polyWriter.cpp

//-
// ==========================================================================
// Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+

//
//

//polyWriter.cpp

//General Includes
//
#include <maya/MIOStream.h>
#include <maya/MGlobal.h>
#include <maya/MFnSet.h>
#include <maya/MDagPath.h>
#include <maya/MItDependencyGraph.h>
#include <maya/MPlug.h>

//Iterator Includes
//
#include <maya/MItMeshPolygon.h>

//Header File
//
#include "polyWriter.h"


polyWriter::polyWriter(MDagPath dagPath, MStatus& status)
//Summary:  Constructor - creates the MDagPath and MFnMesh objects necessary
//          for extracting the data
//Args   :  dagPath - the dagPath where the mesh is located=
//          status - will be set to MStatus::kSuccess if the creation of the 
//          MFnMesh is successful; MStatus::kFailure otherwise
{
    fDagPath = new MDagPath(dagPath);
    fMesh = new MFnMesh(*fDagPath, &status);
}


polyWriter::~polyWriter()
//Summary:  Destructor - deletes all constructor created objects
{
    if (NULL != fDagPath) delete fDagPath;
    if (NULL != fMesh) delete fMesh;
}

MStatus polyWriter::extractGeometry() 
//Summary:  extracts the main geometry (vertices, vertex colours, vertex normals) 
//          of this polygonal mesh.  
//Returns:  MStatus::kSuccess if the method succeeds
//          MStatus::kFailure if the method fails
{

    if (MStatus::kFailure == fMesh->getPoints(fVertexArray, MSpace::kWorld)) {
        MGlobal::displayError("MFnMesh::getPoints"); 
        return MStatus::kFailure;
    }

    if (MStatus::kFailure == fMesh->getFaceVertexColors(fColorArray)) {
        MGlobal::displayError("MFnMesh::getFaceVertexColors"); 
        return MStatus::kFailure;
    }

    if (MStatus::kFailure == fMesh->getNormals(fNormalArray, MSpace::kWorld)) {
        MGlobal::displayError("MFnMesh::getNormals"); 
        return MStatus::kFailure;
    }
    if (MStatus::kFailure == fMesh->getCurrentUVSetName(fCurrentUVSetName)) {
        MGlobal::displayError("MFnMesh::getCurrentUVSetName"); 
        return MStatus::kFailure;
    }

    if (MStatus::kFailure == fMesh->getTangents(fTangentArray, MSpace::kWorld, &fCurrentUVSetName)) {
        MGlobal::displayError("MFnMesh::getTangents"); 
        return MStatus::kFailure;
    }

    if (MStatus::kFailure == fMesh->getBinormals(fBinormalArray, MSpace::kWorld, &fCurrentUVSetName)) {
        MGlobal::displayError("MFnMesh::getBinormals"); 
        return MStatus::kFailure;
    }

    //Have to make the path include the shape below it so that
    //we can determine if the underlying shape node is instanced.
    //By default, dag paths only include transform nodes.
    //
    fDagPath->extendToShape();

    //If the shape is instanced then we need to determine which
    //instance this path refers to.
    //
    int instanceNum = 0;
    if (fDagPath->isInstanced())
        instanceNum = fDagPath->instanceNumber();

    //Get the connected sets and members - these will be used to determine texturing of different
    //faces
    //
    if (!fMesh->getConnectedSetsAndMembers(instanceNum, fPolygonSets, fPolygonComponents, true)) {
        MGlobal::displayError("MFnMesh::getConnectedSetsAndMembers"); 
        return MStatus::kFailure;
    }

    return MStatus::kSuccess;
}


void polyWriter::outputTabs(ostream& os, unsigned int tabCount) 
//Summary:  outputs tab spacing
//Args   :  os - an output stream to write to
//          tabCount - the number of tabs to print
//Returns:  MStatus::kSuccess if the method succeeds
//          MStatus::kFailure if the method fails
{
    unsigned int i;
    for (i = 0; i < tabCount; i++) {
        os << "\t";
    }
}



MObject polyWriter::findShader(const MObject& setNode) 
//Summary:  finds the shading node for the given shading group set node
//Args   :  setNode - the shading group set node
//Returns:  the shader node for setNode if found;
//          MObject::kNullObj otherwise
{

    MFnDependencyNode fnNode(setNode);
    MPlug shaderPlug = fnNode.findPlug("surfaceShader");
            
    if (!shaderPlug.isNull()) {         
        MPlugArray connectedPlugs;

        //get all the plugs that are connected as the destination of this 
        //surfaceShader plug so we can find the surface shaderNode
        //
        MStatus status;
        shaderPlug.connectedTo(connectedPlugs, true, false, &status);
        if (MStatus::kFailure == status) {
            MGlobal::displayError("MPlug::connectedTo");
            return MObject::kNullObj;
        }

        if (1 != connectedPlugs.length()) {
            MGlobal::displayError("Error getting shader for: " + fMesh->partialPathName());
        } else {
            return connectedPlugs[0].node();
        }
    }
    
    return MObject::kNullObj;
}




MStatus polyWriter::outputSets(ostream& os)
//Summary:  outputs this mesh's sets and each sets face components, and any 
//          associated texture
//Args   :  os - an output stream to write to
//Returns:  MStatus::kSuccess if set information was outputted
//          MStatus::kFailure otherwise
{
    MStatus status;

    //if there is more than one set, the last set simply consists of all 
    //polygons, so we won't include it
    //
    unsigned int setCount = fPolygonSets.length();
    if (setCount > 1) {
        setCount--;
    }

    MIntArray faces;

    unsigned int i;
    for (i = 0; i < setCount; i++ ) {
        MObject set = fPolygonSets[i];
        MObject comp = fPolygonComponents[i];
        MFnSet fnSet(set, &status);
        if (MS::kFailure == status) {
            MGlobal::displayError("MFnSet::MFnSet");
            continue;
        }

        //Make sure the set is a polygonal set.  If not, continue.
        MItMeshPolygon itMeshPolygon(*fDagPath, comp, &status);

        if ((MS::kFailure == status)) {
            MGlobal::displayError("MItMeshPolygon::MItMeshPolygon");
            continue;
        }

        //add the current set's face indices to the faces array
        //
        faces.setLength(itMeshPolygon.count());

        unsigned int j = 0;
        for (itMeshPolygon.reset(); !itMeshPolygon.isDone(); itMeshPolygon.next()) {
            faces[j++] = itMeshPolygon.index();
        }

        //Find the texture that is applied to this set.  First, get the
        //shading node connected to the set.  Then, if there is an input
        //attribute called "color", search upstream from it for a texture
        //file node.
        //
        MObject shaderNode = findShader(set);
        if (MObject::kNullObj == shaderNode) {
            continue;
        }

        MPlug colorPlug = MFnDependencyNode(shaderNode).findPlug("color", &status);
        if (MS::kFailure == status) {
            MGlobal::displayError("MFnDependencyNode::findPlug");
            continue;
        }

        MItDependencyGraph itDG(colorPlug, MFn::kFileTexture,
                                MItDependencyGraph::kUpstream, 
                                MItDependencyGraph::kBreadthFirst,
                                MItDependencyGraph::kNodeLevel, 
                                &status);

        if (MS::kFailure == status) {
            MGlobal::displayError("MItDependencyGraph::MItDependencyGraph");
            continue;
        }

        //disable automatic pruning so that we can locate a specific plug 
        itDG.disablePruningOnFilter();

        //If no texture file node was found, pass in an empty string as the texture filename 
        //so that color information is outputted instead
        //
        MString textureName("");
        if (itDG.isDone()) {
            if (MStatus::kFailure == outputSingleSet(os, MString(fnSet.name()), faces, textureName)) {
                return MStatus::kFailure;
            }
        //otherwise retrieve the filename and pass it in to output texture information
        //
        } else {
            MObject textureNode = itDG.thisNode();
            MPlug filenamePlug = MFnDependencyNode(textureNode).findPlug("fileTextureName");
            filenamePlug.getValue(textureName);
            if (MStatus::kFailure == outputSingleSet(os, MString(fnSet.name()), faces, textureName)) {
                return MStatus::kFailure;
            }

        }
    }
    return MStatus::kSuccess;
}