Object Hierarchy | Related C++ Class: ClusterProperty
ClusterProperty
A property of a Cluster that stores
separate data for each component of the cluster.
The data type of the value stored for each component is an Array of Doubles. The size depends on the type of
the cluster property. Size of a weight map is 1. Size of a UV
property is 3 (UVW). Size of a Shape Animation property is 3 (XYZ).
Size of a vertex color property is 4 (RGBA). Size of an envelope
weight property is equal to the number of deformers Size of a User
Motion property is 3 (XYZ).
The values contained by the cluster property can be accessed via
the ClusterProperty.Elements. You
can access the entire 2-dimensional value array using ClusterElementCollection.Array
or individual values via ClusterElementCollection.ItemsByIndex.
The data type of the value returned by ClusterElementCollection.ItemsByIndex
is always an Array.
Use the SceneItem.LocalProperties
property to find ClusterProperties on a Cluster.
Notice that some cluster property types can only be added to
Cluster objects that are always-complete
(see Cluster.IsAlwaysComplete).
These types are vertex color, uv, symmetry map and user motion
properties.
//JScript example showing how to read UV values in a
//UV Cluster Property
var oRoot = Application.ActiveProject.ActiveScene.Root;
var oObject = oRoot.AddGeometry( "Cube", "MeshSurface" );
BlendInPresets( "Image", oObject, 1, false );
CreateTextureSupport( oObject, siTxtUV, siTxtDefaultSpherical, "Texture_Support" );
SetInstanceDataValue(null, "cube.Scene_Material.UV", "Texture_Support");
var oUVWProp = oObject.Material.CurrentUV;
// Output the first 5 UV text coords
var vbaUVW = new VBArray(oUVWProp.Elements.Array);
// Use this to map from index in the Cluster back to index in the Geometry
// If the cluster is not complete or if topology changes are done then
// the geometry index is not necessarily the same as the cluster index
var vbaClusterElement = new VBArray(oUVWProp.Parent.Elements.Array);
for ( iIndex = 0; iIndex < 4; iIndex++ )
{
logmessage ( "Sample(" + vbaClusterElement.getItem(iIndex) + ") = UV(" +
vbaUVW.getItem(0,iIndex) + "," + vbaUVW.getItem(1,iIndex) + ")" ) ;
}
//INFO : "Sample(0) = UV(0.125,0.30408671498298645)"
//INFO : "Sample(1) = UV(0.125,0.6959132552146912)"
//INFO : "Sample(2) = UV(-0.125,0.6959132552146912)"
//INFO : "Sample(3) = UV(-0.125,0.30408671498298645)"
|
'VBScript example showing how to read UV values in a
'UV Cluster Property
set oRoot = application.activeproject.activescene.root
set oObject = oRoot.addgeometry( "Cube", "MeshSurface" )
BlendInPresets "Image", oObject, 1, False
CreateTextureSupport oObject, siTxtUV, siTxtDefaultSpherical, "Texture_Support"
SetInstanceDataValue , oObject & ".Scene_Material.UV", "Texture_Support"
set oUVWProp = oObject.Material.CurrentUV
' output uv text coords
aUVW=oUVWProp.elements.array
'Use this to map from index in the Cluster back to index in the Geometry
'If the cluster is not complete or if topology changes are done then
'the geometry index is not necessarily the same as the cluster index
aClusterIndices = oUVWProp.Parent.elements.array
' Print out just the first few elements
for iIndex=0 to 3
logmessage "Sample(" & aClusterIndices(iIndex) & ") = UV(" & _
aUVW(0,iIndex) & "," & aUVW(1,iIndex) & ")"
next
'Result of running this script:
'INFO : "Sample(0) = UV(0.125,0.304086714982986)"
'INFO : "Sample(1) = UV(0.125,0.695913255214691)"
'INFO : "Sample(2) = UV(-0.125,0.695913255214691)"
'INFO : "Sample(3) = UV(-0.125,0.304086714982986)"
|
' VBScript example showing how to find the
' texture projection UV values associated
' with each vertex of a polygon
set oRoot = application.activeproject.activescene.root
set oObject = oRoot.addgeometry("Grid", "MeshSurface")
setValue oObject & ".polymsh.geom.subdivu", 2
setValue oObject & ".polymsh.geom.subdivv", 1
BlendInPresets "Image", oObject, 1, False
CreateTextureSupport oObject, siTxtPlanarXZ, siTxtDefaultPlanarXZ, "Texture_Support"
set oUVWProp = oObject.Material.CurrentUV
set oGeom = oObject.activeprimitive.geometry
' get UVW array
aUVW = oUVWProp.elements.Array
' The cluster knows the relationship between
' indices of the Samples and indices of the Sample cluster
set oCluster = oUVWProp.Parent
for Each oPolygon In oGeom.Polygons
' get polygon index
oPolygonId = oPolygon.Index
' get points index array under polygon
aPntsIndex = oPolygon.Points.IndexArray
logMessage "Polygon" & oPolygonId
' get sample indices
set oSamples = oPolygon.Samples
for i = 0 To oSamples.Count - 1
'Map from the geometry index to the cluster index
indexInCluster = oCluster.FindIndex( oSamples(i).Index )
if ( indexInCluster <> -1 ) then
logMessage "Point" & aPntsIndex(i) & ":" & "UV("_
& aUVW(0, oSamples(i).Index) & _
"," & aUVW(1, oSamples(i).Index) & ")"
end if
next
next
|
' This example demonstrates applying a file as a texture to an object, and explicitly setting
' the UV values to specify how the texture maps onto the geometry
option explicit
'This Texture should be a unique name to avoid conflicts with any other possible textures
'The projection and the uv cluster property will use this name
const g_ProjectionName = "MyTexture"
'Set up a sample scene
dim oObj1, oObj2, ImageFile
ImageFile = Application.InstallationPath(siFactoryPath) & "\Data\XSI_SAMPLES\Pictures\jaiqua_face.jpg"
NewScene ,false
SetDisplayMode "Camera", "texturedecal"
set oObj1 = ActiveSceneRoot.AddGeometry( "Sphere", "MeshSurface" )
ApplyFileAsTexture oObj1,ImageFile
set oObj2 = ActiveSceneRoot.AddGeometry( "Torus", "MeshSurface" )
Translate oObj2, 0, 5, 0, siRelative, siView, siObj, siY
ApplyFileAsTexture oObj2,ImageFile
sub ApplyFileAsTexture( in_obj, in_FileName )
AttachImageFileToObj in_obj, in_FileName
dim oUVProp
set oUVProp = FindClusterProperty( in_obj, g_ProjectionName)
SetUVsOnProperty in_obj, oUVProp
end sub
'Subroutine: Attach Image File to Object
'
'This method creates a texture project, and image clip
'and a small render tree that uses the image as the object's texture
sub AttachImageFileToObj( in_obj, in_FileName )
Dim oTextureProj
set oTextureProj = CreateProjection( in_obj, , siTxtUV, , g_ProjectionName )
'Create a local copy of the material and attach the default (phong shader)
in_obj.AddMaterial "Phong"
dim oPhongShader, oAmbientParam, oDiffuseParam
set oPhongShader = in_obj.Material.Shaders(0)
set oAmbientParam = oPhongShader.Parameters( "ambient" )
set oDiffuseParam = oPhongShader.Parameters( "diffuse" )
dim oImageClip
SICreateImageClip in_FileName, ,oImageClip
dim oImageNode
set oImageNode = oAmbientParam.connectfrompreset("Image", siTextureShaderFamily)
'Diffuse will be driven by the same image node
oDiffuseParam.Connect( oImageNode )
oImageNode.parameters( "tex" ).Connect(oImageClip)
'Tell the image node that the uv values we are going to write into
'the cluster property are the ones to use for this image
oImageNode.parameters( "tspace_id" ).SetInstanceValue in_obj, oTextureProj, true
'Connect the image to the image node
oImageNode.Parameters( "tex" ).Connect( oImageClip )
end sub
'Subroutine: SetUVOnProperty
'
'Given an object and a Cluster Property of UV's
'this routine will fill in values.
'Currently it just show the entire texture on
'each polygon. However it could also be adjusted
'to take the UV values as arguments
sub SetUVsOnProperty( in_oObj, in_oUVProp )
dim oUVElements, oCluster, cnt
'get the ClusterElementCollection
set oUVElements = in_oUVProp.Elements
set oCluster = in_oUVProp.Parent
cnt = oUVElements.Count
'Get an array of all the UV Values
dim ElArray, i
ElArray = oUVElements.Array
'Zero out the u,v,w values in the array
for i = 0 to cnt - 1
ElArray( 0, i ) = 0
ElArray( 1, i ) = 0
ElArray( 2, i ) = 0
next
'Traverse the facets (eg polygons on a polymesh)
'setting the UV values for each sample
dim oFacets, oFacet, oSamples, oSample, cntSamples
dim sample1ClusterIdx, sample2ClusterIdx, sample3ClusterIdx
set oFacets = in_oObj.ActivePrimitive.Geometry.Facets
for each oFacet in oFacets
set oSamples = oFacet.Samples
cntSamples = oSamples.Count
'In this example we will map each polygon to cover
'the entire u/v space - eg the entire texture shows up on
'each
'Because values are already zeroed we only set
'the values we want as non-zero
sample1ClusterIdx = oCluster.FindIndex( oSamples(1).Index )
sample2ClusterIdx = oCluster.FindIndex( oSamples(2).Index )
ElArray( 0, sample1ClusterIdx ) = 1
ElArray( 0, sample2ClusterIdx ) = 1
ElArray( 1, sample2ClusterIdx ) = 1
if ( cntSamples >= 4 ) then
sample3ClusterIdx = oCluster.FindIndex( oSamples(2).Index )
ElArray( 1, oSamples(3).Index ) = 1
end if
next
'Assign these values to the cluster property
oUVElements.Array = ElArray
'Freezing the property provides the most efficient memory representation
FreezeObj in_oUVProp
end sub
'Subroutine: FindClusterProperty
'Give an object and a property name string,
'this will find the UV cluster property
function FindClusterProperty( in_obj, in_Name )
dim oClusters, oCluster, oProps, oProp
'Get the sample clusters
set oClusters = in_obj.ActivePrimitive.Geometry.Clusters.Filter( "Sample" )
for each oCluster in oClusters
set oProps = oCluster.Properties.Filter( "uvspace" )
for each oProp in oProps
if ( oProp.Name = in_Name ) then
set FindClusterProperty = oProp
exit function
end if
next
next
set FindClusterProperty = Nothing
end function
|
'VBScript example showing how to find ClusterProperty objects
'on an Mesh
'Create a sample scene with many different cluster properties
newscene ,false
dim sphere
set sphere = CreatePrim ( "Sphere", "MeshSurface" )
'Create a vertex color cluster property
CreateVertexColorSupport , "MyVertexColorProperty", sphere
'Save a Shape
SaveShapeKey "sphere", , , 1, , , , , siShapeLocalReferenceMode
'Create a symmetry map
CreateSymmetryMap
'Save two weight maps (they will re-use the same
'cluster)
CreateWeightMap , sphere, "Weight_Map1"
CreateWeightMap , sphere, "Weight_Map2"
'Create an skeleton and envelop weight map
Create2DSkeleton -5, 1, 0, 6, 1, 0, -6, 0, 0, 4
AppendBone "eff", 5, 4, 0
ApplyFlexEnv "sphere;bone,bone1", False
'Demonstrate how it is possible to find all the
'clusters and cluster properties
logmessage "List of Clusters and Cluster Properties on " & sphere.Name
logmessage "--------------------------------"
for each oCluster in sphere.ActivePrimitive.Geometry.Clusters
logmessage "Cluster: " & oCluster.Name
for each oLocalProp in oCluster.LocalProperties
if typename( oLocalProp ) = "ClusterProperty" then
logmessage " " & oLocalProp.Name & " (Type: " & oLocalProp.Type & ")"
end if
next
logmessage "--------------------------------"
next
'Demonstrate how we can be more direct if we are looking for a specific type
'of cluster property
'We know that weight maps are always on point clusters
set oPntClusters = sphere.ActivePrimitive.Geometry.Clusters.Filter( "pnt" )
for each oPntCluster in oPntClusters
set oWeightMaps = oPntCluster.LocalProperties.Filter( "wtmap" )
for each oWeightMap in oWeightMaps
logmessage "Found weight map " & oWeightMap.FullName
next
next
|
Material.CurrentUV Geometry.SaveShapeKey PolygonMesh.AddVertexColor CreateVertexColorSupport CreateUserMotion