//-***************************************************************************** // // Copyright (c) 2009-2019, // Sony Pictures Imageworks Inc. and // Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd. // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Sony Pictures Imageworks, nor // Industrial Light & Magic, nor the names of their contributors may be used // to endorse or promote products derived from this software without specific // prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // //-***************************************************************************** #include "MayaFaceSetWriter.h" #include "MayaUtility.h" MayaFaceSetWriter::MayaFaceSetWriter(MObject & iNameObj, std::vector & iPlugVec, Alembic::Abc::OObject & iParent, Alembic::Util::uint32_t iTimeIndex, const JobArgs & iArgs) { mPlugVec = iPlugVec; MFnDependencyNode fnDepNode(iNameObj); MString faceSetName = fnDepNode.name(); faceSetName = util::stripNamespaces(faceSetName, iArgs.stripNamespace); MPlug abcFacesetNamePlug = fnDepNode.findPlug("AbcFacesetName", true); if (!abcFacesetNamePlug.isNull()) { faceSetName = abcFacesetNamePlug.asString(); } Alembic::AbcGeom::OFaceSet fs(iParent, faceSetName.asChar(), iTimeIndex); mSchema = fs.getSchema(); mSchema.setFaceExclusivity(Alembic::AbcGeom::kFaceSetExclusive); Alembic::Abc::OCompoundProperty cp; Alembic::Abc::OCompoundProperty up; if (AttributesWriter::hasAnyAttr(fnDepNode, iArgs)) { cp = mSchema.getArbGeomParams(); up = mSchema.getUserProperties(); mAttrs = AttributesWriterPtr(new AttributesWriter(cp, up, fs, fnDepNode, iTimeIndex, iArgs, true)); } write(); } void MayaFaceSetWriter::write() { std::vector faceIndices; for (std::size_t i = 0; i < mPlugVec.size(); ++i) { MObject indexedObj; MFnComponentListData cmptList(mPlugVec[i].asMObject()); unsigned int numPolyCmpt = 0; for(unsigned int i = 0; i < cmptList.length(); ++i) { if (cmptList[i].apiType() == MFn::kMeshPolygonComponent) { indexedObj = cmptList[i]; numPolyCmpt ++; } } MIntArray indices; // retrieve the face indices MFnSingleIndexedComponent compFn; compFn.setObject(indexedObj); compFn.getElements(indices); unsigned int numData = indices.length(); std::size_t curIndex = faceIndices.size(); faceIndices.resize(curIndex + numData); for (unsigned int j = 0; j < numData; ++j) { faceIndices[j + curIndex] = indices[j]; } } Alembic::AbcGeom::OFaceSetSchema::Sample samp; samp.setFaces(Alembic::Abc::Int32ArraySample(faceIndices)); mSchema.set(samp); }