Пример #1
0
		private unsafe void apply(
		MDataBlock block,
		uint receptorSize,
		MDoubleArray magnitudeArray,
		MDoubleArray magnitudeOwnerArray,
		MVectorArray directionArray,
		MVectorArray directionOwnerArray,
		MVectorArray outputForce
		)
		//
		//      Compute output force for each particle.  If there exists the 
		//      corresponding per particle attribute, use the data passed from
		//      particle shape (stored in magnitudeArray and directionArray).  
		//      Otherwise, use the attribute value from the field.
		//
		{
			// get the default values
			MVector defaultDir = direction(block);
			double defaultMag = magnitude(block);
			uint magArraySize = magnitudeArray.length;
			uint dirArraySize = directionArray.length;
			uint magOwnerArraySize = magnitudeOwnerArray.length;
			uint dirOwnerArraySize = directionOwnerArray.length;
			uint numOfOwner = magOwnerArraySize;
			if (dirOwnerArraySize > numOfOwner)
				numOfOwner = dirOwnerArraySize;

			double m_magnitude = defaultMag;
			MVector m_direction = defaultDir;

			for (int ptIndex = 0; ptIndex < receptorSize; ptIndex++)
			{
				if (receptorSize == magArraySize)
					m_magnitude = magnitudeArray[ptIndex];
				if (receptorSize == dirArraySize)
					m_direction = directionArray[ptIndex];
				if (numOfOwner > 0)
				{
					for (int nthOwner = 0; nthOwner < numOfOwner; nthOwner++)
					{
						if (magOwnerArraySize == numOfOwner)
							m_magnitude = magnitudeOwnerArray[nthOwner];
						if (dirOwnerArraySize == numOfOwner)
							m_direction = directionOwnerArray[nthOwner];
						outputForce.append(m_direction * m_magnitude);
					}
				}
				else
				{
					outputForce.append(m_direction * m_magnitude);
				}
			}
		}
Пример #2
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 #3
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 #4
0
        //
        //      Compute output force for each particle.  If there exists the
        //      corresponding per particle attribute, use the data passed from
        //      particle shape (stored in magnitudeArray and directionArray).
        //      Otherwise, use the attribute value from the field.
        //
        private unsafe void apply(
            MDataBlock block,
            uint receptorSize,
            MDoubleArray magnitudeArray,
            MDoubleArray magnitudeOwnerArray,
            MVectorArray directionArray,
            MVectorArray directionOwnerArray,
            MVectorArray outputForce
            )
        {
            // get the default values
            MVector defaultDir = direction(block);
            double defaultMag = magnitude(block);
            uint magArraySize = magnitudeArray.length;
            uint dirArraySize = directionArray.length;
            uint magOwnerArraySize = magnitudeOwnerArray.length;
            uint dirOwnerArraySize = directionOwnerArray.length;
            uint numOfOwner = magOwnerArraySize;
            if (dirOwnerArraySize > numOfOwner)
                numOfOwner = dirOwnerArraySize;

            double m_magnitude = defaultMag;
            MVector m_direction = defaultDir;

            for (int ptIndex = 0; ptIndex < receptorSize; ptIndex++)
            {
                if (receptorSize == magArraySize)
                    m_magnitude = magnitudeArray[ptIndex];
                if (receptorSize == dirArraySize)
                    m_direction = directionArray[ptIndex];
                if (numOfOwner > 0)
                {
                    for (int nthOwner = 0; nthOwner < numOfOwner; nthOwner++)
                    {
                        if (magOwnerArraySize == numOfOwner)
                            m_magnitude = magnitudeOwnerArray[nthOwner];
                        if (dirOwnerArraySize == numOfOwner)
                            m_direction = directionOwnerArray[nthOwner];
                        outputForce.append(m_direction * m_magnitude);
                    }
                }
                else
                {
                    outputForce.append(m_direction * m_magnitude);
                }
            }
        }
Пример #5
0
		//
		// Description
		//
		//    Constructs a cube
		//
		public void buildCube(double cube_size, 
							  MPointArray pa,
							  MIntArray faceCounts, 
							  MIntArray faceConnects,
							  MVectorArray normals, 
							  apiMeshGeomUV uvs)
		{
			const int num_faces			= 6;
			const int num_face_connects	= 24;
			const double normal_value   = 0.5775;
			const int uv_count			= 14; 
	
			pa.clear();
			faceCounts.clear();
			faceConnects.clear();
			uvs.reset();

			pa.append( new MPoint( -cube_size, -cube_size, -cube_size ) );
			pa.append( new MPoint(  cube_size, -cube_size, -cube_size ) );
			pa.append( new MPoint(  cube_size, -cube_size,  cube_size ) );
			pa.append( new MPoint( -cube_size, -cube_size,  cube_size ) );
			pa.append( new MPoint( -cube_size,  cube_size, -cube_size ) );
			pa.append( new MPoint( -cube_size,  cube_size,  cube_size ) );
			pa.append( new MPoint(  cube_size,  cube_size,  cube_size ) );
			pa.append( new MPoint(  cube_size,  cube_size, -cube_size ) );

			normals.append( new MVector( -normal_value, -normal_value, -normal_value ) );
			normals.append( new MVector(  normal_value, -normal_value, -normal_value ) );
			normals.append( new MVector(  normal_value, -normal_value,  normal_value ) );
			normals.append( new MVector( -normal_value, -normal_value,  normal_value ) );
			normals.append( new MVector( -normal_value,  normal_value, -normal_value ) );
			normals.append( new MVector( -normal_value,  normal_value,  normal_value ) );
			normals.append( new MVector(  normal_value,  normal_value,  normal_value ) );
			normals.append( new MVector(  normal_value,  normal_value, -normal_value ) );

			// Define the UVs for the cube. 
			//
			float[] uv_pts = new float[uv_count*2] { 0.375f, 0.0f,
													 0.625f, 0.0f,
													 0.625f, 0.25f,
													 0.375f, 0.25f,
													 0.625f, 0.5f,
													 0.375f, 0.5f,
													 0.625f, 0.75f,
													 0.375f, 0.75f,
													 0.625f, 1.0f,
													 0.375f, 1.0f,
													 0.875f, 0.0f,
													 0.875f, 0.25f,
													 0.125f, 0.0f,
													 0.125f, 0.25f };

			// UV Face Vertex Id.
			//
			int[] uv_fvid = new int[num_face_connects]{ 0, 1, 2, 3, 
														3, 2, 4, 5, 
														5, 4, 6, 7, 
														7, 6, 8, 9, 
														1, 10, 11, 2, 
														12, 0, 3, 13 };

			int i;
			for ( i = 0; i < uv_count; i ++ ) {
				uvs.append_uv( uv_pts[i*2], uv_pts[i*2 + 1] ); 
			}
	
			for ( i = 0; i < num_face_connects; i ++ ) { 
				uvs.faceVertexIndex.append( uv_fvid[i] ); 
			}

			// Set up an array containing the number of vertices
			// for each of the 6 cube faces (4 vertices per face)
			//
			int[] face_counts = new int[num_faces]{ 4, 4, 4, 4, 4, 4 };

			for ( i=0; i<num_faces; i++ )
			{
				faceCounts.append( face_counts[i] );
			}

			// Set up and array to assign vertices from pa to each face 
			//
			int[] face_connects = new int[ num_face_connects ]{ 0, 1, 2, 3,
																4, 5, 6, 7,
																3, 2, 6, 5,
																0, 3, 5, 4,
																0, 4, 7, 1,
																1, 7, 6, 2 };
			for ( i=0; i<num_face_connects; i++ )
			{
				faceConnects.append( face_connects[i] );
			}
		}
Пример #6
0
		//
		// Description
		//
		//    Create circles of vertices starting with 
		//    the top pole ending with the bottom pole
		//
		public void buildSphere(double rad,
								int div,
								MPointArray vertices,
								MIntArray counts,
								MIntArray connects,
								MVectorArray normals,
								apiMeshGeomUV uvs)
		{
			double u = -Math.PI / 2.0;
			double v = -Math.PI;
			double u_delta = Math.PI / ((double)div); 
			double v_delta = 2 * Math.PI / ((double)div); 

			MPoint topPole = new MPoint( 0.0, rad, 0.0 );
			MPoint botPole = new MPoint( 0.0, -rad, 0.0 );

			// Build the vertex and normal table
			//
			vertices.append( botPole );
			normals.append( botPole.minus(MPoint.origin) );
			int i;
			for ( i=0; i<(div-1); i++ )
			{
				u += u_delta;
				v = -Math.PI;

				for ( int j=0; j<div; j++ )
				{
					double x = rad * Math.Cos(u) * Math.Cos(v);
					double y = rad * Math.Sin(u);
					double z = rad * Math.Cos(u) * Math.Sin(v) ;
					MPoint pnt = new MPoint( x, y, z );
					vertices.append( pnt );
					normals.append( pnt.minus(MPoint.origin) );
					v += v_delta;
				}
			}
			vertices.append( topPole );
			normals.append( topPole.minus(MPoint.origin) );

			// Create the connectivity lists
			//
			int vid = 1;
			int numV = 0;
			for ( i=0; i<div; i++ )
			{
				for ( int j=0; j<div; j++ )
				{
					if ( i==0 )
					{
						counts.append( 3 );
						connects.append( 0 );
						connects.append( j+vid );
						connects.append( (j==(div-1)) ? vid : j+vid+1 );
					}
					else if ( i==(div-1) )
					{
						counts.append( 3 );
						connects.append( j+vid+1-div );
						connects.append( vid+1 );
						connects.append( j==(div-1) ? vid+1-div : j+vid+2-div );
					}
					else
					{
						counts.append( 4 );
						connects.append( j + vid+1-div );
						connects.append( j + vid+1 );
						connects.append( j == (div-1) ? vid+1 : j+vid+2 );
						connects.append( j == (div-1) ? vid+1-div : j+vid+2-div );
					}
					numV++;
				}
				vid = numV;
			}

			// TODO: Define UVs for sphere ...
			//
		}
Пример #7
0
		//
		// Description
		//
		//     This function takes an input surface of type kMeshData and converts
		//     the geometry into this nodes attributes.
		//     Returns false if nothing is connected.
		//
		public bool computeInputMesh(MPlug plug,
									 MDataBlock datablock,
									 MPointArray vertices,
									 MIntArray counts,
									 MIntArray connects,
									 MVectorArray normals,
									 apiMeshGeomUV uvs)
		{
			// Get the input subdiv
			//
			MDataHandle inputData = datablock.inputValue( inputMesh );
			MObject surf = inputData.asMesh;

			// Check if anything is connected
			//
			MObject thisObj = thisMObject();
			MPlug surfPlug = new MPlug( thisObj, inputMesh );
			if ( !surfPlug.isConnected )
			{
				datablock.setClean( plug );
				return false;
			}

			// Extract the mesh data
			//
			MFnMesh surfFn = new MFnMesh(surf);
			surfFn.getPoints( vertices, MSpace.Space.kObject );

			// Check to see if we have UVs to copy.
			//
			bool hasUVs = surfFn.numUVsProperty > 0;
			surfFn.getUVs( uvs.ucoord, uvs.vcoord );

			for ( int i=0; i<surfFn.numPolygons; i++ )
			{
				MIntArray polyVerts = new MIntArray();
				surfFn.getPolygonVertices( i, polyVerts );
				int pvc = (int)polyVerts.length;
				counts.append( pvc );
				int uvId;
				for ( int v=0; v<pvc; v++ )
				{
					if ( hasUVs )
					{
						surfFn.getPolygonUVid( i, v, out uvId );
						uvs.faceVertexIndex.append( uvId );
					}
					connects.append( polyVerts[v] );
				}
			}

			for ( int n=0; n<(int)vertices.length; n++ )
			{
				MVector normal = new MVector();
				surfFn.getVertexNormal( n, normal );
				normals.append( normal );
			}

			return true;
		}
Пример #8
0
        private unsafe void apply(
            MDataBlock block,
            uint receptorSize,
            MDoubleArray magnitudeArray,
            MDoubleArray magnitudeOwnerArray,
            MVectorArray directionArray,
            MVectorArray directionOwnerArray,
            MVectorArray outputForce
            )
        //
        //      Compute output force for each particle.  If there exists the
        //      corresponding per particle attribute, use the data passed from
        //      particle shape (stored in magnitudeArray and directionArray).
        //      Otherwise, use the attribute value from the field.
        //
        {
            // get the default values
            MVector defaultDir        = direction(block);
            double  defaultMag        = magnitude(block);
            uint    magArraySize      = magnitudeArray.length;
            uint    dirArraySize      = directionArray.length;
            uint    magOwnerArraySize = magnitudeOwnerArray.length;
            uint    dirOwnerArraySize = directionOwnerArray.length;
            uint    numOfOwner        = magOwnerArraySize;

            if (dirOwnerArraySize > numOfOwner)
            {
                numOfOwner = dirOwnerArraySize;
            }

            double  m_magnitude = defaultMag;
            MVector m_direction = defaultDir;

            for (int ptIndex = 0; ptIndex < receptorSize; ptIndex++)
            {
                if (receptorSize == magArraySize)
                {
                    m_magnitude = magnitudeArray[ptIndex];
                }
                if (receptorSize == dirArraySize)
                {
                    m_direction = directionArray[ptIndex];
                }
                if (numOfOwner > 0)
                {
                    for (int nthOwner = 0; nthOwner < numOfOwner; nthOwner++)
                    {
                        if (magOwnerArraySize == numOfOwner)
                        {
                            m_magnitude = magnitudeOwnerArray[nthOwner];
                        }
                        if (dirOwnerArraySize == numOfOwner)
                        {
                            m_direction = directionOwnerArray[nthOwner];
                        }
                        outputForce.append(m_direction * m_magnitude);
                    }
                }
                else
                {
                    outputForce.append(m_direction * m_magnitude);
                }
            }
        }
Пример #9
0
        //
        // Description
        //
        //    Create circles of vertices starting with
        //    the top pole ending with the bottom pole
        //
        public void buildSphere(double rad,
                                int div,
                                MPointArray vertices,
                                MIntArray counts,
                                MIntArray connects,
                                MVectorArray normals,
                                apiMeshGeomUV uvs)
        {
            double u       = -Math.PI / 2.0;
            double v       = -Math.PI;
            double u_delta = Math.PI / ((double)div);
            double v_delta = 2 * Math.PI / ((double)div);

            MPoint topPole = new MPoint(0.0, rad, 0.0);
            MPoint botPole = new MPoint(0.0, -rad, 0.0);

            // Build the vertex and normal table
            //
            vertices.append(botPole);
            normals.append(botPole.minus(MPoint.origin));
            int i;

            for (i = 0; i < (div - 1); i++)
            {
                u += u_delta;
                v  = -Math.PI;

                for (int j = 0; j < div; j++)
                {
                    double x   = rad * Math.Cos(u) * Math.Cos(v);
                    double y   = rad * Math.Sin(u);
                    double z   = rad * Math.Cos(u) * Math.Sin(v);
                    MPoint pnt = new MPoint(x, y, z);
                    vertices.append(pnt);
                    normals.append(pnt.minus(MPoint.origin));
                    v += v_delta;
                }
            }
            vertices.append(topPole);
            normals.append(topPole.minus(MPoint.origin));

            // Create the connectivity lists
            //
            int vid  = 1;
            int numV = 0;

            for (i = 0; i < div; i++)
            {
                for (int j = 0; j < div; j++)
                {
                    if (i == 0)
                    {
                        counts.append(3);
                        connects.append(0);
                        connects.append(j + vid);
                        connects.append((j == (div - 1)) ? vid : j + vid + 1);
                    }
                    else if (i == (div - 1))
                    {
                        counts.append(3);
                        connects.append(j + vid + 1 - div);
                        connects.append(vid + 1);
                        connects.append(j == (div - 1) ? vid + 1 - div : j + vid + 2 - div);
                    }
                    else
                    {
                        counts.append(4);
                        connects.append(j + vid + 1 - div);
                        connects.append(j + vid + 1);
                        connects.append(j == (div - 1) ? vid + 1 : j + vid + 2);
                        connects.append(j == (div - 1) ? vid + 1 - div : j + vid + 2 - div);
                    }
                    numV++;
                }
                vid = numV;
            }

            // TODO: Define UVs for sphere ...
            //
        }
Пример #10
0
        //
        // Description
        //
        //    Constructs a cube
        //
        public void buildCube(double cube_size,
                              MPointArray pa,
                              MIntArray faceCounts,
                              MIntArray faceConnects,
                              MVectorArray normals,
                              apiMeshGeomUV uvs)
        {
            const int    num_faces         = 6;
            const int    num_face_connects = 24;
            const double normal_value      = 0.5775;
            const int    uv_count          = 14;

            pa.clear();
            faceCounts.clear();
            faceConnects.clear();
            uvs.reset();

            pa.append(new MPoint(-cube_size, -cube_size, -cube_size));
            pa.append(new MPoint(cube_size, -cube_size, -cube_size));
            pa.append(new MPoint(cube_size, -cube_size, cube_size));
            pa.append(new MPoint(-cube_size, -cube_size, cube_size));
            pa.append(new MPoint(-cube_size, cube_size, -cube_size));
            pa.append(new MPoint(-cube_size, cube_size, cube_size));
            pa.append(new MPoint(cube_size, cube_size, cube_size));
            pa.append(new MPoint(cube_size, cube_size, -cube_size));

            normals.append(new MVector(-normal_value, -normal_value, -normal_value));
            normals.append(new MVector(normal_value, -normal_value, -normal_value));
            normals.append(new MVector(normal_value, -normal_value, normal_value));
            normals.append(new MVector(-normal_value, -normal_value, normal_value));
            normals.append(new MVector(-normal_value, normal_value, -normal_value));
            normals.append(new MVector(-normal_value, normal_value, normal_value));
            normals.append(new MVector(normal_value, normal_value, normal_value));
            normals.append(new MVector(normal_value, normal_value, -normal_value));

            // Define the UVs for the cube.
            //
            float[] uv_pts = new float[uv_count * 2] {
                0.375f, 0.0f,
                0.625f, 0.0f,
                0.625f, 0.25f,
                0.375f, 0.25f,
                0.625f, 0.5f,
                0.375f, 0.5f,
                0.625f, 0.75f,
                0.375f, 0.75f,
                0.625f, 1.0f,
                0.375f, 1.0f,
                0.875f, 0.0f,
                0.875f, 0.25f,
                0.125f, 0.0f,
                0.125f, 0.25f
            };

            // UV Face Vertex Id.
            //
            int[] uv_fvid = new int[num_face_connects] {
                0, 1, 2, 3,
                3, 2, 4, 5,
                5, 4, 6, 7,
                7, 6, 8, 9,
                1, 10, 11, 2,
                12, 0, 3, 13
            };

            int i;

            for (i = 0; i < uv_count; i++)
            {
                uvs.append_uv(uv_pts[i * 2], uv_pts[i * 2 + 1]);
            }

            for (i = 0; i < num_face_connects; i++)
            {
                uvs.faceVertexIndex.append(uv_fvid[i]);
            }

            // Set up an array containing the number of vertices
            // for each of the 6 cube faces (4 vertices per face)
            //
            int[] face_counts = new int[num_faces] {
                4, 4, 4, 4, 4, 4
            };

            for (i = 0; i < num_faces; i++)
            {
                faceCounts.append(face_counts[i]);
            }

            // Set up and array to assign vertices from pa to each face
            //
            int[] face_connects = new int[num_face_connects] {
                0, 1, 2, 3,
                4, 5, 6, 7,
                3, 2, 6, 5,
                0, 3, 5, 4,
                0, 4, 7, 1,
                1, 7, 6, 2
            };
            for (i = 0; i < num_face_connects; i++)
            {
                faceConnects.append(face_connects[i]);
            }
        }
Пример #11
0
        //
        // Description
        //
        //     This function takes an input surface of type kMeshData and converts
        //     the geometry into this nodes attributes.
        //     Returns false if nothing is connected.
        //
        public bool computeInputMesh(MPlug plug,
                                     MDataBlock datablock,
                                     MPointArray vertices,
                                     MIntArray counts,
                                     MIntArray connects,
                                     MVectorArray normals,
                                     apiMeshGeomUV uvs)
        {
            // Get the input subdiv
            //
            MDataHandle inputData = datablock.inputValue(inputMesh);
            MObject     surf      = inputData.asMesh;

            // Check if anything is connected
            //
            MObject thisObj  = thisMObject();
            MPlug   surfPlug = new MPlug(thisObj, inputMesh);

            if (!surfPlug.isConnected)
            {
                datablock.setClean(plug);
                return(false);
            }

            // Extract the mesh data
            //
            MFnMesh surfFn = new MFnMesh(surf);

            surfFn.getPoints(vertices, MSpace.Space.kObject);

            // Check to see if we have UVs to copy.
            //
            bool hasUVs = surfFn.numUVsProperty > 0;

            surfFn.getUVs(uvs.ucoord, uvs.vcoord);

            for (int i = 0; i < surfFn.numPolygons; i++)
            {
                MIntArray polyVerts = new MIntArray();
                surfFn.getPolygonVertices(i, polyVerts);
                int pvc = (int)polyVerts.length;
                counts.append(pvc);
                int uvId;
                for (int v = 0; v < pvc; v++)
                {
                    if (hasUVs)
                    {
                        surfFn.getPolygonUVid(i, v, out uvId);
                        uvs.faceVertexIndex.append(uvId);
                    }
                    connects.append(polyVerts[v]);
                }
            }

            for (int n = 0; n < (int)vertices.length; n++)
            {
                MVector normal = new MVector();
                surfFn.getVertexNormal(n, normal);
                normals.append(normal);
            }

            return(true);
        }