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C++ MFnMesh::assignColors方法代码示例

本文整理汇总了C++中MFnMesh::assignColors方法的典型用法代码示例。如果您正苦于以下问题:C++ MFnMesh::assignColors方法的具体用法?C++ MFnMesh::assignColors怎么用?C++ MFnMesh::assignColors使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在MFnMesh的用法示例。


在下文中一共展示了MFnMesh::assignColors方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: faceCounts


//.........这里部分代码省略.........
    MStringArray uvSetNames;
    MStringArray colorSetNames;
    std::vector<int> colorSetChannels;
    std::vector<MFnMesh::MColorRepresentation> colorSetReps;
    int totalColorSetChannels = 0;
    status = getMayaFvarFieldParams(inMeshFn, uvSetNames, colorSetNames,
        colorSetChannels, colorSetReps, totalColorSetChannels);

    // Add new UVs back to the mesh if needed
    if (hasUVs) {

        MIntArray fvarConnects(faceConnects.length());
        int count = 0;
        for (int f = 0; f < refLastLevel.GetNumFaces(); ++f) {
            IndexArray faceIndices = refLastLevel.GetFaceFVarValues(f, CHANNELUV);
            for (int index = 0 ; index < faceIndices.size() ; ++index) {
                fvarConnects[count++] = faceIndices[index];
            }
        }

        int nuvs = refLastLevel.GetNumFVarValues(CHANNELUV);
        int firstOfLastUvs = refiner.GetNumFVarValuesTotal(CHANNELUV) 
                             - nuvs
                             - refiner.GetLevel(0).GetNumFVarValues(CHANNELUV);

        MFloatArray uCoord(nuvs), vCoord(nuvs);
        for (int uvIt = 0; uvIt < nuvs; ++uvIt) {
            FVarVertexUV const & uv = refinedUVs[firstOfLastUvs + uvIt];
            uCoord[uvIt] = uv.u;
            vCoord[uvIt] = uv.v;
        }

        // Currently, the plugin only supports one UV set
        int uvSetIndex = 0;
        if (uvSetIndex > 0) {
            status = newMeshFn.createUVSetDataMesh( uvSetNames[uvSetIndex] );
            MCHECKERR(status, "Cannot create UVSet");
        }
        static MString defaultUVName("map1");
        MString const * uvname = uvSetIndex==0 ? 
            &defaultUVName : &uvSetNames[uvSetIndex];
        status = newMeshFn.setUVs(uCoord, vCoord, uvname);                  
        MCHECKERR(status, "Cannot set UVs for set : "+*uvname);

        status = newMeshFn.assignUVs(faceCounts, fvarConnects, uvname);     
        MCHECKERR(status, "Cannot assign UVs");
    }

    // Add new colors back to the mesh if needed
    if (hasColors) {

        int count = 0;
        MIntArray fvarConnects2(faceConnects.length());
        for (int f = 0 ; f < refLastLevel.GetNumFaces(); ++f) {
            IndexArray faceIndices = refLastLevel.GetFaceFVarValues(f, CHANNELCOLOR);
            for (int index = 0 ; index < faceIndices.size() ; ++index) {
                fvarConnects2[count++] = faceIndices[index];
            }
        }
  
        int ncols = refLastLevel.GetNumFVarValues(CHANNELCOLOR);
        int firstOfLastCols = refiner.GetNumFVarValuesTotal(CHANNELCOLOR) 
                              - ncols
                              - refiner.GetLevel(0).GetNumFVarValues(CHANNELCOLOR);

        MColorArray colorArray(ncols);
        for (int colIt = 0; colIt < ncols; ++colIt) {
            FVarVertexColor const & c = refinedColors[firstOfLastCols + colIt];
            colorArray.set(colIt, c.r, c.g, c.b, c.a);
        }

        // Currently, the plugin only supports one color sets
        int colorSetIndex = 0;

        // Assign color buffer and map the ids for each face-vertex
        // API Limitation: Cannot set MColorRepresentation here
        status = newMeshFn.createColorSetDataMesh(
            colorSetNames[colorSetIndex]);                                
        MCHECKERR(status, "Cannot create ColorSet");

        bool isColorClamped = inMeshFn.isColorClamped(
            colorSetNames[colorSetIndex], &status);                   
        MCHECKERR(status, "Can not get Color Clamped ");

        status = newMeshFn.setIsColorClamped(
            colorSetNames[colorSetIndex], isColorClamped);                     
        MCHECKERR(status, "Can not set Color Clamped : " + isColorClamped);

        status = newMeshFn.setColors(
            colorArray, &colorSetNames[colorSetIndex], 
            colorSetReps[colorSetIndex]);   
        MCHECKERR(status, "Can not set Colors");

        status = newMeshFn.assignColors(
            fvarConnects2, &colorSetNames[colorSetIndex]);                          
        MCHECKERR(status, "Can not assign Colors");
    }

    return MS::kSuccess;
}
开发者ID:AiYong,项目名称:OpenSubdiv,代码行数:101,代码来源:mayaPolySmooth.cpp

示例2: colorSetName


//.........这里部分代码省略.........
    // component ID order according to the primvar's interpolation (ascending
    // face ID for uniform interpolation, ascending vertex ID for vertex
    // interpolation, etc.). This ordering may be different from the way the
    // values are ordered in the primvar. Because of this, we recycle the
    // assignmentIndices array as we go to store the new mapping from component
    // index to color index.
    MColorArray colorArray;
    for (size_t i = 0; i < numValues; ++i) {
        int valueIndex = i;

        if (i < assignmentIndices.size()) {
            // The data is indexed, so consult the indices array for the
            // correct index into the data.
            valueIndex = assignmentIndices[i];

            if (valueIndex == unauthoredValuesIndex) {
                // This component is unauthored, so just update the
                // mapping in assignmentIndices and then skip the value.
                // We don't actually use the value at the unassigned index.
                assignmentIndices[i] = -1;
                continue;
            }

            // We'll be appending a new value, so the current length of the
            // array gives us the new value's index.
            assignmentIndices[i] = colorArray.length();
        }

        GfVec4f colorValue(1.0);

        switch(colorRep) {
            case MFnMesh::kAlpha:
                colorValue[3] = alphaArray[valueIndex];
                break;
            case MFnMesh::kRGB:
                colorValue[0] = rgbArray[valueIndex][0];
                colorValue[1] = rgbArray[valueIndex][1];
                colorValue[2] = rgbArray[valueIndex][2];
                break;
            case MFnMesh::kRGBA:
                colorValue[0] = rgbaArray[valueIndex][0];
                colorValue[1] = rgbaArray[valueIndex][1];
                colorValue[2] = rgbaArray[valueIndex][2];
                colorValue[3] = rgbaArray[valueIndex][3];
                break;
            default:
                break;
        }

        if (isDisplayColor) {
            colorValue = UsdMayaColorSpace::ConvertLinearToMaya(colorValue);
        }

        MColor mColor(colorValue[0], colorValue[1], colorValue[2], colorValue[3]);
        colorArray.append(mColor);
    }

    // colorArray now stores all of the values and any unassigned components
    // have had their indices set to -1, so update the unauthored values index.
    unauthoredValuesIndex = -1;

    const bool clamped = UsdMayaRoundTripUtil::IsPrimvarClamped(primvar);

    status = meshFn.createColorSet(colorSetName, nullptr, clamped, colorRep);
    if (status != MS::kSuccess) {
        TF_WARN("Unable to create color set '%s' for mesh: %s",
                colorSetName.asChar(),
                meshFn.fullPathName().asChar());
        return false;
    }

    // Create colors on the mesh from the values we collected out of the
    // primvar. We'll assign mesh components to these values below.
    status = meshFn.setColors(colorArray, &colorSetName, colorRep);
    if (status != MS::kSuccess) {
        TF_WARN("Unable to set color data on color set '%s' for mesh: %s",
                colorSetName.asChar(),
                meshFn.fullPathName().asChar());
        return false;
    }

    const TfToken& interpolation = primvar.GetInterpolation();

    // Build an array of value assignments for each face vertex in the mesh.
    // Any assignments left as -1 will not be assigned a value.
    MIntArray colorIds = _GetMayaFaceVertexAssignmentIds(meshFn,
                                                         interpolation,
                                                         assignmentIndices,
                                                         unauthoredValuesIndex);

    status = meshFn.assignColors(colorIds, &colorSetName);
    if (status != MS::kSuccess) {
        TF_WARN("Could not assign color values to color set '%s' on mesh: %s",
                colorSetName.asChar(),
                meshFn.fullPathName().asChar());
        return false;
    }

    return true;
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:101,代码来源:translatorMesh_PrimVars.cpp

示例3: convertOsdFarToMayaMeshData


//.........这里部分代码省略.........
        // Lookup the data in the vertexData
        ptrVertexData = (float *) vertexData + ((osdRawVertexIndex) * numFloatsPerVertex);
        points.set(i, ptrVertexData[0], ptrVertexData[1], ptrVertexData[2]);
    }

    // Create New Mesh from MFnMesh
    MFnMesh newMeshFn;
    MObject newMeshObj = newMeshFn.create(points.length(), faceCounts.length(),
        points, faceCounts, faceConnects, newMeshDataObj, &returnStatus);
    MCHECKERR(returnStatus, "Cannot create new mesh");

    // Attach UVs (if present)
    // ASSUMPTION: Only tracking UVs as FVar data.  Will need to change this
    // ASSUMPTION: OSD has a unique UV for each face-vertex
    int fvarTotalWidth = farMesh->GetTotalFVarWidth();

    if (fvarTotalWidth > 0) {

        // Get face-varying set names and other info from the inMesh
        MStringArray uvSetNames;
        MStringArray colorSetNames;
        std::vector<int> colorSetChannels;
        std::vector<MFnMesh::MColorRepresentation> colorSetReps;
        int totalColorSetChannels = 0;
        returnStatus = getMayaFvarFieldParams(inMeshFn, uvSetNames, colorSetNames, colorSetChannels, colorSetReps, totalColorSetChannels);

        int numUVSets = uvSetNames.length();
        int expectedFvarTotalWidth = numUVSets*2 + totalColorSetChannels;
        assert(fvarTotalWidth == expectedFvarTotalWidth);

        const OpenSubdiv::FarPatchTables::FVarDataTable &fvarDataTable =  farPatchTables->GetFVarDataTable();
        assert(fvarDataTable.size() == expectedFvarTotalWidth*faceConnects.length());

        // Create an array of indices to map each face-vert to the UV and ColorSet Data
        MIntArray fvarConnects(faceConnects.length());
        for (unsigned int i=0; i < faceConnects.length(); i++) {
            fvarConnects[i] = i;
        }

        MFloatArray uCoord(faceConnects.length());
        MFloatArray vCoord(faceConnects.length());

        for (int uvSetIndex=0; uvSetIndex < numUVSets; uvSetIndex++) {

            for(unsigned int vertid=0; vertid < faceConnects.length(); vertid++) {
                int fvarItem = vertid*fvarTotalWidth + uvSetIndex*2; // stride per vertex is the fvarTotalWidth
                uCoord[vertid] = fvarDataTable[fvarItem];
                vCoord[vertid] = fvarDataTable[fvarItem+1];
            }
            // Assign UV buffer and map the uvids for each face-vertex
            if (uvSetIndex != 0) { // assume uvset index 0 is the default UVset, so do not create
                returnStatus = newMeshFn.createUVSetDataMesh( uvSetNames[uvSetIndex] );
            }
            MCHECKERR(returnStatus, "Cannot create UVSet");
            newMeshFn.setUVs(uCoord,vCoord, &uvSetNames[uvSetIndex]);
            newMeshFn.assignUVs(faceCounts, fvarConnects, &uvSetNames[uvSetIndex]);
        }

        MColorArray colorArray(faceConnects.length());
        int colorSetRelativeStartIndex = numUVSets*2;

        for (unsigned int colorSetIndex=0; colorSetIndex < colorSetNames.length(); colorSetIndex++) {

            for(unsigned int vertid=0; vertid < faceConnects.length(); vertid++) {

                int fvarItem = vertid*fvarTotalWidth + colorSetRelativeStartIndex;
                if (colorSetChannels[colorSetIndex] == 1) {
                    colorArray[vertid].r = fvarDataTable[fvarItem];
                    colorArray[vertid].g = fvarDataTable[fvarItem];
                    colorArray[vertid].b = fvarDataTable[fvarItem];
                    colorArray[vertid].a = 1.0f;
                } else if (colorSetChannels[colorSetIndex] == 3) {
                    colorArray[vertid].r = fvarDataTable[fvarItem];
                    colorArray[vertid].g = fvarDataTable[fvarItem+1];
                    colorArray[vertid].b = fvarDataTable[fvarItem+2];
                    colorArray[vertid].a = 1.0f;
                } else {
                    colorArray[vertid].r = fvarDataTable[fvarItem];
                    colorArray[vertid].g = fvarDataTable[fvarItem+1];
                    colorArray[vertid].b = fvarDataTable[fvarItem+2];
                    colorArray[vertid].a = fvarDataTable[fvarItem+3];
                }
            }

            // Assign UV buffer and map the uvids for each face-vertex
            // API Limitation: Cannot set MColorRepresentation here
            returnStatus = newMeshFn.createColorSetDataMesh(colorSetNames[colorSetIndex]);
            MCHECKERR(returnStatus, "Cannot create ColorSet");

            bool isColorClamped = inMeshFn.isColorClamped(colorSetNames[colorSetIndex], &returnStatus);
            newMeshFn.setIsColorClamped(colorSetNames[colorSetIndex], isColorClamped);
            newMeshFn.setColors(colorArray, &colorSetNames[colorSetIndex], colorSetReps[colorSetIndex]);
            newMeshFn.assignColors(fvarConnects, &colorSetNames[colorSetIndex]);

            // Increment colorSet start location in fvar buffer
            colorSetRelativeStartIndex += colorSetChannels[colorSetIndex];
        }
    }
    return MS::kSuccess;
}
开发者ID:janba,项目名称:OpenSubdiv,代码行数:101,代码来源:osdPolySmooth.cpp


注:本文中的MFnMesh::assignColors方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。