flipUVCmd.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.
// ==========================================================================
//+

// 
// File: flipUVCmd.cpp
//
// MEL Command: flipUV
//

#include <flipUVCmd.h>

#include <maya/MIOStream.h>
#include <maya/MSyntax.h>
#include <maya/MArgDatabase.h>
#include <maya/MIntArray.h>
#include <maya/MFloatArray.h>
#include <maya/MFnMesh.h>

// Flags for this command
static const char * horizFlag                   = "-h";
static const char * horizFlagLong               = "-horizontal";
static const char * globalFlag                  = "-fg";
static const char * globalFlagLong              = "-flipGlobal";
static const char * extendFlag                  = "-es";
static const char * extendFlagLong              = "-extendToShell";

const char * flipUVCmd::cmdName = "flipUV";
//
flipUVCmd::flipUVCmd() :
        horizontal(false),
        extendToShell(false),
        flipGlobal(false)
{}

//
flipUVCmd::~flipUVCmd() {}

//
// Method to create a flipUVCmd object
void *flipUVCmd::creator() { return new flipUVCmd; }

//
// Add additionnal flags for this command. The default setting of the
// syntax is done in the base class.
MSyntax flipUVCmd::newSyntax ()
{
        MStatus status;

        // Get the base class syntax, and append to it.
        MSyntax syntax = MPxPolyTweakUVCommand::newSyntax();

        status = syntax.addFlag(horizFlag, horizFlagLong, MSyntax::kBoolean);
        CHECK_MSTATUS_AND_RETURN(status, syntax);

        status = syntax.addFlag(globalFlag, globalFlagLong, MSyntax::kBoolean);
        CHECK_MSTATUS_AND_RETURN(status, syntax);

        status = syntax.addFlag(extendFlag, extendFlagLong, MSyntax::kBoolean);
        CHECK_MSTATUS_AND_RETURN(status, syntax);

        return syntax;
}

//
// Read the values of the additionnal flags for this command.
MStatus flipUVCmd::parseSyntax (MArgDatabase &argData)
{
        MStatus status;
        
        // Get the flag values, otherwise the default values are used.

        if (argData.isFlagSet(horizFlag)) {
                status = argData.getFlagArgument(horizFlag, 0, horizontal);
                CHECK_MSTATUS_AND_RETURN_IT(status);
        }

        if (argData.isFlagSet(globalFlag)) {
                status = argData.getFlagArgument(globalFlag, 0, flipGlobal);
                CHECK_MSTATUS_AND_RETURN_IT(status);
        }

        if (argData.isFlagSet(extendFlag)) {
                status = argData.getFlagArgument(extendFlag, 0, extendToShell);
                CHECK_MSTATUS_AND_RETURN_IT(status);
        }

        return MS::kSuccess;
}

//
// Change the UVS for the given selection on this mesh object.
//
MStatus flipUVCmd::getTweakedUVs(
        const MObject & meshObj,                                        // Object
        MIntArray & uvList,                                             // UVs to move
        MFloatArray & uPos,                                             // Moved UVs
        MFloatArray & vPos )                                    // Moved UVs
{
        MStatus status;
        unsigned int i;
        MFloatArray uArray;
        MFloatArray vArray;
        
        MFnMesh mesh( meshObj );

        // Read all UVs from the poly object
        status = mesh.getUVs(uArray, vArray);
        CHECK_MSTATUS_AND_RETURN_IT(status);

        unsigned int nbUvShells = 1;
        MIntArray uvShellIds;
        if ((!flipGlobal) || extendToShell)
        {
                // First, extract the UV shells.
                status = mesh.getUvShellsIds(uvShellIds, nbUvShells);
                CHECK_MSTATUS_AND_RETURN_IT(status);
        }

        if (extendToShell)
        {
                // Find all shells that have at least a selected UV.
                bool *selected = new bool[nbUvShells];
                for (i = 0 ; i<nbUvShells ; i++)
                        selected[i] = false;

                for (i = 0 ; i<uvList.length() ; i++)
                {
                        int indx = uvList[i];
                        selected[uvShellIds[indx]] = true;
                }
                
                // Now recompute a new list of UVs to modify.

                unsigned int numUvs = mesh.numUVs();
                unsigned int numSelUvs = 0;

                // Preallocate a buffer, large enough to hold all Ids. This
                // prevents multiple reallocation from happening when growing
                // the array.
                uvList.setLength(numUvs);

                for (i = 0 ; i<numUvs ; i++)
                {
                        if (selected[uvShellIds[i]])
                                uvList[numSelUvs++] = i;
                }

                // clamp the array to the proper size.
                uvList.setLength(numSelUvs);

                delete [] selected;
        }

        // For global flips, just pretend there is only one shell
        if (flipGlobal) nbUvShells = 1;

        float *minMax = new float[nbUvShells*4];

        for (i = 0 ; i<nbUvShells ; i++)
        {
                minMax[4*i+0] =  1e30F;                         // Min U
                minMax[4*i+1] =  1e30F;                         // Min V
                minMax[4*i+2] = -1e30F;                         // Max U
                minMax[4*i+3] = -1e30F;                         // Max V
        }

        // Get the bounding box of the UVs, for each shell if flipGlobal
        // is true, or for the whole selection if false.
        for (i = 0 ; i<uvList.length() ; i++)
        {
                int indx = uvList[i];
                int shellId = 0;
                if (!flipGlobal) shellId = uvShellIds[indx];

                if (uArray[indx] < minMax[4*shellId+0]) 
                        minMax[4*shellId+0] = uArray[indx];
                if (vArray[indx] < minMax[4*shellId+1])
                        minMax[4*shellId+1] = vArray[indx];
                if (uArray[indx] > minMax[4*shellId+2]) 
                        minMax[4*shellId+2] = uArray[indx];
                if (vArray[indx] > minMax[4*shellId+3])
                        minMax[4*shellId+3] = vArray[indx];
        }

        // Adjust the size of the output arrays
        uPos.setLength(uvList.length());
        vPos.setLength(uvList.length());

        for (i = 0 ; i<uvList.length() ; i++)
        {
                int shellId = 0;
                int indx = uvList[i];
                if (!flipGlobal) shellId = uvShellIds[indx];
                
                // Flip U or V along the bounding box center.
                if (horizontal)
                {
                        uPos[i] = minMax[4*shellId+0] + minMax[4*shellId+2] -
                                uArray[indx];
                        vPos[i] = vArray[indx];
                }
                else
                {
                        uPos[i] = uArray[indx];
                        vPos[i] = minMax[4*shellId+1] + minMax[4*shellId+3] -
                                vArray[indx];
                }
        }

        delete [] minMax;

        return MS::kSuccess;
}

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