cvColorShader.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.
// ==========================================================================
//+

#include <math.h>

#include <maya/MPxNode.h>
#include <maya/MIOStream.h>
#include <maya/MString.h>
#include <maya/MTypeId.h>
#include <maya/MPlug.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MPointArray.h>
#include <maya/MFnPlugin.h>
#include <maya/MItDependencyGraph.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MFnMesh.h>
#include <maya/MColor.h>
#include <maya/MItMeshVertex.h>

class cvColorShader : public MPxNode
{
        public:
                    cvColorShader();
    virtual         ~cvColorShader();

    virtual MStatus compute( const MPlug&, MDataBlock& );
        virtual void    postConstructor();

    static  void *  creator();
    static  MStatus initialize();

        //  Id tag for use with binary file format
    static  MTypeId id;

        private:

        static inline float dotProd(const MFloatVector &, const MFloatVector &); 

        // Input attributes

        static MObject aReverseAlpha;

        static MObject aPointObj;                               // Implicit attribute
        static MObject aPrimitiveId;                    // Implicit attribute

        // Output attributes
        static MObject aOutColor;
        static MObject aOutAlpha;
};

// Static data
MTypeId cvColorShader::id( 0x8000f );

// Attributes 
MObject cvColorShader::aReverseAlpha;
MObject cvColorShader::aPointObj;
MObject cvColorShader::aPrimitiveId;
MObject cvColorShader::aOutColor;
MObject cvColorShader::aOutAlpha;

void cvColorShader::postConstructor( )
{
        setMPSafe(true);
}

cvColorShader::cvColorShader()
{
}

cvColorShader::~cvColorShader()
{
}

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

MStatus cvColorShader::initialize()
{
    MFnNumericAttribute nAttr;

        aReverseAlpha = nAttr.create( "reverseAlpha", "ra", 
                                                                  MFnNumericData::kBoolean);
        CHECK_MSTATUS ( nAttr.setDefault( true ) );

    aPointObj  = nAttr.createPoint( "pointObj", "po" );
        CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setHidden(true) );

        aPrimitiveId = nAttr.create( "primitiveId", "pi", MFnNumericData::kLong);
    CHECK_MSTATUS ( nAttr.setHidden(true) );

    aOutColor = nAttr.createColor( "outColor", "oc" );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );

        aOutAlpha = nAttr.create( "outAlpha", "oa", MFnNumericData::kFloat);
        CHECK_MSTATUS (  nAttr.setDisconnectBehavior(MFnAttribute::kReset) );
    CHECK_MSTATUS ( nAttr.setStorable(false) );
    CHECK_MSTATUS ( nAttr.setReadable(true) );
    CHECK_MSTATUS ( nAttr.setWritable(false) );

    CHECK_MSTATUS ( addAttribute(aPointObj) );
    CHECK_MSTATUS ( addAttribute(aOutColor) );
    CHECK_MSTATUS ( addAttribute(aOutAlpha) );
    CHECK_MSTATUS ( addAttribute(aReverseAlpha) );
    CHECK_MSTATUS ( addAttribute(aPrimitiveId) );

    CHECK_MSTATUS ( attributeAffects(aPointObj,     aOutColor) );
    CHECK_MSTATUS ( attributeAffects(aPrimitiveId,  aOutColor) );

    CHECK_MSTATUS ( attributeAffects(aReverseAlpha, aOutAlpha) );
    CHECK_MSTATUS ( attributeAffects(aPointObj,     aOutAlpha) );
    CHECK_MSTATUS ( attributeAffects(aPrimitiveId,  aOutAlpha) );

        return MS::kSuccess;
}

// dot product on vectors
inline float cvColorShader::dotProd(
        const MFloatVector & v1,
        const MFloatVector & v2) 
{
        return  v1.x*v2.x +  v1.y*v2.y + v1.z*v2.z;
}

//
//
MStatus cvColorShader::compute( const MPlug& plug, MDataBlock& block ) 
{
        if ((plug != aOutColor) && (plug.parent() != aOutColor) && 
                (plug != aOutAlpha))
                return MS::kUnknownParameter;

        MStatus status;
        MObject thisNode = thisMObject();

        bool rev_flag = block.inputValue(aReverseAlpha).asBool();
        long triangleId = block.inputValue(aPrimitiveId).asLong();

        // Location of the point we are shading
        MFloatVector& pointObj = block.inputValue( aPointObj ).asFloatVector();

        // Find the Mesh object
        MPlug outColorPlug = MFnDependencyNode(thisNode).findPlug("outColor", 
                                                                                                                          &status);
        if( MStatus::kSuccess != status )
                return MS::kFailure;
                
        MItDependencyGraph depIt( outColorPlug, MFn::kShadingEngine,
                                                          MItDependencyGraph::kDownstream, 
                                                          MItDependencyGraph::kBreadthFirst,
                                                          MItDependencyGraph::kNodeLevel, 
                                                          &status);
        if( MStatus::kSuccess != status )
                return MS::kFailure;
        
        CHECK_MSTATUS ( depIt.enablePruningOnFilter() );

        MObject shadingEngineNode = depIt.thisNode(); // test
        
        MPlug dagSetMembersPlug = MFnDependencyNode(shadingEngineNode).findPlug(
                "dagSetMembers", &status );
        if( MStatus::kSuccess != status )
                return MS::kFailure;
        MPlug dagSetMembersElementPlug = dagSetMembersPlug.elementByLogicalIndex( 
                0, &status );
        if( MStatus::kSuccess != status )
                return MS::kFailure;
        
        MPlugArray meshPlugArray;
        dagSetMembersElementPlug.connectedTo( meshPlugArray, true, false, &status);
        if( MStatus::kSuccess != status )
                return MS::kFailure;
        
        MObject meshNode = meshPlugArray[0].node();

        // Find the face a local triangle number.
        int polygonId = 0;
        int preIndex = 0;

        int i;
        MFnMesh meshFn( meshNode );
        MItMeshPolygon fIter( meshNode );
        int numPolygons = meshFn.numPolygons();         // Number of faces
        for( i = 0; i < numPolygons; i++ )
        {
                int nTri;
                fIter.setIndex( i, preIndex );
                fIter.numTriangles(nTri);

                if( triangleId < nTri )
                {
                        polygonId = i;
                        break;
                }
                triangleId -= nTri;
        }

        MPointArray posArray;
        MIntArray vIndexArray;

        // We are shading the triangleId th triangle in face polygonId
        status = fIter.getTriangle(triangleId, posArray, vIndexArray,
                                                           MSpace::kObject);
        if( MStatus::kSuccess != status )
                return MS::kFailure;

        MFloatVector pos1;
        MFloatVector pos2;
        MFloatVector pos3;
        pos1.x = (float)posArray[0].x;
        pos1.y = (float)posArray[0].y;
        pos1.z = (float)posArray[0].z;
        pos2.x = (float)posArray[1].x;
        pos2.y = (float)posArray[1].y;
        pos2.z = (float)posArray[1].z;
        pos3.x = (float)posArray[2].x;
        pos3.y = (float)posArray[2].y;
        pos3.z = (float)posArray[2].z;

        MColor color1;
        MColor color2;
        MColor color3;

        MItMeshVertex vIter( meshNode );
        CHECK_MSTATUS ( vIter.setIndex( vIndexArray[0], preIndex) );
        CHECK_MSTATUS ( vIter.getColor( color1, polygonId ) );
        
        CHECK_MSTATUS ( vIter.setIndex( vIndexArray[1], preIndex) );
        CHECK_MSTATUS ( vIter.getColor( color2, polygonId ) );

        CHECK_MSTATUS ( vIter.setIndex( vIndexArray[2], preIndex) );
        CHECK_MSTATUS ( vIter.getColor( color3, polygonId ) );

        // Compute the barycentric coordinates of the sample.

        pointObj = pointObj - pos3;                             // Translate pos3 to origin
    pos1 = pos1 - pos3;
    pos2 = pos2 - pos3;

    MFloatVector norm = pos1 ^ pos2;            // Triangle normal
    float len = dotProd(norm, norm);
    len = dotProd(norm, pointObj)/len;

    pointObj = pointObj - (len * norm);         // Make sure the point is
                                                                                        // in the triangle

    float aa = dotProd(pos1, pos1);
    float bb = dotProd(pos2, pos2);
    float ab = dotProd(pos1, pos2);
    float am = dotProd(pos1, pointObj);
    float bm = dotProd(pos2, pointObj);
    float det = aa*bb - ab*ab;

    // a, b, c are the barycentric coordinates (assuming pnt
    // is in the triangle plane, best least square fit
    // otherwise.
    //
    float a = (am*bb - bm*ab) / det;
    float b = (bm*aa - am*ab) / det;
        float c = 1-a-b;

        MColor resultColor = (a*color1) + (b*color2) + (c*color3);

        if( rev_flag == true )
                resultColor.a = 1.0f - resultColor.a;

        MDataHandle outColorHandle = block.outputValue( aOutColor );
        MFloatVector& outColor = outColorHandle.asFloatVector();
        outColor.x = resultColor.r;
        outColor.y = resultColor.g;
        outColor.z = resultColor.b;
        outColorHandle.setClean();

        MDataHandle outAlphaHandle = block.outputValue( aOutAlpha );
        float& outAlpha = outAlphaHandle.asFloat();
        outAlpha = resultColor.a;
        outAlphaHandle.setClean();

        return MS::kSuccess;
}


MStatus initializePlugin( MObject obj )
{ 
        const MString UserClassify( "utility/color" );
        
        MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any");
        CHECK_MSTATUS ( plugin.registerNode( "cvColorShader", cvColorShader::id, 
                                                 cvColorShader::creator, 
                                                 cvColorShader::initialize,
                                                 MPxNode::kDependNode, &UserClassify ) );

        return MS::kSuccess;
}

MStatus uninitializePlugin( MObject obj )
{
        MFnPlugin plugin( obj );
        CHECK_MSTATUS ( plugin.deregisterNode( cvColorShader::id ) );

        return MS::kSuccess;
}

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