Exemple #1
0
        private static void unpackDynMesh(Mesh dynMesh, out MIntArray faceCnx, out MFloatPointArray verticies, out MIntArray faceVtxCt)
        {
            MIntArray        m_faceCnx   = new MIntArray();
            MFloatPointArray m_verticies = new MFloatPointArray();
            MIntArray        m_faceVtxCt = new MIntArray();

            MFloatPoint vtxToAdd = new MFloatPoint();


            foreach (var vtx in dynMesh.VertexPositions)
            {
                if (MGlobal.isZAxisUp)
                {
                    vtxToAdd.x = (float)vtx.X;
                    vtxToAdd.y = (float)vtx.Y;
                    vtxToAdd.z = (float)vtx.Z;
                }
                else
                {
                    vtxToAdd.x = (float)vtx.X;
                    vtxToAdd.y = (float)vtx.Z;
                    vtxToAdd.z = -(float)vtx.Y;
                }

                m_verticies.Add(vtxToAdd);
            }

            foreach (var fidx in dynMesh.FaceIndices)
            {
                int vtxCt = (int)fidx.Count;
                m_faceVtxCt.Add(vtxCt);
                if (vtxCt == 3)
                {
                    m_faceCnx.Add((int)fidx.A);
                    m_faceCnx.Add((int)fidx.B);
                    m_faceCnx.Add((int)fidx.C);
                }
                else
                {
                    m_faceCnx.Add((int)fidx.A);
                    m_faceCnx.Add((int)fidx.B);
                    m_faceCnx.Add((int)fidx.C);
                    m_faceCnx.Add((int)fidx.D);
                }
            }

            verticies = m_verticies;
            faceCnx   = m_faceCnx;
            faceVtxCt = m_faceVtxCt;
        }
Exemple #2
0
        private static void unpackTsMesh(TSplineSurface tsMesh, out MIntArray faceCnx, out MFloatPointArray verticies, out MIntArray faceVtxCt)
        {
            MIntArray        m_faceCnx   = new MIntArray();
            MFloatPointArray m_verticies = new MFloatPointArray();
            MIntArray        m_faceVtxCt = new MIntArray();

            MFloatPoint vtxToAdd = new MFloatPoint();

            var tsMeshCompress = tsMesh.CompressIndexes();

            foreach (var vtx in tsMeshCompress.Vertices)
            {
                if (MGlobal.isZAxisUp)
                {
                    vtxToAdd.x = (float)vtx.PointGeometry.X;
                    vtxToAdd.y = (float)vtx.PointGeometry.Y;
                    vtxToAdd.z = (float)vtx.PointGeometry.Z;
                }
                else
                {
                    vtxToAdd.x = (float)vtx.PointGeometry.X;
                    vtxToAdd.y = (float)vtx.PointGeometry.Z;
                    vtxToAdd.z = -(float)vtx.PointGeometry.Y;
                }

                m_verticies.Add(vtxToAdd);
            }

            foreach (var fidx in tsMeshCompress.Faces)
            {
                int vtxCt = fidx.Vertices.Length;
                m_faceVtxCt.Add(vtxCt);

                foreach (var fVert in fidx.Vertices)
                {
                    m_faceCnx.Add(fVert.Index);
                }
            }
            verticies = m_verticies;
            faceCnx   = m_faceCnx;
            faceVtxCt = m_faceVtxCt;
        }
Exemple #3
0
        public static bool ToMayaOLD(Mesh MeshToSend, string name)
        {
            bool     nodeExists = false;
            MDagPath node       = null;
            Task     checkNode  = null;
            Task     mobjMesh   = null;

            try
            {
                checkNode = Task.Factory.StartNew(() => node = DMInterop.getDagNode(name));
                checkNode.Wait(500);

                nodeExists = true;
            }
            catch (Exception)
            {
                nodeExists = false;
            }
            MFnMesh mfnMesh;

            if (nodeExists)
            {
                mfnMesh = new MFnMesh(node);
            }
            else
            {
                mfnMesh = new MFnMesh();
            }

            //unpack geom
            int numVert = MeshToSend.VertexPositions.Length;
            int numPoly = MeshToSend.FaceIndices.Length;

            MIntArray        faceCnx   = new MIntArray();
            MFloatPointArray verticies = new MFloatPointArray();
            MIntArray        faceVtxCt = new MIntArray();

            MFloatPoint vtxToAdd = new MFloatPoint();

            foreach (var vtx in MeshToSend.VertexPositions)
            {
                if (MGlobal.isZAxisUp)
                {
                    vtxToAdd.x = (float)vtx.X;
                    vtxToAdd.y = (float)vtx.Y;
                    vtxToAdd.z = (float)vtx.Z;
                }
                else
                {
                    vtxToAdd.x = (float)vtx.X;
                    vtxToAdd.y = (float)vtx.Z;
                    vtxToAdd.z = -(float)vtx.Y;
                }

                verticies.Add(vtxToAdd);
            }

            foreach (var fidx in MeshToSend.FaceIndices)
            {
                int vtxCt = (int)fidx.Count;
                faceVtxCt.Add(vtxCt);
                if (vtxCt == 3)
                {
                    faceCnx.Add((int)fidx.A);
                    faceCnx.Add((int)fidx.B);
                    faceCnx.Add((int)fidx.C);
                }
                else
                {
                    faceCnx.Add((int)fidx.A);
                    faceCnx.Add((int)fidx.B);
                    faceCnx.Add((int)fidx.C);
                    faceCnx.Add((int)fidx.D);
                }
            }

            //create maya mesh
            if (nodeExists)
            {
                mfnMesh.createInPlace(numVert, numPoly, verticies, faceVtxCt, faceCnx);
                mfnMesh.Dispose();
            }
            else
            {
                using (var obj = mfnMesh.create(numVert, numPoly, verticies, faceVtxCt, faceCnx))
                {
                    MFnDependencyNode nodeFn = new MFnDagNode(obj);
                    nodeFn.setName(name);
                    MGlobal.executeCommand("sets -e -forceElement initialShadingGroup " + nodeFn.name);
                    mfnMesh.Dispose();
                }
            }


            return(true);
        }