Пример #1
0
        //
        // Description
        //
        //    Returns offsets for the given components to be used my the
        //    move tool in normal/u/v mode.
        //
        // Arguments
        //
        //    component - components to calculate offsets for
        //    direction - array of offsets to be filled
        //    mode      - the type of offset to be calculated
        //    normalize - specifies whether the offsets should be normalized
        //
        // Returns
        //
        //    true if the offsets could be calculated, false otherwise
        //
        // Support the move tools normal/u/v mode (components)
        //
        public override bool vertexOffsetDirection( MObject component,
            MVectorArray direction,
            MVertexOffsetMode mode,
            bool normalize)
        {
            bool offsetOkay = false ;

            MFnSingleIndexedComponent fnComp = new MFnSingleIndexedComponent( component );
            if ( component.apiType != MFn.Type.kMeshVertComponent ) {
                return false;
            }

            offsetOkay = true ;

            apiMeshGeom geomPtr = meshGeom();
            if ( null == geomPtr ) {
                return false;
            }

            // For each vertex add the appropriate offset
            //
            int count = fnComp.elementCount;
            for ( int idx=0; idx<count; idx++ )
            {
                MVector normal = geomPtr.normals[ fnComp.element(idx) ];

                if( mode == MVertexOffsetMode.kNormal ) {
                    if( normalize ) normal.normalize() ;
                    direction.append( normal );
                }
                else {
                    // Construct an orthonormal basis from the normal
                    // uAxis, and vAxis are the new vectors.
                    //
                    MVector uAxis = new MVector();
                    MVector vAxis = new MVector();
                    uint i, j, k;
                    double a;
                    normal.normalize();

                    i = 0;
                    a = Math.Abs( normal[0] );
                    if ( a < Math.Abs(normal[1]) )
                    {
                        i = 1;
                        a = Math.Abs(normal[1]);
                    }

                    if ( a < Math.Abs(normal[2]) )
                    {
                        i = 2;
                    }

                    j = (i+1)%3;
                    k = (j+1)%3;

                    a = Math.Sqrt(normal[i]*normal[i] + normal[j]*normal[j]);
                    uAxis[i] = -normal[j]/a;
                    uAxis[j] = normal[i]/a;
                    uAxis[k] = 0.0;
                    vAxis = normal.crossProduct( uAxis );

                    if ( mode == MVertexOffsetMode.kUTangent ||
                         mode == MVertexOffsetMode.kUVNTriad )
                    {
                        if( normalize ) uAxis.normalize() ;
                        direction.append( uAxis );
                    }

                    if ( mode == MVertexOffsetMode.kVTangent ||
                         mode == MVertexOffsetMode.kUVNTriad )
                    {
                        if( normalize ) vAxis.normalize() ;
                        direction.append( vAxis );
                    }

                    if ( mode == MVertexOffsetMode.kUVNTriad ) {
                        if( normalize ) normal.normalize() ;
                        direction.append( normal );
                    }
                }
            }

            return offsetOkay;
        }
Пример #2
0
        //
        // Description
        //
        //    Converts the given component values into a selection list of plugs.
        //    This method is used to map components to attributes.
        //
        // Arguments
        //
        //    component - the component to be translated to a plug/attribute
        //    list      - a list of plugs representing the passed in component
        //
        public override void componentToPlugs(MObject component, MSelectionList list)
        {
            if ( component.hasFn(MFn.Type.kSingleIndexedComponent) ) {

                MFnSingleIndexedComponent fnVtxComp = new MFnSingleIndexedComponent( component );
                MObject thisNode = thisMObject();
                MPlug plug = new MPlug( thisNode, mControlPoints );
                // If this node is connected to a tweak node, reset the
                // plug to point at the tweak node.
                //
                convertToTweakNodePlug(plug);

                int len = fnVtxComp.elementCount;

                for ( int i = 0; i < len; i++ )
                {
                    plug.selectAncestorLogicalIndex((uint)fnVtxComp.element(i), plug.attribute);
                    list.add(plug);
                }
            }
        }
Пример #3
0
        //
        // Description
        //
        //    Transforms the given components. This method is used by
        //    the move, rotate, and scale tools in component mode.
        //    The bounding box has to be updated here, so do the normals and
        //    any other attributes that depend on vertex positions.
        //
        // Arguments
        //    mat           - matrix to transform the components by
        //    componentList - list of components to be transformed,
        //                    or an empty list to indicate the whole surface
        //    cachingMode   - how to use the supplied pointCache
        //    pointCache    - if non-null, save or restore points from this list base
        //                      on the cachingMode
        //
        public override void transformUsing(MMatrix mat,
            MObjectArray componentList,
            MVertexCachingMode cachingMode,
            MPointArray pointCache)
        {
            apiMeshGeom geomPtr = meshGeom();

            bool savePoints = (cachingMode == MVertexCachingMode.kSavePoints);
            int i = 0, j = 0;
            uint len = componentList.length;

            if (cachingMode == MVertexCachingMode.kRestorePoints) {
                // restore the points based on the data provided in the pointCache attribute
                //
                uint cacheLen = pointCache.length;
                if (len > 0) {
                    // traverse the component list
                    //
                    for ( i = 0; i < len && j < cacheLen; i++ )
                    {
                        MObject comp = componentList[i];
                        MFnSingleIndexedComponent fnComp = new MFnSingleIndexedComponent( comp );
                        int elemCount = fnComp.elementCount;
                        for ( int idx=0; idx<elemCount && j < cacheLen; idx++, ++j ) {
                            int elemIndex = fnComp.element( idx );
                            geomPtr.vertices[elemIndex] = pointCache[j];
                        }
                    }
                } else {
                    // if the component list is of zero-length, it indicates that we
                    // should transform the entire surface
                    //
                    len = geomPtr.vertices.length;
                    for ( int idx = 0; idx < len && j < cacheLen; ++idx, ++j ) {
                        geomPtr.vertices[idx] = pointCache[j];
                    }
                }
            } else {
                // Transform the surface vertices with the matrix.
                // If savePoints is true, save the points to the pointCache.
                //
                if (len > 0) {
                    // Traverse the componentList
                    //
                    for ( i=0; i<len; i++ )
                    {
                        MObject comp = componentList[i];
                        MFnSingleIndexedComponent fnComp = new MFnSingleIndexedComponent( comp );
                        uint elemCount = (uint)fnComp.elementCount;

                        if (savePoints && 0 == i) {
                            pointCache.sizeIncrement = elemCount;
                        }
                        for ( int idx=0; idx<elemCount; idx++ )
                        {
                            int elemIndex = fnComp.element( (int)idx );
                            if (savePoints) {
                                pointCache.append(geomPtr.vertices[elemIndex]);
                            }

                            geomPtr.vertices[elemIndex].multiplyEqual( mat );
                            geomPtr.normals[idx] = geomPtr.normals[idx].transformAsNormal( mat );
                        }
                    }
                } else {
                    // If the component list is of zero-length, it indicates that we
                    // should transform the entire surface
                    //
                    len = geomPtr.vertices.length;
                    if (savePoints) {
                        pointCache.sizeIncrement = len;
                    }
                    for ( int idx = 0; idx < len; ++idx ) {
                        if (savePoints) {
                            pointCache.append(geomPtr.vertices[idx]);
                        }
                        geomPtr.vertices[idx].multiplyEqual( mat );
                        geomPtr.normals[idx] = geomPtr.normals[idx].transformAsNormal( mat );

                    }
                }
            }
            // Retrieve the value of the cached surface attribute.
            // We will set the new geometry data into the cached surface attribute
            //
            // Access the datablock directly. This code has to be efficient
            // and so we bypass the compute mechanism completely.
            // NOTE: In general we should always go though compute for getting
            // and setting attributes.
            //
            MDataBlock datablock = _forceCache();

            MDataHandle cachedHandle = datablock.outputValue( cachedSurface );
            apiMeshData cached = cachedHandle.asPluginData as apiMeshData;

            MDataHandle dHandle = datablock.outputValue( mControlPoints );

            // If there is history then calculate the tweaks necessary for
            // setting the final positions of the vertices.
            //
            if ( hasHistory() && (null != cached) ) {
                // Since the shape has history, we need to store the tweaks (deltas)
                // between the input shape and the tweaked shape in the control points
                // attribute.
                //
                buildControlPoints( datablock, (int)geomPtr.vertices.length );

                MArrayDataHandle cpHandle = new MArrayDataHandle( dHandle );

                // Loop through the component list and transform each vertex.
                //
                for ( i=0; i<len; i++ )
                {
                    MObject comp = componentList[i];
                    MFnSingleIndexedComponent fnComp = new MFnSingleIndexedComponent( comp );
                    int elemCount = fnComp.elementCount;
                    for ( int idx=0; idx<elemCount; idx++ )
                    {
                        int elemIndex = fnComp.element( idx );
                        cpHandle.jumpToElement( (uint)elemIndex );
                        MDataHandle pntHandle = cpHandle.outputValue();
                        double[] pnt = pntHandle.Double3;

                        MPoint oldPnt = cached.fGeometry.vertices[elemIndex];
                        MPoint newPnt = geomPtr.vertices[elemIndex];
                        MVector offset = newPnt.minus( oldPnt );

                        pnt[0] += offset[0];
                        pnt[1] += offset[1];
                        pnt[2] += offset[2];

                        pntHandle.Double3 = pnt;
                    }
                }
            }

            // Copy outputSurface to cachedSurface
            //
            if ( null == cached ) {
                MGlobal.displayInfo("NULL cachedSurface data found");
            }
            else {
                cached.fGeometry = geomPtr;
            }

            MPlug pCPs = new MPlug( thisMObject(), mControlPoints );
            pCPs.setValue(dHandle);

            // Moving vertices will likely change the bounding box.
            //
            computeBoundingBox( datablock );

            // Tell Maya the bounding box for this object has changed
            // and thus "boundingBox()" needs to be called.
            //
            childChanged( MChildChanged.kBoundingBoxChanged );
        }
Пример #4
0
        //
        // Description
        //
        //    Transforms the given components. This method is used by
        //    the move, rotate, and scale tools in component mode when the
        //    tweaks for the shape are stored on a separate tweak node.
        //    The bounding box has to be updated here, so do the normals and
        //    any other attributes that depend on vertex positions.
        //
        // Arguments
        //    mat           - matrix to transform the components by
        //    componentList - list of components to be transformed,
        //                    or an empty list to indicate the whole surface
        //    cachingMode   - how to use the supplied pointCache
        //    pointCache    - if non-null, save or restore points from this list base
        //                      on the cachingMode
        //    handle	    - handle to the attribute on the tweak node where the
        //                      tweaks should be stored
        //
        public override void tweakUsing( MMatrix mat,
            MObjectArray componentList,
            MVertexCachingMode cachingMode,
            MPointArray pointCache,
            MArrayDataHandle handle)
        {
            apiMeshGeom geomPtr = meshGeom();

            bool savePoints    = (cachingMode == MVertexCachingMode.kSavePoints);
            bool updatePoints  = (cachingMode == MVertexCachingMode.kUpdatePoints);

            MArrayDataBuilder builder = handle.builder();

            MPoint delta = new MPoint();
            MPoint currPt = new MPoint();
            MPoint newPt = new MPoint();
            int i=0;
            uint len = componentList.length;
            int cacheIndex = 0;
            uint cacheLen = (null != pointCache) ? pointCache.length : 0;

            if (cachingMode == MVertexCachingMode.kRestorePoints) {
                // restore points from the pointCache
                //
                if (len > 0) {
                    // traverse the component list
                    //
                    for ( i=0; i<len; i++ )
                    {
                        MObject comp = componentList[i];
                        MFnSingleIndexedComponent fnComp = new MFnSingleIndexedComponent( comp );
                        int elemCount = fnComp.elementCount;
                        for ( int idx=0; idx<elemCount && cacheIndex < cacheLen; idx++, cacheIndex++) {
                            int elemIndex = fnComp.element( idx );
                            MDataHandle hdl = builder.addElement((uint)elemIndex);
                            double[] pt = hdl.Double3;
                            MPoint cachePt = pointCache[cacheIndex];
                            pt[0] += cachePt.x;
                            pt[1] += cachePt.y;
                            pt[2] += cachePt.z;
                            hdl.Double3 = pt;
                        }
                    }
                } else {
                    // if the component list is of zero-length, it indicates that we
                    // should transform the entire surface
                    //
                    len = geomPtr.vertices.length;
                    for ( uint idx = 0; idx < len && idx < cacheLen; ++idx ) {
                        MDataHandle hdl = builder.addElement(idx);
                        double[] pt = hdl.Double3;
                        MPoint cachePt = pointCache[cacheIndex];
                        pt[0] += cachePt.x;
                        pt[1] += cachePt.y;
                        pt[2] += cachePt.z;
                        hdl.Double3 = pt;
                    }
                }
            } else {
                // Tweak the points. If savePoints is true, also save the tweaks in the
                // pointCache. If updatePoints is true, add the new tweaks to the existing
                // data in the pointCache.
                //
                if (len > 0) {
                    for ( i=0; i<len; i++ )
                    {
                        MObject comp = componentList[i];
                        MFnSingleIndexedComponent fnComp = new MFnSingleIndexedComponent( comp );
                        int elemCount = fnComp.elementCount;
                        if (savePoints) {
                            pointCache.sizeIncrement = (uint)elemCount;
                        }
                        for ( int idx=0; idx<elemCount; idx++ )
                        {
                            int elemIndex = fnComp.element( idx );
                            MDataHandle hdl = builder.addElement((uint)elemIndex);
                            double[] pt = hdl.Double3;
                            currPt = newPt = geomPtr.vertices[elemIndex];
                            newPt.multiplyEqual( mat );
                            delta.x = newPt.x - currPt.x;
                            delta.y = newPt.y - currPt.y;
                            delta.z = newPt.z - currPt.z;
                            pt[0] += delta.x;
                            pt[1] += delta.y;
                            pt[2] += delta.z;
                            hdl.Double3 = pt;
                            if (savePoints) {
                                // store the points in the pointCache for undo
                                //
                                pointCache.append(delta*(-1.0));
                            } else if (updatePoints && cacheIndex < cacheLen) {
                                MPoint cachePt = pointCache[cacheIndex];
                                cachePt[0] -= delta.x;
                                cachePt[1] -= delta.y;
                                cachePt[2] -= delta.z;
                                cacheIndex++;
                            }
                        }
                    }
                } else {
                    // if the component list is of zero-length, it indicates that we
                    // should transform the entire surface
                    //
                    len = geomPtr.vertices.length;
                    if (savePoints) {
                        pointCache.sizeIncrement = len;
                    }
                    for ( int idx = 0; idx < len; ++idx ) {
                        MDataHandle hdl = builder.addElement((uint)idx);
                        double[] pt = hdl.Double3;
                        currPt = newPt = geomPtr.vertices[idx];
                        newPt.multiplyEqual( mat );
                        delta.x = newPt.x - currPt.x;
                        delta.y = newPt.y - currPt.y;
                        delta.z = newPt.z - currPt.z;
                        pt[0] += delta.x;
                        pt[1] += delta.y;
                        pt[2] += delta.z;
                        hdl.Double3 = pt;
                        if (savePoints) {
                            // store the points in the pointCache for undo
                            //
                            pointCache.append(delta*-1.0);
                        } else if (updatePoints && idx < cacheLen) {
                            MPoint cachePt = pointCache[idx];
                            cachePt[0] -= delta.x;
                            cachePt[1] -= delta.y;
                            cachePt[2] -= delta.z;
                        }
                    }
                }
            }
            // Set the builder into the handle.
            //
            handle.set(builder);

            // Tell Maya the bounding box for this object has changed
            // and thus "boundingBox()" needs to be called.
            //
            childChanged( MChildChanged.kBoundingBoxChanged );
        }
Пример #5
0
		public override void componentToPlugs(MObject component, MSelectionList list)
		//
		// Description
		//
		//    Converts the given component values into a selection list of plugs.
		//    This method is used to map components to attributes.
		//
		// Arguments
		//
		//    component - the component to be translated to a plug/attribute
		//    list      - a list of plugs representing the passed in component
		//
		{
			if ( component.hasFn(MFn.Type.kSingleIndexedComponent) ) {

				MFnSingleIndexedComponent fnVtxComp = new MFnSingleIndexedComponent( component );
				MObject thisNode = thisMObject();
				MPlug plug = new MPlug( thisNode, mControlPoints );
				// If this node is connected to a tweak node, reset the
				// plug to point at the tweak node.
				//
				convertToTweakNodePlug(plug);

				int len = fnVtxComp.elementCount;

				for ( int i = 0; i < len; i++ )
				{
					plug.selectAncestorLogicalIndex((uint)fnVtxComp.element(i), plug.attribute);
					list.add(plug);
				}
			}
		}
Пример #6
0
		public override void tweakUsing( MMatrix mat,
										 MObjectArray componentList,
										 MVertexCachingMode cachingMode,
										 MPointArray pointCache,
										 MArrayDataHandle handle )
		//
		// Description
		//
		//    Transforms the given components. This method is used by
		//    the move, rotate, and scale tools in component mode when the
		//    tweaks for the shape are stored on a separate tweak node.
		//    The bounding box has to be updated here, so do the normals and
		//    any other attributes that depend on vertex positions.
		//
		// Arguments
		//    mat           - matrix to transform the components by
		//    componentList - list of components to be transformed,
		//                    or an empty list to indicate the whole surface
		//    cachingMode   - how to use the supplied pointCache
		//    pointCache    - if non-null, save or restore points from this list base
		//					  on the cachingMode
		//    handle	    - handle to the attribute on the tweak node where the
		//					  tweaks should be stored
		//
		{
			apiMeshGeom geomPtr = meshGeom();

			bool savePoints    = (cachingMode == MVertexCachingMode.kSavePoints);
			bool updatePoints  = (cachingMode == MVertexCachingMode.kUpdatePoints);

			MArrayDataBuilder builder = handle.builder();

			MPoint delta = new MPoint();
			MPoint currPt = new MPoint();
			MPoint newPt = new MPoint();
			int i=0;
			uint len = componentList.length;
			int cacheIndex = 0;
			uint cacheLen = (null != pointCache) ? pointCache.length : 0;

			if (cachingMode == MVertexCachingMode.kRestorePoints) {
				// restore points from the pointCache
				//
				if (len > 0) {
					// traverse the component list
					//
					for ( i=0; i<len; i++ )
					{
						MObject comp = componentList[i];
						MFnSingleIndexedComponent fnComp = new MFnSingleIndexedComponent( comp );
						int elemCount = fnComp.elementCount;
						for ( int idx=0; idx<elemCount && cacheIndex < cacheLen; idx++, cacheIndex++) {
							int elemIndex = fnComp.element( idx );
                            MDataHandle hdl = builder.addElement((uint)elemIndex);
							double[] pt = hdl.Double3;
							MPoint cachePt = pointCache[cacheIndex];
							pt[0] += cachePt.x;
							pt[1] += cachePt.y;
							pt[2] += cachePt.z;
                            hdl.Double3 = pt;
						}
					}
				} else {
					// if the component list is of zero-length, it indicates that we
					// should transform the entire surface
					//
					len = geomPtr.vertices.length;
					for ( uint idx = 0; idx < len && idx < cacheLen; ++idx ) {
                        MDataHandle hdl = builder.addElement(idx);
                        double[] pt = hdl.Double3;
						MPoint cachePt = pointCache[cacheIndex];
						pt[0] += cachePt.x;
						pt[1] += cachePt.y;
						pt[2] += cachePt.z;
                        hdl.Double3 = pt;
					}
				}
			} else {
				// Tweak the points. If savePoints is true, also save the tweaks in the
				// pointCache. If updatePoints is true, add the new tweaks to the existing
				// data in the pointCache.
				//
				if (len > 0) {
					for ( i=0; i<len; i++ )
					{
						MObject comp = componentList[i];
						MFnSingleIndexedComponent fnComp = new MFnSingleIndexedComponent( comp );
						int elemCount = fnComp.elementCount;
						if (savePoints) {
							pointCache.sizeIncrement = (uint)elemCount;
						}
						for ( int idx=0; idx<elemCount; idx++ )
						{
							int elemIndex = fnComp.element( idx );
                            MDataHandle hdl = builder.addElement((uint)elemIndex);
							double[] pt = hdl.Double3;
							currPt = newPt = geomPtr.vertices[elemIndex];
							newPt.multiplyEqual( mat );
							delta.x = newPt.x - currPt.x;
							delta.y = newPt.y - currPt.y;
							delta.z = newPt.z - currPt.z;
							pt[0] += delta.x;
							pt[1] += delta.y;
							pt[2] += delta.z;
                            hdl.Double3 = pt;
							if (savePoints) {
								// store the points in the pointCache for undo
								//
								pointCache.append(delta*(-1.0));
							} else if (updatePoints && cacheIndex < cacheLen) {
								MPoint cachePt = pointCache[cacheIndex];
								cachePt[0] -= delta.x;
								cachePt[1] -= delta.y;
								cachePt[2] -= delta.z;
								cacheIndex++;
							}
						}
					}
				} else {
					// if the component list is of zero-length, it indicates that we
					// should transform the entire surface
					//
					len = geomPtr.vertices.length;
					if (savePoints) {
						pointCache.sizeIncrement = len;
					}
					for ( int idx = 0; idx < len; ++idx ) {
                        MDataHandle hdl = builder.addElement((uint)idx);
						double[] pt = hdl.Double3;
						currPt = newPt = geomPtr.vertices[idx];
						newPt.multiplyEqual( mat );
						delta.x = newPt.x - currPt.x;
						delta.y = newPt.y - currPt.y;
						delta.z = newPt.z - currPt.z;
						pt[0] += delta.x;
						pt[1] += delta.y;
						pt[2] += delta.z;
                        hdl.Double3 = pt;
						if (savePoints) {
							// store the points in the pointCache for undo
							//
							pointCache.append(delta*-1.0);
						} else if (updatePoints && idx < cacheLen) {
							MPoint cachePt = pointCache[idx];
							cachePt[0] -= delta.x;
							cachePt[1] -= delta.y;
							cachePt[2] -= delta.z;
						}
					}
				}
			}
			// Set the builder into the handle.
			//
			handle.set(builder);

			// Tell Maya the bounding box for this object has changed
			// and thus "boundingBox()" needs to be called.
			//
			childChanged( MChildChanged.kBoundingBoxChanged );
		}
Пример #7
0
		// Support the move tools normal/u/v mode (components)
		//
		public override bool vertexOffsetDirection( MObject component,
													MVectorArray direction,
													MVertexOffsetMode mode,
													bool normalize )
		//
		// Description
		//
		//    Returns offsets for the given components to be used my the
		//    move tool in normal/u/v mode.
		//
		// Arguments
		//
		//    component - components to calculate offsets for
		//    direction - array of offsets to be filled
		//    mode      - the type of offset to be calculated
		//    normalize - specifies whether the offsets should be normalized
		//
		// Returns
		//
		//    true if the offsets could be calculated, false otherwise
		//
		{
			bool offsetOkay = false ;

			MFnSingleIndexedComponent fnComp = new MFnSingleIndexedComponent( component );
			if ( component.apiType != MFn.Type.kMeshVertComponent ) {
				return false;
			}

			offsetOkay = true ;

			apiMeshGeom geomPtr = meshGeom();
			if ( null == geomPtr ) {
				return false;
			}

			// For each vertex add the appropriate offset
			//
			int count = fnComp.elementCount;
			for ( int idx=0; idx<count; idx++ )
			{
				MVector normal = geomPtr.normals[ fnComp.element(idx) ];

				if( mode == MVertexOffsetMode.kNormal ) {
					if( normalize ) normal.normalize() ;
					direction.append( normal );
				}
				else {
					// Construct an orthonormal basis from the normal
					// uAxis, and vAxis are the new vectors.
					//
					MVector uAxis = new MVector();
					MVector vAxis = new MVector();
					uint i, j, k;
					double a;
					normal.normalize();

					i = 0;
					a = Math.Abs( normal[0] );
					if ( a < Math.Abs(normal[1]) )
					{
						i = 1;
						a = Math.Abs(normal[1]);
					}

					if ( a < Math.Abs(normal[2]) )
					{
						i = 2;
					}

					j = (i+1)%3;
					k = (j+1)%3;

					a = Math.Sqrt(normal[i]*normal[i] + normal[j]*normal[j]);
					uAxis[i] = -normal[j]/a;
					uAxis[j] = normal[i]/a;
					uAxis[k] = 0.0;
					vAxis = normal.crossProduct( uAxis );

					if ( mode == MVertexOffsetMode.kUTangent ||
						 mode == MVertexOffsetMode.kUVNTriad )
					{
						if( normalize ) uAxis.normalize() ;
						direction.append( uAxis );
					}

					if ( mode == MVertexOffsetMode.kVTangent ||
						 mode == MVertexOffsetMode.kUVNTriad )
					{
						if( normalize ) vAxis.normalize() ;
						direction.append( vAxis );
					}

					if ( mode == MVertexOffsetMode.kUVNTriad ) {
						if( normalize ) normal.normalize() ;
						direction.append( normal );
					}
				}
			}

			return offsetOkay;
		}
Пример #8
0
        //
        // Description:
        //
        //     Component (vertex) drawing routine
        //
        // Arguments:
        //
        //     request - request to be drawn
        //     view    - view to draw into
        //
        public void drawVertices( MDrawRequest request, M3dView view )
        {
            MDrawData data = request.drawData();
            apiMeshGeom geom = (apiMeshGeom)data.geometry();
            if (geom == null) return;

            view.beginGL();

            // Query current state so it can be restored
            //
            bool lightingWasOn = OpenGL.glIsEnabled(OpenGL.GL_LIGHTING) != 0;
            if ( lightingWasOn ) {
                OpenGL.glDisable(OpenGL.GL_LIGHTING);
            }
            float[] lastPointSize = new float[1];
            OpenGL.glGetFloatv(OpenGL.GL_POINT_SIZE, lastPointSize);

            // Set the point size of the vertices
            //
            OpenGL.glPointSize(POINT_SIZE);

            // If there is a component specified by the draw request
            // then loop over comp (using an MFnComponent class) and draw the
            // active vertices, otherwise draw all vertices.
            //
            MObject comp = request.component;
            if ( ! comp.isNull ) {
                MFnSingleIndexedComponent fnComponent = new MFnSingleIndexedComponent( comp );
                for ( int i=0; i<fnComponent.elementCount; i++ )
                {
                    int index = fnComponent.element( i );
                    OpenGL.glBegin(OpenGL.GL_POINTS);
                    MPoint vertex = geom.vertices[ index ];
                    OpenGL.glVertex3f((float)vertex[0],
                                (float)vertex[1],
                                (float)vertex[2] );
                    OpenGL.glEnd();

                    string annotation = index.ToString();
                    view.drawText( annotation, vertex );
                }
            }
            else {
                int vid = 0;
                for ( int i=0; i<geom.faceCount; i++ )
                {
                    OpenGL.glBegin(OpenGL.GL_POINTS);
                    for ( int v=0; v<geom.face_counts[i]; v++ )
                    {
                        MPoint vertex = geom.vertices[ geom.face_connects[vid++] ];
                        OpenGL.glVertex3f((float)vertex[0],
                                    (float)vertex[1],
                                    (float)vertex[2] );
                    }
                    OpenGL.glEnd();
                }
            }

            // Restore the state
            //
            if ( lightingWasOn ) {
                OpenGL.glEnable(OpenGL.GL_LIGHTING);
            }
            OpenGL.glPointSize(lastPointSize[0]);

            view.endGL();
        }
Пример #9
0
        public void drawVertices(MDrawRequest request, M3dView view)
        {
            MDrawData data = request.drawData();
            MVectorArray geom = data.geometry() as MVectorArray;

            view.beginGL();

            // Query current state so it can be restored
            //
            bool lightingWasOn = OpenGL.glIsEnabled(OpenGL.GL_LIGHTING) != 0 ? true : false;
            if (lightingWasOn)
            {
                OpenGL.glDisable(OpenGL.GL_LIGHTING);
            }
            float lastPointSize;
            getLastPointSize(out lastPointSize);

            // Set the point size of the vertices
            //
            OpenGL.glPointSize(POINT_SIZE);

            // If there is a component specified by the draw request
            // then loop over comp (using an MFnComponent class) and draw the
            // active vertices, otherwise draw all vertices.
            //
            MObject comp = request.component;
            if (!comp.isNull)
            {
                MFnSingleIndexedComponent fnComponent = new MFnSingleIndexedComponent(comp);
                for (int i = 0; i < fnComponent.elementCount; i++)
                {
                    int index = fnComponent.element(i);
                    OpenGL.glBegin(OpenGL.GL_POINTS);
                    MVector point = geom[index];
                    OpenGL.glVertex3f((float)point[0],
                                (float)point[1],
                                (float)point[2]);
                    OpenGL.glEnd();

                    MPoint mp = new MPoint(point);
                    view.drawText(String.Format("{0}", index), mp);
                }
            }
            else
            {
                for (int i = 0; i < geom.length; i++)
                {
                    OpenGL.glBegin(OpenGL.GL_POINTS);
                    MVector point = geom[i];
                    OpenGL.glVertex3f((float)point[0], (float)point[1], (float)point[2]);
                    OpenGL.glEnd();
                }
            }

            // Restore the state
            //
            if (lightingWasOn)
            {
                OpenGL.glEnable(OpenGL.GL_LIGHTING);
            }
            OpenGL.glPointSize(lastPointSize);

            view.endGL();
        }
Пример #10
0
        public void drawVertices(MDrawRequest request, M3dView view)
        //
        // Description:
        //
        //     Component (vertex) drawing routine
        //
        // Arguments:
        //
        //     request - request to be drawn
        //     view    - view to draw into
        //
        {
            MDrawData   data = request.drawData();
            apiMeshGeom geom = (apiMeshGeom)data.geometry();

            if (geom == null)
            {
                return;
            }

            view.beginGL();

            // Query current state so it can be restored
            //
            bool lightingWasOn = OpenGL.glIsEnabled(OpenGL.GL_LIGHTING) != 0;

            if (lightingWasOn)
            {
                OpenGL.glDisable(OpenGL.GL_LIGHTING);
            }
            float[] lastPointSize = new float[1];
            OpenGL.glGetFloatv(OpenGL.GL_POINT_SIZE, lastPointSize);

            // Set the point size of the vertices
            //
            OpenGL.glPointSize(POINT_SIZE);

            // If there is a component specified by the draw request
            // then loop over comp (using an MFnComponent class) and draw the
            // active vertices, otherwise draw all vertices.
            //
            MObject comp = request.component;

            if (!comp.isNull)
            {
                MFnSingleIndexedComponent fnComponent = new MFnSingleIndexedComponent(comp);
                for (int i = 0; i < fnComponent.elementCount; i++)
                {
                    int index = fnComponent.element(i);
                    OpenGL.glBegin(OpenGL.GL_POINTS);
                    MPoint vertex = geom.vertices[index];
                    OpenGL.glVertex3f((float)vertex[0],
                                      (float)vertex[1],
                                      (float)vertex[2]);
                    OpenGL.glEnd();

                    string annotation = index.ToString();
                    view.drawText(annotation, vertex);
                }
            }
            else
            {
                int vid = 0;
                for (int i = 0; i < geom.faceCount; i++)
                {
                    OpenGL.glBegin(OpenGL.GL_POINTS);
                    for (int v = 0; v < geom.face_counts[i]; v++)
                    {
                        MPoint vertex = geom.vertices[geom.face_connects[vid++]];
                        OpenGL.glVertex3f((float)vertex[0],
                                          (float)vertex[1],
                                          (float)vertex[2]);
                    }
                    OpenGL.glEnd();
                }
            }

            // Restore the state
            //
            if (lightingWasOn)
            {
                OpenGL.glEnable(OpenGL.GL_LIGHTING);
            }
            OpenGL.glPointSize(lastPointSize[0]);

            view.endGL();
        }
Пример #11
0
        public void drawVertices(MDrawRequest request, M3dView view)
        {
            MDrawData    data = request.drawData();
            MVectorArray geom = data.geometry() as MVectorArray;

            view.beginGL();

            // Query current state so it can be restored
            //
            bool lightingWasOn = OpenGL.glIsEnabled(OpenGL.GL_LIGHTING) != 0 ? true : false;

            if (lightingWasOn)
            {
                OpenGL.glDisable(OpenGL.GL_LIGHTING);
            }
            float lastPointSize;

            getLastPointSize(out lastPointSize);

            // Set the point size of the vertices
            //
            OpenGL.glPointSize(POINT_SIZE);

            // If there is a component specified by the draw request
            // then loop over comp (using an MFnComponent class) and draw the
            // active vertices, otherwise draw all vertices.
            //
            MObject comp = request.component;

            if (!comp.isNull)
            {
                MFnSingleIndexedComponent fnComponent = new MFnSingleIndexedComponent(comp);
                for (int i = 0; i < fnComponent.elementCount; i++)
                {
                    int index = fnComponent.element(i);
                    OpenGL.glBegin(OpenGL.GL_POINTS);
                    MVector point = geom[index];
                    OpenGL.glVertex3f((float)point[0],
                                      (float)point[1],
                                      (float)point[2]);
                    OpenGL.glEnd();

                    MPoint mp = new MPoint(point);
                    view.drawText(String.Format("{0}", index), mp);
                }
            }
            else
            {
                for (int i = 0; i < geom.length; i++)
                {
                    OpenGL.glBegin(OpenGL.GL_POINTS);
                    MVector point = geom[i];
                    OpenGL.glVertex3f((float)point[0], (float)point[1], (float)point[2]);
                    OpenGL.glEnd();
                }
            }

            // Restore the state
            //
            if (lightingWasOn)
            {
                OpenGL.glEnable(OpenGL.GL_LIGHTING);
            }
            OpenGL.glPointSize(lastPointSize);

            view.endGL();
        }