//- // ========================================================================== // 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. // ========================================================================== //+ #ifndef _polyModifierCmd #define _polyModifierCmd // // // File: polyModifierCmd.h // // MEL Command: polyModifierCmd // // Author: Lonnie Li // // Overview: // // polyModifierCmd is a generic base class designed to aid in modifying // polygonal meshes. All polys in Maya possess two features: construction // history and tweaks. Both of these have a large impact on the structure // of the object as well as how it can be further manipulated. However, // they cannot be easily implemented, which is the why we need this abstracted // class. polyModifierCmd will automatically handle the DG maintenance of // construction history and tweaks on a polygonal mesh. // // To understand what effect both construction history and tweaks have on // a mesh, we need to understand the states of a node. There are three things // which will affect the state of a node regarding construction history and // tweaks. That is: // // (1) Does construction history exist? // (2) Do tweaks exist? // (3) Is construction history turned on? // // The answer to each of these questions changes how the mesh is interpreted, // which in turn affects how the mesh can be accessed/modified. Under each // circumstance, new modifications on the mesh go through a standard series // of events. To further illustrate how these affect the interpretation of // a mesh, we'll delve into each case separately looking at the problems // that we face in each case. // // In the case where construction history exists, the existence of construction // history informs us that there is a single linear DG chain of nodes upstream // from the mesh node. That chain is the history chain. At the top of the chain // we have the "original" mesh and at the bottom we have the "final" mesh, // where "original" and "final" represent the respective state of the node with // regards to mesh's history. Each of these nodes are adjoined via the // inMesh/outMesh attributes, where in and out designate the dataflow into // and out of the node. Now, with that aside, attempting to modify a node // via mutator methods will always write the information onto the inMesh // attribute (except in the case of tweaks, where it writes to the cachedInMesh). // This presents a problem if history exists since a DG evaluation will overwrite // the inMesh of the mesh node, due to the connection from the outMesh of the // node directly upstream from the mesh. This will discard any modifications // made to the mesh. // // So obviously modifying a mesh directly isn't possible when history exists. // To properly modify a mesh with history, we introduce the concept of a modifier // node. This polyModifierNode will encapsulate the operations on the mesh // and behave similarly to the other nodes in the history chain. The node will // then be inserted into the history chain so that on each DG evaluation, it // is always accounted for. The diagram below shows the before and after // of modifying a mesh with history. // // // Before modification: // // ____ ____ // / \ / \ // | Hist | O --------> O | mesh | O // \____/ | | \____/ | // outMesh inMesh outMesh // // // After modification: // // ____ ________ ____ // / \ / \ / \ // | Hist | O --------> O | modifier | O --------> O | mesh | O // \____/ | | \________/ | | \____/ | // outMesh inMesh outMesh inMesh outMesh // // // (Figure 1. Nodes with History) // // // In the case of tweaks: Tweaks are stored on a hidden attribute on the // mesh. Tweaks are manual component modifications on a mesh (eg. repositioning // a vertex). During a DG evaluation, the DG takes the inMesh attribute of // the node and adds the tweak values onto it to get the final value. From this // knowledge we can see that inserting a modifier node ahead of the mesh node // reverses the order of operations which can be crucial to the structure of the // resulting mesh if the modification is a topological change. To avoid this // problem, we retrieve the tweaks off of the mesh, remove it from the mesh and // place the tweaks into a polyTweak node. The tweak node is then inserted ahead // of the modifier node to preserve the order of operations: // // // Before modification: // // Tweak // ____ __O__ // / \ / \ // | Hist | O --------> O | mesh | O // \____/ | | \_____/ | // outMesh inMesh outMesh // // // After modification: // // Empty Tweak // ____ _____ ________ __O__ // / \ / \ / \ / \ // | Hist | O -----> O | Tweak | O -----> O | modifier | O -----> O | mesh | O // \____/ | | \_____/ | | \________/ | | \_____/ | // outMesh inMesh outMesh inMesh outMesh inMesh outMesh // // // (Figure 2. Node with Tweaks) // // // The last of the questions deals with whether or not the user has construction // history turned on or off. This will change how the node should be modified // as well as what the node will look like in the DG following the operation. With // history turned on, the user has selected that they would like to keep a // history chain. So in that case, the resulting mesh would look like the above // diagrams following the operation. On the other hand, with history turned off, // the user has selected that they would not like to see a history chain. From here // there are two possible choices to modify the mesh: // // (1) Operate on the mesh directly // (2) Use the DG, like in the above diagrams, then collapse the nodes down into the mesh. // // The only exception to note out of this case is that if the node already possesses // history (as would be answered by the first question), this preference is ignored. // If a node has history, we continue to use history. The user is imposed with the // task of deleting the history on the object first if they would not like to continue // using history. // // // With History: // // ____ ____ // / \ / \ // | Hist | O --------> O | mesh | O // \____/ | | \____/ | // outMesh inMesh outMesh // // // Without History: // // ____ // / \ // O | mesh | O (All history compressed onto the inMesh attribute) // | \____/ | // inMesh outMesh // // // (Figure 3. Node with History preference) // // // This section has described the "why" part of the question regarding this command. // Following sections will provide a more in depth look at "how" this command // treats each of these situations and what it really does behind the scenes // to handle the above cases. // // // How it works: // // This command approaches the various node state cases similarly to the way // Maya works with construction history and tweaks in polygons. It is important // to note that history and tweaks are independent states having no effect on // each other (in terms of their state). Thus this section will describe each // case independently: // // 1) History // // For history, there are 4 cases that need to be considered: // // (a) History (yes) - RecordHistory (yes) // (b) History (yes) - RecordHistory (no) // (c) History (no) - RecordHistory (yes) // (d) History (no) - RecordHistory (no) // // For (a) and (b), this command treats the node identically. Regardless of // whether recording history is turned on or off, if history already exists // on the node, we treat the node as though recording history is on. As such // the command performs the following steps: // // (i) Create a modifier node. // (ii) Find the node directly upstream to the mesh node. // (iii) Disconnect the upstream node and the mesh node. // (iv) Connect the upstream node to the modifier node. // (v) Connect the modifier node to the mesh node. // (vi) Done! // // For (c), polyModifierCmd needs to generate an input mesh to drive the // modifier node. To do this, the mesh node is duplicated and connected // like the upstream node in the previous two cases: // // (i) Create a modifier node. // (ii) Duplicate the mesh node. // (iii) Connect the duplicate mesh node to the modifier node // (iv) Connect the modifier node to the mesh node // (v) Done! // // For (d), this command is a bit more complicated. There are two approaches // that can be done to respect the fact that no history is desired. The first // involves using the approach in case (c) and simply "baking" or "flattening" // the nodes down into the mesh node. Unfortunately, this presents some // serious problems with undo, as the Maya API in its current state does not // support construction history manipulation. Resorting to the MEL command: // "delete -ch" would be possible, however undoing the operation would not be // trivial as calling an undo from within an undo could destabilize the undo // queue. // // The second alternative and one that is currently implemented by this class // is to respect the "No Construction History" preference strictly by // not modifying the history chain at all and simply operating directly on the // mesh. In order to do this and maintain generality, a hook is provided for // derived classes to override and place in the code used to directly modify the // mesh. polyModifierCmd will only call this method under the circumstances // of case (d). To prevent code duplication between the operations done in the // modifierNode and the command's directModifier implementation, the concept of // a factory is used. It is recommended that an instance of such a factory is // stored locally on the command much like it will be on the node. See // polyModifierNode.h and polyModifierFty.h for more details. // // // 2) Tweaks // // Tweaks are handled as noted above in the description section. However, how // they are treated is dependent on the state of history. Using the four cases // above: // // For (a), (b) and (c), it is as described in the description section: // // (i) Create a tweak node. // (ii) Extract the tweaks from the mesh node. // (iii) Copy the tweaks onto the tweak node. // (iv) Clear the tweaks from the mesh node. // (v) Clear the tweaks from the duplicate mesh node (for case (c) only!) // // For (d), we have yet another limitation. Tweaks are not handled in this case // because of the same circumstances which give rise to the limitation in the // history section. As such, topological changes may result in some odd behaviour // unless the workaround provided in the limitations section is used. // // // How to use: // // To use this command there are several things that are required based on the needs // of the command: // // Step 1: polyModifierFty // // 1) Create a factory derived from polyModifierFty // 2) Find and assign any inputs that your modifier will need onto the factory. // 3) Override the polyModifierFty::doIt() method of the factory // 4) Place your modifier code into the doIt() method of the factory // // Step 2: polyModifierNode // // 1) Create a node derived from polyModifierNode // 2) Add any additional input attributes onto the node // 3) Associate the attributes (ie. inMesh --> affects --> outMesh) // 4) Add an instance of your polyModifierFty to the node // 5) Override the MPxNode::compute() method // 6) Retrieve inputs from attributes, setup the factory and call its doIt() in compute() // // Step 3: polyModifierCmd // // 1) Create a command derived from polyModifierCmd // // --- // // 2) Override the polyModifierCmd::initModifierNode() method // 3) Place your node setup code inside the initModifierNode() // // --- // // 4) Add an instance of your polyModifierFty to the command // 5) Cache any input parameters for the factory on the command // 6) Override the polyModifierCmd::directModifier() method // 7) Place your factory setup code and call its doIt() in directModifier() // // --- // // 8) Override the MPxCommand::doIt() method // 9) Place your setup code inside the doIt() // 10) Place the polyModifierCmd setup code inside the doIt() // (ie. setMeshNode(), setModifierNodeType()) // 11) Call polyModifierCmd::doModifyPoly() inside the doIt() // // --- // // 12) Override the MPxCommand::redoIt() method // 13) Call polyModifierCmd::redoModifyPoly() in redoIt() // // --- // // 14) Override the MPxCommand::undoIt() method // 15) Call polyModifierCmd::undoModifyPoly() in undoIt() // // For more details on each of these steps, please visit the associated method/class // headers. // // // Limitations: // // There is one limitation in polyModifierCmd: // // (1) Duplicate mesh created under the "No History / History turned on" case not undoable // // Case (1): // // Under the "No History / History turned on" case, history is allowed so the DG // is used to perform the operation. However, every polyModifierNode requires // an input mesh and without any prior history, a mesh input needs to be created. // polyModifierCmd compensates for this by duplicating the meshNode and marking // it as an intermediate object. // // The problem with this duplication is that the only duplicate method in the // Maya API resides in MFnDagNode, which does not have an associated undo/redo // mechanism. Attempting to manually delete the node by use of a DGmodifier or // the MEL delete command will break the undo/redo mechanism for the entire // command. As a result, this duplicate mesh is a remnant of each instance of the // command excluding undo/redo. // // To work past this limitation, a manual delete from the MEL command line is // required. // // General Includes // #include <maya/MIntArray.h> #include <maya/MFloatVectorArray.h> #include <maya/MDagPath.h> #include <maya/MDGModifier.h> #include <maya/MDagModifier.h> #include <maya/MPlug.h> // Proxies // #include <maya/MPxCommand.h> class polyModifierCmd : public MPxCommand { public: polyModifierCmd(); virtual ~polyModifierCmd(); // Restrict access to derived classes only // protected: // polyModifierCmd Initialization // // Target polyMesh to modify // void setMeshNode( MDagPath mesh ); MDagPath getMeshNode() const; // Modifier Node Type // void setModifierNodeType( MTypeId type ); void setModifierNodeName( MString name ); MTypeId getModifierNodeType() const; MString getModifierNodeName() const; // polyModifierCmd Execution // // initModifierNode - Derived classes should override this method if // they wish to initialize input attributes on the // modifierNode // virtual MStatus initModifierNode( MObject modifierNode ); // directModifier - Derived classes should override this method to provide // direct modifications on the meshNode in the case where // no history exists and construction history is turned off. // (ie. no DG operations desired) // // This method is called only if history does not exist and // history is turned off. At this point, a handle to the // meshNode is passed in so a derived class may directly // modify the mesh. // virtual MStatus directModifier( MObject mesh ); MStatus doModifyPoly(); MStatus redoModifyPoly(); MStatus undoModifyPoly(); private: // polyModifierCmd Internal Processing Data // // This structure is used to maintain the data vital to the modifyPoly method. // It is necessary to simplify parameter passing between the methods used inside // modifyPoly (specifically inside connectNodes()). The diagram below dictates // the naming style used: // // NOTE: modifierNode is intentionally left out of this structure since it // is given protected access to derived classes. // // Before: // // (upstreamNode) *src -> dest* (meshNode) // // After: // // (upstreamNode) *src -> dest* (modifierNode) *src -> dest* (meshNode) // struct modifyPolyData { MObject meshNodeTransform; MObject meshNodeShape; MPlug meshNodeDestPlug; MObject meshNodeDestAttr; MObject upstreamNodeTransform; MObject upstreamNodeShape; MPlug upstreamNodeSrcPlug; MObject upstreamNodeSrcAttr; MObject modifierNodeSrcAttr; MObject modifierNodeDestAttr; MObject tweakNode; MObject tweakNodeSrcAttr; MObject tweakNodeDestAttr; }; // polyModifierCmd Internal Methods // bool isCommandDataValid(); void collectNodeState(); // Modifier node methods // MStatus createModifierNode( MObject& modifierNode ); // Node processing methods (need to be executed in this order) // MStatus processMeshNode( modifyPolyData& data ); MStatus processUpstreamNode( modifyPolyData& data ); MStatus processModifierNode( MObject modifierNode, modifyPolyData& data ); MStatus processTweaks( modifyPolyData& data ); // Node connection method // MStatus connectNodes( MObject modifierNode ); // Mesh caching methods - Only used in the directModifier case // MStatus cacheMeshData(); MStatus cacheMeshTweaks(); // Undo methods // MStatus undoCachedMesh(); MStatus undoTweakProcessing(); MStatus undoDirectModifier(); // polyModifierCmd Utility Methods // MStatus getFloat3PlugValue( MPlug plug, MFloatVector& value ); MStatus getFloat3asMObject( MFloatVector value, MObject& object ); // polyModifierCmd Data // // polyMesh // bool fDagPathInitialized; MDagPath fDagPath; MDagPath fDuplicateDagPath; // Modifier Node Type // bool fModifierNodeTypeInitialized; bool fModifierNodeNameInitialized; MTypeId fModifierNodeType; MString fModifierNodeName; // Node State Information // bool fHasHistory; bool fHasTweaks; bool fHasRecordHistory; // Cached Tweak Data (for undo) // MIntArray fTweakIndexArray; MFloatVectorArray fTweakVectorArray; // Cached Mesh Data (for undo in the 'No History'/'History turned off' case) // MObject fMeshData; // DG and DAG Modifier // // - We need both DAG and DG modifiers since the MDagModifier::createNode() // method is overridden and specific to DAG nodes. So to keep // the operations consistent we will only use the fDagModifier // when dealing with the DAG. // // - There is a limitation between the reparentNode() and deleteNode() // methods on the MDagModifier. The deleteNode() method does some // preparation work before it enqueues itself in the MDagModifier list // of operations, namely, it looks at it's parents and children and // deletes them as well if they are the only parent/child of the node // scheduled to be deleted. // // This conflicts with our call to MDagModifier::reparentNode(), // since we want to reparent the shape of a duplicated node under // another node and then delete the transform of that node. Now you // can see that since the reparentNode() doesn't execute until after // the MDagModifier::doIt() call, the scheduled deleteNode() call // still sees the child and marks it for delete. The subsequent // doIt() call reparents the shape and then deletes both it and the // transform. // // To avoid this conflict, we separate the calls individually and // perform the reparenting (by calling a doIt()) before the deleteNode() // method is enqueued on the modifier. // MDGModifier fDGModifier; MDagModifier fDagModifier; }; // // Inlines // // polyMesh // inline void polyModifierCmd::setMeshNode( MDagPath mesh ) { fDagPath = mesh; fDagPathInitialized = true; } inline MDagPath polyModifierCmd::getMeshNode() const { return fDagPath; } // Modifier Node Type // inline void polyModifierCmd::setModifierNodeType( MTypeId type ) { fModifierNodeType = type; fModifierNodeTypeInitialized = true; } inline void polyModifierCmd::setModifierNodeName( MString name ) { fModifierNodeName = name; fModifierNodeNameInitialized = true; } inline MTypeId polyModifierCmd::getModifierNodeType() const { return fModifierNodeType; } inline MString polyModifierCmd::getModifierNodeName() const { return fModifierNodeName; } #endif
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