sampleParticles.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.
// ==========================================================================
//+

//
//              Translate selected objects
//
#include <maya/MIOStream.h>
#include <stdio.h>
#include <stdlib.h>

#include <maya/MPxCommand.h>
#include <maya/MFnPlugin.h>
#include <maya/MArgList.h>
#include <maya/MGlobal.h>
#include <maya/M3dView.h>

#include <maya/MDagPath.h>
#include <maya/MMatrix.h>
#include <maya/MFloatMatrix.h>

#include <maya/MRenderUtil.h>
#include <maya/MFloatPoint.h>
#include <maya/MFloatPointArray.h>
#include <maya/MFloatArray.h>
#include <maya/MFloatVectorArray.h>
#include <math.h>

#ifndef M_PI
#define M_PI            3.14159265358979323846  /* pi */
#endif

class sampleParticles : public MPxCommand
{
public:
                                        sampleParticles() {};
        virtual                 ~sampleParticles(); 

        MStatus                 doIt( const MArgList& args );
        static void*    creator();
};

sampleParticles::~sampleParticles() {}

void* sampleParticles::creator()
{
        return new sampleParticles();
}

/*

        emits particles with color sampled from specified
        shading node/shading engine

*/
MStatus sampleParticles::doIt( const MArgList& args )
{
        unsigned int i;
        bool shadow = 0;
        bool reuse = 0;

        for ( i = 0; i < args.length(); i++ )
                if ( args.asString(i) == MString("-shadow") || 
                        args.asString(i) == MString("-s") )
                        shadow = 1;
                else if ( args.asString(i) == MString("-reuse") || 
                        args.asString(i) == MString("-r") )
                        reuse = 1;
                else
                        break;
        if ( args.length() - i < 5 )
        {
                displayError( "Usage: sampleParticles [-shadow|-reuse] particleName <shadingEngine|shadingNode.plug> resX resY scale\n"
                        "  Example: sampleParticles -shadow particle1 phong1SG 64 64 10;\n"
                        "  Example: sampleParticles particle1 file1.outColor 128 128 5;\n" );
                return MS::kFailure;
        }
        if ( reuse && !shadow ) // can only reuse if shadow is turned on
                reuse = 0;

        MString particleName = args.asString( i );
        MString node = args.asString( i+1 );
        int resX = args.asInt( i+2 );
        int resY = args.asInt( i+3 );
        double scale = args.asDouble( i+4 );

        if ( scale <= 0.0 )
                scale = 1.0;

        MFloatArray uCoord, vCoord;
        MFloatPointArray points;
        MFloatVectorArray normals, tanUs, tanVs;

        if ( resX <= 0 )
                resX = 1;
        if ( resY <= 0 )
                resY = 1;

        MString command( "emit -o " );
        command += particleName;
        char tmp[2048];

        float stepU = (float) (1.0 / resX);
        float stepV = (float) (1.0 / resY);

        // stuff sample data by iterating over grid
        // Y is set to arch along the X axis

        int x, y;
        for ( y = 0; y < resY; y++ )
                for ( x = 0; x < resX; x++ )
                {
                        uCoord.append( stepU * x );
                        vCoord.append( stepV * y );

                        float curY = (float) (sin( stepU * (x) * M_PI )*2.0);

                        MFloatPoint curPt(
                                (float) (stepU * x * scale),
                                curY,
                                (float) (stepV * y * scale ));

                        MFloatPoint uPt(
                                (float) (stepU * (x+1) * scale),
                                (float) (sin( stepU * (x+1) * M_PI )*2.0),
                                (float) (stepV * y * scale ));

                        MFloatPoint vPt(
                                (float) (stepU * (x) * scale),
                                curY,
                                (float) (stepV * (y+1) * scale ));

                        MFloatVector du, dv, n;
                        du = uPt-curPt;
                        dv = vPt-curPt;

                        n = dv^du;      // normal is based on dU x dV
                        n = n.normal();
                        normals.append( n );

                        du.normal();
                        dv.normal();
                        tanUs.append( du );
                        tanVs.append( dv );

                        points.append( curPt );
                }

        // get current camera's world matrix

        MDagPath cameraPath;
        M3dView::active3dView().getCamera( cameraPath );
        MMatrix mat = cameraPath.inclusiveMatrix();
        MFloatMatrix cameraMat( mat.matrix );

        MFloatVectorArray colors, transps;
        if ( MS::kSuccess == MRenderUtil::sampleShadingNetwork( 
                        node, 
                        points.length(),
                        shadow,
                        reuse,

                        cameraMat,

                        &points,
                        &uCoord,
                        &vCoord,
                        &normals,
                        &points,
                        &tanUs,
                        &tanVs,
                        NULL,   // don't need filterSize

                        colors,
                        transps ) )
        {
                fprintf( stderr, "%u points sampled...\n", points.length() );
                for ( i = 0; i < uCoord.length(); i++ )
                {
                        sprintf( tmp, " -pos %g %g %g -at velocity -vv %g %g %g -at rgbPP -vv %g %g %g",
                                points[i].x,
                                points[i].y,
                                points[i].z,

                                normals[i].x,
                                normals[i].y,
                                normals[i].z,

                                colors[i].x,
                                colors[i].y,
                                colors[i].z );

                        command += MString( tmp );

                        // execute emit command once every 512 samples
                        if ( i % 512 == 0 )
                        {
                                fprintf( stderr, "%u...\n", i );
                                MGlobal::executeCommand( command, false, false );
                                command = MString( "emit -o " );
                                command += particleName;
                        }
                }

                if ( i % 512 )
                        MGlobal::executeCommand( command, true, true );
        }
        else
        {
                displayError( node + MString(" is not a shading engine!  Specify node.attr or shading group node." ) );
        }

        return MS::kSuccess;
}


//
// The following routines are used to register/unregister
// the command we are creating within Maya
//
MStatus initializePlugin( MObject obj )
{
        MStatus   status;
        MFnPlugin plugin( obj, PLUGIN_COMPANY, "3.0", "Any");

        status = plugin.registerCommand( "sampleParticles", sampleParticles::creator );
        if (!status) {
                status.perror("registerCommand");
                return status;
        }

        return status;
}

MStatus uninitializePlugin( MObject obj)
{
        MStatus   status;
        MFnPlugin plugin( obj );

        status = plugin.deregisterCommand( "sampleParticles" );
        if (!status) {
                status.perror("deregisterCommand");
                return status;
        }

        return status;
}

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