meshReorderTool.cpp

//
// Description: Get user selections for mesh vertex/edge reordering 
//
// Author: Bruce Hickey
//

// This is added to prevent multiple definitions of the MApiVersion string.
#define _MApiVersion

#include <maya/MIOStream.h>
#include <maya/MGlobal.h>
#include <maya/MCursor.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MItMeshVertex.h>

#include <meshReorderTool.h>
#include <meshMapUtils.h>


// The user Context

meshReorderTool::meshReorderTool()
{
        setTitleString ( "Mesh Reorder Tool" );
        setCursor( MCursor::editCursor );
        reset();
}

meshReorderTool::~meshReorderTool() {}

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

void meshReorderTool::toolOnSetup ( MEvent & )
{
        reset();
}

void meshReorderTool::reset()
{
        MEvent e;

        fNumSelectedPoints = 0;

        fSelectedPathSrc.clear();
        fSelectedComponentSrc.clear();
        fSelectVtxSrc.clear();
        fSelectedFaceSrc = -1;

        fCurrentHelpString = "Select 1st point on mesh.";

        helpStateHasChanged( e );
}

//
// Selects objects within the user defined area, then process them
// 
MStatus meshReorderTool::doRelease( MEvent & event )
{
        char buf[1024];

        // Perform the base actions
        MStatus stat = MPxSelectionContext::doRelease(event);

        // Get the list of selected items 
        MGlobal::getActiveSelectionList( fSelectionList );

        //
        //  If there's nothing selected, don't worry about it, just return
        //
        if( fSelectionList.length() != 1 )
        {
                MGlobal::displayWarning( "Components must be selected one at a time" );
                return MS::kSuccess;
        }

        //
        //  Get the selection's details, we must have exactly one component selected
        //
        MObject component;
        MDagPath path;

        MItSelectionList selectionIt (fSelectionList, MFn::kComponent);

        MStringArray    selections;
        selectionIt.getStrings( selections );
        
        if( selections.length() != 1 )
        {
                MGlobal::displayError( "Components must be selected one at a time" );
                return MS::kSuccess;
        }

        if (selectionIt.isDone ())
        {
                MGlobal::displayError( "Selected Item not a component" );
                return MS::kSuccess;
        }

        if( selectionIt.getDagPath (path, component) != MStatus::kSuccess )
        {
                MGlobal::displayError( "Can't get path for selection");
                return MS::kSuccess;
        }

        if (!path.node().hasFn(MFn::kMesh) && !(path.node().hasFn(MFn::kTransform) && path.hasFn(MFn::kMesh)))
        {
                MGlobal::displayError( " Invalid type! Only a mesh or its transform can be specified." );
                return MS::kSuccess;
        }

        MItMeshVertex fIt ( path, component, &stat );
        if( stat != MStatus::kSuccess )
        {
                MGlobal::displayError( " MItMeshVertex failed");
                return MStatus::kFailure;
        }

        if (fIt.count() != 1 )
        {
                sprintf(buf, " Invalid selection '%s'. Vertices must be picked one at a time.", selections[0].asChar() );
                MGlobal::displayError( buf );
                return MS::kSuccess;
        }
        else
        {
                sprintf(buf, "Accepting vertex '%s'", selections[0].asChar() );
                MGlobal::displayInfo(  buf );
        }

        //
        // Now that we know it's valid, process the selection
        //

        fSelectedPathSrc.append( path );
        fSelectedComponentSrc.append( component );

        //
        //  When each of the mesh defined, process it. An error/invalid selection will restart the selection for
        //  that particular mesh.
        //  
        if( fNumSelectedPoints == 2 )
        {
                if( ( stat = meshMapUtils::validateFaceSelection( fSelectedPathSrc, fSelectedComponentSrc, &fSelectedFaceSrc, &fSelectVtxSrc ) ) != MStatus::kSuccess )
                {
                        MGlobal::displayError("Selected vertices don't define a unique face on mesh");
                        reset();
                        return stat;
                }

                fCmd = new meshReorderCommand;
                fCmd->setSeedInfo( fSelectedPathSrc[0], fSelectedFaceSrc, fSelectVtxSrc[0], fSelectVtxSrc[1] );
                fCmd->redoIt();

                //
                // Empty the selection list since the reodering may move the user's current selection on screen
                //
                MSelectionList empty;
                MGlobal::setActiveSelectionList( empty );

                MGlobal::displayInfo( "Mesh reordering complete" );

                // 
                // Start again, get new meshes
                //
                reset();        
        }
        else
        {
                //
                // We don't have all the details yet, just move to the next item
                //
                fNumSelectedPoints++;   
        }

        helpStateHasChanged( event );

        return stat;
}

MStatus meshReorderTool::helpStateHasChanged( MEvent &)
//
// Description:
//              Set up the correct information in the help window based
//              on the current state.  
//
{
        switch (fNumSelectedPoints)
        {
                case 0:
                 fCurrentHelpString = "Select 1st point on mesh.";
                 break;
                case 1:
                 fCurrentHelpString = "Select 2nd point on mesh.";
                 break;
                case 2:
                 fCurrentHelpString = "Select 3rd point on mesh.";
                 break;
                default:
                 // nothing, shouldn't be here
                 break;
         }

        setHelpString( fCurrentHelpString );

        return MS::kSuccess;
}

MPxContext* meshReorderContextCmd::makeObj()
{
        return new meshReorderTool;
}

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

//-
// ==========================================================================
// 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.
// ==========================================================================
//+

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