FOR THE *OUTPUT* PLUGS THAT ARE DIRTIED:

   if ((plug == aPosition)  || (plug == aPositionX)  || (plug == aPositionY)  || (plug == aPositionZ)

    || (plug == aNormal) || (plug == aNormalX) || (plug == aNormalY) || (plug == aNormalZ)

    || (plug == aTangent) || (plug == aTangentX) || (plug == aTangentY) || (plug == aTangentZ)

	|| (plug == aParamU) || (plug == aDistance))

   {

      // READ IN ".inCurve" DATA:

      MDataHandle inCurveDataHandle = data.inputValue(aInCurve);

      MObject inCurve = inCurveDataHandle.asNurbsCurve();



      // READ IN ".inPositionX" DATA:

      MDataHandle inPositionXDataHandle = data.inputValue(aInPositionX);

      double inPositionX = inPositionXDataHandle.asDouble();



      // READ IN ".inPositionY" DATA:

      MDataHandle inPositionYDataHandle = data.inputValue(aInPositionY);

      double inPositionY = inPositionYDataHandle.asDouble();



      // READ IN ".inPositionZ" DATA:

      MDataHandle inPositionZDataHandle = data.inputValue(aInPositionZ);

      double inPositionZ = inPositionZDataHandle.asDouble();



      // GET THE CLOSEST POSITION, NORMAL, TANGENT, PARAMETER-U AND DISTANCE:

      MPoint inPosition(inPositionX, inPositionY, inPositionZ), position;

      MVector normal, tangent;

      double paramU, distance;

      MDagPath dummyDagPath;

      closestTangentUAndDistance(dummyDagPath, inPosition, position, normal, tangent, paramU, distance, inCurve);



      // WRITE OUT ".position" DATA:

      MDataHandle positionDataHandle = data.outputValue(aPosition);

      positionDataHandle.set(position.x, position.y, position.z);

      data.setClean(plug);



      // WRITE OUT ".normal" DATA:

      MDataHandle normalDataHandle = data.outputValue(aNormal);

      normalDataHandle.set(normal.x, normal.y, normal.z);

      data.setClean(plug);



      // WRITE OUT ".tangent" DATA:

      MDataHandle tangentDataHandle = data.outputValue(aTangent);

      tangentDataHandle.set(tangent.x, tangent.y, tangent.z);

      data.setClean(plug);



      // WRITE OUT ".paramU" DATA:

      MDataHandle paramUDataHandle = data.outputValue(aParamU);

      paramUDataHandle.set(paramU);

      data.setClean(plug);



      // WRITE OUT ".distance" DATA:

      MDataHandle distanceDataHandle = data.outputValue(aDistance);

      distanceDataHandle.set(distance);

      data.setClean(plug);

   }

   else

   {

      return MS::kUnknownParameter;

   }



   return MS::kSuccess;

}
示例#4
0
MStatus sgHair_controlJoint::compute( const MPlug& plug, MDataBlock& data )
{
	MStatus status;

	MDataHandle   hStaticRotation = data.inputValue( aStaticRotation );
	m_bStaticRotation = hStaticRotation.asBool();

	if( m_isDirtyMatrix )
	{
		MDataHandle hInputBaseCurveMatrix = data.inputValue( aInputBaseCurveMatrix );
		m_mtxBaseCurve       = hInputBaseCurveMatrix.asMatrix(); 
	}
	if( m_isDirtyParentMatrixBase )
	{
		MDataHandle hJointParenBasetMatrix = data.inputValue( aJointParentBaseMatrix );
		m_mtxJointParentBase = hJointParenBasetMatrix.asMatrix();
	}
	if( m_isDirtyCurve || m_isDirtyParentMatrixBase )
	{
		MDataHandle hInputBaseCurve = data.inputValue( aInputBaseCurve );
		MFnNurbsCurve fnCurve = hInputBaseCurve.asNurbsCurve();
		fnCurve.getCVs( m_cvs );
		getJointPositionBaseWorld();
	}
	if( m_isDirtyGravityOption || m_isDirtyCurve || m_isDirtyParentMatrixBase )
	{
		MDataHandle hGravityParam  = data.inputValue( aGravityParam );
		MDataHandle hGravityRange  = data.inputValue( aGravityRange );
		MDataHandle hGravityWeight = data.inputValue( aGravityWeight );
		MDataHandle hGravityOffsetMatrix = data.inputValue( aGravityOffsetMatrix );

		m_paramGravity = hGravityParam.asDouble();
		m_rangeGravity = hGravityRange.asDouble();
		m_weightGravity = hGravityWeight.asDouble();
		m_mtxGravityOffset = hGravityOffsetMatrix.asMatrix();
		m_mtxGravityOffset( 3,0 ) = 0.0;
		m_mtxGravityOffset( 3,1 ) = 0.0;
		m_mtxGravityOffset( 3,2 ) = 0.0;
		setGravityJointPositionWorld();
	}

	setOutput();

	MArrayDataHandle  hArrOutput = data.outputValue( aOutput );
	MArrayDataBuilder builderOutput( aOutput, m_cvs.length() );

	for( int i=0; i< m_cvs.length(); i++ )
	{
		MDataHandle hOutput = builderOutput.addElement( i );
		MDataHandle hOutTrans = hOutput.child( aOutTrans );
		MDataHandle hOutOrient = hOutput.child( aOutOrient );

		hOutTrans.set( m_vectorArrTransJoint[i] );
		hOutOrient.set( m_vectorArrRotateJoint[i] );
	}

	hArrOutput.set( builderOutput );
	hArrOutput.setAllClean();

	data.setClean( plug );

	m_isDirtyMatrix  = false;
	m_isDirtyCurve   = false;
	m_isDirtyGravityOption = false;
	m_isDirtyParentMatrixBase = false;

	return MS::kSuccess;
}
示例#5
0
MStatus updateTCCDataNode::compute( const MPlug& plug, MDataBlock& data )
//
//    Description:
//        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 status = MS::kSuccess;
 
    MDataHandle stateData = data.outputValue( state, &status );
    MCheckStatus( status, "ERROR getting state" );

    // Check for the HasNoEffect/PassThrough flag on the node.
    //
    // (stateData is an enumeration standard in all depend nodes - stored as short)
    // 
    // (0 = Normal)
    // (1 = HasNoEffect/PassThrough)
    // (2 = Blocking)
    // ...
    //
    if( stateData.asShort() == 1 )
    {
        MDataHandle inputData = data.inputValue( inMesh, &status );
        MCheckStatus(status,"ERROR getting inMesh");

        MDataHandle outputData = data.outputValue( outMesh, &status );
        MCheckStatus(status,"ERROR getting outMesh");

        // Simply redirect the inMesh to the outMesh for the PassThrough effect
        //
        outputData.set(inputData.asMesh());
    }
    else
    {
        // Check which output attribute we have been asked to 
        // compute. If this node doesn't know how to compute it, 
        // we must return MS::kUnknownParameter
        // 
        if (plug == outMesh)
        {
            MDataHandle inputData = data.inputValue( inMesh, &status );
            MCheckStatus(status,"ERROR getting inMesh");

            MDataHandle outputData = data.outputValue( outMesh, &status );
            MCheckStatus(status,"ERROR getting outMesh"); 

            MIntArray vR = MFnIntArrayData( data.inputValue( vtxRemap ).data() ).array(&status);
            MCheckStatus(status,"ERROR getting vtxRemap");
            
            MIntArray pO = MFnIntArrayData( data.inputValue( polyOrder ).data() ).array(&status);
            MCheckStatus(status,"ERROR getting polyOrder");

            MIntArray cS = MFnIntArrayData( data.inputValue( cShift ).data() ).array(&status);
            MCheckStatus(status,"ERROR getting cShift");
            
            MIntArray dnFV = MFnIntArrayData( data.inputValue( delta_nFV ).data() ).array(&status);
            MCheckStatus(status,"ERROR getting deltanFV");

            MIntArray dF = MFnIntArrayData( data.inputValue( delta_F ).data() ).array(&status);
            MCheckStatus(status,"ERROR getting deltaF");
            
            int nVtx = data.inputValue( nV ).asInt();
            MCheckStatus(status,"ERROR getting nV");
            
            // Copy the inMesh to the outMesh, and now you can
            // perform operations in-place on the outMesh
            //
            outputData.set(inputData.asMesh());
            MObject mesh = outputData.asMesh();
            
            fupdateTCCDataFactory.setMesh( mesh );
            fupdateTCCDataFactory.setVtxRemap( vR );
            fupdateTCCDataFactory.setPolyOrder( pO );
            fupdateTCCDataFactory.setCShift( cS );
            fupdateTCCDataFactory.setDelta_nFV( dnFV );
            fupdateTCCDataFactory.setDelta_F( dF );
            fupdateTCCDataFactory.setnV( nVtx );

            // Now, perform the updateTCCData
            //
            status = fupdateTCCDataFactory.doIt();

            // Mark the output mesh as clean
            //
            outputData.setClean();
        }
        else
        {
            status = MS::kUnknownParameter;
        }
    }

    return status;
}
示例#6
0
// ====================================
// Compute
// ====================================
//
//  Description:
//      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 OsdPolySmooth::compute( const MPlug& plug, MDataBlock& data ) {

    MStatus returnStatus;

    // Check which output attribute we have been asked to compute.  If this
    // node doesn't know how to compute it, we must return
    // MS::kUnknownParameter.
    //
    if( plug == a_output ) {
        bool createdSubdMesh = false;

        int subdivisionLevel = data.inputValue(a_subdivisionLevels).asInt();
        short stateH = data.inputValue(state).asShort();

        if ((subdivisionLevel > 0) and (stateH !=1)) {

            // == Retrieve input mesh ====================================
            // Get attr values
            MObject inMeshObj        = data.inputValue(a_inputPolymesh).asMesh();
            short vertBoundaryMethod = data.inputValue(a_vertBoundaryMethod).asShort();
            short fvarBoundaryMethod = data.inputValue(a_fvarBoundaryMethod).asShort();
            bool  fvarPropCorners    = data.inputValue(a_fvarPropagateCorners).asBool();
            bool  smoothTriangles    = data.inputValue(a_smoothTriangles).asBool();
            short creaseMethodVal    = data.inputValue(a_creaseMethod).asShort();

            // Convert attr values to OSD enums
            HMesh::InterpolateBoundaryMethod vertInterpBoundaryMethod =
                ConvertMayaBoundaryMethodShortToOsdInterpolateBoundaryMethod(vertBoundaryMethod);

            HMesh::InterpolateBoundaryMethod fvarInterpBoundaryMethod =
                ConvertMayaBoundaryMethodShortToOsdInterpolateBoundaryMethod(fvarBoundaryMethod);

            HCatmark::CreaseSubdivision creaseMethod =
                (creaseMethodVal == k_creaseMethod_chaikin) ?
                    HCatmark::k_CreaseChaikin : HCatmark::k_CreaseNormal;

            HCatmark::TriangleSubdivision triangleSubdivision =
                smoothTriangles ? HCatmark::k_New : HCatmark::k_Normal;

            // == Get Mesh Functions and Iterators ==========================
            MFnMeshData inMeshDat(inMeshObj);
            MFnMesh inMeshFn(inMeshObj, &returnStatus);
            MCHECKERR(returnStatus, "ERROR getting inMeshFn\n");
            MItMeshPolygon inMeshItPolygon(inMeshObj, &returnStatus);
            MCHECKERR(returnStatus, "ERROR getting inMeshItPolygon\n");

            // == Convert MFnMesh to OpenSubdiv =============================
            // Create the hbrMesh
            // Note: These fvar values only need to be kept alive through the life of the farMesh
            std::vector<int> fvarIndices;
            std::vector<int> fvarWidths;

            HMesh *hbrMesh = createOsdHbrFromPoly(
                inMeshFn, inMeshItPolygon, fvarIndices, fvarWidths);
            assert(hbrMesh);

            // Create the farMesh if successfully created the hbrMesh

            if (hbrMesh) {
                // Set Boundary methods and other hbr paramters
                hbrMesh->SetInterpolateBoundaryMethod( vertInterpBoundaryMethod );
                hbrMesh->SetFVarInterpolateBoundaryMethod( fvarInterpBoundaryMethod );
                hbrMesh->SetFVarPropagateCorners(fvarPropCorners);
                hbrMesh->GetSubdivision()->SetCreaseSubdivisionMethod(creaseMethod);

                // Set HBR Catmark Subdivision parameters
                HCatmark *catmarkSubdivision = dynamic_cast<HCatmark *>(hbrMesh->GetSubdivision());
                if (catmarkSubdivision) {
                    catmarkSubdivision->SetTriangleSubdivisionMethod(triangleSubdivision);
                }

                // Finalize subd calculations -- apply boundary interpolation rules and resolves singular verts, etc.
                // NOTE: This HAS to be called after all HBR parameters are set
                hbrMesh->Finish();

                int ncoarseverts = hbrMesh->GetNumVertices();

                // Create a FarMesh from the HBR mesh and pass into
                // It will be owned by the OsdMesh and deleted in the ~OsdMesh()
                FMeshFactory meshFactory(hbrMesh, subdivisionLevel, false);

                FMesh *farMesh = meshFactory.Create((hbrMesh->GetTotalFVarWidth() > 0));

                // == Setup OSD Data Structures =========================
                int numVertexElements  = 3; // only track vertex positions
                int numVaryingElements = 0; // XXX Future: Revise to include varying ColorSets
                int numVertices = inMeshFn.numVertices();

                int numFarVerts = farMesh->GetNumVertices();

                static OpenSubdiv::OsdCpuComputeController computeController = OpenSubdiv::OsdCpuComputeController();

                OpenSubdiv::OsdCpuComputeController::ComputeContext *computeContext =
                    OpenSubdiv::OsdCpuComputeController::ComputeContext::Create(farMesh);

                OpenSubdiv::OsdCpuVertexBuffer *vertexBuffer =
                    OpenSubdiv::OsdCpuVertexBuffer::Create(numVertexElements, numFarVerts );

                OpenSubdiv::OsdCpuVertexBuffer *varyingBuffer =
                    (numVaryingElements) ? OpenSubdiv::OsdCpuVertexBuffer::Create(numVaryingElements, numFarVerts) : NULL;

                // == UPDATE VERTICES (can be done after farMesh generated from topology) ==
                float const * vertex3fArray = inMeshFn.getRawPoints(&returnStatus);
                vertexBuffer->UpdateData(vertex3fArray, 0, numVertices );

                // Hbr dupes singular vertices during Mesh::Finish() - we need
                // to duplicate their positions in the vertex buffer.
                if (ncoarseverts > numVertices) {

                    MIntArray polyverts;

                    for (int i=numVertices; i<ncoarseverts; ++i) {

                        HVertex const * v = hbrMesh->GetVertex(i);

                        HFace const * f = v->GetIncidentEdge()->GetFace();

                        int vidx = -1;
                        for (int j=0; j<f->GetNumVertices(); ++j) {
                            if (f->GetVertex(j)==v) {
                                vidx = j;
                                break;
                            }
                        }
                        assert(vidx>-1);

                        inMeshFn.getPolygonVertices(f->GetID(), polyverts);

                        int vert = polyverts[vidx];

                        vertexBuffer->UpdateData(&vertex3fArray[0]+vert*numVertexElements, i, 1);
                    }
                }

                // == Delete HBR
                // Can now delete the hbrMesh as we will only be referencing the farMesh from this point on
                delete hbrMesh;
                hbrMesh = NULL;

                // == Subdivide OpenSubdiv mesh ==========================
                computeController.Refine(computeContext, farMesh->GetKernelBatches(), vertexBuffer, varyingBuffer);
                computeController.Synchronize();

                // == Convert subdivided OpenSubdiv mesh to MFnMesh Data outputMesh =============

                // Create New Mesh Data Object
                MFnMeshData newMeshData;
                MObject     newMeshDataObj = newMeshData.create(&returnStatus);
                MCHECKERR(returnStatus, "ERROR creating outputData");

                // Create out mesh
                returnStatus = convertOsdFarToMayaMeshData(farMesh, vertexBuffer, subdivisionLevel, inMeshFn, newMeshDataObj);
                MCHECKERR(returnStatus, "ERROR convertOsdFarToMayaMesh");

                // Propagate objectGroups from inMesh to outMesh (for per-facet shading, etc)
                returnStatus = createSmoothMesh_objectGroups(inMeshDat, subdivisionLevel, newMeshData );

                // Write to output plug
                MDataHandle outMeshH = data.outputValue(a_output, &returnStatus);
                MCHECKERR(returnStatus, "ERROR getting polygon data handle\n");
                outMeshH.set(newMeshDataObj);

                // == Cleanup OSD ============================================
                // REVISIT: Re-add these deletes
                delete(vertexBuffer);
                delete(varyingBuffer);
                delete(computeContext);
                delete(farMesh);

                // note that the subd mesh was created (see the section below if !createdSubdMesh)
                createdSubdMesh = true;
            }
        }

        // Pass-through inMesh to outMesh if not created the subd mesh
        if (!createdSubdMesh) {
            MDataHandle outMeshH = data.outputValue(a_output, &returnStatus);
            returnStatus = outMeshH.copy(data.outputValue(a_inputPolymesh, &returnStatus));
            MCHECKERR(returnStatus, "ERROR getting polygon data handle\n");
        }

        // Clean up Maya Plugs
        data.setClean(plug);
    }
    else {
        // Unhandled parameter in this compute function, so return MS::kUnknownParameter
        // so it is handled in a parent compute() function.
        return MS::kUnknownParameter;
    }
    return MS::kSuccess;
}
示例#7
0
MStatus LSystemNode::compute(const MPlug& plug, MDataBlock& data)

{
	MStatus returnStatus;

	if (plug == outputMesh) {
		/* Get time */
		MDataHandle timeData = data.inputValue( time, &returnStatus ); 
		McheckErr(returnStatus, "Error getting time data handle\n");
		MTime time = timeData.asTime();

		MDataHandle angleData = data.inputValue( angle, &returnStatus ); 
		McheckErr(returnStatus, "Error getting time data handle\n");
		double angle_value = angleData.asDouble();

		MDataHandle stepsData = data.inputValue( steps, &returnStatus ); 
		McheckErr(returnStatus, "Error getting time data handle\n");
		double steps_value = stepsData.asDouble();

		MDataHandle grammarData = data.inputValue( grammar, &returnStatus ); 
		McheckErr(returnStatus, "Error getting time data handle\n");
		MString grammar_value = grammarData.asString();

		/* Get output object */

		MDataHandle outputHandle = data.outputValue(outputMesh, &returnStatus);
		McheckErr(returnStatus, "ERROR getting polygon data handle\n");

		MFnMeshData dataCreator;
		MObject newOutputData = dataCreator.create(&returnStatus);
		McheckErr(returnStatus, "ERROR creating outputData");

		MFnMesh	myMesh;
		MPointArray points;
		MIntArray faceCounts;
		MIntArray faceConnects;

		//MString grammar = ("F\\nF->F[+F]F[-F]F");

		CylinderMesh *cm;


		LSystem system;
		system.loadProgramFromString(grammar_value.asChar());
		system.setDefaultAngle(angle_value);
		system.setDefaultStep(steps_value);



			std::vector<LSystem::Branch> branches;
			system.process(time.value(), branches);

			int k = branches.size();
			for(int j = 0; j < branches.size(); j++)
			{
				//1. find the position for start and end point of current branch
				//2. generate a cylinder
				MPoint start(branches[j].first[0],branches[j].first[1],branches[j].first[2]);
				MPoint end(branches[j].second[0],branches[j].second[1],branches[j].second[2]);
				cm = new CylinderMesh(start, end);
				cm->appendToMesh(points, faceCounts, faceConnects); 
			}

		MObject newMesh = myMesh.create(points.length(), faceCounts.length(),
			points, faceCounts, faceConnects,
			newOutputData, &returnStatus);

		McheckErr(returnStatus, "ERROR creating new mesh");

		outputHandle.set(newOutputData);
		data.setClean( plug );
	} else
		return MS::kUnknownParameter;

	return MS::kSuccess;
}
示例#8
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;
}
MStatus weightControllerNode::compute( const MPlug& plug, MDataBlock& dataBlock){
	MObject thisNode = thisMObject();
    MStatus status;
    if(plug != aOutputs || ! plug.isElement()){    return MS::kSuccess; }
    float3 &uu = dataBlock.inputValue(aLocator).asFloat3();
    Vector3f loc(uu[0],uu[1],uu[2]);
    MArrayDataHandle hVertices=dataBlock.inputArrayValue(aVertices);
    int num=hVertices.elementCount();
    if(num==0){return MS::kSuccess; }
        // compute the weight
    std::vector< Vector3f > v(num);
    std::vector< float > r(num);
    for(int i=0;i<num;i++){
        float3 &uu=hVertices.inputValue().asFloat3();
        Vector3f u(uu[0],uu[1],uu[2]);
        v[i] = u-loc;
        r[i] = v[i].norm();
        if(i<num-1){ hVertices.next(); }
    }
    std::vector<float> w(num, 0.0f), A(num), D(num);
    for(int i=0;i<num;i++){
        int j=(i+1)% num;
        A[i]=(v[i].cross(v[j])).norm();
        D[i]=v[i].dot(v[j]);
    }
    bool flag=true;
    // check if it is on the boundary
    for(int i=0;i<num;i++){
        if(r[i]<EPSILON){     // at a vertex
            w[i]=1.0;
            flag=false;
            break;
        }else if(abs(A[i])<EPSILON && D[i] < 0){   // on an edge
            int j=(i+1) % num;
            w[i]=r[j];
            w[j]=r[i];
            flag=false;
            break;
        }
    }
    // if it is not on the boundary
    if(flag){
        for(int i=0;i<num;i++){
            int k=(i-1+num)% num;
            if(fabs(A[k])>EPSILON)
                w[i]+=(r[k]-D[k]/r[i])/A[k];
            if(fabs(A[i])>EPSILON)
                w[i]+=(r[(i+1)% num]-D[i]/r[i])/A[i];
        }
    }
    float sum=0.0;
    for(unsigned int i=0;i<num;i++)
        sum += w[i];
    for(unsigned int i=0;i<num;i++)
        w[i] /= sum;
// writing output
    MPlug wPlug(thisNode, aOutputs);
    MDataHandle wHandle = wPlug.constructHandle(dataBlock);
    MArrayDataHandle arrayHandle(wHandle, &status);
    CHECK_MSTATUS_AND_RETURN_IT(status);
    MArrayDataBuilder arrayBuilder = arrayHandle.builder(&status);
    CHECK_MSTATUS_AND_RETURN_IT(status);
    for(unsigned int i = 0; i < num; i++) {
        MDataHandle handle = arrayBuilder.addElement(i,&status);
        CHECK_MSTATUS_AND_RETURN_IT(status);
        handle.set(w[i]);
    }
    status = arrayHandle.set(arrayBuilder);
    CHECK_MSTATUS_AND_RETURN_IT(status);
    wPlug.setValue(wHandle);
    dataBlock.setClean(plug);
    
    return MS::kSuccess;
}
示例#10
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#11
0
		MStatus MG_dotProduct::compute(const MPlug& plug,MDataBlock& dataBlock)
	{
		MStatus returnStatus;
		if ((plug==dotProductA)||
			(plug==dotProductMax)||
			(plug==proj1on2)||
			(plug==proj2on1)||
			(plug==angleInBetweenAttr)||
			(plug==angleX)||
			(plug==angleY)||
			(plug==angleZ))
			/*get time */
		
		{
				
			//creating handles to the input values

			MDataHandle vector1DataH = dataBlock.inputValue(vector1);
			MFloatPoint vector1V = vector1DataH.asFloatVector();
			
			MDataHandle vector2DataH = dataBlock.inputValue(vector2);
			MFloatPoint vector2V = vector2DataH.asFloatVector();

			MDataHandle xAxisH = dataBlock.inputValue(projAxisX);
			MFloatPoint xAxisData = xAxisH.asFloatVector();

			MDataHandle yAxisH = dataBlock.inputValue(projAxisY);
			MFloatPoint yAxisData = yAxisH.asFloatVector();

			MDataHandle zAxisH = dataBlock.inputValue(projAxisZ);
			MFloatPoint zAxisData = zAxisH.asFloatVector();
			
			MDataHandle normData = dataBlock.inputValue(normalize);
			bool norm =normData.asBool();
			

			//Creating some neededs variables

			float dotResult; // variable that will hold the dot product result
			float maxValue; //variable that will hold the dot product max value 
			float distance1; // variable that will hold the vector 1 lenght 
			float distance2; //variable that will hold the  vector 2 lenght
			float angleDeg;  //variable that will hold the  angle inbetween the two vectors
			//float cosRad ;   //variable that will hold the cosine value in radiants 
				
			//Dot product math 

			float vec1Array[3] = {vector1V[0],vector1V[1],vector1V[2]};
			vector <float> vec1 = makeVector(vec1Array) ;

			float vec2Array[3] = {vector2V[0],vector2V[1],vector2V[2]};
			vector <float> vec2 = makeVector(vec2Array) ;

			dotResult = vecDotProduct(vec1,vec2);
			distance1 = vectorLength(vec1);
			distance2 = vectorLength(vec2);
			maxValue = distance1*distance2;

			
			if (norm == 1) 

			{
				if (maxValue ==0)
				{
					dotResult=0;
				}else{
					dotResult = dotResult/maxValue;
				}
			} 
  
			


				
				

			//Projection v2 on v1

			float projV2=0;  //variable that will hold the value projection of v2 projected on v1
			vector <float> v1Norm; // variable that will hold the normalized v1 vector
			vector<float> v2Vec; // variable that will hold the projected vector

			if (distance1 != 0) 
			{
 
				projV2 = projVector(vec2,vec1);
				

				v1Norm = normVector(vec1);


				v2Vec = scalarVector(v1Norm,projV2);
				
				

			}else{

				//initialize the vector as 0 0 0
				float zeroVec2[3]= {0,0,0};
				v2Vec=makeVector(zeroVec2);
			}


			//Projection v1 on v2

			float projV1=0; //variable that will hold the value projection of v1 projected on v2
			vector <float> v2Norm;// variable that will hold the normalized v2 vector
			vector <float> v1Vec;// variable that will hold the projected vector

			if (distance2 != 0) 
			{
				projV1 = projVector(vec1,vec2);


				v2Norm = normVector(vec2);
				v1Vec = scalarVector(v2Norm,projV1);
			}else{
				//initialize the vector as 0 0 0
				float zeroVec1[3]= {0,0,0};
				v1Vec=makeVector(zeroVec1);
			}

			
			//Angle in between 


			if ((distance2*distance1)!=0)
			{
			angleDeg=angleInbetweenVector(vec1,vec2);
			}else{
				angleDeg=0;

			}

			//Angle inbetween splitted into X,Y,Z world rotation 
			
			//float dotResultV1X;
			// splitting inbetween angle into X Y Z rotation



			//converting axis from node into vector class
			float xAxisArray[3] = {xAxisData[0],xAxisData[1],xAxisData[2]};
			vector<float> xAxisVec = makeVector(xAxisArray) ;
			
			float yAxisArray[3] = {yAxisData[0],yAxisData[1],yAxisData[2]};
			vector<float> yAxisVec = makeVector(yAxisArray) ;

			float zAxisArray[3] = {zAxisData[0],zAxisData[1],zAxisData[2]};
			vector<float> zAxisVec = makeVector(zAxisArray) ;


			float angleProjXYDeg=0 ;
			float angleProjYZDeg=0 ;
			float angleProjXZDeg=0 ;

			// angle Z
			

			vector<float> projectedV1;
			vector<float> projectedV2;

			projectedV1= projectVectorOnPlane(vec1,xAxisVec,yAxisVec);
			projectedV2= projectVectorOnPlane(vec2,xAxisVec,yAxisVec);
			angleProjXYDeg=angleInbetweenVector(projectedV1,projectedV2);



			// angle X
			

			projectedV1= projectVectorOnPlane(vec1,zAxisVec,yAxisVec);
			projectedV2= projectVectorOnPlane(vec2,zAxisVec,yAxisVec);
			angleProjYZDeg=angleInbetweenVector(projectedV1,projectedV2);


			// angle Y
			

			projectedV1= projectVectorOnPlane(vec1,zAxisVec,xAxisVec);
			projectedV2= projectVectorOnPlane(vec2,zAxisVec,xAxisVec);
			angleProjXZDeg=angleInbetweenVector(projectedV1,projectedV2);

















			//Setting output values

			MDataHandle output = dataBlock.outputValue(dotProductA);
			MDataHandle outputMax = dataBlock.outputValue(dotProductMax);
			MDataHandle projV1Output = dataBlock.outputValue(proj1on2);
			MDataHandle projV2Output = dataBlock.outputValue(proj2on1);
			MDataHandle angleInBetweenOutput = dataBlock.outputValue(angleInBetweenAttr);
			MDataHandle angleXout = dataBlock.outputValue(angleX);
			MDataHandle angleYout = dataBlock.outputValue(angleY);
			MDataHandle angleZout = dataBlock.outputValue(angleZ);




			output.set(dotResult);
			outputMax.set(maxValue);
			projV1Output.set(v1Vec[0],v1Vec[1],v1Vec[2]);
			projV2Output.set(v2Vec[0],v2Vec[1],v2Vec[2]);
			angleInBetweenOutput.set(angleDeg);
			angleXout.set(angleProjYZDeg);
			angleYout.set(angleProjXZDeg);
			angleZout.set(angleProjXYDeg);

			//SetClean tells maya attribute is update
			outputMax.setClean();
			output.setClean();
			projV1Output.setClean();
			projV2Output.setClean();
			angleInBetweenOutput.setClean();
			angleXout.setClean();
			angleYout.setClean();
			angleZout.setClean();
		}
		
		return MS::kSuccess;


		}
示例#12
0
MStatus splitUVNode::compute( const MPlug& plug, MDataBlock& data )
//
//	Description:
//		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 status = MS::kSuccess;
 
	MDataHandle stateData = data.outputValue( state, &status );
	MCheckStatus( status, "ERROR getting state" );

	// Check for the HasNoEffect/PassThrough flag on the node.
	//
	// (stateData is an enumeration standard in all depend nodes - stored as short)
	// 
	// (0 = Normal)
	// (1 = HasNoEffect/PassThrough)
	// (2 = Blocking)
	// ...
	//
	if( stateData.asShort() == 1 )
	{
		MDataHandle inputData = data.inputValue( inMesh, &status );
		MCheckStatus(status,"ERROR getting inMesh");

		MDataHandle outputData = data.outputValue( outMesh, &status );
		MCheckStatus(status,"ERROR getting outMesh");

		// Simply redirect the inMesh to the outMesh for the PassThrough effect
		//
		outputData.set(inputData.asMesh());
	}
	else
	{
		// Check which output attribute we have been asked to 
		// compute. If this node doesn't know how to compute it, 
		// we must return MS::kUnknownParameter
		// 
		if (plug == outMesh)
		{
			MDataHandle inputData = data.inputValue( inMesh, &status );
			MCheckStatus(status,"ERROR getting inMesh");

			MDataHandle outputData = data.outputValue( outMesh, &status );
			MCheckStatus(status,"ERROR getting outMesh"); 

			// Now, we get the value of the uvList and use it to perform
			// the operation on this mesh
			//
			MDataHandle inputUVs = data.inputValue( uvList, &status);
			MCheckStatus(status,"ERROR getting uvList"); 
			
			// Copy the inMesh to the outMesh, and now you can
			// perform operations in-place on the outMesh
			//
			outputData.set(inputData.asMesh());
			MObject mesh = outputData.asMesh();

			// Retrieve the UV list from the component list.
			//
			// Note, we use a component list to store the components
			// because it is more compact memory wise. (ie. comp[81:85]
			// is smaller than comp[81], comp[82],...,comp[85])
			//
			MObject compList = inputUVs.data();
			MFnComponentListData compListFn( compList );

			unsigned i;
			int j;
			MIntArray uvIds;

			for( i = 0; i < compListFn.length(); i++ )
			{
				MObject comp = compListFn[i];
				if( comp.apiType() == MFn::kMeshMapComponent )
				{
					MFnSingleIndexedComponent uvComp( comp );
					for( j = 0; j < uvComp.elementCount(); j++ )
					{
						int uvId = uvComp.element(j);
						uvIds.append( uvId );
					}
				}
			}

			// Set the mesh object and uvList on the factory
			//
			fSplitUVFactory.setMesh( mesh );
			fSplitUVFactory.setUVIds( uvIds );

			// Now, perform the splitUV
			//
			status = fSplitUVFactory.doIt();

			// Mark the output mesh as clean
			//
			outputData.setClean();
		}
		else
		{
			status = MS::kUnknownParameter;
		}
	}

	return status;
}
示例#13
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#14
0
MStatus meshOpNode::compute( const MPlug& plug, MDataBlock& data )
//
//	Description:
//		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 status = MS::kSuccess;
 
	MDataHandle stateData = data.outputValue( state, &status );
	MCheckStatus( status, "ERROR getting state" );

	// Check for the HasNoEffect/PassThrough flag on the node.
	//
	// (stateData is an enumeration standard in all depend nodes)
	// 
	// (0 = Normal)
	// (1 = HasNoEffect/PassThrough)
	// (2 = Blocking)
	// ...
	//
	if( stateData.asShort() == 1 )
	{
		MDataHandle inputData = data.inputValue( inMesh, &status );
		MCheckStatus(status,"ERROR getting inMesh");

		MDataHandle outputData = data.outputValue( outMesh, &status );
		MCheckStatus(status,"ERROR getting outMesh");

		// Simply redirect the inMesh to the outMesh for the PassThrough effect
		//
		outputData.set(inputData.asMesh());
	}
	else
	{
		// Check which output attribute we have been asked to 
		// compute. If this node doesn't know how to compute it, 
		// we must return MS::kUnknownParameter
		// 
		if (plug == outMesh)
		{
			MDataHandle inputData = data.inputValue( inMesh, &status );
			MCheckStatus(status,"ERROR getting inMesh");

			MDataHandle outputData = data.outputValue( outMesh, &status );
			MCheckStatus(status,"ERROR getting outMesh"); 

			// Now, we get the value of the component list and the operation
			// type and use it to perform the mesh operation on this mesh
			//
			MDataHandle inputIDs = data.inputValue( cpList, &status);
			MCheckStatus(status,"ERROR getting componentList"); 
			
			MDataHandle opTypeData = data.inputValue( opType, &status);
			MCheckStatus(status,"ERROR getting opType"); 

			// Copy the inMesh to the outMesh, so you can
			// perform operations directly on outMesh
			//
			outputData.set(inputData.asMesh());
			MObject mesh = outputData.asMesh();

			// Retrieve the ID list from the component list.
			//
			// Note, we use a component list to store the components
			// because it is more compact memory wise. (ie. comp[81:85]
			// is smaller than comp[81], comp[82],...,comp[85])
			//
			MObject compList = inputIDs.data();
			MFnComponentListData compListFn( compList );

			// Get what operation is requested and 
			// what type of component is expected for this operation.
			MeshOperation operationType = (MeshOperation) opTypeData.asShort();
			MFn::Type componentType =
				meshOpFty::getExpectedComponentType(operationType);

			unsigned i;
			int j;
			MIntArray cpIds;

			for( i = 0; i < compListFn.length(); i++ )
			{
				MObject comp = compListFn[i];
				if( comp.apiType() == componentType )
				{
					MFnSingleIndexedComponent siComp( comp );
					for( j = 0; j < siComp.elementCount(); j++ )
						cpIds.append( siComp.element(j) );
				}
			}

			// Set the mesh object and component List on the factory
			//
			fmeshOpFactory.setMesh( mesh );
			fmeshOpFactory.setComponentList( compList );
			fmeshOpFactory.setComponentIDs( cpIds );
			fmeshOpFactory.setMeshOperation( operationType );

			// Now, perform the meshOp
			//
			status = fmeshOpFactory.doIt();

			// Mark the output mesh as clean
			//
			outputData.setClean();
		}
		else
		{
			status = MS::kUnknownParameter;
		}
	}

	return status;
}
示例#15
0
//
// A very simple implementation of validAndSetValue().  No lock
// or limit checking on the rocking attribute is done in this method.
// If you wish to apply locks and limits to the rocking attribute, you
// would follow the approach taken in the rockingTransformCheck example.
// Meaning you would implement methods similar to:
//	* applyRotationLocks();
//	* applyRotationLimits();
//	* checkAndSetRotation();  
// but for the rocking attribute.  The method checkAndSetRotation()
// would be called below rather than updating the rocking attribute
// directly.
//
MStatus rockingTransformNode::validateAndSetValue(const MPlug& plug,
												const MDataHandle& handle,
												const MDGContext& context)
{
	MStatus status = MS::kSuccess;

	//	Make sure that there is something interesting to process.
	//
	if (plug.isNull())
		return MS::kFailure;

	MDataBlock block = forceCache(*(MDGContext *)&context);
	MDataHandle blockHandle = block.outputValue(plug, &status);
	ReturnOnError(status);
	
	MString cachename =  block.inputValue( acachename ).asString();
	MString meshname =  block.inputValue( ameshname ).asString();
	
/*	
	if ( plug == aRockInX )
	{
		// Update our new rock in x value
		double rockInX = handle.asDouble();
		blockHandle.set(rockInX);
		rockXValue = rockInX;
		
		// Update the custom transformation matrix to the
		// right rock value.  
		rockingTransformMatrix *ltm = getRockingTransformMatrix();
		if (ltm)
			ltm->setRockInX(rockXValue);
		else 
			MGlobal::displayError("Failed to get rock transform matrix");
			
		blockHandle.setClean();
		
		// Mark the matrix as dirty so that DG information
		// will update.
		dirtyMatrix();		
	}
*/	
	if ( plug == aframe )
	{
		// Update our new rock in x value
		double rockInX = handle.asDouble();
		blockHandle.set(rockInX);
		rockXValue = rockInX;
		
		// Update the custom transformation matrix to the
		// right rock value.  
		rockingTransformMatrix *ltm = getRockingTransformMatrix();
		if (ltm)
			ltm->setRockInX(rockXValue, cachename, meshname);
		else 
			MGlobal::displayError("Failed to get rock transform matrix");
			
		blockHandle.setClean();
		
		// Mark the matrix as dirty so that DG information
		// will update.
		dirtyMatrix();		
	}
	
	// Allow processing for other attributes
	return ParentClass::validateAndSetValue(plug, handle, context);
}
示例#16
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;
}
//
//	Calls applyRotationLocks && applyRotationLimits
//	This method verifies that the passed value can be set on the 
//	rotate plugs. In the base class, limits as well as locking are
//	checked by this method.
//
//	The compute, validateAndSetValue, and rotateTo functions
//	all use this method.
//
MStatus rockingTransformCheckNode::checkAndSetRotation(MDataBlock &block,
									const MPlug& plug,
									const MEulerRotation& newRotation, 
									MSpace::Space space )
{
	const MDGContext context = block.context();
	updateMatrixAttrs(context);

	MStatus status = MS::kSuccess;
	MEulerRotation outRotation = newRotation;
	if (context.isNormal()) {
		//	For easy reading.
		//
		MPxTransformationMatrix *xformMat = baseTransformationMatrix;

		//	Get the current translation in transform space for 
		//	clamping and locking.
		//
		MEulerRotation savedRotation = 
			xformMat->eulerRotation(MSpace::kTransform, &status);
		ReturnOnError(status);

		//	Translate to transform space, since the limit test needs the
		//	values in transform space. The locking test needs the values
		//	in the same space as the savedR value - which is transform 
		//	space as well.
		//
		status = baseTransformationMatrix->rotateTo(newRotation, space);
		ReturnOnError(status);

		outRotation = xformMat->eulerRotation(MSpace::kTransform, &status);
		ReturnOnError(status);

		//	Now that everything is in the same space, apply limits 
		//	and change the value to adhere to plug locking.
		//
		outRotation = applyRotationLimits(outRotation, block, &status);
		ReturnOnError(status);

		outRotation = applyRotationLocks(outRotation, savedRotation, &status);
		ReturnOnError(status);

		//	The value that remain is in transform space.
		//
		status = xformMat->rotateTo(outRotation, MSpace::kTransform);
		ReturnOnError(status);

		//	Get the value that was just set. It needs to be in transform
		//	space since it is used to set the datablock values at the
		//	end of this method. Getting the vaolue right before setting
		//	ensures that the transformation matrix and data block will
		//	be synchronized.
		//
		outRotation = xformMat->eulerRotation(MSpace::kTransform, &status);
		ReturnOnError(status);
	} else {
		//	Get the rotation for clamping and locking. This will get the
		//	rotate value in transform space.
		//
		double3 &s3 = block.inputValue(rotate).asDouble3();
		MEulerRotation savedRotation(s3[0], s3[1], s3[2]);

		//	Create a local transformation matrix for non-normal context
		//	calculations.
		//
		MPxTransformationMatrix *local = createTransformationMatrix();
		if (NULL == local) {
			MGlobal::displayError("rockingTransformCheck::checkAndSetRotation internal error");
			return status;
		}

		//	Fill the newly created transformation matrix.
		//
		status = computeLocalTransformation(local, block);
		if ( MS::kSuccess != status)
		{
			delete local;
			return status;
		}

		//	Translate the values to transform space. This will allow the 
		//	limit and locking tests to work properly.
		//
		status = local->rotateTo(newRotation, space);
		if ( MS::kSuccess != status)
		{
			delete local;
			return status;
		}

		outRotation = local->eulerRotation(MSpace::kTransform, &status);
		if ( MS::kSuccess != status)
		{
			delete local;
			return status;
		}

		//	Apply limits
		//
		outRotation = applyRotationLimits(outRotation, block, &status);
		if ( MS::kSuccess != status)
		{
			delete local;
			return status;
		}

		outRotation = applyRotationLocks(outRotation, savedRotation, &status);
		if ( MS::kSuccess != status)
		{
			delete local;
			return status;
		}

		status = local->rotateTo(outRotation, MSpace::kTransform);
		if ( MS::kSuccess != status)
		{
			delete local;
			return status;
		}

		//	Get the rotate value in transform space for placement in the
		//	datablock.
		//
		outRotation = local->eulerRotation(MSpace::kTransform, &status);
		if ( MS::kSuccess != status)
		{
			delete local;
			return status;
		}

		delete local;
	}

	MDataHandle handle = block.outputValue(plug, &status);
	if ( MS::kSuccess != status)
	{
		return status;
	}

	if (plug == rotate) {
		handle.set(outRotation.x, outRotation.y, outRotation.z);
	} else if (plug == rotateX) {
		handle.set(outRotation.x);
	} else if (plug == rotateY) {
		handle.set(outRotation.y);
	} else {
		handle.set(outRotation.z);
	}

	return status;
}
示例#18
0
MStatus	puttyNode::compute( const MPlug& plug, MDataBlock& block )
{
	MStatus status;
	if ( plug == aNodeReady )
	{
//		MGlobal::displayInfo("compute");
		bool result =false;

		MString cmdBaseName;

		// get the source flag
		MDataHandle dh = block.inputValue(aSource,&status);
		SYS_ERROR_CHECK(status, "Error getting source data handle\n");
		bool source = dh.asBool();
    
		// get the command
		dh = block.inputValue(aScript,&status);
		SYS_ERROR_CHECK(status, "Error getting reload script handle\n");    
		MString script =  dh.asString(); 

		if (script == "")
		{
			MGlobal::displayError("no script provided!\n");
		}
		else
		{
            // chech if script is sourced
        	dh = block.inputValue(aScriptSourced,&status);
        	SYS_ERROR_CHECK(status, "Error getting aScriptSourced data handle\n");
        	bool scriptSourced = dh.asBool();

        	// if it's not ready, don't do anything
        	if (!scriptSourced)
        		return MS::kSuccess;
			else
			{
       		    MCommandResult melResult;

				// now get the real name of the function and store it in a separate attribute
				MString cmd="basenameEx \"" + script+"\"";
				status = MGlobal::executeCommand(cmd,melResult);
				melResult.getResult(cmdBaseName);
				result = true;
				
				MDataHandle dhCBN = block.outputValue(aCmdBaseName,&status);
				SYS_ERROR_CHECK(status, "Error getting aCmdBaseName data handle\n");
				dhCBN.set(cmdBaseName);
				dhCBN.setClean();

				// see if an interface function is present, if yes, execute it
				cmd= "if(exists(\"" + cmdBaseName +".interface\")) {";
				cmd+= "string $attr[] = `deleteAttr -q " +name()+"`; string $a;";
				cmd+="for($a in $attr) deleteAttr (\""+name()+".\"+$a);";
				cmd+= cmdBaseName +".interface(\"" +name()+"\");}";
				status = MGlobal::executeCommand(cmd);
			}

		}

		// check the current status
		
		// set the result
		MDataHandle dhNodeReady = block.outputValue(aNodeReady,&status);
		SYS_ERROR_CHECK(status, "Error getting reload data handle\n");
		dhNodeReady.set(result);
		dhNodeReady.setClean();

		return MS::kSuccess;


	}
    else if (plug==aScriptSourced)
    {
        // this part of the function sources the script
    	// try to source the script
//      cerr << "\nsource";
        
        MStatus status;
        bool result = true;
        
        // get the source flag
		MDataHandle dh = block.inputValue(aSource,&status);
		SYS_ERROR_CHECK(status, "Error getting source data handle\n");
		bool source = dh.asBool();
        
        // get the script
		dh = block.inputValue(aScript,&status);
		SYS_ERROR_CHECK(status, "Error getting reload script handle\n");    
		MString script =  dh.asString();         
        
		MString cmd = "source \"" + script+"\"";
	    MCommandResult melResult;
		status = MGlobal::executeCommand(cmd,melResult);
		
        if (status.error())
		{
			MGlobal::displayError( "Error sourcing mel script, please check the function you provided is valid!");
            result = false;
		}

        // set the result        
		MDataHandle dhScriptSourced = block.outputValue(aScriptSourced,&status);
		SYS_ERROR_CHECK(status, "Error getting ScriptSourced data handle\n");
		dhScriptSourced.set(result);
		dhScriptSourced.setClean();        
        
        return MS::kSuccess;
    }
	return MS::kUnknownParameter;
}
示例#19
0
MStatus ProxyViz::compute( const MPlug& plug, MDataBlock& block )
{
	if(!m_enableCompute) return MS::kSuccess;
	if( plug == outValue ) {
		
		updateWorldSpace(thisMObject() );
		
		MStatus status;

		ExampVox * defBox = plantExample(0);
		
		defBox->setGeomSizeMult(block.inputValue(aradiusMult).asFloat() );
		
		defBox->setGeomBox(block.inputValue(abboxminx).asFloat(),
			block.inputValue(abboxminy).asFloat(), 
			block.inputValue(abboxminz).asFloat(), 
			block.inputValue(abboxmaxx).asFloat(), 
			block.inputValue(abboxmaxy).asFloat(), 
			block.inputValue(abboxmaxz).asFloat());
		
		float grdsz = defBox->geomExtent() * 32.f ;
		if(grdsz < 32.f) {
			AHelper::Info<float>(" ProxyViz input box is too small", grdsz);
			grdsz = 32.f;
			AHelper::Info<float>(" trancated to", grdsz);
		}
		
		if(m_toSetGrid) {
			m_toSetGrid = false;
			resetGrid(grdsz);
		}
		
		if(_firstLoad) {
/// internal cache only, initializing from external cache is obsolete 
			if(!loadInternal(block) )
				std::cout<<"\n ERROR proxviz cannot load internal cache";

			_firstLoad = 0;
		}
        
		if(!m_toCheckVisibility) {
			MArrayDataHandle groundMeshArray = block.inputArrayValue(agroundMesh );
			MArrayDataHandle groundSpaceArray = block.inputArrayValue(agroundSpace );
/// in case no ground is connected
            if(updateGround(groundMeshArray, groundSpaceArray )) {
                moveWithGround();
                AHelper::Info<std::string>(" ProxyViz ground ", groundBuildLog() );
            }
		}
		
		if(!m_hasParticle) {
			block.setClean(plug);
            return MS::kSuccess;
		}
		
		const int ngroups = block.inputValue(agroupcount).asInt();
		
		MDataHandle hdata = block.inputValue(outPositionPP, &status);
        MFnVectorArrayData farray(hdata.data(), &status);
        if(!status) {
            MGlobal::displayInfo("proxy viz is not properly connected to a particle system");
			block.setClean(plug);
            return MS::kSuccess;
        }
    
        MDataHandle scaledata = block.inputValue(outScalePP, &status);
        MFnVectorArrayData scalearray(scaledata.data(), &status);
        if(!status) {
            MGlobal::displayInfo("proxy viz is not properly connected to a particle system");
			block.setClean(plug);
            return MS::kSuccess;
        }
		
		MDataHandle rotatedata = block.inputValue(outRotationPP, &status);
        MFnVectorArrayData rotatearray(rotatedata.data(), &status);
        if(!status) {
            MGlobal::displayInfo("proxy viz is not properly connected to a particle system");
			block.setClean(plug);
            return MS::kSuccess;
        }
		
		MDataHandle replaceData = block.inputValue(outReplacePP, &status);
        MFnDoubleArrayData replaceArrayFn(replaceData.data(), &status);
        if(!status) {
            MGlobal::displayInfo("proxy viz is not properly connected to a particle system, needs userScalarPP");
			block.setClean(plug);
            return MS::kSuccess;
        }
		
		MVectorArray outPosArray = farray.array();	
        MVectorArray outScaleArray = scalearray.array();
		MVectorArray outRotateArray = rotatearray.array();
		MDoubleArray outReplaceArray = replaceArrayFn.array();
		
		if( outPosArray.length() < 1) {
			block.setClean(plug);
			return MS::kSuccess;
		}
		
		computePPAttribs(outPosArray, outRotateArray, outScaleArray, outReplaceArray,
						ngroups);

        float result = outPosArray.length();

		MDataHandle outputHandle = block.outputValue( outValue );
		outputHandle.set( result );
		block.setClean(plug);
    }
	if(plug == outValue1) {
		
		MArrayDataHandle hArray = block.inputArrayValue(ainexamp);
		updateExamples(hArray);

		float result = 91.f;

		MDataHandle outputHandle = block.outputValue( outValue1 );
		outputHandle.set( result );
		block.setClean(plug);
	}

	return MS::kSuccess;
}
MStatus testNpassiveNode::compute(const MPlug &plug, MDataBlock &data)
{
    MStatus stat;
    if ( plug == currentState )
    { 
      // get old positions and numVerts
      // if num verts is different, reset topo and zero velocity
      // if num verts is the same, compute new velocity
        int ii,jj;
        // initialize MnCloth
        MObject inMeshObj = data.inputValue(inputGeom).asMesh();
                
        MFnMesh inputMesh(inMeshObj);       
        unsigned int numVerts = 0;
        numVerts = inputMesh.numVertices();
        unsigned int prevNumVerts;
        fNObject.getNumVertices(prevNumVerts);
        if(numVerts != prevNumVerts) {
                int numPolygons = inputMesh.numPolygons();
                int * faceVertCounts = new int[numPolygons];
                
        
                int facesArrayLength = 0;
                for(ii=0;ii<numPolygons;ii++) {
                MIntArray verts;
                inputMesh.getPolygonVertices(ii,verts);
                faceVertCounts[ii] = verts.length();
                facesArrayLength += verts.length();
                }
                int * faces = new int[facesArrayLength];
                int currIndex = 0;
                for(ii=0;ii<numPolygons;ii++) {
                MIntArray verts;
                inputMesh.getPolygonVertices(ii,verts);
                for(jj=0;jj<(int)verts.length();jj++) {
                    faces[currIndex++] = verts[jj];
                }
            }
                int numEdges = inputMesh.numEdges();
                int * edges = new int[2*numEdges];
                currIndex = 0;
                for(ii=0;ii<numEdges;ii++) {
                int2 edge;
                inputMesh.getEdgeVertices(ii,edge);
                edges[currIndex++] = edge[0];
                edges[currIndex++] = edge[1];
                }
                // When you are doing the initialization, the first call must to be setTopology().  All other
                // calls must come after this.
            fNObject.setTopology(numPolygons, faceVertCounts, faces,numEdges, edges );
                delete[] faceVertCounts;
                delete[] faces;
                delete[] edges;        
                MFloatPointArray vertexArray;
                inputMesh.getPoints(vertexArray, MSpace::kWorld);
                fNObject.setPositions(vertexArray,true);
                MFloatPointArray velocitiesArray;
                velocitiesArray.setLength(numVerts);
                for(ii=0;ii<(int)numVerts;ii++) {
                velocitiesArray[ii].x = 0.0f;
                velocitiesArray[ii].y = 0.0f;
                velocitiesArray[ii].z = 0.0f;
                velocitiesArray[ii].w = 0.0f;
            }
            fNObject.setVelocities(velocitiesArray);
        } else {
                MFloatPointArray vertexArray;
                MFloatPointArray prevVertexArray;
                inputMesh.getPoints(vertexArray, MSpace::kWorld);
                fNObject.getPositions(prevVertexArray);
            // you may want to get the playback rate for the dt
            // double dt = MAnimControl::playbackBy() \ 24.0;
            // or get the real dt by caching the last eval time
            double dt = 1.0/24.0;
                MFloatPointArray velocitiesArray;
                velocitiesArray.setLength(numVerts);
                for(ii=0;ii<(int)numVerts;ii++) {
                velocitiesArray[ii].x = (float)( (vertexArray[ii].x - prevVertexArray[ii].x)/dt);
                velocitiesArray[ii].y = (float)( (vertexArray[ii].y - prevVertexArray[ii].y)/dt);
                velocitiesArray[ii].z = (float)( (vertexArray[ii].x - prevVertexArray[ii].z)/dt);
                velocitiesArray[ii].w = 0.0f;
            }
            fNObject.setVelocities(velocitiesArray);
            fNObject.setPositions(vertexArray,true);
        }
        // in real life, you'd get these attribute values each frame and set them
        fNObject.setThickness(0.1f);
        fNObject.setBounce(0.0f);
        fNObject.setFriction(0.1f);
        fNObject.setCollisionFlags(true, true, true);               
        MFnNObjectData outputData;
        MObject mayaNObjectData = outputData.create();
        outputData.setObject(mayaNObjectData);
        
        outputData.setObjectPtr(&fNObject);        
        outputData.setCached(false);
        MDataHandle currStateOutputHandle = data.outputValue(currentState);
        currStateOutputHandle.set(outputData.object());
      
    }
    if ( plug == startState )
    {
        int ii,jj;
        // initialize MnCloth
        MObject inMeshObj = data.inputValue(inputGeom).asMesh();
                
        MFnMesh inputMesh(inMeshObj);       
        int numPolygons = inputMesh.numPolygons();
            int * faceVertCounts = new int[numPolygons];
                
        
            int facesArrayLength = 0;
            for(ii=0;ii<numPolygons;ii++) {
                MIntArray verts;
                inputMesh.getPolygonVertices(ii,verts);
                faceVertCounts[ii] = verts.length();
                facesArrayLength += verts.length();
            }
            int * faces = new int[facesArrayLength];
            int currIndex = 0;
            for(ii=0;ii<numPolygons;ii++) {
                MIntArray verts;
                inputMesh.getPolygonVertices(ii,verts);
                for(jj=0;jj<(int)verts.length();jj++) {
                    faces[currIndex++] = verts[jj];
               }
           }
            int numEdges = inputMesh.numEdges();
            int * edges = new int[2*numEdges];
            currIndex = 0;
            for(ii=0;ii<numEdges;ii++) {
                int2 edge;
                inputMesh.getEdgeVertices(ii,edge);
                edges[currIndex++] = edge[0];
                edges[currIndex++] = edge[1];
            }
            // When you are doing the initialization, the first call must to be setTopology().  All other
            // calls must come after this.
            fNObject.setTopology(numPolygons, faceVertCounts, faces,numEdges, edges );
            delete[] faceVertCounts;
            delete[] faces;
            delete[] edges;        
            unsigned int numVerts = 0;
            numVerts = inputMesh.numVertices();        
            MFloatPointArray vertexArray;
            inputMesh.getPoints(vertexArray, MSpace::kWorld);
            fNObject.setPositions(vertexArray,true);
            MFloatPointArray velocitiesArray;
            velocitiesArray.setLength(numVerts);
            for(ii=0;ii<(int)numVerts;ii++) {
                velocitiesArray[ii].x = 0.0f;
                velocitiesArray[ii].y = 0.0f;
                velocitiesArray[ii].z = 0.0f;
                velocitiesArray[ii].w = 0.0f;
           }
           fNObject.setVelocities(velocitiesArray);
           fNObject.setThickness(0.1f);
            fNObject.setBounce(0.0f);
            fNObject.setFriction(0.1f);
            fNObject.setCollisionFlags(true, true, true);               
        
            MFnNObjectData outputData;
            MObject mayaNObjectData = outputData.create();
            outputData.setObject(mayaNObjectData);
        
            outputData.setObjectPtr(&fNObject);        
            outputData.setCached(false);
            MDataHandle startStateOutputHandle = data.outputValue(startState);
            startStateOutputHandle.set(outputData.object());
    }
    else {
        stat = MS::kUnknownParameter;
    }
    return stat;
}
示例#21
0
MStatus NBuddyEMPSaverNode::compute( const MPlug& plug, MDataBlock& data )
{
    MStatus status;
    if (plug == _outTrigger)
    {
	MDataHandle outputPathHdl = data.inputValue( _empOutputPath, &status );
        NM_CheckMStatus( status, "Failed to get the output path handle");
	MString outputPath = outputPathHdl.asString();

       	// Get the input time
	MDataHandle timeHdl = data.inputValue( _time, &status );
	NM_CheckMStatus( status, "Failed to get time handle");
	MTime time = timeHdl.asTime();

        // Get the frame padding
        MDataHandle framePaddingHdl = data.inputValue( _framePadding, &status );
        NM_CheckMStatus( status, "Failed to get the framePadding handle");
        int numPad = framePaddingHdl.asInt();

      // Get the frame padding
        MDataHandle timeStepHdl = data.inputValue( _timeStep, &status );
        NM_CheckMStatus( status, "Failed to get the timeStep handle");
        int timeStep = timeStepHdl.asInt();
  
        // Get the time in frames
        int frameNr = (int)floor( time.as( time.uiUnit() ) );

        //Create the writer, givin it the time index in seconds
        Nb::EmpWriter* writer = 
            new Nb::EmpWriter( 
                "",
                outputPath.asChar(),       // absolute fullpath of emp
                frameNr,                   // frame
                timeStep,                  // timestep
                numPad,                    // zero-padding                
                time.as( MTime::kSeconds ) // emp timestamp
                );

        // Then get the inputBodies
        MArrayDataHandle inBodyArrayData = data.inputArrayValue( _inBodies, &status );
        NM_CheckMStatus( status, "Failed to create get inBodyArrayData handle");

        // Loop the input in the inBody multi plug
        unsigned int numBodies = inBodyArrayData.elementCount();
        if ( numBodies > 0 )
        {
            //Jump to the first element in the array
            inBodyArrayData.jumpToArrayElement(0);

            //Loop all the body inputs and add them to the empWriter
            for ( unsigned int i(0); i < numBodies; ++i)
            {
                MDataHandle bodyDataHnd = inBodyArrayData.inputValue( &status );
                MFnPluginData dataFn(bodyDataHnd.data());

                //Get naiad body from datatype
                naiadBodyData * bodyData = (naiadBodyData*)dataFn.data( &status );
                if ( bodyData && bodyData->nBody() )
                {
                    //Add body to writer
                    try{
                        Nb::String channels("*.*");
                        writer->write(bodyData->nBody(),channels);
                    }
                    catch(std::exception& e) {
                        std::cerr << "NBuddyEMPSaverNode::compute() " << e.what() << std::endl;
                    }
                }
                else
                    std::cerr << "NBuddyEMPSaverNode::compute() :: No body in input " << inBodyArrayData.elementIndex() << std::endl;

                //Next body in the input multi
                inBodyArrayData.next();
            }
        }

        try{
            writer->close();
            // Get rid of the writer object
            delete writer;
        }
        catch(std::exception& e) {
            std::cerr << "NBuddyEMPSaverNode::compute() " << e.what() << std::endl;
        }

        //Set the output to be clean indicating that we have saved out the file
        MDataHandle outTriggerHnd = data.outputValue( _outTrigger, &status );
        outTriggerHnd.set(true);
        data.setClean( plug );
    }

    return status;
}
示例#22
0
MStatus PtexUVNode::compute( const MPlug &plug, MDataBlock &data )
{
	MStatus stat;
	bool hasNoEffect = false;
	
	MDataHandle inMeshHnd = data.inputValue( inMesh );
	MDataHandle outMeshHnd = data.outputValue( outMesh );
	 
	MDataHandle stateHnd = data.inputValue( state );
	int state = stateHnd.asInt();

	if( state == 1 ) // No Effect/Pass through
		hasNoEffect = true;
		
	if( !hasNoEffect && plug == outMesh )
	{
	    MObject inMeshData = inMeshHnd.asMesh();
				
		if( !hasNoEffect )
		{
			MFnMeshData meshDataFn;
			MObject newMeshData = meshDataFn.create();
			MFnMesh inMeshFn( inMeshData );
			inMeshFn.copy( inMeshData, newMeshData );
			
			MFnMesh meshFn( newMeshData );
			MPointArray pts;
			meshFn.getPoints( pts );

			MStringArray uvSetNames;
			meshFn.getUVSetNames( uvSetNames );
			unsigned int defaultUvSetCount = (unsigned int)uvSetNames.length();

			int num_faces = meshFn.numPolygons();

			MIntArray uvCounts;
			uvCounts.setLength( num_faces );

			for ( int i_f = 0; i_f < num_faces; i_f++ )
			{
				int deg = meshFn.polygonVertexCount( i_f );
				uvCounts[ i_f ] = deg;

				if ( deg != 4 )
				{
					return MS::kFailure;
				}
			}

			MIntArray uvIds;
			uvIds.setLength( 4 * num_faces );

			if ( defaultUvSetCount == 1 )
			{
				int currentUVCount = meshFn.numUVs( uvSetNames[0] );

				MFloatArray us, vs; 
				us.setLength( 4 * num_faces ); 
				vs.setLength( 4 * num_faces );

				for ( int i_f = 0; i_f < num_faces; i_f++ )
				{
					float f = (float)i_f;

					uvIds[ 4 * i_f + 0 ] = 4 * i_f + 0;
					uvIds[ 4 * i_f + 1 ] = 4 * i_f + 1;
					uvIds[ 4 * i_f + 2 ] = 4 * i_f + 2;
					uvIds[ 4 * i_f + 3 ] = 4 * i_f + 3;

					us[ 4 * i_f + 0 ] = (float)i_f;         vs[ 4 * i_f + 0 ] = 0.0f;
					us[ 4 * i_f + 1 ] = (float)i_f + 1.0f;  vs[ 4 * i_f + 1 ] = 0.0f;
					us[ 4 * i_f + 2 ] = (float)i_f + 1.0f;  vs[ 4 * i_f + 2 ] = 1.0f;
					us[ 4 * i_f + 3 ] = (float)i_f;         vs[ 4 * i_f + 3 ] = 1.0f;
				}

				stat = meshFn.setUVs( us, vs, &uvSetNames[0] );
				stat = meshFn.assignUVs( uvCounts, uvIds, &uvSetNames[0] );
			}

			meshFn.updateSurface();
			meshFn.syncObject();

			outMeshHnd.set( newMeshData );
		}	
	}
	else 
		return MS::kUnknownParameter;

	if( hasNoEffect )
		outMeshHnd.set( inMeshHnd.asMesh() );
	
	data.setClean( plug );

	return stat;
}
示例#23
0
MStatus   clusterControledCurve::compute( const MPlug& plug, MDataBlock& data )
{
	//MFnDependencyNode thisNode( thisMObject() );
	//cout << thisNode.name() << ", start" << endl;

	MStatus status;

	MDataHandle hInputCurve = data.inputValue( aInputCurve, &status );
	CHECK_MSTATUS_AND_RETURN_IT( status );
	MDataHandle hInputCurveMatrix = data.inputValue( aInputCurveMatrix, &status );
	CHECK_MSTATUS_AND_RETURN_IT( status );
	MDataHandle hOutputCurve = data.outputValue( aOutputCurve, &status );
	CHECK_MSTATUS_AND_RETURN_IT( status );

	MArrayDataHandle hArrBindPreMatrix = data.inputArrayValue( aBindPreMatrix, &status );
	CHECK_MSTATUS_AND_RETURN_IT( status );
	MArrayDataHandle hArrMatrix = data.inputArrayValue( aMatrix, &status );
	CHECK_MSTATUS_AND_RETURN_IT( status );

	MArrayDataHandle hArrWeightList = data.inputArrayValue( aWeightList, &status );
	CHECK_MSTATUS_AND_RETURN_IT( status );

	MDataHandle hUpdate = data.inputValue( aUpdate, &status );
	CHECK_MSTATUS_AND_RETURN_IT( status );

	MObject oInputCurve = hInputCurve.asNurbsCurve();

	int bindPreMatrixLength = hArrBindPreMatrix.elementCount();
	int matrixLength = hArrMatrix.elementCount();

	MFnNurbsCurve fnInputCurve = oInputCurve;
	int numCVs = fnInputCurve.numCVs();
	int weightListLength = hArrWeightList.elementCount();

	if( weightListLength > 100 )
	{
		cout << "WeightList Count Error : " << weightListLength << endl;
		return MS::kFailure;
	}

	MPointArray inputCvPoints;
	MPointArray outputCvPoints;

	fnInputCurve.getCVs( inputCvPoints );
	outputCvPoints.setLength( numCVs );

	MMatrix matrix;
	MMatrix inputCurveMatrix = hInputCurveMatrix.asMatrix();
	MMatrix inputCurveMatrixInverse = inputCurveMatrix.inverse();

	if( requireUpdate )
	CHECK_MSTATUS_AND_RETURN_IT( updateBindPreMatrix( oInputCurve, inputCurveMatrixInverse,
				                                      hArrMatrix, hArrBindPreMatrix, hUpdate.asBool() ) );

	for( int i=0; i< numCVs; i++ )
	{
		inputCvPoints[i] *= inputCurveMatrix;
	}

	for( int i=0; i< numCVs; i++ )
	{
		outputCvPoints[i] = MPoint( 0,0,0 );
		double weight;

		for( int j=0; j< matrixLength; j++ )
		{
			weight = setWeights[i][j];

			hArrMatrix.jumpToElement( j );
			matrix = hArrMatrix.inputValue().asMatrix();
			outputCvPoints[i] += inputCvPoints[i]*bindPreMatrix[j]*matrix*weight;
		}
	}

	for( int i=0; i< numCVs; i++ )
	{
		outputCvPoints[i] *= inputCurveMatrixInverse;
	}

	MFnNurbsCurveData outputCurveData;
	MObject oOutputCurve = outputCurveData.create();

	fnInputCurve.copy( oInputCurve, oOutputCurve );

	MFnNurbsCurve fnOutputCurve( oOutputCurve, &status );
	CHECK_MSTATUS_AND_RETURN_IT( status );
	fnOutputCurve.setCVs( outputCvPoints );

	hOutputCurve.set( oOutputCurve );

	data.setClean( plug );

	//cout << thisNode.name() << ", end" << endl;

	return status;
}
MStatus AlembicCurvesLocatorNode::compute(const MPlug &plug,
                                          MDataBlock &dataBlock)
{
  ESS_PROFILE_SCOPE("AlembicCurvesLocatorNode::compute");
  MStatus status;

  // update the frame number to be imported
  double inputTime =
      dataBlock.inputValue(mTimeAttr).asTime().as(MTime::kSeconds);
  MString &fileName = dataBlock.inputValue(mFileNameAttr).asString();
  MString &identifier = dataBlock.inputValue(mIdentifierAttr).asString();

  AbcG::ICurves obj;

  // check if we have the file
  if (fileName != mFileName || identifier != mIdentifier) {
    mSchema.reset();
    if (fileName != mFileName) {
      delRefArchive(mFileName);
      mFileName = fileName;
      addRefArchive(mFileName);
    }
    mIdentifier = identifier;

    // get the object from the archive
    Abc::IObject iObj = getObjectFromArchive(mFileName, identifier);
    if (!iObj.valid()) {
      MGlobal::displayWarning("[ExocortexAlembic] Identifier '" + identifier +
                              "' not found in archive '" + mFileName + "'.");
      return MStatus::kFailure;
    }
    obj = AbcG::ICurves(iObj, Abc::kWrapExisting);
    if (!obj.valid()) {
      MGlobal::displayWarning("[ExocortexAlembic] Identifier '" + identifier +
                              "' in archive '" + mFileName +
                              "' is not a Curves.");
      return MStatus::kFailure;
    }
    mSchema = obj.getSchema();
  }

  if (!mSchema.valid()) {
    return MStatus::kFailure;
  }

  // get the sample
  SampleInfo sampleInfo = getSampleInfo(inputTime, mSchema.getTimeSampling(),
                                        mSchema.getNumSamples());

  // check if we have to do this at all
  if (mNbCurves == 0 || mLastSampleInfo.floorIndex != sampleInfo.floorIndex ||
      mLastSampleInfo.ceilIndex != sampleInfo.ceilIndex) {
    AbcG::ICurvesSchema::Sample sample;
    AbcG::ICurvesSchema::Sample sample2;
    mSchema.get(sample, sampleInfo.floorIndex);
    if (sampleInfo.alpha != 0.0) {
      mSchema.get(sample2, sampleInfo.ceilIndex);
    }

    // update the indices
    Abc::P3fArraySamplePtr samplePos = sample.getPositions();
    if (mNbCurves != sample.getNumCurves() ||
        mNbVertices != samplePos->size()) {
      mNbCurves = (unsigned int)sample.getNumCurves();
      mNbVertices = (unsigned int)samplePos->size();

      Abc::Int32ArraySamplePtr nbVertices = sample.getCurvesNumVertices();
      mIndices.clear();
      unsigned int offset = 0;
      for (unsigned int i = 0; i < mNbCurves; i++) {
        unsigned int verticesPerCurve = nbVertices->get()[i];
        for (unsigned j = 0; j < verticesPerCurve - 1; j++) {
          mIndices.push_back(offset);
          offset++;
          mIndices.push_back(offset);
        }
        offset++;
      }
    }

    if (mPositions.size() != samplePos->size()) {
      mPositions.resize(samplePos->size());
    }

    // check if we need to interpolate
    bool done = false;
    mBoundingBox.clear();
    if (sampleInfo.alpha != 0.0) {
      Abc::P3fArraySamplePtr samplePos2 = sample2.getPositions();
      if (samplePos->size() == samplePos2->size()) {
        float alpha = float(sampleInfo.alpha);
        float ialpha = 1.0f - alpha;
        for (unsigned int i = 0; i < samplePos->size(); i++) {
          mPositions[i].x =
              ialpha * samplePos->get()[i].x + alpha * samplePos2->get()[i].x;
          mPositions[i].y =
              ialpha * samplePos->get()[i].y + alpha * samplePos2->get()[i].y;
          mPositions[i].z =
              ialpha * samplePos->get()[i].z + alpha * samplePos2->get()[i].z;
          mBoundingBox.expand(
              MPoint(mPositions[i].x, mPositions[i].y, mPositions[i].z));
        }
        done = true;
      }
    }

    if (!done) {
      for (unsigned int i = 0; i < samplePos->size(); i++) {
        mPositions[i].x = samplePos->get()[i].x;
        mPositions[i].y = samplePos->get()[i].y;
        mPositions[i].z = samplePos->get()[i].z;
        mBoundingBox.expand(
            MPoint(mPositions[i].x, mPositions[i].y, mPositions[i].z));
      }
    }

    // get the colors
    // mColors.clear();

    Abc::IC4fArrayProperty propColor;
    if (getArbGeomParamPropertyAlembic(obj, "color", propColor)) {
      mColors.clear();
      SampleInfo colorSampleInfo = getSampleInfo(
          inputTime, propColor.getTimeSampling(), propColor.getNumSamples());
      Abc::C4fArraySamplePtr sampleColor =
          propColor.getValue(colorSampleInfo.floorIndex);
      mColors.resize(mPositions.size());
      if (sampleColor->size() == 1) {
        for (unsigned int i = 0; i < (unsigned int)mColors.size(); i++) {
          mColors[i].r = sampleColor->get()[0].r;
          mColors[i].g = sampleColor->get()[0].g;
          mColors[i].b = sampleColor->get()[0].b;
          mColors[i].a = sampleColor->get()[0].a;
        }
      }
      else if (sampleColor->size() == mPositions.size()) {
        for (unsigned int i = 0; i < sampleColor->size(); i++) {
          mColors[i].r = sampleColor->get()[i].r;
          mColors[i].g = sampleColor->get()[i].g;
          mColors[i].b = sampleColor->get()[i].b;
          mColors[i].a = sampleColor->get()[i].a;
        }
      }
      else if (sampleColor->size() == mNbCurves) {
        Abc::Int32ArraySamplePtr nbVertices = sample.getCurvesNumVertices();
        unsigned int offset = 0;
        for (unsigned int i = 0; i < nbVertices->size(); i++) {
          for (unsigned j = 0; j < (unsigned int)nbVertices->get()[i]; j++) {
            mColors[offset].r = sampleColor->get()[i].r;
            mColors[offset].g = sampleColor->get()[i].g;
            mColors[offset].b = sampleColor->get()[i].b;
            mColors[offset].a = sampleColor->get()[i].a;
            offset++;
          }
        }
      }
    }
  }

  mLastSampleInfo = sampleInfo;

  MDataHandle outSent = dataBlock.outputValue(mSentinelAttr);
  // increment, this tells the draw routine that the display list needs to be
  // regenerated
  outSent.set((mSent + 1 % 10));
  dataBlock.setClean(mSentinelAttr);

  return MStatus::kSuccess;
}
MStatus DA_GridGenerator::compute(const MPlug &plug, MDataBlock &data)
{
    MStatus stat;
    if (plug != aOutDynamicArray)
        return MS::kFailure;

    //
    // Control Inputs
    //
    double dWidth = data.inputValue(aWidth).asDouble();
    double dHeight = data.inputValue(aHeight).asDouble();

    int iResolutionX = data.inputValue(aResolutionX).asInt();
    int iResolutionY = data.inputValue(aResolutionY).asInt();

    short ePattern = data.inputValue(aPattern).asShort();

    // Create output
    MFnArrayAttrsData fnOutDynamicArray;
    fnOutDynamicArray.create();

    // Create position data
    MVectorArray outPositionPP = fnOutDynamicArray.vectorArray("position");

    //
    // Create grid
    //
    double xOffset = dWidth / ((double)iResolutionX - 1);
    double yOffset = dHeight / ((double)iResolutionY - 1);

    // Keep brick pattern in range
    if (ePattern == 1)
        xOffset -= (xOffset/2) / double(iResolutionX);
    if (ePattern == 2)
        yOffset -= (yOffset/2) / double(iResolutionY);

    // Generate grid
    for(int i = 0; i < iResolutionX; i++)
    {
        for(int j = 0; j < iResolutionY; j++)
        {
            MVector position;
            position.x = -dWidth / 2;
            position.y = 0;
            position.z = -dHeight / 2;

            // Pattern offset
            if (ePattern == 1)
                position.x += (xOffset/2) * double(j % 2);
            if (ePattern == 2)
                position.z += (yOffset/2) * double(i % 2);

            position.x += xOffset * i;
            position.z += yOffset * j;

            outPositionPP.append( position );
        }
    }


    //
    // Set output data
    //
    MDataHandle outArray = data.outputValue(aOutDynamicArray);
    outArray.set(fnOutDynamicArray.object());

    // Set plug to clean
    data.setClean(aOutDynamicArray);

    // Done
    return MS::kSuccess;
}
示例#26
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#27
0
MStatus
MayaPolySmooth::compute( const MPlug& plug, MDataBlock& data ) {

    MStatus status;

    // Check which output attribute we have been asked to compute.  If this
    // node doesn't know how to compute it, we must return
    // MS::kUnknownParameter.
    //

    if( plug == a_output ) {

        bool createdSubdMesh = false;

        int subdivisionLevel = data.inputValue(a_subdivisionLevels).asInt();
        short stateH = data.inputValue(state).asShort();

        if ((subdivisionLevel > 0) and (stateH !=1)) {

            // == Retrieve input mesh ====================================
            // Get attr values
            MObject inMeshObj        = data.inputValue(a_inputPolymesh).asMesh();
            short vertBoundaryMethod = data.inputValue(a_vertBoundaryMethod).asShort();
            short fvarBoundaryMethod = data.inputValue(a_fvarBoundaryMethod).asShort();
            bool  fvarPropCorners    = data.inputValue(a_fvarPropagateCorners).asBool();
            bool  smoothTriangles    = data.inputValue(a_smoothTriangles).asBool();
            short creaseMethodVal    = data.inputValue(a_creaseMethod).asShort();

            // == Get Mesh Functions and Iterators ==========================
            MFnMeshData inMeshDat(inMeshObj);
            MFnMesh inMeshFn(inMeshObj, &status);
            MCHECKERR(status, "ERROR getting inMeshFn\n");
            MItMeshPolygon inMeshItPolygon(inMeshObj, &status);
            MCHECKERR(status, "ERROR getting inMeshItPolygon\n");

            // Convert attr values to OSD enums
            OpenSubdiv::Sdc::SchemeType type = OpenSubdiv::Sdc::SCHEME_CATMARK;

            // == Create Far topology ==========================
            OpenSubdiv::Sdc::Options options;
            options.SetVtxBoundaryInterpolation(ConvertMayaVtxBoundary(vertBoundaryMethod));
            options.SetFVarLinearInterpolation(ConvertMayaFVarBoundary(fvarBoundaryMethod, fvarPropCorners));
            options.SetCreasingMethod(creaseMethodVal ?
                 OpenSubdiv::Sdc::Options::CREASE_CHAIKIN : OpenSubdiv::Sdc::Options::CREASE_UNIFORM);
            options.SetTriangleSubdivision(smoothTriangles ?
                 OpenSubdiv::Sdc::Options::TRI_SUB_SMOOTH : OpenSubdiv::Sdc::Options::TRI_SUB_CATMARK);

            // Storage for face-varying values (UV sets, vertex colors...)
            std::vector<MFloatArray> uvSet_uCoords;
            std::vector<MFloatArray> uvSet_vCoords;
            std::vector<MColorArray> colorSet_colors;

            bool hasUVs = false, hasColors = false;
            float maxCreaseSharpness=0.0f;
            OpenSubdiv::Far::TopologyRefiner * refiner = gatherTopology(
                inMeshFn, inMeshItPolygon, type, options, &hasUVs, &hasColors,
                uvSet_uCoords, uvSet_vCoords, colorSet_colors, &maxCreaseSharpness);

            assert(refiner);

            // == Refine & Interpolate ==========================
            refiner->RefineUniform(OpenSubdiv::Far::TopologyRefiner::UniformOptions(subdivisionLevel));

            // Prepare vertex information
            Vertex const * initialVerts = 
                reinterpret_cast<Vertex const *>(inMeshFn.getRawPoints(&status));
            std::vector<Vertex> refinedVerts(
                refiner->GetNumVerticesTotal() - refiner->GetLevel(0).GetNumVertices());
            Vertex const * srcVerts = &initialVerts[0];
            Vertex * dstVerts = &refinedVerts[0];
           
            // Verify the refiner has the correct number of values 
            // needed to interpolate the different channels
            int numInitialUVs = refiner->GetLevel(0).GetNumFVarValues(CHANNELUV);
            int numInitialColors = refiner->GetLevel(0).GetNumFVarValues(CHANNELCOLOR);

            if (hasUVs && numInitialUVs <= 0) {
                hasUVs = false;
                MGlobal::displayError("Model with incorrect data, the UV channel will not be interpolated.");
            }

            if (hasColors && numInitialColors <= 0) {
                hasColors = false;  
                MGlobal::displayError("Model with incorrect data, the color channel will not be interpolated.");
            } 

            // Prepare UV information if needed
            std::vector<FVarVertexUV> initialUVs, refinedUVs;
            FVarVertexUV const * srcUV = NULL;
            FVarVertexUV * dstUV = NULL;
            if(hasUVs) {
                initialUVs.resize(numInitialUVs);
                refinedUVs.resize(refiner->GetNumFVarValuesTotal(CHANNELUV));
                for (int i=0; i<numInitialUVs; ++i) {
                    initialUVs[i].u = uvSet_uCoords[0][i];
                    initialUVs[i].v = uvSet_vCoords[0][i];
                }
                srcUV = &initialUVs[0];
                dstUV = &refinedUVs[0];
            }

            // Prepare color information if needed
            std::vector<FVarVertexColor> initialColors, refinedColors;
            FVarVertexColor const * srcColor = NULL;
            FVarVertexColor * dstColor = NULL;
            if(hasColors) {
                initialColors.resize(numInitialColors);
                refinedColors.resize(refiner->GetNumFVarValuesTotal(CHANNELCOLOR));
                for (int i=0; i<numInitialColors; ++i) {
                    initialColors[i].r = colorSet_colors[0][i].r;
                    initialColors[i].g = colorSet_colors[0][i].g;
                    initialColors[i].b = colorSet_colors[0][i].b;
                    initialColors[i].a = colorSet_colors[0][i].a;
                }
                srcColor = &initialColors[0];
                dstColor = &refinedColors[0];
            }

            // Interpolate the vertices and the different channels
            OpenSubdiv::Far::PrimvarRefiner primvarRefiner(*refiner); 
            
            for (int level = 1; level <= subdivisionLevel; ++level) {
                
                // Interpolate vertices
                primvarRefiner.Interpolate(level, srcVerts, dstVerts);
                srcVerts = dstVerts;
                dstVerts += refiner->GetLevel(level).GetNumVertices();

                // Interpolate the uv set
                if(hasUVs) {
                    primvarRefiner.InterpolateFaceVarying(level, srcUV, dstUV, CHANNELUV);
                    srcUV = dstUV;
                    dstUV += refiner->GetLevel(level).GetNumFVarValues(CHANNELUV);
                }

                // Interpolate any color set
                if(hasColors) {
                    primvarRefiner.InterpolateFaceVarying(level, srcColor, dstColor, CHANNELCOLOR);
                    srcColor = dstColor;
                    dstColor += refiner->GetLevel(level).GetNumFVarValues(CHANNELCOLOR);
                }
            }

            // == Convert subdivided OpenSubdiv mesh to MFnMesh Data outputMesh =============

            // Create New Mesh Data Object
            MFnMeshData newMeshData;
            MObject     newMeshDataObj = newMeshData.create(&status);
            MCHECKERR(status, "ERROR creating outputData");

            // Create out mesh
            status = convertToMayaMeshData(*refiner, refinedVerts, hasUVs, 
                refinedUVs, hasColors, refinedColors, inMeshFn, newMeshDataObj);
            MCHECKERR(status, "ERROR convertOsdFarToMayaMesh");

            // Propagate objectGroups from inMesh to outMesh (for per-facet shading, etc)
            status = createSmoothMesh_objectGroups(inMeshFn, inMeshDat,
                newMeshData, subdivisionLevel, refiner->GetLevel(subdivisionLevel).GetNumFaces());

            // Write to output plug
            MDataHandle outMeshH = data.outputValue(a_output, &status);
            MCHECKERR(status, "ERROR getting polygon data handle\n");
            outMeshH.set(newMeshDataObj);

            int isolation = std::min(10,(int)ceil(maxCreaseSharpness)+1);
            data.outputValue(a_recommendedIsolation).set(isolation);

            // == Cleanup OSD ============================================

            // REVISIT: Re-add these deletes
            delete refiner;

            // note that the subd mesh was created (see the section below if !createdSubdMesh)
            createdSubdMesh = true;
        }

        // Pass-through inMesh to outMesh if not created the subd mesh
        if (!createdSubdMesh) {
            MDataHandle outMeshH = data.outputValue(a_output, &status);
            status = outMeshH.copy(data.outputValue(a_inputPolymesh, &status));
            MCHECKERR(status, "ERROR getting polygon data handle\n");
        }

        // Clean up Maya Plugs
        data.setClean(plug);

    } else {
        // Unhandled parameter in this compute function, so return MS::kUnknownParameter
        // so it is handled in a parent compute() function.
        return MS::kUnknownParameter;
    }
    return MS::kSuccess;
}
示例#28
0
MStatus dynExprField::compute(const MPlug& plug, MDataBlock& block)
//
//	Descriptions:
//		compute output force.
//
{
    MStatus status;

    if( !(plug == mOutputForce) )
        return( MS::kUnknownParameter );

    // get the logical index of the element this plug refers to.
    //
    int multiIndex = plug.logicalIndex( &status );
    McheckErr(status, "ERROR in plug.logicalIndex.\n");

    // Get input data handle, use outputArrayValue since we do not
    // want to evaluate both inputs, only the one related to the
    // requested multiIndex. Evaluating both inputs at once would cause
    // a dependency graph loop.

    MArrayDataHandle hInputArray = block.outputArrayValue( mInputData, &status );
    McheckErr(status,"ERROR in hInputArray = block.outputArrayValue().\n");

    status = hInputArray.jumpToElement( multiIndex );
    McheckErr(status, "ERROR: hInputArray.jumpToElement failed.\n");

    // get children of aInputData.

    MDataHandle hCompond = hInputArray.inputValue( &status );
    McheckErr(status, "ERROR in hCompond=hInputArray.inputValue\n");

    MDataHandle hPosition = hCompond.child( mInputPositions );
    MObject dPosition = hPosition.data();
    MFnVectorArrayData fnPosition( dPosition );
    MVectorArray points = fnPosition.array( &status );
    McheckErr(status, "ERROR in fnPosition.array(), not find points.\n");

    // Comment out the following since velocity, and mass are
    // not needed in this field.
    //
    // MDataHandle hVelocity = hCompond.child( mInputVelocities );
    // MObject dVelocity = hVelocity.data();
    // MFnVectorArrayData fnVelocity( dVelocity );
    // MVectorArray velocities = fnVelocity.array( &status );
    // McheckErr(status, "ERROR in fnVelocity.array(), not find velocities.\n");
    //
    // MDataHandle hMass = hCompond.child( mInputMass );
    // MObject dMass = hMass.data();
    // MFnDoubleArrayData fnMass( dMass );
    // MDoubleArray masses = fnMass.array( &status );
    // McheckErr(status, "ERROR in fnMass.array(), not find masses.\n");

    // The attribute mInputPPData contains the attribute in an array form
    // parpared by the particleShape if the particleShape has per particle
    // attribute fieldName_attrName.
    //
    // Suppose a field with the name dynExprField1 is connecting to
    // particleShape1, and the particleShape1 has per particle float attribute
    // dynExprField1_magnitude and vector attribute dynExprField1_direction,
    // then hInputPPArray will contains a MdoubleArray with the corresponding
    // name "magnitude" and a MvectorArray with the name "direction".  This
    // is a mechanism to allow the field attributes being driven by dynamic
    // expression.
    MArrayDataHandle mhInputPPData = block.inputArrayValue( mInputPPData, &status );
    McheckErr(status,"ERROR in mhInputPPData = block.inputArrayValue().\n");

    status = mhInputPPData.jumpToElement( multiIndex );
    McheckErr(status, "ERROR: mhInputPPArray.jumpToElement failed.\n");

    MDataHandle hInputPPData = mhInputPPData.inputValue( &status );
    McheckErr(status, "ERROR in hInputPPData = mhInputPPData.inputValue\n");

    MObject dInputPPData = hInputPPData.data();
    MFnArrayAttrsData inputPPArray( dInputPPData );

    MDataHandle hOwnerPPData = block.inputValue( mOwnerPPData, &status );
    McheckErr(status, "ERROR in hOwnerPPData = block.inputValue\n");

    MObject dOwnerPPData = hOwnerPPData.data();
    MFnArrayAttrsData ownerPPArray( dOwnerPPData );

    const MString magString("magnitude");
    MFnArrayAttrsData::Type doubleType(MFnArrayAttrsData::kDoubleArray);

    bool arrayExist;
    MDoubleArray magnitudeArray;
    arrayExist = inputPPArray.checkArrayExist(magString, doubleType, &status);
    // McheckErr(status, "ERROR in checkArrayExist(magnitude)\n");
    if(arrayExist) {
        magnitudeArray = inputPPArray.getDoubleData(magString, &status);
        // McheckErr(status, "ERROR in inputPPArray.doubleArray(magnitude)\n");
    }

    MDoubleArray magnitudeOwnerArray;
    arrayExist = ownerPPArray.checkArrayExist(magString, doubleType, &status);
    // McheckErr(status, "ERROR in checkArrayExist(magnitude)\n");
    if(arrayExist) {
        magnitudeOwnerArray = ownerPPArray.getDoubleData(magString, &status);
        // McheckErr(status, "ERROR in ownerPPArray.doubleArray(magnitude)\n");
    }

    const MString dirString("direction");
    MFnArrayAttrsData::Type vectorType(MFnArrayAttrsData::kVectorArray);

    arrayExist = inputPPArray.checkArrayExist(dirString, vectorType, &status);
    MVectorArray directionArray;
    // McheckErr(status, "ERROR in checkArrayExist(direction)\n");
    if(arrayExist) {
        directionArray = inputPPArray.getVectorData(dirString, &status);
        // McheckErr(status, "ERROR in inputPPArray.vectorArray(direction)\n");
    }

    arrayExist = ownerPPArray.checkArrayExist(dirString, vectorType, &status);
    MVectorArray directionOwnerArray;
    // McheckErr(status, "ERROR in checkArrayExist(direction)\n");
    if(arrayExist) {
        directionOwnerArray = ownerPPArray.getVectorData(dirString, &status);
        // McheckErr(status, "ERROR in ownerPPArray.vectorArray(direction)\n");
    }

    // Compute the output force.
    //
    MVectorArray forceArray;

    apply( block, points.length(), magnitudeArray, magnitudeOwnerArray,
           directionArray, directionOwnerArray, forceArray );

    // get output data handle
    //
    MArrayDataHandle hOutArray = block.outputArrayValue( mOutputForce, &status);
    McheckErr(status, "ERROR in hOutArray = block.outputArrayValue.\n");
    MArrayDataBuilder bOutArray = hOutArray.builder( &status );
    McheckErr(status, "ERROR in bOutArray = hOutArray.builder.\n");

    // get output force array from block.
    //
    MDataHandle hOut = bOutArray.addElement(multiIndex, &status);
    McheckErr(status, "ERROR in hOut = bOutArray.addElement.\n");

    MFnVectorArrayData fnOutputForce;
    MObject dOutputForce = fnOutputForce.create( forceArray, &status );
    McheckErr(status, "ERROR in dOutputForce = fnOutputForce.create\n");

    // update data block with new output force data.
    //
    hOut.set( dOutputForce );
    block.setClean( plug );

    return( MS::kSuccess );
}
示例#29
0
//----------------------------------------------------------------------------
MStatus		BPT_InsertVtx::doCompleteCompute( MDataBlock& data )
//----------------------------------------------------------------------------
{

				SPEED("Berechne EdgeSplit neu: ");

				MStatus status;

				MPRINT("MACHE KOMPLETTE BERECHNUNG")



				MDataHandle inMeshHandle = data.inputValue(IVinMesh);
				MDataHandle outMeshHandle = data.outputValue(IVoutMesh);


					//splitCount setzen
				
				MDataHandle countHandle	= data.inputValue(IVcount);			
				fIVfty.setCount(countHandle.asInt());
			
				

				MDataHandle spinHandle = data.inputValue(IVspin);

				fIVfty.setSpin(spinHandle.asInt());
				

				int initialVtxCount;	//wird spueueter benueuetigt, um das ValidIndicesArray gleich in der rictigen grueueueuee zu erstellen und zu schreiben


				//gleich zu beginn muss der MeshPath initialisiert werden, damit der MeshPath an die fty ueuebergeben werden kann
				// Dies geschieht besser durch die STE - sie ist darauf ausgelegt
				softTransformationEngine::gatherAttributeObjects(thisMObject());
				softTransformationEngine::saveMeshPathes();

				

				fIVfty.setMeshPath(meshPath);
				
				
			
				MDataHandle	rHandle = data.inputValue(IVslideRelative);
				fIVfty.setRelative(rHandle.asInt());
				
				
				MDataHandle nRelativeHandle = data.inputValue(IVnormalRelative);
				fIVfty.setNormalRelative(nRelativeHandle.asInt());
				
				
				//selection setzen
				MFnIntArrayData		intDataArray;	
				
				MDataHandle arrayHandle = data.inputValue(IVselEdgeIDs);
				intDataArray.setObject(arrayHandle.data());
				
				fIVfty.setEdgeIDs( intDataArray.array() );

				arrayHandle = data.inputValue(IVselVertIDs);
				intDataArray.setObject(arrayHandle.data());

				fIVfty.setVertIDs(intDataArray.array());
				

				//				optionen holen
				
				arrayHandle = data.inputValue(IVoptions);
				intDataArray.setObject(arrayHandle.data());
				MIntArray optionsArray(intDataArray.array());
				

				fIVfty.setOptions(optionsArray);
				
				
				
				
				MDataHandle slideHandle = data.inputValue(IVslide);
				fIVfty.setSlide(slideHandle.asDouble());

				
				//whichSide attribute wird nur fueuer SLide selbst verwendet und kann nicht bereits beim command gestetzt werden
				
				


				MObject inMeshRef = inMeshHandle.asMesh();
				fIVfty.setMesh(inMeshRef);


				MFnMesh meshFn(inMeshHandle.asMesh());
				initialVtxCount = meshFn.numVertices();
				

				

				//ACTION
				try
				{
					status = fIVfty.doIt();
				}
				
				catch(...)
				{
					MGlobal::displayError(" An unknown, severe, error occoured.\nIf it happens again in this situation, please write a bug report.\nPlease undo the operation and save your work!");
					return MS::kUnknownParameter;
				}

				
				MObject newOutMesh = fIVfty.getMesh();

				
				outMeshHandle.set(newOutMesh);

				
				// ---------------------
				// SOFT TRANSFORMATION
				// ---------------------
				// VtxSet setzen - hier reicht es, wenn er einfach die neuen Vtx nimmt


				softTransformationEngine::setVtxSet(data);

		

				//------------SELECTION ROUTINE----------------------


			
				//nur wenn sich spin nicht verueuendert hat, darf ne neue selection gemacht werden - dies wird auch von der IV berueuecksichtigt
				//die selection wird nur noch einmal ausgefueuehrt, weshalb scriptJobInitiated nicht mehr gesetzt wird vom scriptjob
				if( optionsArray[6] && !scriptJobInitated && !(meshPath.apiType() == MFn::kInvalid) )
				{
						
						//auf jeden Fall erstmal die neuen Vertizen holen, damit die anderen prozeduren auch darauf arbeiten kueuennen

						//alles neuen Vertces sollen gewueuehlt werden, also einfach alle Indices eintragen vom initialVtxCount
						//bis zum jetzigen VtxCount
						MIntArray validEdges, validFaces;
						componentConverter CC(newOutMesh);

						int i = 0;


						meshFn.setObject(newOutMesh);
						int newCount = meshFn.numVertices();
						
						validIndices.clear();
						validIndices.setLength(newCount - initialVtxCount);
						
						

						for(; initialVtxCount < newCount; initialVtxCount++)
							validIndices[i++] = initialVtxCount;
						
						

					
					if(optionsArray[6] == 1 || optionsArray[6] == 2) //select edges
					{
						
						CC.getContainedEdges(validIndices,validEdges);
					}


					BPT_Helpers helper;


					if(optionsArray[6] == 2) //select Faces
					{
						CC.getConnectedFaces(validEdges,validFaces);

						//jetzt kann gleich alles beendet werden, da hiernach keine componente mehr kommt, in die man faces umwandeln mueuesste
						validIndices.clear();
						validIndices.append(2);

						
						helper.addIntArrayToLHS(validIndices,validFaces);

					}

					if(optionsArray[6] == 1)
					{//edges fertigmachen
						
						validIndices.clear();
						validIndices.append(1);

						helper.addIntArrayToLHS(validIndices,validEdges);

					}
					else if(optionsArray[6] == 5)
						validIndices.insert(3,0);


					//component Mode umschalten bei bedarf
					if(optionsArray[5])
					{
						MSelectionMask::SelectionType type = MSelectionMask::kSelectMeshVerts;
						
						if(optionsArray[6] == 5)
						{
							type = MSelectionMask::kSelectMeshVerts;
						}
						else if(optionsArray[6] == 2)
						{
							type = MSelectionMask::kSelectMeshFaces;
						}
						else if(optionsArray[6] == 1)
						{
							type = MSelectionMask::kSelectMeshEdges;
						}
						
						
						MSelectionMask mask(type);
						
						
						MGlobal:: setComponentSelectionMask(mask);
					}


					eID = MEventMessage::addEventCallback("idle",IV_makeSelection,this);

					scriptJobInitated = true;

				}
				else
				{//ansonsten muss die SelectionList neu aufgebaut werden, allerdings ohne komponenten
					//diese Aktion solte auch nur einmal ausgefueuehrt werden

					//gegenwueuertige selection holen
					MSelectionList currentList;
					MSelectionList newList;
					MGlobal::getActiveSelectionList(currentList);

					//durch die Liste iterieren und Komponenten Filtern
					MItSelectionList selIter(currentList);
					MObject currentObj;
					for( ; !selIter.isDone();selIter.next() )
					{
						
						selIter.getDependNode(currentObj);
						
						newList.add(currentObj);
					}

					MGlobal::setActiveSelectionList(newList, MGlobal::kAddToList);


		


				}


				



				return status;

}
/*! Compute function, gets the input surface, determines what type it is and calls the appropriate conversion function
    Encapsulates an cowpointer to the body into the naiadBodyData type and outputs it */
MStatus NBuddySurfaceToBodyNode::compute( const MPlug& plug, MDataBlock& data )
{
    MStatus status;
    if (plug == _outBody)
    {
        //Get the body name
        MDataHandle bodyNameHndl = data.inputValue( _bodyName, &status );
        MString bodyName = bodyNameHndl.asString();

        //Create the MFnPluginData for the naiadBody
        MFnPluginData dataFn;
        dataFn.create( MTypeId( naiadBodyData::id ), &status);
        NM_CheckMStatus( status, "Failed to create naiadBodyData in MFnPluginData");

        //Get subdivision info from plugs so better approximations of meshes can be done
        int divisions = data.inputValue( _subDivide, &status ).asBool();
	
        //Getting genericAttribute handle containing the surface and pick the correct conversion function
        MObject meshObj;
        MDataHandle inSurfaceHdl = data.inputValue( _inSurface, &status );
        if (inSurfaceHdl.type() == MFnData::kNurbsSurface)
        {
            MFnNurbsSurface nurbsFn(inSurfaceHdl.asNurbsSurface());

            // Create the data holder for the tesselated mesh
            MFnMeshData dataCreator;
            MObject newOutputData = dataCreator.create(&status);

            //Setup the tesselation parameters
            MTesselationParams tParams;
            tParams.setOutputType( MTesselationParams::kTriangles );
            tParams.setFormatType( MTesselationParams::kGeneralFormat );
            tParams.setUIsoparmType( MTesselationParams::kSpanEquiSpaced );
            tParams.setVIsoparmType( MTesselationParams::kSpanEquiSpaced );
            tParams.setUNumber( divisions+1 );
            tParams.setVNumber( divisions+1 );

            // Tesselate and get the returned mesh
            meshObj = nurbsFn.tesselate( tParams, newOutputData, &status );
            NM_CheckMStatus( status, "NBuddySurfaceToBodyNode::compute Failed to tesselate nurbs surface to poly");
        }
        else if (inSurfaceHdl.type() == MFnData::kMesh)
        {
            meshObj = inSurfaceHdl.asMesh();

            if ( divisions > 0 )
            {
                MFnMeshData dataCreator;
                MObject newOutputData = dataCreator.create(&status);

                MFnMesh meshFn(meshObj);
                MIntArray faceIds;
                for ( unsigned int i(0); i < meshFn.numPolygons(); ++i )
                    faceIds.append(i);

                meshFn.subdivideFaces( faceIds , divisions );
            }
        }
        else if (inSurfaceHdl.type() == MFnData::kSubdSurface)
        {
            // Create the subd function set so we can tesselate
            MFnSubd subDfn(inSurfaceHdl.asSubdSurface());

            // Create the data holder for the tesselated mesh
            MFnMeshData dataCreator;
            MObject newOutputData = dataCreator.create(&status);

            // Tesselate the subD surface
            meshObj = subDfn.tesselate(true, 1 , divisions , newOutputData, &status );
            NM_CheckMStatus( status, "NBuddySurfaceToBodyNode::compute Failed to tesselate SubD surface to poly");
        }
        else
            return status ;

	//Get the handle for the input transform
        MDataHandle inTransformHdl = data.inputValue( _inTransform, &status );
	NM_CheckMStatus( status, "Failed to get inTransform handle");

	MDataHandle useTransformHdl = data.inputValue( _useTransform, &status);
	NM_CheckMStatus( status, "Failed to get worldSpaceHdl ");
	bool useTransform = useTransformHdl.asBool();

        //Get a new naiadBodyData
        naiadBodyData * newBodyData = (naiadBodyData*)dataFn.data( &status );
        NM_CheckMStatus( status, "Failed to get naiadBodyData handle from MFnPluginData");

        try {
            newBodyData->nBody = mayaMeshToNaiadBody( meshObj, std::string(bodyName.asChar()), useTransform, inTransformHdl.asMatrix() );
        }
        catch(std::exception& ex) {
            NM_ExceptionPlugDisplayError("NBuddySurfaceToBodyNode::compute ", plug, ex );
        }

        //Give the data to the output handle and set it clean
        MDataHandle bodyDataHnd = data.outputValue( _outBody, &status );
        NM_CheckMStatus( status, "Failed to get outputData handle for outBody");
        bodyDataHnd.set( newBodyData );
        data.setClean( plug );
    }

    return status;
}