splitUVNode.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: splitUVNode.cpp
//
// Dependency Graph Node: splitUVNode
//
// Authors: Lonnie Li, Jeyprakash Michaelraj
//

#include "splitUVNode.h"

// Function Sets
//
#include <maya/MFnTypedAttribute.h>
#include <maya/MFnMeshData.h>
#include <maya/MFnComponentListData.h>
#include <maya/MFnSingleIndexedComponent.h>

// General Includes
//
#include <maya/MGlobal.h>
#include <maya/MPlug.h>
#include <maya/MDataBlock.h>
#include <maya/MDataHandle.h>
#include <maya/MIOStream.h>

// Macros
//
#define MCheckStatus(status,message)    \
        if( MStatus::kSuccess != status ) {     \
                cerr << message << "\n";                \
                return status;                                  \
        }


// Unique Node TypeId
//
MTypeId     splitUVNode::id( 0x34567 );

// Node attributes (in addition to inMesh and outMesh defined by polyModifierNode)
//
MObject     splitUVNode::uvList;

splitUVNode::splitUVNode()
{}

splitUVNode::~splitUVNode()
{}

MStatus splitUVNode::compute( const MPlug& plug, MDataBlock& data )
//
//      Description:
//              This method computes the value of the given output plug based
//              on the values of the input attributes.
//
//      Arguments:
//              plug - the plug to compute
//              data - object that provides access to the attributes for this node
//
{
        MStatus status = MS::kSuccess;
 
        MDataHandle stateData = data.outputValue( state, &status );
        MCheckStatus( status, "ERROR getting state" );

        // Check for the HasNoEffect/PassThrough flag on the node.
        //
        // (stateData is an enumeration standard in all depend nodes - stored as short)
        // 
        // (0 = Normal)
        // (1 = HasNoEffect/PassThrough)
        // (2 = Blocking)
        // ...
        //
        if( stateData.asShort() == 1 )
        {
                MDataHandle inputData = data.inputValue( inMesh, &status );
                MCheckStatus(status,"ERROR getting inMesh");

                MDataHandle outputData = data.outputValue( outMesh, &status );
                MCheckStatus(status,"ERROR getting outMesh");

                // Simply redirect the inMesh to the outMesh for the PassThrough effect
                //
                outputData.set(inputData.asMesh());
        }
        else
        {
                // Check which output attribute we have been asked to 
                // compute. If this node doesn't know how to compute it, 
                // we must return MS::kUnknownParameter
                // 
                if (plug == outMesh)
                {
                        MDataHandle inputData = data.inputValue( inMesh, &status );
                        MCheckStatus(status,"ERROR getting inMesh");

                        MDataHandle outputData = data.outputValue( outMesh, &status );
                        MCheckStatus(status,"ERROR getting outMesh"); 

                        // Now, we get the value of the uvList and use it to perform
                        // the operation on this mesh
                        //
                        MDataHandle inputUVs = data.inputValue( uvList, &status);
                        MCheckStatus(status,"ERROR getting uvList"); 
                        
                        // Copy the inMesh to the outMesh, and now you can
                        // perform operations in-place on the outMesh
                        //
                        outputData.set(inputData.asMesh());
                        MObject mesh = outputData.asMesh();

                        // Retrieve the UV list from the component list.
                        //
                        // Note, we use a component list to store the components
                        // because it is more compact memory wise. (ie. comp[81:85]
                        // is smaller than comp[81], comp[82],...,comp[85])
                        //
                        MObject compList = inputUVs.data();
                        MFnComponentListData compListFn( compList );

                        unsigned i;
                        int j;
                        MIntArray uvIds;

                        for( i = 0; i < compListFn.length(); i++ )
                        {
                                MObject comp = compListFn[i];
                                if( comp.apiType() == MFn::kMeshMapComponent )
                                {
                                        MFnSingleIndexedComponent uvComp( comp );
                                        for( j = 0; j < uvComp.elementCount(); j++ )
                                        {
                                                int uvId = uvComp.element(j);
                                                uvIds.append( uvId );
                                        }
                                }
                        }

                        // Set the mesh object and uvList on the factory
                        //
                        fSplitUVFactory.setMesh( mesh );
                        fSplitUVFactory.setUVIds( uvIds );

                        // Now, perform the splitUV
                        //
                        status = fSplitUVFactory.doIt();

                        // Mark the output mesh as clean
                        //
                        outputData.setClean();
                }
                else
                {
                        status = MS::kUnknownParameter;
                }
        }

        return status;
}

void* splitUVNode::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 splitUVNode();
}

MStatus splitUVNode::initialize()
//
//      Description:
//              This method is called to create and initialize all of the attributes
//      and attribute dependencies for this node type.  This is only called 
//              once when the node type is registered with Maya.
//
//      Return Values:
//              MS::kSuccess
//              MS::kFailure
//              
{
        MStatus                         status;

        MFnTypedAttribute attrFn;

        uvList = attrFn.create("inputComponents", "ics", MFnComponentListData::kComponentList);
        attrFn.setStorable(true);       // To be stored during file-save

        inMesh = attrFn.create("inMesh", "im", MFnMeshData::kMesh);
        attrFn.setStorable(true);       // To be stored during file-save

        // Attribute is read-only because it is an output attribute
        //
        outMesh = attrFn.create("outMesh", "om", MFnMeshData::kMesh);
        attrFn.setStorable(false);
        attrFn.setWritable(false);

        // Add the attributes we have created to the node
        //
        status = addAttribute( uvList );
                if (!status)
                {
                        status.perror("addAttribute");
                        return status;
                }
        status = addAttribute( inMesh );
                if (!status)
                {
                        status.perror("addAttribute");
                        return status;
                }
        status = addAttribute( outMesh);
                if (!status)
                {
                        status.perror("addAttribute");
                        return status;
                }

        // Set up a dependency between the input and the output.  This will cause
        // the output to be marked dirty when the input changes.  The output will
        // then be recomputed the next time the value of the output is requested.
        //
        status = attributeAffects( inMesh, outMesh );
                if (!status)
                {
                        status.perror("attributeAffects");
                        return status;
                }

        status = attributeAffects( uvList, outMesh );
                if (!status)
                {
                        status.perror("attributeAffects");
                        return status;
                }

        return MS::kSuccess;

}

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