예제 #1
0
        private void setJointWeight(int tagPos, BaseObject op2, PointObject pObj)
        {
            BaseTag      t              = op2.GetTag(C4dApi.Tpointselection, tagPos);
            SelectionTag st             = (SelectionTag)op2.GetTag(C4dApi.Tpolygonselection);
            BaseSelect   SelectedPoints = st.GetBaseSelect();

            if (t.GetName() == null)
            {
            }
            else
            {
                string selectioname = t.GetName();
                for (int j = 0; j < this.wtagGlob.GetJointCount(); j++)
                {
                    if (selectioname == this.wtagGlob.GetName())
                    {
                        for (int i = 0; i < pObj.GetPointCount(); i++)
                        {
                            if (SelectedPoints.IsSelected(i))
                            {
                                this.wtagGlob.SetWeight(1, i, 0.04);
                                setJointWeight(tagPos + 1, op2, pObj);
                                //C4dApi.GePrint("Der Punkt mit dem Index " + i + " ist selektiert");
                            }
                        }
                    }
                }
            }
        }
예제 #2
0
        /// <summary>

        /// This method tries to make the best out of C4Ds seldom relationship between objects with
        /// multiple materials which can or can not be restricted to polygon selections and one or more UV sets.
        /// But there are unhandled cases:
        /// Multple UV tags are not supported. Overlapping polygon selections are probably handled differently.
        /// The awkward side effects when changing the tags' order in C4D are not reproduced.
        /// </summary>
        /// <param name="ob"></param>
        /// <param name="snc"></param>


        private void VisitObject(BaseObject ob, SceneNodeContainer snc)
        {
            Collection <TextureTag>           textureTags   = new Collection <TextureTag>();
            Dictionary <string, SelectionTag> selectionTags = new Dictionary <string, SelectionTag>();
            UVWTag      uvwTag    = null;
            CAWeightTag weightTag = null;

            // SCRATCH
            // var targetComponent = new TargetComponent {ExtraInfo = aStr, Radius = anInt};
            // snc.AddComponent(targetComponent);

            // Iterate over the object's tags
            for (BaseTag tag = ob.GetFirstTag(); tag != null; tag = tag.GetNext())
            {
                // GeneralTag
                if (1036156 == tag.GetTypeC4D())
                {
                    var    di    = tag.GetDataInstance();
                    int    anInt = di.GetInt32(10000);
                    string aStr  = di.GetString(10001);
                    Logger.Debug("Found a GeneralTag with TheInt=" + anInt + " and TheString = \"" + aStr + "\"");
                    // var targetComponent = new TargetComponent {ExtraInfo = aStr, Radius = anInt};
                    // snc.AddComponent(targetComponent);
                }

                // CAWeightTag - Save data to create the weight list later
                CAWeightTag wTag = tag as CAWeightTag;
                if (wTag != null)
                {
                    weightTag = wTag;
                    continue;
                }

                // TextureTag (Material - there might be more than one)
                TextureTag tex = tag as TextureTag;
                if (tex != null)
                {
                    textureTags.Add(tex);
                    continue;
                }
                // UVWTag - the texutre coordinates. We handle only one
                UVWTag uvw = tag as UVWTag;
                if (uvw != null)
                {
                    if (uvwTag == null)
                    {
                        uvwTag = uvw;
                    }
                    else
                    {
                        Logger.Error("Object " + ob.GetName() + " contains more than one uv-coordinates-tag. Cannot handle this. Only the first texture tag will be recognized.");
                    }
                    continue;
                }
                // Selection tag. Only recognize the polygon selections as they might be referenced in a TextureTag
                SelectionTag selection  = tag as SelectionTag;
                string       selTagName = tag.GetName();
                if (selection != null && selection.GetTypeC4D() == C4dApi.Tpolygonselection && !string.IsNullOrEmpty(selTagName))    // One Type and three TypeIDs - You C4D programmer guys really suck
                {
                    selectionTags[selTagName] = selection;
                }
                // XPresso Tags - TBD
                XPressoTag xPresso = tag as XPressoTag;
                if (xPresso != null)
                {
                    // Handle XPresso tag
                    continue;
                }
            }

            TextureTag lastUnselectedTag = null;
            Collection <KeyValuePair <SelectionTag, TextureTag> > texSelList = new Collection <KeyValuePair <SelectionTag, TextureTag> >(); // Abused KeyValuePair. Should have been Pair...

            // Now iterate over the textureTags
            foreach (TextureTag texture in textureTags)
            {
                string selRef = "";
                using (BaseContainer texData = texture.GetData())
                {
                    selRef = texData.GetString(C4dApi.TEXTURETAG_RESTRICTION);
                }
                if (string.IsNullOrEmpty(selRef))
                {
                    // This material is not restricted to any polygon selection
                    lastUnselectedTag = texture;
                }
                else
                {
                    SelectionTag sel;
                    if (selectionTags.TryGetValue(selRef, out sel))
                    {
                        texSelList.Add(new KeyValuePair <SelectionTag, TextureTag>(sel, texture));
                    }
                }
            }

            // At this point we have the last texture tag not restricted to a seletion. This will become the Material of this FuseeObjectContainer
            // no matter if this object contains geometry or not
            if (lastUnselectedTag != null)
            {
                AddComponent(snc, GetMaterial(lastUnselectedTag));
            }

            // Further processing only needs to take place if the object contains any geometry at all.
            PolygonObject polyOb = ob as PolygonObject;

            // Check whether the object contains an unpolygonized mesh
            if (polyOb == null)
            {
                polyOb = ob.GetCache(null) as PolygonObject;
            }

            if (polyOb != null)
            {
                float3[] normalOb = polyOb.CreatePhongNormals();

                // Initialize the polygon index set
                int           nPolys   = polyOb.GetPolygonCount();
                HashSet <int> polyInxs = new HashSet <int>();
                for (int i = 0; i < nPolys; i++)
                {
                    polyInxs.Add(i);
                }

                foreach (KeyValuePair <SelectionTag, TextureTag> texSelItem in texSelList)
                {
                    HashSet <int> polyInxsSubset = new HashSet <int>();
                    BaseSelect    bs             = texSelItem.Key.GetBaseSelect();
                    int           nSegments      = bs.GetSegments();
                    for (int iSeg = 0; iSeg < nSegments; iSeg++)
                    {
                        int from = bs.GetRangeA(iSeg);
                        int to   = bs.GetRangeB(iSeg);
                        for (int iSel = from; iSel <= to; iSel++)
                        {
                            polyInxs.Remove(iSel);
                            polyInxsSubset.Add(iSel);
                        }
                    }

                    // Now generate Polygons for this subset
                    if (polyInxsSubset.Count > 0)
                    {
                        if (snc.Children == null)
                        {
                            snc.Children = new List <SceneNodeContainer>();
                        }

                        SceneNodeContainer subSnc = new SceneNodeContainer();

                        AddComponent(subSnc, new TransformComponent()
                        {
                            Translation = new float3(0, 0, 0),
                            Rotation    = new float3(0, 0, 0),
                            Scale       = new float3(1, 1, 1)
                        });

                        AddComponent(subSnc, GetMaterial(texSelItem.Value));
                        subSnc.Name = snc.Name + "_" + texSelItem.Key.GetName();
                        AddComponent(subSnc, GetMesh(polyOb, normalOb, uvwTag, polyInxsSubset));
                        _weightManager.AddWeightData(subSnc, polyOb, weightTag, polyInxsSubset);

                        snc.Children.Add(subSnc);
                    }
                }

                // The remaining polygons directly go into the original mesh

                AddComponent(snc, GetMesh(polyOb, normalOb, uvwTag, polyInxs));
                _weightManager.AddWeightData(snc, polyOb, weightTag, polyInxs);
            }
            else if (ob.GetTypeC4D() == C4dApi.Olight)
            {
                using (BaseContainer lightData = ob.GetData())
                    // Just for debugging purposes
                    for (int i = 0, id = 0; -1 != (id = lightData.GetIndexId(i)); i++)
                    {
                        if (lightData.GetTypeC4D(id) == C4dApi.DA_LONG)
                        {
                            int iii = lightData.GetInt32(id);
                        }
                        if (lightData.GetTypeC4D(id) == C4dApi.DA_REAL)
                        {
                            double d = lightData.GetFloat(id);
                        }
                        else if (lightData.GetTypeC4D(id) == C4dApi.DA_VECTOR)
                        {
                            double3 v = lightData.GetVector(id);
                        }
                    }
                ;
            }
        }
예제 #3
0
        //wird aufgerufen, wenn ein Event ausgeführt wurde
        //TODO: Override gelöscht - DS
        public bool OnDescriptionCommand(GeListNode node, DescriptionCommand desc)
        {
            long button = desc.id.GetAt(0).id;

            //BaseList2D ObjSelector = bc.GetLink(SKELETT_OBJ_AUSWAHL, doc);
            switch (button)
            {
            case SKELETT_BTN_CREATE:
                BaseContainer b           = GetDataInstance(node);
                BaseDocument  doc         = C4dApi.GetActiveDocument();
                BaseList2D    ObjSelector = b.GetLink(SKELETT_OBJ_AUSWAHL, doc);
                /*Eingeforene Selektion Auswählen vom Typ Polygon ENDE*/
                if (ObjSelector == null)
                {
                    C4dApi.MessageDialog("Bitte wählen Sie zuerst ein Polygonobjekt aus, bevor Sie ein Biped erstellen!");
                }
                else
                {
                    long skelett = b.GetInt64(SKELETT_TYPE);
                    if (skelett == 3)
                    {
                        this.makeAnimalJoints(node, desc);
                    }
                    else
                    {
                        this.makeJoints(node, desc);
                    }
                }
                // C4dApi.GePrint("Der button Erstellen wurde gedrück "+objSe.GetNodeID()+objSe.GetName());
                //ObjSe.GetName() liefert den namen des Selektierten Objekts zurück.
                break;

            case SKELETT_WICHTUNG_BTN:
                /*Eingefrorene Selektion Auswählen vom Typ Polygon START*/
                BaseContainer b2   = GetDataInstance(node);
                BaseDocument  doc2 = C4dApi.GetActiveDocument();
                BaseObject    op2  = b2.GetObjectLink(SKELETT_OBJ_AUSWAHL, doc2);
                BaseTag       t    = op2.GetTag(C4dApi.Tpolygonselection);
                //string selekname = t.GetName();
                //BaseTag t2 = op2.GetTag(C4dApi.Tpolygonselection,1);
                //if (op2.GetTag(C4dApi.Tpolygonselection,2)==null)
                //{ }
                //C4dApi.GePrint(" blubb " + t2.GetName() + " der name der vorherigen Selektion lautet: " + selekname);
                //C4dApi.GePrint(" blubb  der name der vorherigen Selektion lautet: " + selekname);
                //BaseObject j = this.wtagGlob.GetJoint(1, doc2);
                //C4dApi.GePrint("Knochenname "+j.GetName());
                //string joinName = j.GetName();
                //if (joinName == selekname)
                //{
                //    C4dApi.GePrint("stimmen ueberein");
                //}
                //SelectionTag st = SelectionTag.Alloc(C4dApi.Tpolygonselection);
                //BaseSelect sel = st.GetBaseSelect();
                //sel.Select(t.GetNodeID);
                BaseTag joints = op2.GetTag(C4dApi.Tweights);
                //this.wtagGlob = joints.Get
                C4dApi.GePrint("wichtung setzen bones anzahl: " + this.wtagGlob.GetJointCount());
                //Punkte der PolygonSelektion abrufen
                //int pt = op2.GetTagDataCount(C4dApi.Tpolygonselection);
                //C4dApi.GePrint("Anzahl der Punkte : " + pt);
                //doc2.SetActiveObject(b2.GetObjectLink(SKELETT_OBJ_AUSWAHL, doc2));
                SelectionTag st = SelectionTag.Alloc(C4dApi.Tpointselection);
                BaseSelect   bs = st.GetBaseSelect();

                PointObject pObj = PointObject.GetPointObject(op2);
                //pObj.GetPointS();
                //for (int i = 0; i < pObj.GetPointCount(); i++)
                //{

                //}
                C4dApi.GePrint("test" + bs.Select(0));
                bs.Select(0);
                BaseSelect SelectedPoints = pObj.GetPointS();
                //for (BaseTag pointTag = op2.GetFirstTag(); pointTag; pointTag = pointTag.GetNext())
                //{
                //    desc.id.GetAt(0).id = 1000;
                //    pointTag.Message(C4dApi.MSG_DESCRIPTION_COMMAND, desc);
                //}
                BaseTag btA = doc2.GetActiveTag();
                C4dApi.GePrint("TypeName : " + btA.GetTypeName() + " Name " + btA.GetName());
                if (btA.GetTypeC4D() == C4dApi.Tpolygonselection)
                {
                    for (int j = 0; j < wtagGlob.GetJointCount(); j++)
                    {
                        BaseObject JointName = wtagGlob.GetJoint(j, doc2);
                        if (btA.GetName() == JointName.GetName())
                        {
                            for (int i = 0; i < pObj.GetPointCount(); i++)
                            {
                                if (SelectedPoints.IsSelected(i))
                                {
                                    this.wtagGlob.SetWeight(j, i, 0.04);
                                    C4dApi.GePrint("Der Punkt mit dem Index " + i + " ist selektiert");
                                }
                            }
                        }
                    }
                }
                else
                {
                }
                //C4dApi.GePrint("anzahl der pt " + pObj.GetPointCount());
                //pObj.SetPointAt(1, new Vector3D(1, 2, 3));
                //XPressoTag xt = XPressoTag.Alloc();
                //xt = (BaseSelect)t;
                //  this.wtagGlob.SetWeight(1, 2, 1.0/100);  //Setweeight 1.0 == 100 entspricht 0.42 == 42.0 entspricht Deshalb ist es einfacher direkt durch hundert zu teilen



                break;
            }
            return(true);
        }