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|
// Shave and a Haircut
// (c) 2019 Epic Games
// US Patent 6720962
#include <maya/MDGMessage.h>
#include <maya/MDGModifier.h>
#include <maya/MEventMessage.h>
#include <maya/MFileIO.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MGlobal.h>
#include <maya/MObjectArray.h>
#include <maya/MPlug.h>
#include <maya/MSceneMessage.h>
#include <maya/MSelectionList.h>
#include "shaveCallbacks.h"
#include "shaveDebug.h"
#include "shaveGlobals.h"
#include "shaveHairShape.h"
#include "shaveRender.h"
#include "shaveSDK.h"
#include "shaveUtil.h"
//--------------------------------------------------------------------
//
// External Interface
//
//--------------------------------------------------------------------
void shaveCallbacks::endLoad(bool isImport, bool isReference)
{
ENTER();
shaveUtil::setLoadingFile(false);
//
// The output mesh of a shaveHairShape can depend upon other objects in
// the scene: hair objects, skull objects, shaveGlobals, etc. So the
// shaveHairShape cannot properly initialize its output mesh until
// after the scene is fully loaded.
//
// If we're done loading all files, then run through all the
// shaveHairShapes and initialize any new ones.
//
if (!shaveUtil::isLoadingFile()) initializeHairNodes();
//if default renderer is changed in Maya prefs
//we need to make sure that correct MEL callbacks are set
if (!shaveUtil::isLoadingFile())
MGlobal::executeCommand("shave_selectedRendererChanged");
LEAVE();
}
void shaveCallbacks::mayaExiting(void* clientData)
{
if (mCleanUpMELOnExit)
{
MGlobal::executeCommand("shaveCleanup(true)");
}
//fprintf (stdout,"why are we calling SHAVEcleanup()?\n");fflush(stdout);
SHAVEcleanup();
mCleanUpMELOnExit = false;
// You might think that we should call removeCallbacks() here, but it's
// possible that this method is executing within one of those callbacks
// and Maya does not behave well when a callback function removes
// itself. So we leave the callback removal to others.
//
}
void shaveCallbacks::prepareForNewScene(bool firstTime)
{
ENTER();
SHAVEclear_stack();
LEAVE();
}
void shaveCallbacks::registerCallbacks()
{
//
// Now that we know the plugin has loaded successfully, register
// the callbacks.
//
beforeExportID = MSceneMessage::addCallback(
MSceneMessage::kBeforeExport, beforeExport
);
afterExportID = MSceneMessage::addCallback(
MSceneMessage::kAfterExport, afterExport
);
beforeImportID = MSceneMessage::addCallback(
MSceneMessage::kBeforeImport, beforeImport
);
afterImportID = MSceneMessage::addCallback(
MSceneMessage::kAfterImport, afterImport
);
beforeImportRefID = MSceneMessage::addCallback(
MSceneMessage::kBeforeImportReference,
beforeImportReference
);
afterImportRefID = MSceneMessage::addCallback(
MSceneMessage::kAfterImportReference,
afterImportReference
);
beforeOpenID = MSceneMessage::addCallback(
MSceneMessage::kBeforeOpen, beforeOpen
);
afterOpenID = MSceneMessage::addCallback(
MSceneMessage::kAfterOpen, afterOpen
);
beforeReferenceID = MSceneMessage::addCallback(
MSceneMessage::kBeforeReference,
beforeReference
);
afterReferenceID = MSceneMessage::addCallback(
MSceneMessage::kAfterReference,
afterReference
);
beforeSaveID = MSceneMessage::addCallback(
MSceneMessage::kBeforeSave, beforeSave
);
afterSaveID = MSceneMessage::addCallback(
MSceneMessage::kAfterSave, afterSave
);
afterNewID = MSceneMessage::addCallback(
MSceneMessage::kAfterNew, afterNew
);
mayaExitingID = MSceneMessage::addCallback(
MSceneMessage::kMayaExiting,
mayaExiting
);
nodeCreatedID = MDGMessage::addNodeAddedCallback(nodeCreated);
shaveNodeDeletedID= MDGMessage::addNodeRemovedCallback(
shaveNodeDeleted,
shaveHairShape::nodeTypeName
);
selectionChangedID= MEventMessage::addEventCallback(
"SelectionChanged", selectionChanged
);
// The node added/removed callbacks above keep a count of the number
// of hair nodes in the scene. There may already be some so let's get
// the counter properly initialized.
if (shaveHairShape::initNumShaveNodes() > 0)
{
// There is additional initialization required when a scene
// contains shaveNodes.
shaveCallbacks::firstHairNode();
}
// Several of the callbacks above keep track of whether we're in the
// middle of loading a file or not. A file load may already be in
// progress, so let's get the state of that set correctly.
//
// (It would be nice to just use MFileIO::isReadingFile() everywhere,
// instead of having to track it, but Maya sets isReadingFile to false
// before the newly-loaded nodes have had a chance to run their first
// compute cycle, so that's no good.)
//
if (MFileIO::isReadingFile())
shaveCallbacks::startLoad();
else
{
// The callbacks above are responsible for initializing any
// existing hair nodes once all file loading has completed. File
// loading may have completed before the callbacks were set up,
// though, so we must initialize any hair nodes which are already
// in the scene.
initializeHairNodes();
}
}
void shaveCallbacks::removeCallbacks()
{
removeCallback(beforeExportID);
removeCallback(afterExportID);
removeCallback(beforeImportID);
removeCallback(afterImportID);
removeCallback(beforeImportRefID);
removeCallback(afterImportRefID);
removeCallback(beforeOpenID);
removeCallback(afterOpenID);
removeCallback(beforeReferenceID);
removeCallback(afterReferenceID);
removeCallback(beforeSaveID);
removeCallback(afterSaveID);
removeCallback(afterNewID);
removeCallback(mayaExitingID);
removeCallback(nodeCreatedID);
removeCallback(shaveNodeDeletedID);
removeCallback(selectionChangedID);
}
void shaveCallbacks::startLoad()
{
ENTER();
shaveUtil::setLoadingFile(true);
LEAVE();
}
//--------------------------------------------------------------------
//
// Internal Interface
//
//--------------------------------------------------------------------
bool shaveCallbacks::mCleanUpMELOnExit = true;
//
// Callback IDs
//
MCallbackId shaveCallbacks::beforeExportID = 0;
MCallbackId shaveCallbacks::afterExportID = 0;
MCallbackId shaveCallbacks::beforeImportID = 0;
MCallbackId shaveCallbacks::afterImportID = 0;
MCallbackId shaveCallbacks::beforeImportRefID = 0;
MCallbackId shaveCallbacks::afterImportRefID = 0;
MCallbackId shaveCallbacks::beforeOpenID = 0;
MCallbackId shaveCallbacks::afterOpenID = 0;
MCallbackId shaveCallbacks::beforeReferenceID = 0;
MCallbackId shaveCallbacks::afterReferenceID = 0;
MCallbackId shaveCallbacks::beforeSaveID = 0;
MCallbackId shaveCallbacks::afterSaveID = 0;
MCallbackId shaveCallbacks::afterNewID = 0;
MCallbackId shaveCallbacks::mayaExitingID = 0;
MCallbackId shaveCallbacks::nodeCreatedID = 0;
MCallbackId shaveCallbacks::shaveNodeDeletedID = 0;
MCallbackId shaveCallbacks::selectionChangedID = 0;
void shaveCallbacks::beforeExport(void* clientData)
{
ENTER();
updateNodeVersions();
//
// The renderer gets called during some types of export, so make sure
// that it knows about it.
//
shaveRender::exportStart();
//
// There's a bug in Maya's ASCII format when saving locked, shared
// nodes. shaveGlobals is a shared node so if this is an ASCII save,
// be sure to unlock it first.
//
// We can't use MFileIO::fileType() because that reflects the type of
// the main scene, not the export file. Instead, we'll look at the
// filename and if ends in anything other than '.mb' we'll unlock
// the shaveGlobals node.
//
MString filename = MFileIO::beforeExportFilename().toLowerCase();
int len = filename.length();
if ((len < 3) || (filename.substring(len-2, len) != ".mb"))
unlockShaveGlobals();
LEAVE();
}
void shaveCallbacks::afterExport(void* clientData)
{
ENTER();
//
// The renderer gets called during some types of export, so make sure
// that it knows about it.
//
shaveRender::exportEnd();
LEAVE();
}
void shaveCallbacks::beforeImport(void* clientData)
{
ENTER();
startLoad();
LEAVE();
}
void shaveCallbacks::afterImport(void* clientData)
{
ENTER();
endLoad(true, false);
LEAVE();
}
void shaveCallbacks::beforeImportReference(void* clientData)
{
ENTER();
startLoad();
LEAVE();
}
void shaveCallbacks::afterImportReference(void* clientData)
{
ENTER();
endLoad(true, false);
LEAVE();
}
void shaveCallbacks::afterNew(void* clientData)
{
ENTER();
prepareForNewScene(false);
MGlobal::executeCommand("shaveSceneCleared");
MGlobal::executeCommand("shave_resetSelectedRenderer");
LEAVE();
}
void shaveCallbacks::beforeOpen(void* clientData)
{
ENTER();
prepareForNewScene(false);
startLoad();
LEAVE();
}
void shaveCallbacks::afterOpen(void* clientData)
{
ENTER();
endLoad(false, false);
//MObjectArray shaveHairShapes;
//shaveUtil::getShaveNodes(shaveHairShapes);
//for(unsigned int i = 0; i < shaveHairShapes.length(); i++)
//{
// MFnDependencyNode dFn(shaveHairShapes[i]);
// MPlug plug = dFn.findPlug("clumps");
// int c; plug.getValue(c); plug.setValue(c);
// ////does not make any effect
// //shaveHairShape* sh = (shaveHairShape*)dFn.userNode();
// //sh->mDisplayHairCacheDirty = true;
//}
LEAVE();
}
void shaveCallbacks::beforeReference(void* clientData)
{
ENTER();
startLoad();
LEAVE();
}
void shaveCallbacks::afterReference(void* clientData)
{
ENTER();
endLoad(false, true);
if(shaveRender::rendererIsVray())
{
MGlobal::executeCommand("shave_removeShaveRenderCallbacks;");
MGlobal::executeCommand("shaveVraySetRenderCallbacks;");
}
LEAVE();
}
void shaveCallbacks::beforeSave(void* clientData)
{
ENTER();
//
// If there aren't any shaveHairShapes then get rid of the shaveGlobals
// node as well.
//
bool stillHaveNodes = false;
MObjectArray nodes;
shaveUtil::getShaveNodes(nodes);
if (nodes.length() == 0)
{
unsigned int i;
shaveUtil::getShaveGlobalsNodes(nodes);
if (nodes.length() > 0)
{
MDGModifier dgMod;
for (i = 0; i < nodes.length(); i++)
{
MFnDependencyNode nodeFn(nodes[i]);
shaveGlobals* nodePtr = (shaveGlobals*)nodeFn.userNode();
if (!nodePtr->deleteMe(dgMod)) stillHaveNodes = true;
}
nodes.clear();
if (!dgMod.doIt()) stillHaveNodes = true;
}
}
else
stillHaveNodes = true;
if (stillHaveNodes)
{
updateNodeVersions();
//
// There's a bug in Maya's ASCII format when saving locked, shared
// nodes. shaveGlobals is a shared node so if this is an ASCII save,
// be sure to unlock it first.
//
if (MFileIO::fileType() == "mayaAscii") unlockShaveGlobals();
}
LEAVE();
}
void shaveCallbacks::afterSave(void* clientData)
{
ENTER();
MGlobal::executeCommand("shaveSceneWritten");
LEAVE();
}
void shaveCallbacks::nodeCreated(MObject& node, void* clientData)
{
//
// This is a bit too expensive to log ENTER/LEAVE on every node
// created, even in debug mode, so we'll leave the macros until we know
// if it's a node we care about.
//
MFnDependencyNode nodeFn(node);
if (nodeFn.typeId() == shaveHairShape::id)
{
ENTER();
//
// If this is the first shaveHairShape to be added to the scene,
// enable various bits of functionality.
//
if (shaveHairShape::getNumShaveNodes() == 0)
firstHairNode();
shaveHairShape::nodeAdded();
//if default renderer is changed in Maya prefs
//we need to make sure that correct MEL callbacks are set
if (!shaveUtil::isLoadingFile())
MGlobal::executeCommand("shave_selectedRendererChanged");
LEAVE();
}
else if (node.hasFn(MFn::kField))
{
// If a new field node has been added, mark the existing list as
// dirty.
shaveUtil::setFieldsDirty();
}
}
void shaveCallbacks::shaveNodeDeleted(MObject& node, void* clientData)
{
ENTER();
shaveHairShape::nodeRemoved();
//
// If this is the last shaveHairShape, remove the rendering callbacks
// so that their overhead is not incurred.
//
if (shaveHairShape::getNumShaveNodes() == 0)
{
shaveRender::cleanupCallbacks();
//
// Some menu items should be disabled if there are no shave nodes.
//
// The evalDeferred is required because the node is not fully
// removed yet and we don't want the command to execute until it
// is.
//
MGlobal::executeCommand("evalDeferred shave_enableMenus");
}
else if (shaveHairShape::getNumShaveNodes() < 0)
{
MGlobal::displayWarning(
"Internal Shave problem: negative shaveHairShape count."
);
}
LEAVE();
}
void shaveCallbacks::selectionChanged(void* clientData)
{
//
// If we're supposed to ignore this selection change, then ignore it
// and reset the flag.
//
if (shaveUtil::isIgnoringNextSelectionChange())
{
shaveUtil::setIgnoringNextSelectionChange(false);
return;
}
//
// Apply the selections to all the hair shapes in the scene.
//
MObjectArray shaveNodes;
shaveUtil::getShaveNodes(shaveNodes);
if (shaveNodes.length() > 0)
{
MDagPath currentHair = shaveUtil::getCurrentHairShape();
unsigned i;
MFnDependencyNode nodeFn;
shaveHairShape* nodePtr;
MSelectionList selections;
//
// Have the non-current hair nodes clear their selection caches.
//
for (i = 0; i < shaveNodes.length(); i++)
{
if (!currentHair.isValid() || (shaveNodes[i] != currentHair.node()))
{
nodeFn.setObject(shaveNodes[i]);
nodePtr = (shaveHairShape*)nodeFn.userNode();
nodePtr->clearSelections();
}
}
//
// Have the current hair node update its selection cache to match
// the selection list.
//
if (currentHair.isValid())
{
MGlobal::getActiveSelectionList(selections);
nodeFn.setObject(currentHair.node());
nodePtr = (shaveHairShape*)nodeFn.userNode();
nodePtr->updateSelections(selections);
}
}
//
// Let the MEL scripts do their stuff.
//
MGlobal::executeCommand("shave_selectionChanged");
}
void shaveCallbacks::firstHairNode()
{
shaveRender::setupCallbacks();
// Some menu items should be enabled if there are now shave nodes.
//
// The evalDeferred is required because the node is not fully
// created yet and we don't want the command to execute until it
// is.
MGlobal::executeCommand("evalDeferred shave_enableMenus");
}
void shaveCallbacks::initializeHairNodes()
{
bool warningRequired = false;
// Get the plugin version.
const char* pluginVersionStr = SHAVEquery_version();
// If we have any shaveHairShapes in the scene which are from a
// newer version of Shave, delete them and give a warning.
MObjectArray shaveNodes;
shaveUtil::getShaveNodes(shaveNodes);
MString badSceneVersionStr;
MDGModifier dgMod;
unsigned int i;
unsigned int numShaveNodes = shaveNodes.length();
for (i = numShaveNodes; i > 0; --i)
{
MPlug sceneVersionPlug(
shaveNodes[i-1], shaveHairShape::aShaveVersion
);
MString sceneVersionStr;
sceneVersionPlug.getValue(sceneVersionStr);
if (shaveUtil::compareShaveVersions(sceneVersionStr, pluginVersionStr)
> 0)
{
MFnDependencyNode nodeFn(shaveNodes[i-1]);
shaveHairShape* sn = (shaveHairShape*)nodeFn.userNode();
sn->deleteMe(dgMod);
shaveNodes.remove(i-1);
warningRequired = true;
badSceneVersionStr = sceneVersionStr;
--numShaveNodes;
}
}
dgMod.doIt();
if (warningRequired)
{
MGlobal::displayError(
MString("Shave: plugin version is ") + pluginVersionStr
+ " but scene contains incompatible elements from a"
+ " later version of Shave (" + badSceneVersionStr
+ "). The incompatible elements have been deleted so"
+ " DO NOT SAVE OUT THIS SCENE or you may lose data."
);
}
//
// Parameters override
//
//int pluginVerParts[3];
//splitShaveVersion(pluginVersionStr, pluginVerParts);
for (i = 0; i < numShaveNodes; i++)
{
MString sceneVersionStr;
int sceneVerParts[3];
MPlug sceneVersionPlug(shaveNodes[i], shaveHairShape::aShaveVersion);
sceneVersionPlug.getValue(sceneVersionStr);
shaveUtil::splitShaveVersion(sceneVersionStr, sceneVerParts);
if(sceneVerParts[0] < 6)
{
float val;
MGlobal::displayInfo("Shave: 'Value Variation' was overriden");
MPlug valVarPlug(shaveNodes[i], shaveHairShape::shaveParamValueVariation);
valVarPlug.getValue(val);
valVarPlug.setValue(val/3.0f);
}
}
//
// Let MEL do its stuff.
//
MGlobal::executeCommand("shaveSceneLoaded");
//
// If we have any shaveHairShapes in the scene, then make sure that
// we have a shaveGlobals node as well.
//
if (numShaveNodes > 0) MGlobal::executeCommand("shaveGlobals()");
//
// Tell the shaveHairShapes that they can calculate their output
// meshes now.
//
for (i = 0; i < numShaveNodes; i++)
{
MFnDependencyNode nodeFn(shaveNodes[i]);
shaveHairShape* nodePtr = (shaveHairShape*)nodeFn.userNode();
if (!nodePtr->nodeIsInitialized())
nodePtr->initializeNode();
}
}
void shaveCallbacks::removeCallback(MCallbackId& id)
{
if (id != 0)
{
MMessage::removeCallback(id);
id = 0;
}
}
void shaveCallbacks::unlockShaveGlobals()
{
MObject node = shaveGlobals::getDefaultNode();
if (!node.isNull())
{
MFnDependencyNode nodeFn(node);
if (nodeFn.isLocked()) nodeFn.setLocked(false);
}
}
void shaveCallbacks::updateNodeVersions()
{
ENTER();
//
// Make sure that the version numbers on all of the shaveGlobals nodes
// are up to date.
//
MObjectArray nodes;
int nodeVersion;
shaveUtil::getShaveGlobalsNodes(nodes);
unsigned int numNodes = nodes.length();
unsigned int i;
for (i = 0; i < numNodes; i++)
{
MPlug plug(nodes[i], shaveGlobals::aNodeVersion);
plug.getValue(nodeVersion);
if (nodeVersion != shaveGlobals::kNodeVersion)
plug.setValue(shaveGlobals::kNodeVersion);
}
//
// Ditto the shaveHairShapes.
//
MString pluginVersion = SHAVEquery_version();
MString sceneVersion;
nodes.clear();
shaveUtil::getShaveNodes(nodes);
numNodes = nodes.length();
for (i = 0; i < numNodes; i++)
{
MPlug plug(nodes[i], shaveHairShape::aNodeVersion);
plug.getValue(nodeVersion);
if (nodeVersion != shaveHairShape::kNodeVersion)
plug.setValue(shaveHairShape::kNodeVersion);
plug.setAttribute(shaveHairShape::aShaveVersion);
plug.getValue(sceneVersion);
if (sceneVersion != pluginVersion)
plug.setValue(pluginVersion);
}
nodes.clear();
LEAVE();
}
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