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InputMesh.C
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InputMesh.C
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#include "InputMesh.h"
#include <maya/MFnMesh.h>
#include <maya/MFnSingleIndexedComponent.h>
#include <maya/MDagPath.h>
#include <maya/MDataBlock.h>
#include <maya/MFloatArray.h>
#include <maya/MFloatPointArray.h>
#include <maya/MFloatVectorArray.h>
#include <maya/MIntArray.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MMatrix.h>
#include <maya/MPlug.h>
#include <maya/MPlugArray.h>
#include "hapiutil.h"
#include "types.h"
#include "util.h"
InputMesh::InputMesh() :
Input()
{
Util::PythonInterpreterLock pythonInterpreterLock;
HAPI_NodeId nodeId;
CHECK_HAPI(HAPI_CreateInputNode(
Util::theHAPISession.get(),
&nodeId,
NULL
));
if(!Util::statusCheckLoop())
{
DISPLAY_ERROR(MString("Unexpected error when creating input asset."));
}
HAPI_NodeInfo nodeInfo;
HAPI_GetNodeInfo(
Util::theHAPISession.get(),
nodeId,
&nodeInfo
);
setTransformNodeId(nodeInfo.parentId);
setGeometryNodeId(nodeId);
}
InputMesh::~InputMesh()
{
CHECK_HAPI(HAPI_DeleteNode(
Util::theHAPISession.get(),
geometryNodeId()
));
}
Input::AssetInputType
InputMesh::assetInputType() const
{
return Input::AssetInputType_Mesh;
}
void
InputMesh::setInputGeo(
MDataBlock &dataBlock,
const MPlug &plug
)
{
MDataHandle dataHandle = dataBlock.inputValue(plug);
// extract mesh data from Maya
MObject meshObj = dataHandle.asMesh();
MFnMesh meshFn(meshObj);
// get face data
std::vector<int> vertexCount;
std::vector<int> vertexList;
{
MIntArray mayaVertexCount;
MIntArray mayaVertexList;
meshFn.getVertices(mayaVertexCount, mayaVertexList);
vertexCount.resize(mayaVertexCount.length());
mayaVertexCount.get(&vertexCount[0]);
vertexList.resize(mayaVertexList.length());
mayaVertexList.get(&vertexList[0]);
}
Util::reverseWindingOrder(vertexList, vertexCount);
// set up part info
HAPI_PartInfo partInfo;
HAPI_PartInfo_Init(&partInfo);
partInfo.id = 0;
partInfo.faceCount = vertexCount.size();
partInfo.vertexCount = vertexList.size();
partInfo.pointCount = meshFn.numVertices();
// Set the data
HAPI_SetPartInfo(
Util::theHAPISession.get(),
geometryNodeId(), 0,
&partInfo
);
HAPI_SetFaceCounts(
Util::theHAPISession.get(),
geometryNodeId(), 0,
&vertexCount[0],
0, partInfo.faceCount
);
HAPI_SetVertexList(
Util::theHAPISession.get(),
geometryNodeId(), 0,
&vertexList[0],
0, partInfo.vertexCount
);
// Set position attributes.
processPoints(meshFn);
// normals
processNormals(meshObj, meshFn, vertexCount);
// UVs
processUVs(meshFn, vertexCount, vertexList);
// Colors and Alphas
processColorSets(meshFn, vertexCount, vertexList);
processSets(plug, meshFn);
setInputName(
HAPI_ATTROWNER_PRIM, partInfo.faceCount,
plug
);
// Commit it
HAPI_CommitGeo(
Util::theHAPISession.get(),
geometryNodeId()
);
}
bool
InputMesh::processPoints(
const MFnMesh &meshFn
)
{
CHECK_HAPI(hapiSetPointAttribute(
geometryNodeId(), 0,
3,
"P",
rawArray(
meshFn.getRawPoints(NULL),
meshFn.numVertices() * 3
)
));
return true;
}
bool
InputMesh::processNormals(
const MObject &meshObj,
const MFnMesh &meshFn,
std::vector<int> vertexCount
)
{
// get normal IDs
MIntArray normalCounts;
MIntArray normalIds;
meshFn.getNormalIds(normalCounts, normalIds);
if(!normalIds.length())
{
return false;
}
// reverse winding order
Util::reverseWindingOrder(normalIds, vertexCount);
// get normal values
const float* rawNormals = meshFn.getRawNormals(NULL);
// build the per-vertex normals
std::vector<int> lockedNormals(normalIds.length());
std::vector<float> vertexNormals;
vertexNormals.reserve(normalIds.length() * 3);
for(unsigned int i = 0; i < normalIds.length(); ++i)
{
if(meshFn.isNormalLocked(normalIds[i]))
{
lockedNormals[i] = 1;
}
vertexNormals.push_back(rawNormals[normalIds[i] * 3 + 0]);
vertexNormals.push_back(rawNormals[normalIds[i] * 3 + 1]);
vertexNormals.push_back(rawNormals[normalIds[i] * 3 + 2]);
}
// add and set it to HAPI
CHECK_HAPI(hapiSetVertexAttribute(
geometryNodeId(), 0,
1,
"maya_locked_normal",
lockedNormals
));
CHECK_HAPI(hapiSetVertexAttribute(
geometryNodeId(), 0,
3,
"N",
vertexNormals
));
// hard/soft edges
{
std::vector<int> hardEdges(meshFn.numFaceVertices());
int polygonVertexOffset = 0;
for(MItMeshPolygon itMeshPolygon(meshObj);
!itMeshPolygon.isDone(); itMeshPolygon.next())
{
MIntArray edges;
itMeshPolygon.getEdges(edges);
int numVertices = edges.length();
for(int i = 0; i < numVertices; i++)
{
if(!meshFn.isEdgeSmooth(edges[i]))
{
// first vertex in the Houdini winding order
int polygonVertexIndex = polygonVertexOffset + (i + 1) % numVertices;
hardEdges[polygonVertexIndex] = 1;
}
else
{
// default is already 0
}
}
polygonVertexOffset += edges.length();
}
assert(polygonVertexOffset == meshFn.numFaceVertices());
// reverse winding order
Util::reverseWindingOrder(hardEdges, vertexCount);
CHECK_HAPI(hapiSetVertexAttribute(
geometryNodeId(), 0,
1,
"maya_hard_edge",
hardEdges
));
}
return true;
}
bool
InputMesh::processUVs(
const MFnMesh &meshFn,
std::vector<int> vertexCount,
std::vector<int> vertexList
)
{
MString currentUVSetName = meshFn.currentUVSetName();
MStringArray uvSetNames;
meshFn.getUVSetNames(uvSetNames);
MStringArray mappedUVAttributeNames;
mappedUVAttributeNames.setLength(uvSetNames.length());
for(unsigned int uvSetIndex = 0;
uvSetIndex < uvSetNames.length(); uvSetIndex++)
{
const MString uvSetName = uvSetNames[uvSetIndex];
const MString uvAttributeName
= Util::getAttrLayerName("uv", uvSetIndex);
const MString uvNumberAttributeName
= Util::getAttrLayerName("uvNumber", uvSetIndex);
mappedUVAttributeNames[uvSetIndex] = uvAttributeName;
// get UV IDs
MIntArray uvCounts;
MIntArray uvIds;
meshFn.getAssignedUVs(uvCounts, uvIds, &uvSetName);
// reverse winding order
Util::reverseWindingOrder(uvIds, uvCounts);
// get UV values
MFloatArray uArray;
MFloatArray vArray;
meshFn.getUVs(uArray, vArray, &uvSetName);
// build the per-vertex UVs
std::vector<float> vertexUVs;
std::vector<int> vertexUVNumbers;
vertexUVs.reserve(vertexList.size() * 3);
unsigned int uvIdIndex = 0;
for(unsigned int i = 0; i < uvCounts.length(); ++i)
{
if(uvCounts[i] == vertexCount[i])
{
// has UVs assigned
for(int j = 0; j < uvCounts[i]; ++j)
{
vertexUVs.push_back(uArray[uvIds[uvIdIndex]]);
vertexUVs.push_back(vArray[uvIds[uvIdIndex]]);
vertexUVs.push_back(0);
vertexUVNumbers.push_back(uvIds[uvIdIndex]);
uvIdIndex++;
}
}
else
{
// no UVs assigned
for(int j = 0; j < vertexCount[i]; ++j)
{
vertexUVs.push_back(0);
vertexUVs.push_back(0);
vertexUVs.push_back(0);
vertexUVNumbers.push_back(0);
}
}
}
// add and set it to HAPI
CHECK_HAPI(hapiSetVertexAttribute(
geometryNodeId(), 0,
3,
uvAttributeName.asChar(),
vertexUVs
));
CHECK_HAPI(hapiSetVertexAttribute(
geometryNodeId(), 0,
1,
uvNumberAttributeName.asChar(),
vertexUVNumbers
));
}
CHECK_HAPI(hapiSetDetailAttribute(
geometryNodeId(), 0,
"maya_uv_current",
currentUVSetName
));
CHECK_HAPI(hapiSetDetailAttribute(
geometryNodeId(), 0,
"maya_uv_name",
uvSetNames
));
CHECK_HAPI(hapiSetDetailAttribute(
geometryNodeId(), 0,
"maya_uv_mapped_uv",
mappedUVAttributeNames
));
return true;
}
bool
InputMesh::processColorSets(
const MFnMesh &meshFn,
std::vector<int> vertexCount,
std::vector<int> vertexList
)
{
MStringArray currentColorSetName(1, meshFn.currentColorSetName());
MStringArray colorSetNames;
meshFn.getColorSetNames(colorSetNames);
MStringArray mappedCdNames;
MStringArray mappedAlphaNames;
mappedCdNames.setLength(colorSetNames.length());
mappedAlphaNames.setLength(colorSetNames.length());
MColor defaultUnsetColor;
MColorArray colors;
std::vector<float> buffer;
for(unsigned int i = 0; i < colorSetNames.length(); i++)
{
const MString colorSetName = colorSetNames[i];
bool hasColor = false;
bool hasAlpha = false;
{
MFnMesh::MColorRepresentation colorSetRepresentation =
meshFn.getColorRepresentation(colorSetName);
switch(colorSetRepresentation)
{
case MFnMesh::kAlpha:
hasAlpha = true;
break;
case MFnMesh::kRGB:
hasColor = true;
break;
case MFnMesh::kRGBA:
hasColor = true;
hasAlpha = true;
break;
}
}
CHECK_MSTATUS(const_cast<MFnMesh&>(meshFn).getFaceVertexColors(
colors,
&colorSetName,
&defaultUnsetColor
));
// reverse winding order
Util::reverseWindingOrder(colors, vertexCount);
if(hasColor)
{
const MString colorAttributeName
= Util::getAttrLayerName("Cd", i);
mappedCdNames[i] = colorAttributeName;
buffer = Util::reshapeArray<
3,
0, 3,
0, 4,
std::vector<float>
>(colors);
// add and set Cd
CHECK_HAPI(hapiSetVertexAttribute(
geometryNodeId(), 0,
3,
colorAttributeName.asChar(),
buffer
));
}
if(hasAlpha)
{
const MString alphaAttributeName
= Util::getAttrLayerName("Alpha", i);
mappedAlphaNames[i] = alphaAttributeName;
buffer = Util::reshapeArray<
1,
0, 1,
3, 4,
std::vector<float>
>(colors);
// add and set Alpha
CHECK_HAPI(hapiSetVertexAttribute(
geometryNodeId(), 0,
1,
alphaAttributeName.asChar(),
buffer
));
}
}
CHECK_HAPI(hapiSetDetailAttribute(
geometryNodeId(), 0,
"maya_colorset_current",
currentColorSetName
));
CHECK_HAPI(hapiSetDetailAttribute(
geometryNodeId(), 0,
"maya_colorset_name",
colorSetNames
));
CHECK_HAPI(hapiSetDetailAttribute(
geometryNodeId(), 0,
"maya_colorset_mapped_Cd",
mappedCdNames
));
CHECK_HAPI(hapiSetDetailAttribute(
geometryNodeId(), 0,
"maya_colorset_mapped_Alpha",
mappedAlphaNames
));
return true;
}
bool
InputMesh::processSets(
const MPlug &plug,
const MFnMesh &meshFn
)
{
MStatus status;
// The source node may not be actually mesh node.
MPlug srcPlug = Util::plugSource(plug);
if(srcPlug.isNull())
{
return false;
}
// XXX: instance number
MDagPath srcDagPath = MDagPath::getAPathTo(srcPlug.node());
// Sets and Members
MFnMesh srcNodeFn(srcDagPath, &status);
CHECK_MSTATUS_AND_RETURN_IT(status);
MObjectArray sets;
MObjectArray comps;
// XXX: instance number
srcNodeFn.getConnectedSetsAndMembers(0, sets, comps, false);
MStringArray sgNames;
MObjectArray sgCompObjs;
std::vector<int> groupMembership;
for(int setIndex = 0; setIndex < (int) sets.length(); setIndex++)
{
const MObject &setObj = sets[setIndex];
const MObject &compObj = comps[setIndex];
MFnDependencyNode setFn(setObj, &status);
CHECK_MSTATUS(status);
// Filter out unwanted sets. This mimics setFilterScript().
MString setType = setFn.typeName();
if(setType == "shadingEngine")
{
sgNames.append(setFn.name());
sgCompObjs.append(compObj);
continue;
}
if(!(setType == "objectSet" ||
setType == "textureBakeSet" ||
setType == "vertexBakeSet" ||
setType == "creaseSet" ||
setType == "character"))
{
continue;
}
if(setFn.findPlug("verticesOnlySet").asBool()
|| setFn.findPlug("edgesOnlySet").asBool()
|| setFn.findPlug("facetsOnlySet").asBool()
|| setFn.findPlug("editPointsOnlySet").asBool()
|| setFn.findPlug("renderableOnlySet").asBool()
)
{
continue;
}
HAPI_GroupType groupType;
if(compObj.isNull())
{
groupType = HAPI_GROUPTYPE_PRIM;
groupMembership.resize(meshFn.numPolygons());
std::fill(groupMembership.begin(), groupMembership.end(), 1);
}
else
{
MFnSingleIndexedComponent componentFn(compObj, &status);
CHECK_MSTATUS(status);
switch(componentFn.componentType())
{
case MFn::kMeshPolygonComponent:
groupType = HAPI_GROUPTYPE_PRIM;
groupMembership.resize(meshFn.numPolygons());
break;
case MFn::kMeshVertComponent:
groupType = HAPI_GROUPTYPE_POINT;
groupMembership.resize(meshFn.numVertices());
break;
default:
continue;
break;
}
std::fill(groupMembership.begin(), groupMembership.end(), 0);
for(int i = 0; i < componentFn.elementCount(); i++)
{
groupMembership[componentFn.element(i)] = 1;
}
}
MString setName = setFn.name();
// If the set is in a namespace, the name will contain a colon.
setName = Util::sanitizeStringForNodeName(setName);
CHECK_HAPI(HAPI_AddGroup(
Util::theHAPISession.get(),
geometryNodeId(), 0,
groupType,
setName.asChar()
));
CHECK_HAPI(HAPI_SetGroupMembership(
Util::theHAPISession.get(),
geometryNodeId(), 0,
groupType,
setName.asChar(),
&groupMembership[0],
0, groupMembership.size()
));
}
processShadingGroups(meshFn, sgNames, sgCompObjs);
return true;
}
bool
InputMesh::processShadingGroups(
const MFnMesh &meshFn,
const MStringArray &sgNames,
const MObjectArray &sgCompObjs
)
{
MStatus status;
if(sgCompObjs.length() == 1 && sgCompObjs[0].isNull())
{
CHECK_HAPI(hapiSetDetailAttribute(
geometryNodeId(), 0,
"maya_shading_group",
const_cast<MStringArray&>(sgNames)[0]
));
}
else
{
MString defaultShader;
std::vector<const char*> sgNamePerComp;
sgNamePerComp.resize(meshFn.numPolygons(), defaultShader.asChar());
for(int i = 0; i < (int) sgNames.length(); i++)
{
const char* sgName = sgNames[i].asChar();
const MObject &sgCompObj = sgCompObjs[i];
assert(!sgCompObj.isNull());
MFnSingleIndexedComponent componentFn(sgCompObj, &status);
CHECK_MSTATUS(status);
assert(componentFn.componentType()
== MFn::kMeshPolygonComponent);
for(int j = 0; j < componentFn.elementCount(); j++)
{
sgNamePerComp[componentFn.element(j)] = sgName;
}
}
CHECK_HAPI(hapiSetPrimAttribute(
geometryNodeId(), 0,
1,
"maya_shading_group",
sgNamePerComp
));
}
return true;
}