266 lines
7.9 KiB
C++
266 lines
7.9 KiB
C++
//-*****************************************************************************
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//
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// Copyright (c) 2009-2013,
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// Sony Pictures Imageworks Inc. and
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// Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd.
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Sony Pictures Imageworks, nor
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// Industrial Light & Magic, nor the names of their contributors may be used
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// to endorse or promote products derived from this software without specific
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// prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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//-*****************************************************************************
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#ifndef AlembicExport_MayaUtility_h
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#define AlembicExport_MayaUtility_h
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#include "Foundation.h"
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#include <Alembic/Abc/OArrayProperty.h>
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#include <Alembic/Abc/OScalarProperty.h>
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namespace util
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{
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struct cmpDag
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{
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bool operator()( const MDagPath& lhs, const MDagPath& rhs ) const
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{
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std::string name1(lhs.fullPathName().asChar());
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std::string name2(rhs.fullPathName().asChar());
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return (name1.compare(name2) < 0);
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}
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};
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typedef std::set< MDagPath, cmpDag > ShapeSet;
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inline MStatus isFloat(MString str, const MString & usage)
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{
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MStatus status = MS::kSuccess;
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if (!str.isFloat())
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{
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MGlobal::displayInfo(usage);
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status = MS::kFailure;
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}
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return status;
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}
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inline MStatus isUnsigned(MString str, const MString & usage)
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{
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MStatus status = MS::kSuccess;
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if (!str.isUnsigned())
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{
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MGlobal::displayInfo(usage);
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status = MS::kFailure;
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}
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return status;
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}
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// safely inverse a scale component
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inline double inverseScale(double scale)
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{
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const double kScaleEpsilon = 1.0e-12;
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if (scale < kScaleEpsilon && scale >= 0.0)
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return 1.0 / kScaleEpsilon;
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else if (scale > -kScaleEpsilon && scale < 0.0)
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return 1.0 / -kScaleEpsilon;
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else
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return 1.0 / scale;
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}
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// seconds per frame
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double spf();
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bool isAncestorDescendentRelationship(const MDagPath & path1,
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const MDagPath & path2);
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// returns 0 if static, 1 if sampled, and 2 if a curve
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int getSampledType(const MPlug& iPlug);
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// 0 dont write, 1 write static 0, 2 write anim 0, 3 write anim 1
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int getVisibilityType(const MPlug & iPlug);
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// determines what order we do the rotation in, returns false if iOrder is
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// kInvalid or kLast
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bool getRotOrder(MTransformationMatrix::RotationOrder iOrder,
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unsigned int & oXAxis, unsigned int & oYAxis, unsigned int & oZAxis);
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// determine if a Maya Object is animated or not
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// copy from mayapit code (MayaPit.h .cpp)
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bool isAnimated(MObject & object, bool checkParent = false);
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// determine if a joint is driven by FBIK.
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// The joint is animated but has no input connections.
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bool isDrivenByFBIK(const MFnIkJoint & iJoint);
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// determine if a joint is driven by a spline ik.
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// The joint's is animated but has no input connections.
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bool isDrivenBySplineIK(const MFnIkJoint & iJoint);
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// determine if a Maya Object is intermediate
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bool isIntermediate(const MObject & object);
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// returns true for visible and lod invisible and not templated objects
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bool isRenderable(const MObject & object);
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// strip iDepth namespaces from the node name, go from taco:foo:bar to bar
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// for iDepth > 1
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MString stripNamespaces(const MString & iNodeName, unsigned int iDepth);
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// returns the Help string for AbcExport
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MString getHelpText();
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} // namespace util
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#define MCHECKERROR(_status) \
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{ \
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MStatus _maya_status = (_status); \
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if ( MStatus::kSuccess != _maya_status ) \
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{ \
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std::cout << "\nAPI error detected in " << __FILE__ \
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<< " at line " << __LINE__ << std::endl; \
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_maya_status.perror ( "" ); \
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return (_status); \
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} \
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}
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#define MCHECKERROR_NO_RET(_status) \
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{ \
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MStatus _maya_status = (_status); \
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if ( MStatus::kSuccess != _maya_status ) \
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{ \
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std::cout << "\nAPI error detected in " << __FILE__ \
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<< " at line " << __LINE__ << std::endl; \
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_maya_status.perror ( "" ); \
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} \
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}
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struct PlugAndObjScalar
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{
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MPlug plug;
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MObject obj;
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Alembic::Abc::OScalarProperty prop;
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};
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struct PlugAndObjArray
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{
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MPlug plug;
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MObject obj;
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Alembic::Abc::OArrayProperty prop;
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};
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struct JobArgs
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{
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JobArgs()
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{
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excludeInvisible = false;
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filterEulerRotations = false;
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noNormals = false;
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setFirstAnimShape = false;
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stripNamespace = 0;
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useSelectionList = false;
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worldSpace = false;
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writeVisibility = false;
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writeUVs = false;
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writeColorSets = false;
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writeFaceSets = false;
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writeUVSets = false;
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writeGeometry = true;
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writeCurvesGroup = true;
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writeTransforms = true;
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writeLocators = true;
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writeParticles = true;
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writeMeshes = true;
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writeCameras = true;
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writeNurbsSurfaces = true;
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writeNurbsCurves = true;
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autoSubd = false;
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}
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bool excludeInvisible;
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bool filterEulerRotations;
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bool noNormals;
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bool setFirstAnimShape;
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unsigned int stripNamespace;
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bool useSelectionList;
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bool writeGeometry;
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bool worldSpace;
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bool writeVisibility;
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bool writeUVs;
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bool writeColorSets;
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bool writeFaceSets;
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bool writeUVSets;
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bool writeCurvesGroup;
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bool writeTransforms;
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bool writeLocators;
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bool writeParticles;
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bool writeMeshes;
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bool writeCameras;
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bool writeNurbsSurfaces;
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bool writeNurbsCurves;
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bool autoSubd;
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std::string melPerFrameCallback;
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std::string melPostCallback;
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std::string pythonPerFrameCallback;
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std::string pythonPostCallback;
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// to put into .arbGeomParam
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std::vector< std::string > prefixFilters;
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std::set< std::string > attribs;
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// to put into .userProperties
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std::vector< std::string > userPrefixFilters;
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std::set< std::string > userAttribs;
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util::ShapeSet dagPaths;
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};
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struct FrameRangeArgs
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{
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FrameRangeArgs()
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{
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startTime = 0.0;
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endTime = 0.0;
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strideTime = 1.0;
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preRoll = false;
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}
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double startTime;
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double endTime;
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double strideTime;
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std::set< double > shutterSamples;
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bool preRoll;
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};
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#endif // AlembicExport_MayaUtility_h
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