//- // ========================================================================== // 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. // ========================================================================== //+ // DISCLAIMER: THIS PLUGIN IS PROVIDED AS IS. IT IS NOT SUPPORTED BY // AUTODESK, SO PLEASE USE AND MODIFY AT YOUR OWN RISK. // // PLUGIN NAME: pointOnMeshInfo v1.0 // FILE: getPointAndNormal.cpp // DESCRIPTION: -Utility function definition, used by both the command and node. // -Please see readme.txt for full details. // AUTHOR: QT // REFERENCES: -This plugin is based off of the `pointOnSurface` MEL command and "pointOnSurfaceInfo" node. // -The pointOnSubdNode.cpp plugin example from the Maya API Devkit was also used for reference. // -The MEL script AEpointOnSurfaceInfoTemplate.mel was referred to for the AE template MEL script // that accompanies the pointOnMeshInfo node. // LAST UPDATED: Oct. 11th, 2001. // COMPILED AND TESTED ON: Maya 4.0 on Windows // HEADER FILE: #include "getPointAndNormal.h" // FUNCTION THAT FINDS THE POINT AND NORMAL OF A POLY AT A SPECIFIED FACE UV COORD ABOUT A SPECIFIED FACE: void getPointAndNormal(MDagPath meshDagPath, int faceIndex, bool relative, double parameterU, double parameterV, MPoint &point, MVector &normal, MObject theMesh) { // CREATE FACE ITERATOR, AND SET ITS INDEX TO THAT OF THE SPECIFIED FACE: MItMeshPolygon faceIter(meshDagPath); if (theMesh!=MObject::kNullObj) faceIter.reset(theMesh); int dummyIndex; faceIter.setIndex(faceIndex, dummyIndex); // WHEN "RELATIVE" MODE IS SPECIFIED, CALCULATE THE *ABSOLUTE* UV'S FROM THE SPECIFIED FACE AND "RELATIVE" UV'S: float u, v; if (relative) { MFloatArray uArray, vArray; faceIter.getUVs(uArray, vArray); float minU=999999, minV=999999, maxU=0, maxV=0; for (unsigned i=0; i<uArray.length(); i++) { minU = (uArray[i] < minU) ? uArray[i] : minU; minV = (vArray[i] < minV) ? vArray[i] : minV; maxU = (uArray[i] > maxU) ? uArray[i] : maxU; maxV = (vArray[i] > maxV) ? vArray[i] : maxV; } u = minU + (float)parameterU * (maxU - minU); v = minV + (float)parameterV * (maxV - minV); } // OTHERWISE, JUST TAKE THE ABSOLUTE UV'S TO BE THE ONES SPECIFIED: else { u = (float)parameterU; v = (float)parameterV; } // FIND THE WORLDSPACE COORDINATE AT THE SPECIFIED UV: float2 UV; UV[0] = u; UV[1] = v; faceIter.getPointAtUV(point, UV, MSpace::kWorld); // FIND THE NORMAL AT THE SPECIFIED UV: MFnMesh meshFn(meshDagPath); if (theMesh!=MObject::kNullObj) meshFn.setObject(theMesh); meshFn.getClosestNormal(point, normal, MSpace::kWorld); }
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