cleanPerFaceAssignmentCmd.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: cleanPerFaceAssignmentCmd.cpp
// MEL Command: cleanPerFaceAssignment
// Author: Hiroyuki Haga
// 

#include "cleanPerFaceAssignmentCmd.h"

// Include Maya libary: General
#include <maya/MGlobal.h>
#include <maya/MDagPath.h>
#include <maya/MPlug.h>
#include <maya/MObjectArray.h>
#include <maya/MIntArray.h>
#include <maya/MStringArray.h>

// Include Maya libary: Selection
#include <maya/MSelectionList.h>
#include <maya/MItSelectionList.h>

// Include Maya libary: Nodes
#include <maya/MFnDependencyNode.h>

// Include Maya libary: Polygons
#include <maya/MFnMesh.h>
#include <maya/MItMeshPolygon.h>

// Include Maya libary: Sets
#include <maya/MFnSet.h>

#ifdef DEBUG
#include <MIOStream.h>
#endif

MStatus cleanPerFaceAssignment::doIt( const MArgList& )
//
//      Description:
//              cleanPerfaceAssignment does the followings
//                      1. It traces material connections
//                      2. If multiple conections to one material is found, it combines them.
//                      3. It changes the assignment order
//                      4. it returns a string array that can be executed as a MEL command
//
//      Arguments:
//              NONE
//
//      Return Value:
//              It always returns MS:kSuccess as there's no error handling
//
{
        MStatus stat = MS::kSuccess;


        //  Get the selection list and using the iterator to trace them
        MSelectionList list;
        MGlobal::getActiveSelectionList( list );
        MItSelectionList listIt( list);

        for ( listIt.reset(); !listIt.isDone() ; listIt.next() ){

                // Get the DAG path of each element and extend the path to its shape node
                MDagPath path;
                listIt.getDagPath( path );
                path.extendToShape();
        
                // if a DAG Path is MFn::kMesh, it tries to obtain its material

                if ( path.apiType() == MFn::kMesh ){

                        // Create a function set for poly geometries, find faces that are assigned as a set
                        MFnMesh meshFn( path );
                        MObjectArray sets, comps;

                        unsigned int instanceNumber = path.instanceNumber();
                        meshFn.getConnectedSetsAndMembers( instanceNumber, sets, comps, 1 );

#ifdef _DEBUG
                        // Debug output
                        for ( unsigned int i = 0; i < sets.length() ; i++ ){
                                MFnSet setFn ( sets[i]);
                                MItMeshPolygon faceIt( path, comps[i] );

                                cout << "-------------->" << endl;
                                cout << setFn.name() << endl;
                                cout << "FaceCount:" << faceIt.count() << endl;
                                for ( faceIt.reset() ; !faceIt.isDone() ; faceIt.next() ){
                                        cout << faceIt.index() << " ";
                                }
                                cout << endl;
                                cout << "<--------------" << endl;
                                
                        }
#endif // _DEBUG


                        // Variable declaration 
                        MStringArray SGNames;           // Stores Shading Group name
                        MIntArray sameConnectionFlag;   // a flag to check if Shading Group has same names
                        MIntArray sameSGFaceCount;      // storoes the number of faces included in each shading group
                        MStringArray memberFaceNames;   // stores names of faces included in each shading group

                        sameConnectionFlag.clear();
                        sameSGFaceCount.clear();

                        // ------------------------------------------------
                        // 1    Initialization
                        // ------------------------------------------------

                        // initialization of variables
                        for ( unsigned int i = 0; i < sets.length() ; i++ ){

                                // SGName Initialization
                                //      Append Shading Group name
                                MFnSet setFn ( sets[i] );
                                SGNames.append( setFn.name() );

                                // sameConnectionFlag Initialization
                                //      set -1@
                                sameConnectionFlag.append( -1 );
                                
                                
                                // sameSGFaceCount Initialization
                                //      Set the number of faces included in a Shading Group
                                MItMeshPolygon tempFaceIt ( path, comps[i] );                           
                                sameSGFaceCount.append( tempFaceIt.count() );


                                // memberFaceNames Initialization
                                //      Stores names of faces included in a Shading Group in a way MEL can use
                                MString aMemberFaceName;

                                MString pathName = path.fullPathName();
                                bool optimizeList = true; 
                                if (optimizeList)
                                {
                                        int lastIndices[2] = { -1, -1 };
                                        int currentIndex = -1;
                                        bool haveAFace = false;
                                        for ( ;!tempFaceIt.isDone() ; tempFaceIt.next() )
                                        {
                                                if (lastIndices[0] == -1)
                                                {
                                                        lastIndices[0] = tempFaceIt.index();
                                                        lastIndices[1] = tempFaceIt.index();
                                                }
                                                else
                                                {
                                                        currentIndex = tempFaceIt.index();

                                                        // Hit non-contiguous face #. split out a new string
                                                        if (currentIndex > lastIndices[1] + 1)
                                                        {
                                                                aMemberFaceName += (pathName + ".f[" + lastIndices[0] + ":" + lastIndices[1] + "] ");
                                                                lastIndices[0] = currentIndex;
                                                                lastIndices[1] = currentIndex;
                                                        }
                                                        else
                                                                lastIndices[1] = currentIndex;
                                                }
                                                haveAFace = true;
                                        }
                                        // Only one member. Add it.
                                        if (haveAFace)
                                        {
                                                aMemberFaceName += (pathName + ".f[" + lastIndices[0] + ":" + lastIndices[1] + "] ");
                                        }
                                }
                                else
                                {
                                        for ( ;!tempFaceIt.isDone() ; tempFaceIt.next() ){
                                                aMemberFaceName += (path.fullPathName() + ".f[" + tempFaceIt.index() + "] ");
                                        }
                                }
                                memberFaceNames.append( aMemberFaceName );

                        }
                        
        
                        // ------------------------------------------------
                        // 2    Finding redundant connections
                        // ------------------------------------------------

                        // Scan for multiple connections to a shading group and if it exists
                        //      combine them
                        for ( unsigned int i = 0; i < sets.length() ; i++ ){
                                MFnSet setFn ( sets[i]);
                                if ( sameConnectionFlag[i] == -1 ){

                                        for ( unsigned int j = 0; j < sets.length() ; j++ ){
                                                if ( i != j && sameConnectionFlag[j] == -1 ) {
                                                        MFnSet tempSetFn ( sets[j] );

                                                        if ( setFn.name() == tempSetFn.name() ){
                                                                sameConnectionFlag[j] = i;
                                                                sameSGFaceCount[i] += sameSGFaceCount[j];
                                                                sameSGFaceCount[j] = 0;
                                                                memberFaceNames[i] += memberFaceNames[j];
                                                                memberFaceNames[j] = "";
                                                        }
                                                }

                                        }
                                        sameConnectionFlag[i] = i;
                                }
                        }

                        // delete empties
                        unsigned int tail = 0;
                        while( tail < sameConnectionFlag.length() ){
                                if ( sameSGFaceCount[tail] == 0 ){
                                        SGNames.remove( tail );
                                        memberFaceNames.remove( tail );
                                        sameConnectionFlag.remove( tail );
                                        sameSGFaceCount.remove( tail );

                                } else {
                                        tail++;
                                }
                        }


                        // ------------------------------------------------
                        // 3    Sorting array
                        // ------------------------------------------------

                        // Sorting preprocess
                        //              Simply assign ID from the top
                        MIntArray sortMapper;
                        for ( unsigned int i = 0; i < sameSGFaceCount.length() ; i++ ){
                                sortMapper.append( i );
                        }
                        bool needToSort = true;
                
                        // Begin sorting
                        //              in the order of number of faces 
                        while ( needToSort ){
                                unsigned int sortCount = 0;
                                if ( sameSGFaceCount.length() > 1 ){
                                        for( unsigned int i = 0; i < ( sameSGFaceCount.length() -1 ) ; i++ ){
                                                if ( sameSGFaceCount[sortMapper[i]] < sameSGFaceCount[sortMapper[i+1]] ){
                                                        int tmp = sortMapper[i];
                                                        sortMapper[i] = sortMapper[i+1];
                                                        sortMapper[i+1] = tmp;
                                                        sortCount++;
                                                } else {

                                                }

                                        }
                                }else {
                                        break;
                                }

                                
                                // Check if sorting is completed
                                if ( sortCount > 0 ){
                                        needToSort = true; //another sorting required
                                } else {
                                        needToSort = false;//no sorting required and exit loop
                                }


                        }

                        // store the sorted arrary

                        //      Variable declaration
                        MStringArray sortedSGNames;
                        MStringArray sortedMemberFaceNames;
                        MIntArray       sortedSGFaceCount;

                        //      Store
                        for ( unsigned int i = 0; i < sortMapper.length(); i++ ){
                                sortedSGNames.append( SGNames[sortMapper[i]] );
                                sortedSGFaceCount.append( sameSGFaceCount[sortMapper[i]] );
                                sortedMemberFaceNames.append( memberFaceNames[sortMapper[i]]);
                        }

                        

#ifdef _DEBUG

                        // Debug information output
                        for ( unsigned int i = 0; i < sortedSGFaceCount.length() ; i++ ){
                                cout << sortedSGNames[i] << "  " << sortedSGFaceCount[i] << endl;
                                cout << sortedMemberFaceNames[i] << endl;
                        }
                        
                        for ( unsigned int i = 0; i < sortMapper.length() ; i++ ){
                                cout << i << " -- " << sortMapper[i] << endl;
                        }
#endif // _DEBUG
                        
                        // ------------------------------------------------
                        // 4    Output
                        // ------------------------------------------------
                        //      This outputs a MEL executable string array
                        //      This is to enable step by step excution when it can't be solved to normally 
                        
                        bool executeImmediate = true;
                        for ( unsigned int i = 0; i < sortedSGFaceCount.length() ; i++ ){
                                
                                MString resultString;
                                if ( i == 0 ){

                                        //@Add object base selection MEL command 
                                        resultString = ("select -r " + path.fullPathName()  +";" );
                                } else {
                                        //@Add component base selection MEL command 
                                        resultString = ("select -r " + sortedMemberFaceNames[i] + ";");
                                }

                                if (executeImmediate )
                                        MGlobal::executeCommand( resultString );

                                // Add a meterial assignemnet MEL comand 
                                if (executeImmediate)
                                {
                                        resultString = ("sets -e -forceElement " + sortedSGNames[i] + ";");
                                        MGlobal::executeCommand( resultString );
                                }
                                else
                                        resultString += ("sets -e -forceElement " + sortedSGNames[i] + ";");

                                // Append to the result
                                if (!executeImmediate)
                                        appendToResult( resultString );
                        }

                }

        }
        return stat; // TODO: Error handling/Additional ASSERT requiredBCurrently it always returns MS::kSuccess
}


void* cleanPerFaceAssignment::creator()
//
//      Description:
//              this method exists to give Maya a way to create new objects
//      of this type. 
//
//      Return Value:
//              a new object of this type
//
{
        return new cleanPerFaceAssignment();
}

cleanPerFaceAssignment::cleanPerFaceAssignment()
//
//      Description:
//              cleanPerFaceAssignment constructor
//
{}

cleanPerFaceAssignment::~cleanPerFaceAssignment()
//
//      Description:
//              cleanPerFaceAssignment destructor
//
{
}



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