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C++ MIntArray::length方法代码示例

本文整理汇总了C++中MIntArray::length方法的典型用法代码示例。如果您正苦于以下问题:C++ MIntArray::length方法的具体用法?C++ MIntArray::length怎么用?C++ MIntArray::length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MIntArray的用法示例。


在下文中一共展示了MIntArray::length方法的15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: selIter

MStatus SelectRingContext1::doRelease( MEvent &event )
{
	// Get the mouse release position
	event.getPosition( releaseX, releaseY );

	// Didn't select a single point
	if( abs(pressX - releaseX) > 1 || abs(pressY - releaseY) > 1 )
	{
		MGlobal::displayWarning( "Click on a single edge" );
		return MS::kFailure;
	}
	
	// Set the selection surface area
	int halfClickBoxSize = clickBoxSize / 2;
	pressX -= halfClickBoxSize;
	pressY -= halfClickBoxSize;
	releaseX = pressX + clickBoxSize;
	releaseY = pressY + clickBoxSize;
	 
	/*
	// Record previous selection state
	prevSelMode = MGlobal::selectionMode();
	prevCompMask = MGlobal::componentSelectionMask();
	*/

	// Get the current selection
	MSelectionList curSel;
	MGlobal::getActiveSelectionList( curSel );

	//MGlobal::displayInfo( MString("Dim: ") + start_x + " " + start_y + " " + last_x + " " + last_y );
	
	// Change to object selection mode
	MGlobal::setSelectionMode( MGlobal::kSelectObjectMode );
	MGlobal::setComponentSelectionMask( MSelectionMask( MSelectionMask::kSelectObjectsMask ) );

	// Select the object under the selection area
	MGlobal::selectFromScreen( pressX, pressY, releaseX, releaseY, MGlobal::kReplaceList);
	MGlobal::executeCommand( "hilite" );
	
	// Change selection mode to mesh edges
	MGlobal::setSelectionMode( MGlobal::kSelectComponentMode );
	MGlobal::setComponentSelectionMask( MSelectionMask( MSelectionMask::kSelectMeshEdges ) );
	
	// Select the edges
	MGlobal::selectFromScreen( pressX, pressY, releaseX, releaseY, MGlobal::kReplaceList );
								   
	// Get the list of selected edges
	MSelectionList origEdgesSel;
	MGlobal::getActiveSelectionList( origEdgesSel );	
	
	MSelectionList newEdgesSel;
	MDagPath dagPath;
	MObject component;	
	
	// Only use the first edge in the selection
	MItSelectionList selIter( origEdgesSel, MFn::kMeshEdgeComponent );
	if( !selIter.isDone() )
	{
		selIter.getDagPath( dagPath, component );
		
		MIntArray faces;
		MItMeshEdge edgeIter( dagPath, component );
		
		MIntArray edgesVisited, facesVisited;
		int edgeIndex, faceIndex;
		int prevIndex;
		unsigned int i;
		bool finished = false;
		while( !finished )
		{
			edgeIndex = edgeIter.index();
			edgesVisited.append( edgeIndex );
			
			// Create an edge component the current edge
			MFnSingleIndexedComponent indexedCompFn;
			MObject newComponent = indexedCompFn.create( MFn::kMeshEdgeComponent );
			indexedCompFn.addElement( edgeIndex );
			newEdgesSel.add( dagPath, newComponent );
			
			//MGlobal::displayInfo( MString("ADDING: ") + edgeIter.index() );
			
			edgeIter.getConnectedFaces( faces );
			faceIndex = faces[0];
			if( faces.length() > 1 )
			{
				// Select the face that hasn't already been visited
				for( i=0; i < facesVisited.length(); i++ )
				{
					if( faceIndex == facesVisited[i] )
					{
						faceIndex = faces[1];
						break;
					}
				}
			}
				
			//MGlobal::displayInfo( MString("FACE: ") + faceIndex );
			facesVisited.append( faceIndex );
			
			MItMeshPolygon polyIter( dagPath );
//.........这里部分代码省略.........
开发者ID:animformed,项目名称:complete-maya-programming-book-files,代码行数:101,代码来源:SelectRingContext1.cpp

示例2: compute

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;
}
开发者ID:sibiv,项目名称:Atomos_mymaya,代码行数:76,代码来源:LSsystemNode.cpp

示例3: writeMesh

// write a normal mesh
//
MStatus vxCache::writeMesh(const char* filename, MDagPath meshDag, const MObject& meshObj)
{	
	struct meshInfo mesh;

	MString uvset("map1");
	
	MStatus status;
	MFnMesh meshFn(meshDag, &status );
	MItMeshPolygon faceIter( meshDag, MObject::kNullObj, &status );
	MItMeshVertex vertIter(meshDag, MObject::kNullObj, &status);
	MItMeshEdge edgeIter(meshDag, MObject::kNullObj, &status);
	
	mesh.numPolygons = meshFn.numPolygons();
	mesh.numVertices = meshFn.numVertices();
	mesh.numFaceVertices = meshFn.numFaceVertices();
	mesh.numUVs = meshFn.numUVs(uvset, &status);
	mesh.skip_interreflection = mesh.skip_scattering = 0;
	
	//if(zWorks::hasNamedAttribute(meshObj, "_prt_ig_intr") == 1) mesh.skip_interreflection = 1;
	//if(zWorks::hasNamedAttribute(meshObj, "_prt_ig_scat") == 1) mesh.skip_scattering = 1;

	//zWorks::displayIntParam("N Face", mesh.numPolygons);
	//zWorks::displayIntParam("N Vertex", mesh.numVertices);
	//zWorks::displayIntParam("N Facevertex", mesh.numFaceVertices);
	//zWorks::displayIntParam("N UV", mesh.numUVs);
	
	int *fcbuf = new int[mesh.numPolygons];
	faceIter.reset();
	for( ; !faceIter.isDone(); faceIter.next() ) 
	{
		fcbuf[ faceIter.index() ] = faceIter.polygonVertexCount();
	}

	int* vertex_id = new int[mesh.numFaceVertices];
	int* uv_id = new int[mesh.numFaceVertices];
// output face loop
	int acc = 0;
	faceIter.reset();
	for( ; !faceIter.isDone(); faceIter.next() ) 
	{
		MIntArray  vexlist;
		faceIter.getVertices ( vexlist );
		for( unsigned int i=0; i < vexlist.length(); i++ ) 
		{
			vertex_id[acc] = vexlist[i];
			faceIter.getUVIndex ( i, uv_id[acc] );
			acc++;
		}
	}
	
// output vertices
	MPointArray pArray;
	
	if(worldSpace) meshFn.getPoints ( pArray, MSpace::kWorld);
	else meshFn.getPoints ( pArray, MSpace::kObject );
	
	XYZ *pbuf = new XYZ[pArray.length()];
	
	for( unsigned int i=0; i<pArray.length(); i++) 
	{
		pbuf[i].x = pArray[i].x;
		pbuf[i].y = pArray[i].y;
		pbuf[i].z= pArray[i].z;
	}

//output texture coordinate
	MFloatArray uArray, vArray;
	meshFn.getUVs ( uArray, vArray, &uvset );

	double* ubuf = new double[mesh.numUVs];
	double* vbuf = new double[mesh.numUVs];
	
	for( unsigned int i=0; i<uArray.length(); i++) 
	{
		ubuf[i] = uArray[i];
		vbuf[i] = vArray[i];
	}
/*
	XYZ *norbuf = new XYZ[mesh.numVertices];
	vertIter.reset();
	MVector tnor;
	
	for( unsigned int i=0; !vertIter.isDone(); vertIter.next(), i++ )
	{
		if(worldSpace) vertIter.getNormal(tnor, MSpace::kWorld);
		else vertIter.getNormal(tnor, MSpace::kObject);
		tnor.normalize();
		norbuf[i].x = tnor.x;
		norbuf[i].y = tnor.y;
		norbuf[i].z = tnor.z;
	}

	MStatus hasAttr;
	MString sColorSet("set_prt_attr");
	meshFn.numColors( sColorSet,  &hasAttr );
	
	XYZ *colbuf = new XYZ[mesh.numVertices];
	vertIter.reset();
//.........这里部分代码省略.........
开发者ID:saggita,项目名称:makoto,代码行数:101,代码来源:meshCacheCmd.cpp

示例4: getPolyNormals

void MayaMeshWriter::getPolyNormals(std::vector<float> & oNormals)
{
    MStatus status = MS::kSuccess;
    MFnMesh lMesh( mDagPath, &status );
    if ( !status )
    {
        MGlobal::displayError( "MFnMesh() failed for MayaMeshWriter" );
    }

    // no normals bail early
    if (mNoNormals)
    {
        return;
    }

    MPlug plug = lMesh.findPlug("noNormals", true, &status);
    if (status == MS::kSuccess && plug.asBool() == true)
    {
        return;
    }
    // we need to check the locked state of the normals
    else if ( status != MS::kSuccess )
    {
        bool userSetNormals = false;

        // go through all per face-vertex normals and verify if any of them
        // has been tweaked by users
        unsigned int numFaces = lMesh.numPolygons();
        for (unsigned int faceIndex = 0; faceIndex < numFaces; faceIndex++)
        {
            MIntArray normals;
            lMesh.getFaceNormalIds(faceIndex, normals);
            unsigned int numNormals = normals.length();
            for (unsigned int n = 0; n < numNormals; n++)
            {
                if (lMesh.isNormalLocked(normals[n]))
                {
                    userSetNormals = true;
                    break;
                }
            }
        }

        // we looped over all the normals and they were all calculated by Maya
        // so we just need to check to see if any of the edges are hard
        // before we decide not to write the normals.
        if (!userSetNormals)
        {
            bool hasHardEdges   = false;

            // go through all edges and verify if any of them is hard edge
            unsigned int numEdges = lMesh.numEdges();
            for (unsigned int edgeIndex = 0; edgeIndex < numEdges; edgeIndex++)
            {
                if (!lMesh.isEdgeSmooth(edgeIndex))
                {
                    hasHardEdges = true;
                    break;
                }
            }

            // all the edges were smooth, we don't need to write the normals
            if (!hasHardEdges)
            {
                return;
            }
        }
    }

    bool flipNormals = false;
    plug = lMesh.findPlug("flipNormals", true, &status);
    if ( status == MS::kSuccess )
        flipNormals = plug.asBool();

    // get the per vertex per face normals (aka vertex)
    unsigned int numFaces = lMesh.numPolygons();

    for (unsigned int faceIndex = 0; faceIndex < numFaces; faceIndex++ )
    {
        MIntArray vertexList;
        lMesh.getPolygonVertices(faceIndex, vertexList);

        // re-pack the order of normals in this vector before writing into prop
        // so that Renderman can also use it
        unsigned int numVertices = vertexList.length();
        for ( int v = numVertices-1; v >=0; v-- )
        {
            unsigned int vertexIndex = vertexList[v];
            MVector normal;
            lMesh.getFaceVertexNormal(faceIndex, vertexIndex, normal);

            if (flipNormals)
                normal = -normal;

            oNormals.push_back(static_cast<float>(normal[0]));
            oNormals.push_back(static_cast<float>(normal[1]));
            oNormals.push_back(static_cast<float>(normal[2]));
        }
    }
}
开发者ID:murphyeoin,项目名称:mayamusings,代码行数:100,代码来源:MayaMeshWriter.cpp

示例5: componentToVertexIDs

MStatus DDConvexHullUtils::componentToVertexIDs(MIntArray &outIndices,
                                                const MObject &mesh,
                                                const MObject &component)
{
    // Create the funciton sets
    MFnSingleIndexedComponent compFn(component);
    MFnMesh meshFn(mesh);
        
    MIntArray elems;
    compFn.getElements(elems);
    uint elemLen = elems.length();
    
    // Convert the components to vertices based on component type
    uint compType = compFn.componentType();
    if (compType == MFn::kMeshVertComponent)
    {
        outIndices = elems;
    }
    else if (compType == MFn::kMeshEdgeComponent)
    {
        for (uint i=0; i < elemLen; i++)
        {
            int2 edgeVerts;
            meshFn.getEdgeVertices(elems[i], edgeVerts);
            outIndices.append(edgeVerts[0]);
            outIndices.append(edgeVerts[1]);
        }
    }
    else if (compType == MFn::kMeshPolygonComponent)
    {
        for (uint i=0; i < elemLen; i++)
        {
            // Grab verts for the current poly
            MIntArray polyVerts;
            meshFn.getPolygonVertices(elems[i], polyVerts);
            uint polyVertsLen = polyVerts.length();
            for (uint j=0; j < polyVertsLen; j++)
            {
                outIndices.append(polyVerts[j]);
            }
        }
    }
    else if (compType == MFn::kMeshFaceVertComponent)
    {
        // I think this is how you convert face to object
        // relative vertices...
        MIntArray faceCounts;
        MIntArray faceVerts;
        meshFn.getVertices(faceCounts, faceVerts);
        for (uint j=0; j < elemLen; j++)
        {
            outIndices.append(faceVerts[j]);
        }
    }
    else
    {
        // Not supported
        return MStatus::kNotImplemented;
    }
    return MStatus::kSuccess;
}
开发者ID:digitaldestructo,项目名称:DDConvexHull,代码行数:61,代码来源:DDConvexHullUtils.cpp

示例6: initializeSetsAndLookupTables

bool CXRayObjectExport::initializeSetsAndLookupTables( bool exportAll )
//
// Description :
//    Creates a list of all sets in Maya, a list of mesh objects,
//    and polygon/vertex lookup tables that will be used to
//    determine which sets are referenced by the poly components.
//
{
	int i=0,j=0, length;
	MStatus stat;
	
	// Initialize class data.
	// Note: we cannot do this in the constructor as it
	// only gets called upon registry of the plug-in.
	//
	numSets = 0;
	sets = NULL;
	lastSets = NULL;
	lastMaterials = NULL;
	objectId = 0;
	objectCount = 0;
	polygonTable = NULL;
	vertexTable = NULL;
	polygonTablePtr = NULL;
	vertexTablePtr = NULL;
	objectGroupsTablePtr = NULL;
	objectNodeNamesArray.clear();
	transformNodeNameArray.clear();

	//////////////////////////////////////////////////////////////////
	//
	// Find all sets in Maya and store the ones we care about in
	// the 'sets' array. Also make note of the number of sets.
	//
	//////////////////////////////////////////////////////////////////
	
	// Get all of the sets in maya and put them into
	// a selection list
	// 
	MStringArray result;
	MGlobal::executeCommand( "ls -sets", result );
	MSelectionList * setList = new MSelectionList();
	length = result.length();
	for ( i=0; i<length; i++ )
	{	
		setList->add( result[i] );
	}
	
	// Extract each set as an MObject and add them to the
	// sets array.
	// We may be excluding groups, matierials, or ptGroups
	// in which case we can ignore those sets. 
	//
	MObject mset;
	sets = new MObjectArray();
	length = setList->length();
	for ( i=0; i<length; i++ )
	{
		setList->getDependNode( i, mset );
		
		MFnSet fnSet( mset, &stat );
		if ( stat ) {
			if ( MFnSet::kRenderableOnly == fnSet.restriction(&stat) ) {
				sets->append( mset );
			}
		}	
	}
	xr_delete(setList);
	
	numSets = sets->length();
			
	//////////////////////////////////////////////////////////////////
	//
	// Do a dag-iteration and for every mesh found, create facet and
	// vertex look-up tables. These tables will keep track of which
	// sets each component belongs to.
	//
	// If exportAll is false then iterate over the activeSelection 
	// list instead of the entire DAG.
	//
	// These arrays have a corrisponding entry in the name
	// stringArray.
	//
	//////////////////////////////////////////////////////////////////
	MIntArray vertexCounts;
	MIntArray polygonCounts;	
			
	if ( exportAll ) {
		MItDag dagIterator( MItDag::kBreadthFirst, MFn::kInvalid, &stat);

    	if ( MS::kSuccess != stat) {
    	    fprintf(stderr,"Failure in DAG iterator setup.\n");
    	    return false;
    	}
		
		objectNames = new MStringArray();
		
    	for ( ; !dagIterator.isDone(); dagIterator.next() ) 
		{
    	    MDagPath dagPath;
//.........这里部分代码省略.........
开发者ID:2asoft,项目名称:xray,代码行数:101,代码来源:maTranslator.cpp

示例7: doIt

//
// Main routine
///////////////////////////////////////////////////////////////////////////////
MStatus particleSystemInfoCmd::doIt( const MArgList& args )
{
	MStatus stat = parseArgs( args );
	if( stat != MS::kSuccess ) return stat;

	if( particleNode.isNull() ) {
	        MObject parent;
		MFnParticleSystem dummy;
		particleNode = dummy.create(&stat);
		CHECKRESULT(stat,"MFnParticleSystem::create(status) failed!");

		MFnParticleSystem ps( particleNode, &stat );
		CHECKRESULT(stat,"MFnParticleSystem::MFnParticleSystem(MObject,status) failed!");

		MPointArray posArray;
		posArray.append(MPoint(-5,  5, 0));
		posArray.append(MPoint(-5, 10, 0));

		MVectorArray velArray;
		velArray.append(MPoint(1, 1, 0));
		velArray.append(MPoint(1, 1, 0));
		stat = ps.emit(posArray, velArray);
		CHECKRESULT(stat,"MFnParticleSystem::emit(posArray,velArray) failed!");

		stat = ps.emit(MPoint(5,  5, 0));
		CHECKRESULT(stat,"MFnParticleSystem::emit(pos) failed!");
		stat = ps.emit(MPoint(5, 10, 0));
		CHECKRESULT(stat,"MFnParticleSystem::emit(pos) failed!");

		stat = ps.saveInitialState();
		CHECKRESULT(stat,"MFnParticleSystem::saveInitialState() failed!");

		MVectorArray accArray;
		accArray.setLength(4);
		for( unsigned int i=0; i<accArray.length(); i++ )
		{
		        MVector& acc = accArray[i];
			acc.x = acc.y = acc.z = 3.0;
		}
		MString accName("acceleration");
		ps.setPerParticleAttribute( accName, accArray, &stat );
		CHECKRESULT(stat,"MFnParticleSystem::setPerParticleAttribute(vectorArray) failed!");
	} 

	MFnParticleSystem ps( particleNode, &stat );
	CHECKRESULT(stat,"MFnParticleSystem::MFnParticleSystem(MObject,status) failed!");

	if( ! ps.isValid() )
	{
		MGlobal::displayError( "The function set is invalid!" );
		return MS::kFailure;
	}

	const MString name = ps.particleName();
	const MFnParticleSystem::RenderType psType = ps.renderType();
	const unsigned int count = ps.count();

	const char* typeString = NULL;
	switch( psType )
	{
	case MFnParticleSystem::kCloud:
		typeString = "Cloud";
		break;
	case MFnParticleSystem::kTube:
		typeString = "Tube system";
		break;
	case MFnParticleSystem::kBlobby:
		typeString = "Blobby";
		break;
	case MFnParticleSystem::kMultiPoint:
		typeString = "MultiPoint";
		break;
	case MFnParticleSystem::kMultiStreak:
		typeString = "MultiStreak";
		break;
	case MFnParticleSystem::kNumeric:
		typeString = "Numeric";
		break;
	case MFnParticleSystem::kPoints:
		typeString = "Points";
		break;
	case MFnParticleSystem::kSpheres:
		typeString = "Spheres";
		break;
	case MFnParticleSystem::kSprites:
		typeString = "Sprites";
		break;
	case MFnParticleSystem::kStreak:
		typeString = "Streak";
		break;
	default:
		typeString = "Particle system";
		assert( false );
		break;
	}

	char buffer[256];
//.........这里部分代码省略.........
开发者ID:BigRoy,项目名称:Maya-devkit,代码行数:101,代码来源:particleSystemInfoCmd.cpp

示例8: extractFaces_Func

bool tm_polyExtract::extractFaces_Func( MSelectionList &selectionList, MStringArray &node_names)
{
	MStatus status;
	MObject meshObj;
	status = selectionList.getDependNode( 0, meshObj);
	if(!status){MGlobal::displayError("tm_polyExtract::extractFaces_Func:   Can't find object !");return false;}
	MFnMesh meshFn( meshObj, &status);
	if(!status){MGlobal::displayError("tm_polyExtract::extractFaces_Func:   Non mesh object founded !");return false;}

	MDagPath meshDagPath_first, meshDagPath;
	selectionList.getDagPath( 0, meshDagPath_first);
	MObject multiFaceComponent;
	MIntArray inputFacesArray;
	inputFacesArray.clear();
	inputFacesArray.setSizeIncrement( 4096);
	MFnComponentListData compListFn;
	compListFn.create();
	for (MItSelectionList faceComponentIter(selectionList, MFn::kMeshPolygonComponent); !faceComponentIter.isDone(); faceComponentIter.next())
	{
		faceComponentIter.getDagPath(meshDagPath, multiFaceComponent);
		if(!(meshDagPath_first == meshDagPath))
		{
			MGlobal::displayError("tm_polyExtract::extractFaces_Func:   Different meshes faces founded !");
			return false;
		}
		if (!multiFaceComponent.isNull())
		{
			for (MItMeshPolygon faceIter(meshDagPath, multiFaceComponent); !faceIter.isDone(); faceIter.next())
			{
				int faceIndex = faceIter.index();
#ifdef _DEBUG
				infoMStr += faceIndex;
				infoMStr += " ";
#endif
				inputFacesArray.append( faceIndex);
				compListFn.add( multiFaceComponent );
			}
		}
	}
	if( inputFacesArray.length() == 0)
	{
		MGlobal::displayError("tm_polyExtract::extractFaces_Func:   No faces founded !");
		return false;
	}
#ifdef _DEBUG
	MGlobal::displayInfo( infoMStr);
#endif

	meshFn.setObject( meshDagPath_first);
	meshObj = meshFn.object();

//	MDagModifier dagModifier;
	MFnDagNode meshDagNodeFn;
	MFnDependencyNode depNodeFn;
	meshDagNodeFn.setObject( meshDagPath_first);
	MString meshName = meshDagNodeFn.name();
	MObject outMesh_attrObject = meshDagNodeFn.attribute( "outMesh");

// ----------------------------------- duplicate shape

	MObject duplicated_meshObjectA;
	MObject duplicated_meshObjectB;
	MObject inMesh_attrObjectA;
	MObject inMesh_attrObjectB;
/*
	MStringArray commandResult;
	MSelectionList selList;

	MGlobal::executeCommand( "duplicate " + meshDagNodeFn.name(), commandResult, 1, 1);
	selList.add( commandResult[0]);
	selList.getDependNode( 0, duplicated_meshObjectA);
	meshDagNodeFn.setObject( duplicated_meshObjectA);
	meshDagNodeFn.setName( meshName + "_tA");
	duplicated_meshObjectA = meshDagNodeFn.child(0);
	meshDagNodeFn.setObject( duplicated_meshObjectA);
	meshDagNodeFn.setName( meshName + "_sA");
	inMesh_attrObjectA = meshDagNodeFn.attribute( "inMesh");

	meshDagNodeFn.setObject( meshDagPath_first);
	selList.clear();

	MGlobal::executeCommand( "duplicate " + meshDagNodeFn.name(), commandResult, 1, 1);
	selList.add( commandResult[0]);
	selList.getDependNode( 0, duplicated_meshObjectB);
	meshDagNodeFn.setObject( duplicated_meshObjectB);
	meshDagNodeFn.setName( meshName + "_tB");
	duplicated_meshObjectB = meshDagNodeFn.child(0);
	meshDagNodeFn.setObject( duplicated_meshObjectB);
	meshDagNodeFn.setName( meshName + "_sB");
	inMesh_attrObjectB = meshDagNodeFn.attribute( "inMesh");
*/
	duplicated_meshObjectA = meshDagNodeFn.duplicate();
	meshDagNodeFn.setObject( duplicated_meshObjectA);
	meshDagNodeFn.setName( meshName + "_tA");
	duplicated_meshObjectA = meshDagNodeFn.child(0);
	meshDagNodeFn.setObject( duplicated_meshObjectA);
	meshDagNodeFn.setName( meshName + "_sA");
	inMesh_attrObjectA = meshDagNodeFn.attribute( "inMesh");

	meshDagNodeFn.setObject( meshDagPath_first);
//.........这里部分代码省略.........
开发者ID:AlbertR,项目名称:cgru170,代码行数:101,代码来源:polyExtract.cpp

示例9: compute

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());
      
    }
//.........这里部分代码省略.........
开发者ID:emmaforsling,项目名称:Maya-Soft-Body-Simulation,代码行数:101,代码来源:Test.cpp

示例10: fnRAttr

MStatus ColorSplineParameterHandler<S>::doSetValue( IECore::ConstParameterPtr parameter, MPlug &plug ) const
{
	assert( parameter );
	typename IECore::TypedParameter< S >::ConstPtr p = IECore::runTimeCast<const IECore::TypedParameter< S > >( parameter );
	if( !p )
	{
		return MS::kFailure;
	}

	MRampAttribute fnRAttr( plug );
	if ( !fnRAttr.isColorRamp() )
	{
		return MS::kFailure;
	}

	const S &spline = p->getTypedValue();

	MStatus s;
	MIntArray indicesToReuse;
	plug.getExistingArrayAttributeIndices( indicesToReuse, &s );
	assert( s );

	int nextNewLogicalIndex = 0;
	if( indicesToReuse.length() )
	{
		nextNewLogicalIndex = 1 + *std::max_element( MArrayIter<MIntArray>::begin( indicesToReuse ), MArrayIter<MIntArray>::end( indicesToReuse ) );
	}
	
	assert( indicesToReuse.length() == fnRAttr.getNumEntries() );

	size_t pointsSizeMinus2 = spline.points.size() - 2;
	unsigned pointIndex = 0;
	unsigned numExpectedPoints = 0;
	for ( typename S::PointContainer::const_iterator it = spline.points.begin(); it != spline.points.end(); ++it, ++pointIndex )
	{
		// we commonly double up the endpoints on cortex splines to force interpolation to the end.
		// maya does this implicitly, so we skip duplicated endpoints when passing the splines into maya.
		// this avoids users having to be responsible for managing the duplicates, and gives them some consistency
		// with the splines they edit elsewhere in maya.
		if( ( pointIndex==1 && *it == *spline.points.begin() ) || ( pointIndex==pointsSizeMinus2 && *it == *spline.points.rbegin() ) )
		{
			continue;
		}

		MPlug pointPlug;
		if( indicesToReuse.length() )
		{
			pointPlug = plug.elementByLogicalIndex( indicesToReuse[0] );
			indicesToReuse.remove( 0 );
		}
		else
		{
			pointPlug = plug.elementByLogicalIndex( nextNewLogicalIndex++ );		
		}
		
		s = pointPlug.child( 0 ).setValue( it->first ); assert( s );
		MPlug colorPlug = pointPlug.child( 1 );
		colorPlug.child( 0 ).setValue( it->second[0] );
		colorPlug.child( 1 ).setValue( it->second[1] );
		colorPlug.child( 2 ).setValue( it->second[2] );
		// hardcoding interpolation of 3 (spline) because the MRampAttribute::MInterpolation enum values don't actually
		// correspond to the necessary plug values at all.
		s = pointPlug.child( 2 ).setValue( 3 ); assert( s );

		numExpectedPoints++;
	}

	// delete any of the original indices which we didn't reuse. we can't use MRampAttribute::deleteEntries
	// here as it's utterly unreliable.
	if( indicesToReuse.length() )
	{
		MString plugName = plug.name();
		MObject node = plug.node();
		MFnDagNode fnDAGN( node );
		if( fnDAGN.hasObj( node ) )
		{
			plugName = fnDAGN.fullPathName() + "." + plug.partialName();
		}
		for( unsigned i=0; i<indicesToReuse.length(); i++ )
		{
			// using mel because there's no equivalant api method as far as i know.
			MString command = "removeMultiInstance -b true \"" + plugName + "[" + indicesToReuse[i] + "]\"";
			s = MGlobal::executeCommand( command );
			assert( s );
			if( !s )
			{
				return s;
			}
		}
	}

#ifndef NDEBUG
	{
		assert( fnRAttr.getNumEntries() == numExpectedPoints );

		MIntArray indices;
		MFloatArray positions;
		MColorArray colors;
		MIntArray interps;
		fnRAttr.getEntries( indices, positions, colors, interps, &s );
//.........这里部分代码省略.........
开发者ID:AtomicFiction,项目名称:cortex,代码行数:101,代码来源:ColorSplineParameterHandler.cpp

示例11: setEdgeVertexPositionListShear

//setEdgeVertexIndexListShear
//-----------------------------------------------
void TesselationVisualization::setEdgeVertexPositionListShear(MDataBlock &data)
{
	//clear edgeVertexPositionList
	drawData.edgeVertexPositionList.clear();

	//inputGeo
	MObject oInputGeo = data.inputValue(aInputGeo).asMesh();

	//fnMeshInputGeo
	MFnMesh fnMeshInputGeo(oInputGeo);

	//vertexPositionList
	MPointArray vertexPositionList;
	fnMeshInputGeo.getPoints(vertexPositionList);

	//itMeshPolyInputGeo
	MItMeshPolygon itMeshPolyInputGeo(oInputGeo);

	//for each poly
	while(!itMeshPolyInputGeo.isDone())
	{
		//get edges
		MIntArray edgeIndexList;
		itMeshPolyInputGeo.getEdges(edgeIndexList);
		
		//edgeVertexIndices
		int2* edgeVertexIndices = new int2[4];

		for(int index = 0; index < edgeIndexList.length(); index++)
		{
			fnMeshInputGeo.getEdgeVertices(edgeIndexList[index], edgeVertexIndices[index]);
		};

		//edgeVertexIndicesNoDuplicates
		std::set<int> setEdgeVertexIndicesNoDuplicates;

		for(int index = 0; index < edgeIndexList.length(); index++)
		{
			setEdgeVertexIndicesNoDuplicates.insert(edgeVertexIndices[index][0]);
			setEdgeVertexIndicesNoDuplicates.insert(edgeVertexIndices[index][1]);
		};

		//vecEdgeVertexIndicesNoDuplicates
		std::vector<int> vecEdgeVertexIndicesNoDuplicates(setEdgeVertexIndicesNoDuplicates.begin(), setEdgeVertexIndicesNoDuplicates.end());


		//get faceVertexList
		MPointArray faceVertexPointList = MPointArray(4);

		for(int index = 0; index < edgeIndexList.length(); index++)
		{
			MPoint faceVertexPoint = vertexPositionList[vecEdgeVertexIndicesNoDuplicates[index]];
			faceVertexPointList.set(faceVertexPoint, index);
		};

		
		
		//edge01
		std::vector<float> edge01;
		edge01.push_back(faceVertexPointList[0].x);edge01.push_back(faceVertexPointList[0].y);edge01.push_back(faceVertexPointList[0].z);
		edge01.push_back(faceVertexPointList[1].x);edge01.push_back(faceVertexPointList[1].y);edge01.push_back(faceVertexPointList[1].z);

		//edge13
		std::vector<float> edge13;
		edge13.push_back(faceVertexPointList[1].x);edge13.push_back(faceVertexPointList[1].y);edge13.push_back(faceVertexPointList[1].z);
		edge13.push_back(faceVertexPointList[3].x);edge13.push_back(faceVertexPointList[3].y);edge13.push_back(faceVertexPointList[3].z);

		//edge32
		std::vector<float> edge32;
		edge32.push_back(faceVertexPointList[3].x);edge32.push_back(faceVertexPointList[3].y);edge32.push_back(faceVertexPointList[3].z);
		edge32.push_back(faceVertexPointList[2].x);edge32.push_back(faceVertexPointList[2].y);edge32.push_back(faceVertexPointList[2].z);

		//edge20
		std::vector<float> edge20;
		edge20.push_back(faceVertexPointList[2].x);edge20.push_back(faceVertexPointList[2].y);edge20.push_back(faceVertexPointList[2].z);
		edge20.push_back(faceVertexPointList[0].x);edge20.push_back(faceVertexPointList[0].y);edge20.push_back(faceVertexPointList[0].z);

		//edge03
		std::vector<float> edge03;
		edge03.push_back(faceVertexPointList[0].x);edge03.push_back(faceVertexPointList[0].y);edge03.push_back(faceVertexPointList[0].z);
		edge03.push_back(faceVertexPointList[3].x);edge03.push_back(faceVertexPointList[3].y);edge03.push_back(faceVertexPointList[3].z);

		//edge12
		std::vector<float> edge12;
		edge12.push_back(faceVertexPointList[1].x);edge12.push_back(faceVertexPointList[1].y);edge12.push_back(faceVertexPointList[1].z);
		edge12.push_back(faceVertexPointList[2].x);edge12.push_back(faceVertexPointList[2].y);edge12.push_back(faceVertexPointList[2].z);

		
		//add to drawData.edgeVertexPositionList
		drawData.edgeVertexPositionList.push_back(edge01);
		drawData.edgeVertexPositionList.push_back(edge13);
		drawData.edgeVertexPositionList.push_back(edge32);
		drawData.edgeVertexPositionList.push_back(edge20);
		drawData.edgeVertexPositionList.push_back(edge03);
		drawData.edgeVertexPositionList.push_back(edge12);
		
		//del edgeVertexIndices
		delete [] edgeVertexIndices;
//.........这里部分代码省略.........
开发者ID:jonntd,项目名称:tw_cloth_solver,代码行数:101,代码来源:tesselationVisualization.cpp

示例12: genRod

MStatus genRod(
	const MPoint &p0,
	const MPoint &p1,
	const double radius,
	const unsigned int nSegs,
	
	int &nPolys,
	MPointArray &verts,
	MIntArray &polyCounts,
	MIntArray &polyConnects
)
{
	verts.clear();
	polyCounts.clear();
	polyConnects.clear();
	
	unsigned int nCirclePts = nSegs; 
	unsigned int nVerts = 2 * nCirclePts;
	
	// Calculate the local axiis of the rod
	MVector vec( p1 - p0 );
	MVector up( 0.0, 1.0, 0.0 );
	MVector xAxis, yAxis, zAxis;
	
	yAxis = vec.normal();
	if( up.isParallel( yAxis, 0.1 ) )
		up = MVector( 1.0, 0.0, 0.0 );
	xAxis = yAxis ^ up;
	zAxis = (xAxis ^ yAxis).normal();
	xAxis = (yAxis ^ zAxis ).normal(); 
	
	// Calculate the vertex positions
	verts.setLength( nVerts );
	double angleIncr = 2.0 * M_PI / nSegs;
	double angle;
	MPoint p;
	double x, z;
	unsigned int i;
	for( i=0, angle=0; i < nCirclePts; i++, angle += angleIncr )
	{
		// Calculate position in circle
		x = radius * cos( angle );
		z = radius * sin( angle );
		
		p = p0 + x * xAxis + z * zAxis;

		verts[ i ] = p;
		
		p += vec;

		verts[ i + nCirclePts ] = p;
	}
	
	nPolys = nSegs;
	
	// Generate polycounts
	polyCounts.setLength( nPolys );
	for( i=0; i < polyCounts.length(); i++ )
		polyCounts[i] = 4;
	
	// Generate polyconnects
	polyConnects.setLength( nPolys * 4 );
	polyConnects.clear();
	for( i=0; i < nSegs; i++ )
	{
		polyConnects.append( linearIndex( 0, i, 2, nCirclePts ) );
		polyConnects.append( linearIndex( 0, i+1, 2, nCirclePts ) );
		polyConnects.append( linearIndex( 1, i+1, 2, nCirclePts ) );
		polyConnects.append( linearIndex( 1, i, 2, nCirclePts ) );
	}
		
	return MS::kSuccess;
}
开发者ID:animformed,项目名称:complete-maya-programming-book-files,代码行数:73,代码来源:MoleculeUtils.cpp

示例13: redoIt

MStatus skinClusterWeights::redoIt()
{
    MStatus status;
    unsigned int ptr = 0;
	
    MSelectionList selList;
    int geomLen = geometryArray.length();
    fDagPathArray.setLength(geomLen);
    fComponentArray.setLength(geomLen);
    fInfluenceIndexArrayPtrArray = new MIntArray[geomLen];
    fWeightsPtrArray = new MDoubleArray[geomLen];

    for (int i = 0; i < geomLen; i++) {
	MDagPath dagPath;
	MObject  component;
	
	selList.clear();
	selList.add(geometryArray[i]);
	MStatus status = selList.getDagPath(0, dagPath, component);
	if (status != MS::kSuccess) {
	    continue;
	}
	if (component.isNull()) dagPath.extendToShape();

	MObject skinCluster = findSkinCluster(dagPath);
	if (!isSkinClusterIncluded(skinCluster)) {
	    continue;
	}

	MFnSkinCluster skinClusterFn(skinCluster, &status);
	if (status != MS::kSuccess) {
	    continue; 
	}

	MIntArray influenceIndexArray;
	populateInfluenceIndexArray(skinClusterFn, influenceIndexArray);

	unsigned numInf = influenceIndexArray.length();
	if (numInf == 0) continue;
	  
	unsigned numCV = 0;
	if (dagPath.node().hasFn(MFn::kMesh)) {
	    MItMeshVertex polyIter(dagPath, component, &status);
	    if (status == MS::kSuccess) {
		numCV = polyIter.count();
	    } 
	} else if (dagPath.node().hasFn(MFn::kNurbsSurface)) {
	    MItSurfaceCV nurbsIter(dagPath, component, true, &status);
	    if (status == MS::kSuccess) {
		while (!nurbsIter.isDone()) {
		    numCV++;
		    nurbsIter.next();
		}
	    }
	} else if (dagPath.node().hasFn(MFn::kNurbsCurve)) {
	    MItCurveCV curveIter(dagPath, component, &status);
	    if (status == MS::kSuccess) {
		while (!curveIter.isDone()) {
		    numCV++;
		    curveIter.next();
		}
	    }
	}
	unsigned numEntry = numCV * numInf;

	if (numEntry > 0) {
	    MDoubleArray weights(numEntry);
	    unsigned int numWeights = weightArray.length();
	    if (assignAllToSingle) {
		if (numInf <= numWeights) {
		    for (unsigned j = 0; j < numEntry; j++) {
			weights[j] = weightArray[j % numInf];
		    }
		} else {
		    MGlobal::displayError("Not enough weights specified\n");
		    return MS::kFailure;
		}
	    } else {
		for (unsigned j = 0; j < numEntry; j++, ptr++) {
		    if (ptr < numWeights) {
			weights[j] = weightArray[ptr];
		    } else {
			MGlobal::displayError("Not enough weights specified\n");
			return MS::kFailure;
		    }
		}
	    }

	    // support for undo
	    fDagPathArray[i] = dagPath;
	    fComponentArray[i] = component;
	    fInfluenceIndexArrayPtrArray[i] = influenceIndexArray;
	    MDoubleArray oldWeights;
	    skinClusterFn.getWeights(dagPath, component, influenceIndexArray, oldWeights);
	    fWeightsPtrArray[i] = oldWeights;
	    
	    skinClusterFn.setWeights(dagPath, component, influenceIndexArray, weights);
	}
    }
    return MS::kSuccess;
//.........这里部分代码省略.........
开发者ID:BigRoy,项目名称:Maya-devkit,代码行数:101,代码来源:skinClusterWeights.cpp

示例14: save

void ExportACache::save(const char* filename, int frameNumber, char bfirst)
{	
	MStatus status;
	FXMLScene xml_f;
	xml_f.begin(filename, frameNumber, bfirst);
	for(unsigned it=0; it<m_mesh_list.length(); it++) {
		m_mesh_list[it].extendToShape();
		
		MString surface = m_mesh_list[it].partialPathName();
	
		AHelper::validateFilePath(surface);
		
		MFnDependencyNode fnode(m_mesh_list[it].node());
		MString smsg("prtMsg");
		MStatus hasMsg;
		MPlug pmsg = fnode.findPlug( smsg, 1,  &hasMsg );
		
		char bNoChange = 0;
		if(hasMsg) {
			MObject oattrib;
			AHelper::getConnectedNode(oattrib, pmsg);
			fnode.setObject(oattrib);

			bool iattr = 0;
			
			AHelper::getBoolAttributeByName(fnode, "noChange", iattr);
			if(iattr) bNoChange = 1;
		}

		xml_f.meshBegin(surface.asChar(), bNoChange);
	
		MFnMesh meshFn(m_mesh_list[it], &status );
		MItMeshPolygon faceIter(m_mesh_list[it], MObject::kNullObj, &status );
		MItMeshVertex vertIter(m_mesh_list[it], MObject::kNullObj, &status);
		MItMeshEdge edgeIter(m_mesh_list[it], MObject::kNullObj, &status);
		
		int n_tri = 0;
		float f_area = 0;
		double area;
		
		faceIter.reset();
		for( ; !faceIter.isDone(); faceIter.next() ) {
			MIntArray vexlist;
			faceIter.getVertices ( vexlist );
			n_tri += vexlist.length() - 2;
			
			faceIter.getArea( area,  MSpace::kWorld );
			f_area += (float)area;
		}
		
		xml_f.triangleInfo(n_tri, f_area);
		
		float avg_grid = sqrt(f_area/n_tri)/2;
		
		double light_intensity = 1.0;
		
		if(hasMsg) {
			MObject oattrib;
			AHelper::getConnectedNode(oattrib, pmsg);
			fnode.setObject(oattrib);

			bool iattr = 0;
			
			AHelper::getBoolAttributeByName(fnode, "noChange", iattr);
			if(iattr) xml_f.addAttribute("noChange", 1);
			
			AHelper::getBoolAttributeByName(fnode, "skipIndirect", iattr);
			if(iattr) xml_f.addAttribute("skipIndirect", 1);
			
			iattr = 0;
			AHelper::getBoolAttributeByName(fnode, "skipScatter", iattr);
			if(iattr) xml_f.addAttribute("skipScatter", 1);
			
			iattr = 0;
			AHelper::getBoolAttributeByName(fnode, "skipBackscatter", iattr);
			if(iattr) xml_f.addAttribute("skipBackscatter", 1);
			
			iattr = 0;
			AHelper::getBoolAttributeByName(fnode, "asLightsource", iattr);
			if(iattr) xml_f.addAttribute("asLightsource", 1);
			
			iattr = 0;
			AHelper::getBoolAttributeByName(fnode, "asGhost", iattr);
			if(iattr) xml_f.addAttribute("invisible", 1);
			
			iattr = 0;
			AHelper::getBoolAttributeByName(fnode, "castNoShadow", iattr);
			if(iattr) xml_f.addAttribute("noShadow", 1);
			
			double td;
			if(AHelper::getDoubleAttributeByName(fnode, "lightIntensity", td)) light_intensity = td;
			
			fnode.setObject(m_mesh_list[it].node());
		}

		xml_f.staticBegin();
		
		int n_poly = meshFn.numPolygons();
		int n_vert = meshFn.numVertices();
		int* polycount = new int[n_poly];
//.........这里部分代码省略.........
开发者ID:goofoo,项目名称:algae,代码行数:101,代码来源:ExportACacheCmd.cpp

示例15: meshFn

// #### rebuildHbrMeshIfNeeded
//
//      If the topology of the mesh changes, or any attributes that affect
//      how the mesh is computed the original HBR needs to be rebuilt
//      which will trigger a rebuild of the FAR mesh and subsequent buffers.
//
void
OsdMeshData::rebuildHbrMeshIfNeeded(OpenSubdivShader *shader)
{
    MStatus status = MS::kSuccess;

    if (!_meshTopoDirty && !shader->getHbrMeshDirty())
        return;

    MFnMesh meshFn(_meshDagPath);

    // Cache attribute values
    _level      = shader->getLevel();
    _kernel     = shader->getKernel();
    _adaptive   = shader->isAdaptive();
    _uvSet      = shader->getUVSet();

    // Get Maya vertex topology and crease data
    MIntArray vertexCount;
    MIntArray vertexList;
    meshFn.getVertices(vertexCount, vertexList);

    MUintArray edgeIds;
    MDoubleArray edgeCreaseData;
    meshFn.getCreaseEdges(edgeIds, edgeCreaseData);

    MUintArray vtxIds;
    MDoubleArray vtxCreaseData;
    meshFn.getCreaseVertices(vtxIds, vtxCreaseData);

    if (vertexCount.length() == 0) return;

    // Copy Maya vectors into std::vectors
    std::vector<int> numIndices(&vertexCount[0], &vertexCount[vertexCount.length()]);
    std::vector<int> faceIndices(&vertexList[0], &vertexList[vertexList.length()]);
    std::vector<int> vtxCreaseIndices(&vtxIds[0], &vtxIds[vtxIds.length()]);
    std::vector<double> vtxCreases(&vtxCreaseData[0], &vtxCreaseData[vtxCreaseData.length()]);
    std::vector<double> edgeCreases(&edgeCreaseData[0], &edgeCreaseData[edgeCreaseData.length()]);

    // Edge crease index is stored as pairs of vertex ids
    int nEdgeIds = edgeIds.length();
    std::vector<int> edgeCreaseIndices;
    edgeCreaseIndices.resize(nEdgeIds*2);
    for (int i = 0; i < nEdgeIds; ++i) {
        int2 vertices;
        status = meshFn.getEdgeVertices(edgeIds[i], vertices);
        if (status.error()) {
            MERROR(status, "OpenSubdivShader: Can't get edge vertices");
            continue;
        }
        edgeCreaseIndices[i*2] = vertices[0];
        edgeCreaseIndices[i*2+1] = vertices[1];
    }

    // Convert attribute enums to HBR enums (this is why the enums need to match)
    HbrMeshUtil::SchemeType hbrScheme = (HbrMeshUtil::SchemeType) shader->getScheme();
    OsdHbrMesh::InterpolateBoundaryMethod hbrInterpBoundary = 
            (OsdHbrMesh::InterpolateBoundaryMethod) shader->getInterpolateBoundary();
    OsdHbrMesh::InterpolateBoundaryMethod hbrInterpUVBoundary = 
            (OsdHbrMesh::InterpolateBoundaryMethod) shader->getInterpolateUVBoundary();


    // clear any existing face-varying descriptor
    if (_fvarDesc) {
        delete _fvarDesc;
        _fvarDesc = NULL;
    }

    // read UV data from maya and build per-face per-vert list of UVs for HBR face-varying data
    std::vector< float > uvList;
    status = buildUVList( meshFn, uvList );
    if (! status.error()) {
        // Create face-varying data descriptor.  The memory required for indices
        // and widths needs to stay alive as the HBR library only takes in the
        // pointers and assumes the client will maintain the memory so keep _fvarDesc
        // around as long as _hbrmesh is around.
        int fvarIndices[] = { 0, 1 };
        int fvarWidths[] = { 1, 1 };
        _fvarDesc = new FVarDataDesc( 2, fvarIndices, fvarWidths, 2, hbrInterpUVBoundary );
    }

    if (_fvarDesc && hbrScheme != HbrMeshUtil::kCatmark) {
        MGlobal::displayWarning("Face-varying not yet supported for Loop/Bilinear, using Catmull-Clark");
        hbrScheme = HbrMeshUtil::kCatmark;
    }

    // Convert Maya mesh to internal HBR representation
    _hbrmesh = ConvertToHBR(meshFn.numVertices(), numIndices, faceIndices,
                            vtxCreaseIndices, vtxCreases,
                            std::vector<int>(), std::vector<float>(),
                            edgeCreaseIndices, edgeCreases,
                            hbrInterpBoundary, 
                            hbrScheme,
                            false,                      // no ptex
                            _fvarDesc, 
//.........这里部分代码省略.........
开发者ID:andrewkww,项目名称:OpenSubdiv,代码行数:101,代码来源:osdMeshData.cpp


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