/// <summary> /// Extract geometry (position, normal, UVs...) for a specific vertex /// </summary> /// <param name="mFnMesh"></param> /// <param name="polygonId">The polygon (face) to examine</param> /// <param name="vertexIndexGlobal">The object-relative (mesh-relative/global) vertex index</param> /// <param name="vertexIndexLocal">The face-relative (local) vertex id to examine</param> /// <param name="uvSetNames"></param> /// <param name="isUVExportSuccess"></param> /// <returns></returns> private GlobalVertex ExtractVertex(MFnMesh mFnMesh, int polygonId, int vertexIndexGlobal, int vertexIndexLocal, MStringArray uvSetNames, ref bool[] isUVExportSuccess) { MPoint point = new MPoint(); mFnMesh.getPoint(vertexIndexGlobal, point); MVector normal = new MVector(); mFnMesh.getFaceVertexNormal(polygonId, vertexIndexGlobal, normal); MVector tangent = new MVector(); mFnMesh.getFaceVertexTangent(polygonId, vertexIndexGlobal, tangent); // Switch coordinate system at object level point.z *= -1; normal.z *= -1; tangent.z *= -1; float[] tangentVec4 = new float[] { (float)tangent.x, (float)tangent.y, (float)tangent.z, -1 }; var vertex = new GlobalVertex { BaseIndex = vertexIndexGlobal, Position = point.toArray(), Normal = normal.toArray(), Tangent = tangentVec4, }; // Color int colorIndex; string colorSetName; float[] defaultColor = new float[] { 1, 1, 1, 0 }; MColor color = new MColor(); mFnMesh.getCurrentColorSetName(out colorSetName); if (mFnMesh.numColors(colorSetName) > 0) { //Get the color index mFnMesh.getColorIndex(polygonId, vertexIndexLocal, out colorIndex); //if a color is set if (colorIndex != -1) { mFnMesh.getColor(colorIndex, color); vertex.Color = color.toArray(); } //else set the default color else { vertex.Color = defaultColor; } } // UV int indexUVSet = 0; if (uvSetNames.Count > indexUVSet && isUVExportSuccess[indexUVSet]) { try { float u = 0, v = 0; mFnMesh.getPolygonUV(polygonId, vertexIndexLocal, ref u, ref v, uvSetNames[indexUVSet]); vertex.UV = new float[] { u, v }; } catch (Exception e) { // An exception is raised when a vertex isn't mapped to an UV coordinate isUVExportSuccess[indexUVSet] = false; } } indexUVSet = 1; if (uvSetNames.Count > indexUVSet && isUVExportSuccess[indexUVSet]) { try { float u = 0, v = 0; mFnMesh.getPolygonUV(polygonId, vertexIndexLocal, ref u, ref v, uvSetNames[indexUVSet]); vertex.UV2 = new float[] { u, v }; } catch (Exception e) { // An exception is raised when a vertex isn't mapped to an UV coordinate isUVExportSuccess[indexUVSet] = false; } } return(vertex); }
/// <summary> /// Extract geometry (position, normal, UVs...) for a specific vertex /// </summary> /// <param name="mFnMesh"></param> /// <param name="polygonId">The polygon (face) to examine</param> /// <param name="vertexIndexGlobal">The object-relative (mesh-relative/global) vertex index</param> /// <param name="vertexIndexLocal">The face-relative (local) vertex id to examine</param> /// <param name="uvSetNames"></param> /// <param name="isUVExportSuccess"></param> /// <returns></returns> private GlobalVertex ExtractVertex(MFnMesh mFnMesh, int polygonId, int vertexIndexGlobal, int vertexIndexLocal, MStringArray uvSetNames, ref bool[] isUVExportSuccess, ref bool isTangentExportSuccess) { MPoint point = new MPoint(); mFnMesh.getPoint(vertexIndexGlobal, point); MVector normal = new MVector(); mFnMesh.getFaceVertexNormal(polygonId, vertexIndexGlobal, normal); // Switch coordinate system at object level point.z *= -1; normal.z *= -1; var vertex = new GlobalVertex { BaseIndex = vertexIndexGlobal, Position = point.toArray(), Normal = normal.toArray() }; // Tangent if (isTangentExportSuccess) { try { MVector tangent = new MVector(); mFnMesh.getFaceVertexTangent(polygonId, vertexIndexGlobal, tangent); // Switch coordinate system at object level tangent.z *= -1; int tangentId = mFnMesh.getTangentId(polygonId, vertexIndexGlobal); bool isRightHandedTangent = mFnMesh.isRightHandedTangent(tangentId); // Invert W to switch to left handed system vertex.Tangent = new float[] { (float)tangent.x, (float)tangent.y, (float)tangent.z, isRightHandedTangent ? -1 : 1 }; } catch { // Exception raised when mesh don't have tangents isTangentExportSuccess = false; } } // Color int colorIndex; string colorSetName; float[] defaultColor = new float[] { 1, 1, 1, 0 }; MColor color = new MColor(); mFnMesh.getCurrentColorSetName(out colorSetName); if (mFnMesh.numColors(colorSetName) > 0) { //Get the color index mFnMesh.getColorIndex(polygonId, vertexIndexLocal, out colorIndex); //if a color is set if (colorIndex != -1) { mFnMesh.getColor(colorIndex, color); vertex.Color = color.toArray(); } //else set the default color else { vertex.Color = defaultColor; } } // UV int indexUVSet = 0; if (uvSetNames.Count > indexUVSet && isUVExportSuccess[indexUVSet]) { try { float u = 0, v = 0; mFnMesh.getPolygonUV(polygonId, vertexIndexLocal, ref u, ref v, uvSetNames[indexUVSet]); vertex.UV = new float[] { u, v }; } catch { // An exception is raised when a vertex isn't mapped to an UV coordinate isUVExportSuccess[indexUVSet] = false; } } indexUVSet = 1; if (uvSetNames.Count > indexUVSet && isUVExportSuccess[indexUVSet]) { try { float u = 0, v = 0; mFnMesh.getPolygonUV(polygonId, vertexIndexLocal, ref u, ref v, uvSetNames[indexUVSet]); vertex.UV2 = new float[] { u, v }; } catch { // An exception is raised when a vertex isn't mapped to an UV coordinate isUVExportSuccess[indexUVSet] = false; } } // skin if (mFnSkinCluster != null) { // Filter null weights Dictionary <int, double> weightByInfluenceIndex = new Dictionary <int, double>(); // contains the influence indices with weight > 0 // Export Weights and BonesIndices for the vertex // Get the weight values of all the influences for this vertex allMayaInfluenceWeights = new MDoubleArray(); MGlobal.executeCommand($"skinPercent -query -value {mFnSkinCluster.name} {mFnTransform.name}.vtx[{vertexIndexGlobal}]", allMayaInfluenceWeights); allMayaInfluenceWeights.get(out double[] allInfluenceWeights); for (int influenceIndex = 0; influenceIndex < allInfluenceWeights.Length; influenceIndex++) { double weight = allInfluenceWeights[influenceIndex]; if (weight > 0) { try { // add indice and weight in the local lists weightByInfluenceIndex.Add(indexByNodeName[allMayaInfluenceNames[influenceIndex]], weight); } catch (Exception e) { RaiseError(e.Message, 2); RaiseError(e.StackTrace, 3); } } } // normalize weights => Sum weights == 1 Normalize(ref weightByInfluenceIndex); // decreasing sort OrderByDescending(ref weightByInfluenceIndex); int bonesCount = indexByNodeName.Count; // number total of bones/influences for the mesh float weight0 = 0; float weight1 = 0; float weight2 = 0; float weight3 = 0; int bone0 = bonesCount; int bone1 = bonesCount; int bone2 = bonesCount; int bone3 = bonesCount; int nbBones = weightByInfluenceIndex.Count; // number of bones/influences for this vertex if (nbBones == 0) { weight0 = 1.0f; bone0 = bonesCount; } if (nbBones > 0) { bone0 = weightByInfluenceIndex.ElementAt(0).Key; weight0 = (float)weightByInfluenceIndex.ElementAt(0).Value; if (nbBones > 1) { bone1 = weightByInfluenceIndex.ElementAt(1).Key; weight1 = (float)weightByInfluenceIndex.ElementAt(1).Value; if (nbBones > 2) { bone2 = weightByInfluenceIndex.ElementAt(2).Key; weight2 = (float)weightByInfluenceIndex.ElementAt(2).Value; if (nbBones > 3) { bone3 = weightByInfluenceIndex.ElementAt(3).Key; weight3 = (float)weightByInfluenceIndex.ElementAt(3).Value; } } } } float[] weights = { weight0, weight1, weight2, weight3 }; vertex.Weights = weights; vertex.BonesIndices = (bone3 << 24) | (bone2 << 16) | (bone1 << 8) | bone0; if (nbBones > 4) { bone0 = weightByInfluenceIndex.ElementAt(4).Key; weight0 = (float)weightByInfluenceIndex.ElementAt(4).Value; weight1 = 0; weight2 = 0; weight3 = 0; if (nbBones > 5) { bone1 = weightByInfluenceIndex.ElementAt(5).Key; weight1 = (float)weightByInfluenceIndex.ElementAt(4).Value; if (nbBones > 6) { bone2 = weightByInfluenceIndex.ElementAt(6).Key; weight2 = (float)weightByInfluenceIndex.ElementAt(4).Value; if (nbBones > 7) { bone3 = weightByInfluenceIndex.ElementAt(7).Key; weight3 = (float)weightByInfluenceIndex.ElementAt(7).Value; } } } float[] weightsExtra = { weight0, weight1, weight2, weight3 }; vertex.WeightsExtra = weightsExtra; vertex.BonesIndicesExtra = (bone3 << 24) | (bone2 << 16) | (bone1 << 8) | bone0; } } return(vertex); }
public static string toString(this MColor mColor) { return(mColor == null ? "" : mColor.toArray().toString()); }