1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
|
// Shave and a Haircut
// (c) 2019 Epic Games
// US Patent 6720962
#include <math.h>
#include "for_soft/shavelib.h"
#include "for_soft/softlib.h"
// this library depends on opengl32.lib glu32.lib and slii.obj
// you must link to them
// also, you must have a dongle plugged in and initialized
//extern void MAYAexternal_forces(VERT *lastpos, VERT *vect)
SOFTGUIDE gd[500];
VERT
VNorm( VERT v )
{
VERT ret;
float len;
len = ( float ) sqrt( ( double ) ( v.x * v.x + v.y * v.y + v.z * v.z ) );
ret = v;
if( len != 0.0f )
{
ret.x /= len;
ret.y /= len;
ret.z /= len;
}
if( len == 0.0 )
{
ret.x = 1.0;
ret.y = 0;
ret.x = 0;
}
return ( ret );
}
void
main( )
{
int killed = 0;
int x, slg, hh;
// int NUMBER_OF_HAIRS=1;
FILE *object;
MEMFILE node_data; // this is the holder for the current hair position
MEMFILE node_rest; // this is a backup made from the rest position
MEMFILE node_state;
WFTYPE MAYAdata; // this is the holder for a strand of hair
// it gets malloced and written by MAYAmake_a_hair
WFTYPE MAYAdata2; // this is the holder for a strand of hair
// it gets malloced and written by MAYAmake_a_hair
WFTYPE SKINdata;
SHAVEPARMS shavep;
// printf ("start\n");
object = fopen( "bigfile.obj", "w" ); // open an obj to output to disk
// for sanity check only
init_geomWF( &MAYAdata );
init_geomWF( &MAYAdata2 );
init_MEMFILE( &node_data, ( long ) 0 );
init_MEMFILE( &node_state, ( long ) 0 );
init_MEMFILE( &node_rest, ( long ) 0 );
//node_data.data=NULL; // this should be set to NULL on startup
//node_state.data=NULL; // this should be set to NULL on startup
//node_data.size=0;
//node_data.pos=0;
//MAYAdata.totalverts=0; // these are set to 0 initially so the lib
//SKINdata.totalverts=0; // knows not to free them initially.
init_geomWF( &SKINdata );
// this is where we initially set up a hair node from an object
// the result is 'node_data' gets filled out with an inital groom
// and node_state is allocated/reset;
// shavep contains the PASSES/CNT info for all 5 groups
MAYArefresh( "c:\\models\\extreme\\braid_rest.obj", &node_data, &node_state, &shavep );
for( x = 0; x < 10; x++ )
{
int y;
SOFTGUIDE sg;
SOFTfetch_guide( x, &sg );
for( y = 0; y < 15; y++ )
{
sg.select[y] = 0;
}
SOFTput_guide( x, &sg );
}
//SOFTscale_select(0.0f);
for( x = 0; x < 20; x++ )
{
int y;
SOFTGUIDE sg;
SOFTfetch_guide( x, &sg );
for( y = 0; y < 1; y++ )
{
printf( "select [%d]=%d\n", y, sg.select[y] );
// sg.select[y]=0;
}
// SOFTput_guideSELECTONLY(x,&sg);
}
if( node_data.size == 0 )
printf( "check your dongle or file paths in MAYArefresh call\n" );
if( node_data.size > 0 )
{
// now lets memcpy this into the the rest version
//
node_rest.data = ( char * ) malloc( node_data.size * sizeof( char ) );
memcpy( node_rest.data, node_data.data, node_data.size );
node_rest.pos = 0;
node_rest.size = node_data.size;
// here are the counts let's have a looksee
for( x = 0; x < 5; x++ )
printf( "HAIR COUNT[%d]=%d\n", x, shavep.haircount[x] );
{
int y;
if( 0 == 1 )
SOFTlock_select( );
if( 0 == 1 )
for( y = 0; y < 10; y++ )
{
int vv = 0;
int done = 1;
int xx;
SOFTGUIDE guide;
while( done > 0 )
{
int qq;
done = SOFTfetch_guide( vv, &guide );
for( qq = 0; qq < 15; qq++ )
printf( "%f %f %f ", guide.guide[qq].x, guide.guide[qq].y, guide.guide[qq].z );
printf( "\n" );
vv++;
}
printf( "%d\n", vv );
for( x = 0; x < vv - 1; x++ )
{
done = SOFTfetch_guide( x, &guide );
for( xx = 0; xx < 15; xx++ )
guide.guide[xx].y += 1.0;
SOFTput_guide( x, &guide );
}
}
}
MAYAwrite_hairDISK( "c:\\shave6\\libtest\\temp.hair" ); // writes the current shave memory to disk as a hair file
MAYAread_hairDISK( "c:\\shave6\\libtest\\temp.hair", &node_data, &node_state ); // reads the hair file
free( node_rest.data );
node_rest.data = ( char * ) malloc( sizeof( char ) * node_data.size );
node_rest.size = node_data.size;
node_rest.pos = 0;
// into the memfile struct
memcpy( node_rest.data, node_data.data, node_data.size ); // back it up into the rest position
MAYArefresh( NULL, &node_rest, &node_state, &shavep ); // technicaly we're just getting shavep here
// since the memfiles are already up to date. // after editing
for( x = 0; x < 20; x++ )
{
int y;
SOFTGUIDE sg;
SOFTfetch_guide( x, &sg );
for( y = 0; y < 1; y++ )
{
printf( "select [%d]=%d\n", y, sg.select[y] );
// sg.select[y]=0;
}
// SOFTput_guideSELECTONLY(x,&sg);
}
////Sleep(10000);
///exit(1);
// no let's test xplant
//MAYAxplant("c:\\shave6\\libtest\\white.obj");
MAYAxplant( "c:\\ship\\white.obj" );
//MAYArefresh(NULL,&node_rest,&node_state,&shavep); // technicaly we're just getting shavep here
// since the memfiles are already up to date. // after editing
//printf ("done xplant\n");
free_MEMFILE( &node_data );
free_MEMFILE( &node_state );
MAYAfetch_node( &node_data, &node_state, &shavep );
// now lets step through the groups and make hairs
//printf("making a big ass wf obj for sanity check, please wait..\n");
//if (0==1)
for( slg = 0; slg < 5; slg++ )
{
int blahtfl = 0;
int blahtfl2 = 0;
// mind you, these haircounts are coming from the shave interface
// or its defaults. they can be ANY number, so you can override them
// and call as many or as few hairs from each group as you want
//if (shavep.haircount[slg]>0)
for( hh = 0; hh < shavep.haircount[slg]; hh++ )
{
CURVEINFO cinfo;
blahtfl2 = 0;
// MAYAdata gets resized by this routine, so don't malloc any of the
// elements yourself
// we're setting pass (the first param) to 0 for the sake of simplicity
// normally, shave renders 1-n passes with a different random seed on each
// pass for transparency. The SHAVEPARMS variables contain how many passes
// we're expecting to make for the current shave group (slg)
// MAYAmake_a_hair(0,slg,hh,10,&MAYAdata); // MAKE A HAIR! (10 segs)
{
if( hh == 1 )
{
int trap;
trap = 1;
}
// hh=1;
// while (hh==1)
MAYAmake_a_curve( 0, slg, hh, 10, &MAYAdata, &cinfo ); // MAKE A HAIR! (10 segs)
//printf ("cinfo baserad = %f\n",cinfo.baserad);
if( cinfo.killme == 1 )
{
printf( "killed hair# %d\n", hh );
killed++;
}
MAYAmake_a_curveROOT( 0, slg, hh, &MAYAdata2, &cinfo ); // MAKE A HAIR! (10 segs)
if( cinfo.killme == 1 )
{
printf( "killed hair# %d\n", hh );
killed--;
}
// printf ("Tpid= %d UTpid %d\n",cinfo.Tpid,cinfo.UTpid);
if( MAYAdata.totalverts > 0 )
{
float dx, dy, dz;
dx = MAYAdata2.v[0].x - MAYAdata.v[0].x;
dy = MAYAdata2.v[0].y - MAYAdata.v[0].y;
dz = MAYAdata2.v[0].z - MAYAdata.v[0].z;
if( ( dx + dy + dz ) > 0 )
printf( "vert %d doesn't match\n", hh );
}
}
// the hair has been made and now exists as an object in the MAYAdata variable.
// mind you, if cloning is on, this structure may contain several hairs
// but as far as you're concerned the are just faces anyway
// the MAYAdata.color contains vert refferenced color assignments
// show the verts (and save them to disk in the object sanity check file)
// at this point we're dumping the values to display and to disk
// in WFOBJ format for sanity checks. But this is a good refference
// for how you want to cycle through the info anyway
if( MAYAdata.totalverts > 0 )
for( x = 0; x < MAYAdata.totalverts; x++ )
{
fprintf( object, "v %f %f %f\n", MAYAdata.v[x].x, MAYAdata.v[x].y, MAYAdata.v[x].z );
blahtfl2++;
}
// now dump the face list
if( MAYAdata.totalfaces > 0 )
for( x = 0; x < MAYAdata.totalfaces; x++ )
{
int y;
int g;
fprintf( object, "f " ); // start a face
for( y = MAYAdata.face_start[x]; y < MAYAdata.face_end[x]; y++ )
{
// g=MAYAdata.facelist[y];
g = y;
fprintf( object, "%d ", g + 1 ); // +1 for obj file (starts at 0 internally)
}
fprintf( object, "\n" ); // end of line
}
blahtfl += blahtfl2;
blahtfl2 = 0;
}
}
fclose( object );
// NOW we're going to edit the node this is what you want to do when
// the user hits the EDIT button
MAYArefresh( NULL, &node_data, &node_state, &shavep ); // load shave memory with this node
printf( "killed = %d\n", killed );
SOFTpop_select( .3f );
MAYAwrite_hairDISK( "c:\\shave6\\libtest\\temp.hair" ); // writes the current shave memory to disk as a hair file
{
FILE *donefile;
donefile = fopen( "done", "r" );
if( donefile != NULL )
{
fclose( donefile );
system( "del done" ); // this file will flag us that the interface has run
// normally the system call will wait, but on
// some OS's it will spawn another process
// again, watch for path problems here
}
}
printf( "running the interface - you may have to click on this window to get focus again when you exit the interface\n" );
system( "shave.exe c:\\shave6\\libtest\\temp.hair" ); // call the interface (make sure you've got the path right)
{ // wait around
FILE *donefile;
donefile = fopen( "done", "r" );
while( donefile == NULL )
{
#ifndef _MAC
Sleep( 1 );
#endif
donefile = fopen( "done", "r" );
}
fclose( donefile );
}
MAYAread_hairDISK( "c:\\shave6\\libtest\\temp.hair", &node_data, &node_state ); // reads the hair file
free( node_rest.data );
node_rest.data = ( char * ) malloc( sizeof( char ) * node_data.size );
node_rest.size = node_data.size;
node_rest.pos = 0;
// into the memfile struct
memcpy( node_rest.data, node_data.data, node_data.size ); // back it up into the rest position
MAYArefresh( NULL, &node_rest, &node_state, &shavep ); // technicaly we're just getting shavep here
// since the memfiles are already up to date. // after editing
// ok now we're going to run some dynamics
// normally you fill out the WFobj structure, but in this case
// our file originates from disk so I've included an extra routine
// to fill it out from a file
//MAYAgetobj("c:\\shave6\\libtest\\white.obj",&SKINdata);
MAYAgetobj( "c:\\ship\\white.obj", &SKINdata );
// run it
// the first time we run xform, we want to flag it -1
// so that it will reset the dynamics (velocities)
// we also want to memcpy the node_rest into node_data
// every time
memcpy( node_data.data, node_rest.data, node_rest.size );
//while (1==1) // test for leaks
MAYAxform( &SKINdata, &node_data, &node_state, 0, "statfile0000.stat" );
MAYAxform( &SKINdata, &node_data, &node_state, -1, "statfile0000.stat" );
printf( "doing some dynamics...\n" );
//if (0==1) // no, we're not
for( x = 0; x < 10; x++ )
{
char statname[255];
printf( "frame %d\n", x );
sprintf( statname, "statfile%04d.stat", x );
// normally you will copy the current positions of the skin into
// skin data at each recalc, we'll just leave them in place for this
// test
memcpy( node_data.data, node_rest.data, node_rest.size );
// flagging it 1 means we're generating dynamics
MAYAxform( &SKINdata, &node_data, &node_state, 1, statname );
}
// at this point you've got 30 statfiles on disk
// calling MAYAxform with the dynamics flag set to 0
// will use the stat file to position the hair
printf( "getting frame 5\n" );
memcpy( node_data.data, node_rest.data, node_rest.size );
MAYAxform( &SKINdata, &node_data, &node_state, 0, "statfile0005.stat" );
// at this point you can cycle MAYAmake_a_hair to make some
// display hairs if you're shuttling around
// but if you're rendering, you might want inbetween frames
// for motion blur, here's how:
printf( "getting frame 2.3\n" );
memcpy( node_data.data, node_rest.data, node_rest.size );
MAYAset_state( &node_data, &node_state, ( float ) 0.0f, "statfile0003.stat", "statfile0004.stat" );
// SOFTfetch_guide(1,GD);
for( x = 1; x < 500; x++ )
{
int y;
CURVEINFO cinfo;
MAYAmake_a_curve( 0, 0, x, 15, &MAYAdata, &cinfo );
for( y = 0; y < 15; y++ )
gd[x].guide[y] = MAYAdata.v[y];
}
memcpy( node_data.data, node_rest.data, node_rest.size );
MAYAset_state( &node_data, &node_state, ( float ) .5, "statfile0003.stat", "statfile0004.stat" );
// this yields frame 9.3
// once you've done this you can cycle MAYAmake_a_hair
for( x = 1; x < 500; x++ )
{
int y;
SOFTGUIDE GD;
CURVEINFO cinfo;
MAYAmake_a_curve( 0, 0, x, 15, &MAYAdata, &cinfo );
for( y = 0; y < 15; y++ )
GD.guide[y] = MAYAdata.v[y];
// SOFTfetch_guide(x,&GD);
for( y = 0; y < 15; y++ )
{
float dx, dy, dz;
dx = GD.guide[y].x - gd[x].guide[y].x;
dy = GD.guide[y].y - gd[x].guide[y].y;
dz = GD.guide[y].z - gd[x].guide[y].z;
if( dx != 0.0f )
printf( "%d - %f %f %f \n ", x, dx, dy, dz );
}
}
printf( "---------" );
// now let's render
printf( "clearing scene (render)\n" );
//MAYArefresh(NULL,&node_data,&node_state,&shavep);
MAYAclear_scene( );
{
unsigned char *iiimage = NULL;
unsigned char *Limage = NULL;
float *zbuff = NULL;
Matrix vm, camvm;
VERT vv, nn, wpos;
printf( "adding a hair node to scene (render)\n" );
MAYAadd_hairOPEN( &node_data, &node_state );
MAYAadd_hairCLOSE( &node_state );
// set up a lightsource
vv.x = 0.0; // up vector
vv.y = 1.0;
vv.z = 0.0;
wpos.x = ( float ) 1.4;
wpos.y = 1.5;
wpos.z = 1.5;
nn = wpos;
nn.x = -nn.x;
nn.y = -nn.y;
nn.z = -nn.z;
nn = VNorm( nn );
printf( "making light matrix (render)\n" );
MAYAmake_view_matrix( vm, vv, nn, wpos, 15.0f );
printf( "adding light to scene (render)\n" );
// allocate an image buffer for the illumination map to be returned in
Limage = ( unsigned char * ) malloc( 4 * ( 300 + 1 ) * ( 300 + 1 ) * sizeof( unsigned char ) );
// make the light
MAYAadd_light( 1.0f, 1.0f, 1.0f, vm, wpos, 300, 300, 1.0f, 15.0f, 0, 1 );
// set up a camera
vv.x = 0.0; // up vector
vv.y = 1.0;
vv.z = 0.0;
nn.x = 0.0; // heading
nn.y = 0.0;
nn.z = 1.0;
wpos.x = 0.0; // world space position
wpos.y = ( float ) .2;
wpos.z = ( float ) 1.1;
nn = wpos;
nn.x = -nn.x;
nn.y = -nn.y;
nn.z = -nn.z;
nn = VNorm( nn );
printf( "Making camera view matrix (render)\n" );
MAYAmake_view_matrix( camvm, vv, nn, wpos, 15.0f ); // 30 = fov
printf( "adding camera OPEN to scene (render)\n" );
MAYAset_cameraOPEN( camvm, wpos, 320, 200, 1.0f, 15.0f );
printf( "adding camera CLOSE to scene (render)\n" );
MAYAset_cameraCLOSE( camvm, wpos );
printf( "rendering frame\n" );
iiimage = ( unsigned char * ) malloc( 4 * ( 320 + 1 ) * ( 200 + 1 ) * sizeof( unsigned char ) );
MAYArender_frame( &SKINdata, &SKINdata, 1, 1, iiimage, zbuff );
printf( "writing targa file\n" );
//for (x=0;x<320*200*4;x++) printf ("%d ",iiimage[x]);
MAYAwrite_targa( "c:\\shave8\\libtest\\test.tga", 320, 200, iiimage );
MAYAwrite_targa( "c:\\shave8\\libtest\\illum.tga", 300, 300, Limage );
free( iiimage );
free( Limage );
}
}
free_geomWF( &MAYAdata );
free_geomWF( &MAYAdata2 );
free_MEMFILE( &node_data );
free_MEMFILE( &node_state );
free_MEMFILE( &node_rest );
free_geomWF( &SKINdata );
MAYAclear_scene( );
clear_shave_engine( );
}
|