113 lines
4.1 KiB
C++
113 lines
4.1 KiB
C++
//-*****************************************************************************
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//
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// Copyright (c) 2009-2019,
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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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#include "MayaFaceSetWriter.h"
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#include "MayaUtility.h"
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MayaFaceSetWriter::MayaFaceSetWriter(MObject & iNameObj,
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std::vector<MPlug> & iPlugVec,
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Alembic::Abc::OObject & iParent,
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Alembic::Util::uint32_t iTimeIndex,
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const JobArgs & iArgs)
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{
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mPlugVec = iPlugVec;
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MFnDependencyNode fnDepNode(iNameObj);
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MString faceSetName = fnDepNode.name();
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faceSetName = util::stripNamespaces(faceSetName, iArgs.stripNamespace);
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MPlug abcFacesetNamePlug = fnDepNode.findPlug("AbcFacesetName", true);
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if (!abcFacesetNamePlug.isNull())
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{
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faceSetName = abcFacesetNamePlug.asString();
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}
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Alembic::AbcGeom::OFaceSet fs(iParent, faceSetName.asChar(), iTimeIndex);
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mSchema = fs.getSchema();
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mSchema.setFaceExclusivity(Alembic::AbcGeom::kFaceSetExclusive);
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Alembic::Abc::OCompoundProperty cp;
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Alembic::Abc::OCompoundProperty up;
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if (AttributesWriter::hasAnyAttr(fnDepNode, iArgs))
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{
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cp = mSchema.getArbGeomParams();
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up = mSchema.getUserProperties();
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mAttrs = AttributesWriterPtr(new AttributesWriter(cp, up, fs,
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fnDepNode, iTimeIndex, iArgs, true));
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}
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write();
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}
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void MayaFaceSetWriter::write()
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{
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std::vector<Alembic::Util::int32_t> faceIndices;
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for (std::size_t i = 0; i < mPlugVec.size(); ++i)
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{
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MObject indexedObj;
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MFnComponentListData cmptList(mPlugVec[i].asMObject());
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unsigned int numPolyCmpt = 0;
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for(unsigned int i = 0; i < cmptList.length(); ++i)
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{
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if (cmptList[i].apiType() == MFn::kMeshPolygonComponent)
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{
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indexedObj = cmptList[i];
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numPolyCmpt ++;
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}
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}
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MIntArray indices;
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// retrieve the face indices
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MFnSingleIndexedComponent compFn;
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compFn.setObject(indexedObj);
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compFn.getElements(indices);
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unsigned int numData = indices.length();
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std::size_t curIndex = faceIndices.size();
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faceIndices.resize(curIndex + numData);
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for (unsigned int j = 0; j < numData; ++j)
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{
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faceIndices[j + curIndex] = indices[j];
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}
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}
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Alembic::AbcGeom::OFaceSetSchema::Sample samp;
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samp.setFaces(Alembic::Abc::Int32ArraySample(faceIndices));
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mSchema.set(samp);
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} |