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C++ UsdGeomPrimvar::GetPrimvarName方法代码示例

本文整理汇总了C++中UsdGeomPrimvar::GetPrimvarName方法的典型用法代码示例。如果您正苦于以下问题:C++ UsdGeomPrimvar::GetPrimvarName方法的具体用法?C++ UsdGeomPrimvar::GetPrimvarName怎么用?C++ UsdGeomPrimvar::GetPrimvarName使用的例子?那么恭喜您, 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UsdGeomPrimvar的用法示例。


在下文中一共展示了UsdGeomPrimvar::GetPrimvarName方法的2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: colorSetName

/* static */
bool
UsdMayaTranslatorMesh::_AssignColorSetPrimvarToMesh(
        const UsdGeomMesh& primSchema,
        const UsdGeomPrimvar& primvar,
        MFnMesh& meshFn)
{
    const TfToken& primvarName = primvar.GetPrimvarName();
    const SdfValueTypeName& typeName = primvar.GetTypeName();

    MString colorSetName(primvarName.GetText());

    // If the primvar is displayOpacity and it is a FloatArray, check if
    // displayColor is authored. If not, we'll import this 'displayOpacity'
    // primvar as a 'displayColor' color set. This supports cases where the
    // user created a single channel value for displayColor.
    // Note that if BOTH displayColor and displayOpacity are authored, they will
    // be imported as separate color sets. We do not attempt to combine them
    // into a single color set.
    if (primvarName == UsdMayaMeshColorSetTokens->DisplayOpacityColorSetName &&
            typeName == SdfValueTypeNames->FloatArray) {
        if (!UsdMayaRoundTripUtil::IsAttributeUserAuthored(primSchema.GetDisplayColorPrimvar())) {
            colorSetName = UsdMayaMeshColorSetTokens->DisplayColorColorSetName.GetText();
        }
    }

    // We'll need to convert colors from linear to display if this color set is
    // for display colors.
    const bool isDisplayColor =
        (colorSetName == UsdMayaMeshColorSetTokens->DisplayColorColorSetName.GetText());

    // Get the raw data before applying any indexing. We'll only populate one
    // of these arrays based on the primvar's typeName, and we'll also set the
    // color representation so we know which array to use later.
    VtFloatArray alphaArray;
    VtVec3fArray rgbArray;
    VtVec4fArray rgbaArray;
    MFnMesh::MColorRepresentation colorRep;
    size_t numValues = 0;

    MStatus status = MS::kSuccess;

    if (typeName == SdfValueTypeNames->FloatArray) {
        colorRep = MFnMesh::kAlpha;
        if (!primvar.Get(&alphaArray) || alphaArray.empty()) {
            status = MS::kFailure;
        } else {
            numValues = alphaArray.size();
        }
    } else if (typeName == SdfValueTypeNames->Float3Array ||
               typeName == SdfValueTypeNames->Color3fArray) {
        colorRep = MFnMesh::kRGB;
        if (!primvar.Get(&rgbArray) || rgbArray.empty()) {
            status = MS::kFailure;
        } else {
            numValues = rgbArray.size();
        }
    } else if (typeName == SdfValueTypeNames->Float4Array ||
               typeName == SdfValueTypeNames->Color4fArray) {
        colorRep = MFnMesh::kRGBA;
        if (!primvar.Get(&rgbaArray) || rgbaArray.empty()) {
            status = MS::kFailure;
        } else {
            numValues = rgbaArray.size();
        }
    } else {
        TF_WARN("Unsupported color set primvar type '%s' for primvar '%s' on "
                "mesh: %s",
                typeName.GetAsToken().GetText(),
                primvarName.GetText(),
                primvar.GetAttr().GetPrimPath().GetText());
        return false;
    }

    if (status != MS::kSuccess || numValues == 0) {
        TF_WARN("Could not read color set values from primvar '%s' on mesh: %s",
                primvarName.GetText(),
                primvar.GetAttr().GetPrimPath().GetText());
        return false;
    }

    VtIntArray assignmentIndices;
    int unauthoredValuesIndex = -1;
    if (primvar.GetIndices(&assignmentIndices)) {
        // The primvar IS indexed, so the indices array is what determines the
        // number of color values.
        numValues = assignmentIndices.size();
        unauthoredValuesIndex = primvar.GetUnauthoredValuesIndex();
    }

    // Go through the color data and translate the values into MColors in the
    // colorArray, taking into consideration that indexed data may have been
    // authored sparsely. If the assignmentIndices array is empty then the data
    // is NOT indexed.
    // Note that with indexed data, the data is added to the arrays in ascending
    // 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
//.........这里部分代码省略.........
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:101,代码来源:translatorMesh_PrimVars.cpp

示例2: uvSetName

/* static */
bool
UsdMayaTranslatorMesh::_AssignUVSetPrimvarToMesh(
        const UsdGeomPrimvar& primvar,
        MFnMesh& meshFn)
{
    const TfToken& primvarName = primvar.GetPrimvarName();

    // Get the raw data before applying any indexing.
    VtVec2fArray uvValues;
    if (!primvar.Get(&uvValues) || uvValues.empty()) {
        TF_WARN("Could not read UV values from primvar '%s' on mesh: %s",
                primvarName.GetText(),
                primvar.GetAttr().GetPrimPath().GetText());
        return false;
    }

    // This is the number of UV values assuming the primvar is NOT indexed.
    VtIntArray assignmentIndices;
    if (primvar.GetIndices(&assignmentIndices)) {
        // The primvar IS indexed, so the indices array is what determines the
        // number of UV values.
        int unauthoredValuesIndex = primvar.GetUnauthoredValuesIndex();

        // Replace any index equal to unauthoredValuesIndex with -1.
        if (unauthoredValuesIndex != -1) {
            for (int& index : assignmentIndices) {
                if (index == unauthoredValuesIndex) {
                    index = -1;
                }
            }
        }

        // Furthermore, if unauthoredValuesIndex is valid for uvValues, then
        // remove it from uvValues and shift the indices (we don't want to
        // import the unauthored value into Maya, where it has no meaning).
        if (unauthoredValuesIndex >= 0 &&
                static_cast<size_t>(unauthoredValuesIndex) < uvValues.size()) {
            // This moves [unauthoredValuesIndex + 1, end) to
            // [unauthoredValuesIndex, end - 1), erasing the
            // unauthoredValuesIndex.
            std::move(
                    uvValues.begin() + unauthoredValuesIndex + 1,
                    uvValues.end(),
                    uvValues.begin() + unauthoredValuesIndex);
            uvValues.pop_back();

            for (int& index : assignmentIndices) {
                if (index > unauthoredValuesIndex) {
                    index = index - 1;
                }
            }
        }
    }

    // Go through the UV data and add the U and V values to separate
    // MFloatArrays.
    MFloatArray uCoords;
    MFloatArray vCoords;
    for (const GfVec2f& v : uvValues) {
        uCoords.append(v[0]);
        vCoords.append(v[1]);
    }

    MStatus status;
    MString uvSetName(primvarName.GetText());
    if (primvarName == UsdUtilsGetPrimaryUVSetName()) {
        // We assume that the primary USD UV set maps to Maya's default 'map1'
        // set which always exists, so we shouldn't try to create it.
        uvSetName = "map1";
    } else {
        status = meshFn.createUVSet(uvSetName);
        if (status != MS::kSuccess) {
            TF_WARN("Unable to create UV set '%s' for mesh: %s",
                    uvSetName.asChar(),
                    meshFn.fullPathName().asChar());
            return false;
        }
    }

    // The following two lines should have no effect on user-visible state but
    // prevent a Maya crash in MFnMesh.setUVs after creating a crease set.
    // XXX this workaround is needed pending a fix by Autodesk.
    MString currentSet = meshFn.currentUVSetName();
    meshFn.setCurrentUVSetName(currentSet);

    // Create UVs on the mesh from the values we collected out of the primvar.
    // We'll assign mesh components to these values below.
    status = meshFn.setUVs(uCoords, vCoords, &uvSetName);
    if (status != MS::kSuccess) {
        TF_WARN("Unable to set UV data on UV set '%s' for mesh: %s",
                uvSetName.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.
//.........这里部分代码省略.........
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:101,代码来源:translatorMesh_PrimVars.cpp


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