public void GetVerticeSelected() { var selected = MGlobal.activeSelectionList; var it = new MItSelectionList(selected, MFn.Type.kMeshVertComponent); MObject vertice = new MObject(); for (; !it.isDone; it.next()) { var path = new MDagPath(); it.getDagPath(path, vertice); MGlobal.displayInfo(path.fullPathName); if (!vertice.isNull) { MItMeshVertex itvertex = new MItMeshVertex(path, vertice); for (; !itvertex.isDone; itvertex.next()) { int index = itvertex.index(); MGlobal.displayInfo(index.ToString() + "\n"); } } } }
public void UpdateMeshSelection(TriMesh mesh) { var selected = MGlobal.activeSelectionList; var it = new MItSelectionList(selected, MFn.Type.kMeshVertComponent); MObject vertice = new MObject(); for (; !it.isDone; it.next()) { var path = new MDagPath(); it.getDagPath(path, vertice); MGlobal.displayInfo(path.fullPathName); if (!vertice.isNull) { MItMeshVertex itvertex = new MItMeshVertex(path, vertice); for (; !itvertex.isDone; itvertex.next()) { int index = itvertex.index(); mesh.Vertices[index].Traits.SelectedFlag = 1; } } } TriMeshUtil.GroupVertice(mesh); }
public void Create(SKLFile skl) { MSelectionList currentSelection = MGlobal.activeSelectionList; MItSelectionList currentSelectionIterator = new MItSelectionList(currentSelection, MFn.Type.kMesh); MDagPath meshDagPath = new MDagPath(); if (currentSelectionIterator.isDone) { MGlobal.displayError("SKNFile:Create - No mesh selected!"); throw new Exception("SKNFile:Create - No mesh selected!"); } else { currentSelectionIterator.getDagPath(meshDagPath); currentSelectionIterator.next(); if (!currentSelectionIterator.isDone) { MGlobal.displayError("SKNFile:Create - More than one mesh selected!"); throw new Exception("SKNFile:Create - More than one mesh selected!"); } } MFnMesh mesh = new MFnMesh(meshDagPath); //Find Skin Cluster MPlug inMeshPlug = mesh.findPlug("inMesh"); MPlugArray inMeshConnections = new MPlugArray(); inMeshPlug.connectedTo(inMeshConnections, true, false); if (inMeshConnections.length == 0) { MGlobal.displayError("SKNFile:Create - Failed to find Skin Cluster!"); throw new Exception("SKNFile:Create - Failed to find Skin Cluster!"); } MPlug outputGeometryPlug = inMeshConnections[0]; MFnSkinCluster skinCluster = new MFnSkinCluster(outputGeometryPlug.node); MDagPathArray influenceDagPaths = new MDagPathArray(); uint influenceCount = skinCluster.influenceObjects(influenceDagPaths); MGlobal.displayInfo("SKNFile:Create - Influence Count: " + influenceCount); //Get SKL Influence Indices MIntArray sklInfluenceIndices = new MIntArray(influenceCount); for (int i = 0; i < influenceCount; i++) { MDagPath jointDagPath = influenceDagPaths[i]; MGlobal.displayInfo(jointDagPath.fullPathName); //Loop through Joint DAG Paths, if we find a math for the influence, write the index for (int j = 0; j < skl.JointDagPaths.Count; j++) { if (jointDagPath.equalEqual(skl.JointDagPaths[j])) { MGlobal.displayInfo("Found coresponding DAG path"); sklInfluenceIndices[i] = j; break; } } } //Add Influence indices to SKL File MIntArray maskInfluenceIndex = new MIntArray(influenceCount); for (int i = 0; i < influenceCount; i++) { maskInfluenceIndex[i] = i; skl.Influences.Add((short)sklInfluenceIndices[i]); } MObjectArray shaders = new MObjectArray(); MIntArray polygonShaderIndices = new MIntArray(); mesh.getConnectedShaders(meshDagPath.isInstanced ? meshDagPath.instanceNumber : 0, shaders, polygonShaderIndices); uint shaderCount = shaders.length; if (shaderCount > 32) //iirc 32 is the limit of how many submeshes there can be for an SKN file { MGlobal.displayError("SKNFile:Create - You've exceeded the maximum limit of 32 shaders"); throw new Exception("SKNFile:Create - You've exceeded the maximum limit of 32 shaders"); } MIntArray vertexShaders = new MIntArray(); ValidateMeshTopology(mesh, meshDagPath, polygonShaderIndices, ref vertexShaders, shaderCount); //Get Weights MFnSingleIndexedComponent vertexIndexedComponent = new MFnSingleIndexedComponent(); MObject vertexComponent = vertexIndexedComponent.create(MFn.Type.kMeshVertComponent); MIntArray groupVertexIndices = new MIntArray((uint)mesh.numVertices); for (int i = 0; i < mesh.numVertices; i++) { groupVertexIndices[i] = i; } vertexIndexedComponent.addElements(groupVertexIndices); MDoubleArray weights = new MDoubleArray(); uint weightsInfluenceCount = 0; skinCluster.getWeights(meshDagPath, vertexComponent, weights, ref weightsInfluenceCount); //Check if vertices don't have more than 4 influences and normalize weights for (int i = 0; i < mesh.numVertices; i++) { int vertexInfluenceCount = 0; double weightSum = 0; for (int j = 0; j < weightsInfluenceCount; j++) { double weight = weights[(int)(i * weightsInfluenceCount) + j]; if (weight != 0) { vertexInfluenceCount++; weightSum += weight; } } if (vertexInfluenceCount > 4) { MGlobal.displayError("SKNFile:Create - Mesh contains a vertex with more than 4 influences"); throw new Exception("SKNFile:Create - Mesh contains a vertex with more than 4 influences"); } //Normalize weights for (int j = 0; j < weightsInfluenceCount; j++) { weights[(int)(i * influenceCount) + j] /= weightSum; } } List <MIntArray> shaderVertexIndices = new List <MIntArray>(); List <List <SKNVertex> > shaderVertices = new List <List <SKNVertex> >(); List <MIntArray> shaderIndices = new List <MIntArray>(); for (int i = 0; i < shaderCount; i++) { shaderVertexIndices.Add(new MIntArray()); shaderVertices.Add(new List <SKNVertex>()); shaderIndices.Add(new MIntArray()); } MItMeshVertex meshVertexIterator = new MItMeshVertex(meshDagPath); for (meshVertexIterator.reset(); !meshVertexIterator.isDone; meshVertexIterator.next()) { int index = meshVertexIterator.index(); int shader = vertexShaders[index]; if (shader == -1) { MGlobal.displayWarning("SKNFile:Create - Mesh contains a vertex with no shader"); continue; } MPoint pointPosition = meshVertexIterator.position(MSpace.Space.kWorld); Vector3 position = new Vector3((float)pointPosition.x, (float)pointPosition.y, (float)pointPosition.z); MVectorArray normals = new MVectorArray(); MIntArray uvIndices = new MIntArray(); Vector3 normal = new Vector3(); byte[] weightIndices = new byte[4]; float[] vertexWeights = new float[4]; meshVertexIterator.getNormals(normals); //Normalize normals for (int i = 0; i < normals.length; i++) { normal.X += (float)normals[i].x; normal.Y += (float)normals[i].y; normal.Z += (float)normals[i].z; } normal.X /= normals.length; normal.Y /= normals.length; normal.Z /= normals.length; //Get Weight Influences and Weights int weightsFound = 0; for (int j = 0; j < weightsInfluenceCount && weightsFound < 4; j++) { double weight = weights[(int)(index * weightsInfluenceCount) + j]; if (weight != 0) { weightIndices[weightsFound] = (byte)maskInfluenceIndex[j]; vertexWeights[weightsFound] = (float)weight; weightsFound++; } } //Get unique UVs meshVertexIterator.getUVIndices(uvIndices); if (uvIndices.length != 0) { List <int> seen = new List <int>(); for (int j = 0; j < uvIndices.length; j++) { int uvIndex = uvIndices[j]; if (!seen.Contains(uvIndex)) { seen.Add(uvIndex); float u = 0; float v = 0; mesh.getUV(uvIndex, ref u, ref v); SKNVertex vertex = new SKNVertex(position, weightIndices, vertexWeights, normal, new Vector2(u, 1 - v)); vertex.UVIndex = uvIndex; shaderVertices[shader].Add(vertex); shaderVertexIndices[shader].append(index); } } } else { MGlobal.displayError("SKNFile:Create - Mesh contains a vertex with no UVs"); throw new Exception("SKNFile:Create - Mesh contains a vertex with no UVs"); } } //Convert from Maya indices to data indices int currentIndex = 0; MIntArray dataIndices = new MIntArray((uint)mesh.numVertices, -1); for (int i = 0; i < shaderCount; i++) { for (int j = 0; j < shaderVertexIndices[i].length; j++) { int index = shaderVertexIndices[i][j]; if (dataIndices[index] == -1) { dataIndices[index] = currentIndex; shaderVertices[i][j].DataIndex = currentIndex; } else { shaderVertices[i][j].DataIndex = dataIndices[index]; } currentIndex++; } this.Vertices.AddRange(shaderVertices[i]); } MItMeshPolygon polygonIterator = new MItMeshPolygon(meshDagPath); for (polygonIterator.reset(); !polygonIterator.isDone; polygonIterator.next()) { int polygonIndex = (int)polygonIterator.index(); int shaderIndex = polygonShaderIndices[polygonIndex]; MIntArray indices = new MIntArray(); MPointArray points = new MPointArray(); polygonIterator.getTriangles(points, indices); if (polygonIterator.hasUVsProperty) { MIntArray vertices = new MIntArray(); MIntArray newIndices = new MIntArray(indices.length, -1); polygonIterator.getVertices(vertices); for (int i = 0; i < vertices.length; i++) { int dataIndex = dataIndices[vertices[i]]; int uvIndex; polygonIterator.getUVIndex(i, out uvIndex); if (dataIndex == -1 || dataIndex >= this.Vertices.Count) { MGlobal.displayError("SKNFIle:Create - Data Index outside of range"); throw new Exception("SKNFIle:Create - Data Index outside of range"); } for (int j = dataIndex; j < this.Vertices.Count; j++) { if (this.Vertices[j].DataIndex != dataIndex) { MGlobal.displayError("SKNFIle:Create - Can't find corresponding face vertex in data"); throw new Exception("SKNFIle:Create - Can't find corresponding face vertex in data"); } else if (this.Vertices[j].UVIndex == uvIndex) { for (int k = 0; k < indices.length; k++) { if (indices[k] == vertices[i]) { newIndices[k] = j; } } break; } } } for (int i = 0; i < newIndices.length; i++) { shaderIndices[shaderIndex].append(newIndices[i]); } } else { for (int i = 0; i < indices.length; i++) { shaderIndices[shaderIndex].append(dataIndices[indices[i]]); } } } uint startIndex = 0; uint startVertex = 0; for (int i = 0; i < shaderCount; i++) { MPlug shaderPlug = new MFnDependencyNode(shaders[i]).findPlug("surfaceShader"); MPlugArray plugArray = new MPlugArray(); shaderPlug.connectedTo(plugArray, true, false); string name = new MFnDependencyNode(plugArray[0].node).name; uint indexCount = shaderIndices[i].length; uint vertexCount = shaderVertexIndices[i].length; //Copy indices to SKLFile for (int j = 0; j < indexCount; j++) { this.Indices.Add((ushort)shaderIndices[i][j]); } this.Submeshes.Add(new SKNSubmesh(name, startVertex, vertexCount, startIndex, indexCount)); startIndex += indexCount; startVertex += vertexCount; } MGlobal.displayInfo("SKNFile:Create - Created SKN File"); }
public int[] SetFromSelection(MSelectionList selected = null) { selectedIndicesList.Clear(); if (selected == null) { // selected = BasicFunc.GetSelectedList(); } //List<MVector> positions = new List<MVector>(); MItSelectionList it_selectionList = new MItSelectionList(selected); for (; !it_selectionList.isDone; it_selectionList.next()) { MObject component = new MObject(); MDagPath item = new MDagPath(); it_selectionList.getDagPath(item, component); List <int> selectedIndcies = new List <int>(); Action <int> xx = (indice) => { selectedIndcies.Add(indice); }; switch (selectType) { case SelectType.Edge: { MItMeshEdge it_edges = new MItMeshEdge(item, component); for (; !it_edges.isDone; it_edges.next()) { selectedIndcies.Add(it_edges.index(0)); selectedIndcies.Add(it_edges.index(1)); } break; } case SelectType.Face: { MItMeshPolygon it_poly = new MItMeshPolygon(item, component); for (; !it_poly.isDone; it_poly.next()) { selectedIndcies.Add((int)it_poly.index()); } break; } case SelectType.Vert: { MItMeshVertex it_verts = new MItMeshVertex(item, component); for (; !it_verts.isDone; it_verts.next()) { selectedIndcies.Add(it_verts.index()); } break; } } selectedIndicesList.Add(selectedIndcies.ToArray()); } int[] resultCount = new int[selectedIndicesList.Count]; for (int i = 0; i < resultCount.Length; i++) { resultCount[i] = selectedIndicesList[i].Length; } return(resultCount); }
public void GetVerticeSelected() { var selected = MGlobal.activeSelectionList; var it = new MItSelectionList(selected,MFn.Type.kMeshVertComponent); MObject vertice=new MObject(); for(; !it.isDone; it.next()) { var path = new MDagPath(); it.getDagPath(path,vertice); MGlobal.displayInfo(path.fullPathName); if (!vertice.isNull) { MItMeshVertex itvertex = new MItMeshVertex(path, vertice); for (; !itvertex.isDone; itvertex.next()) { int index= itvertex.index(); MGlobal.displayInfo(index.ToString()+"\n"); } } } }