v3.0
Sets or returns the current vertex color property (ClusterProperty) used by the polygon mesh's material. When you first create a polygonmesh it inherits a material but doesn't automatically have a vertex color. You need to explicitly set the vertex color to be used by the material (this then becomes the current vertex color proprety). The current color at vertices property may not be set, in which case the first vertex color property found will be returned. If the polygon mesh has no vertex color properties then Nothing is returned. Test to see if your variable equals Nothing to check if the cluster property is valid.
// get accessor ClusterProperty rtn = PolygonMesh.CurrentVertexColor; // set accessor PolygonMesh.CurrentVertexColor = ClusterProperty; |
NewScene( null, false ); CreatePrim("Sphere", "MeshSurface", null, null); // get selected elements from scene if ( Selection.count == 0 ) { LogMessage( "Nothing selected", siError ); } else { var objs = Selection; // get selected meshes from selection list var meshes = SIFilter( objs, "polygon_mesh", true, siQuickSearch ); if ( !meshes ) { LogMessage( "No polygon meshes selected", siError ); } // process selected models freezeNormalColors( meshes ); } function freezeNormalColors( objs ) { // process all meshes for ( var i = 0; i < objs.count; i++ ) { // get current mesh (type : "polyMsh") var obj = objs( i ); // get obj material var mat = obj.Material; // if material is not local add one if ( mat.IsA(siSharedPSet) ) { mat = obj.AddMaterial(); } // get polygon mesh geometry var polymesh = obj.ActivePrimitive.Geometry; // get current vertex color property var vc = polymesh.CurrentVertexColor; // current vertex color property not set yet if ( vc == null ) { // no vertex color properties installed, add one. vc = polymesh.AddVertexColor(); // set the vc to be used by the polgon obj's // material. polymesh.CurrentVertexColor = vc; } // set vertex colours from shading normal vectors // the parent of the vertex color is // a cluster. This maintains the relationship // between the actual node index and the corresponding // cluster index. var vcClsElems = vc.parent.elements; var nodes2 = new VBArray( vc.Elements.Array ); var nodes = nodes2.toArray(); var clsElemIndex = 0; // visit all polygons for ( var j = 0; j < polymesh.Polygons.Count; j++ ) { // get pointer on polygon poly = polymesh.Polygons( j ); // visit all polynodes var polynodes = poly.Nodes for ( var k = 0; k < polynodes.Count; k++ ) { var node = polynodes( k ); // get polynode normal var normal = node.normal; // lookup node index for vertex color clsElemIndex = vcClsElems.FindIndex( node.Index ) * 4; // compute corresponding color channels nodes[ clsElemIndex ] = ( normal.x + 1.0 ) * 0.5; nodes[ clsElemIndex + 1 ] = ( normal.y + 1.0 ) * 0.5; nodes[ clsElemIndex + 2 ] = ( normal.z + 1.0 ) * 0.5; nodes[ clsElemIndex + 3 ] = 1.0; } } // put the new colors back into the vertex colour vc.Elements.Array = nodes; } return; } |