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#ifndef _SHAVEOBJEXPORTER_H_
#define _SHAVEOBJEXPORTER_H_

// Shave and a Haircut
// (c) 2019 Epic Games
// US Patent 6720962

#include <maya/MDagPath.h>
#include <maya/MDagPathArray.h>
#include <maya/MFnMesh.h>
#include <maya/MFnNurbsCurve.h>
#include <maya/MFnNurbsSurface.h>
#include <maya/MGlobal.h>
#include <maya/MIntArray.h>
#include <maya/MItDag.h>
#include <maya/MItMeshEdge.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MItMeshVertex.h>
#include <maya/MItSelectionList.h>
#include <maya/MPointArray.h>
#include <maya/MSelectionList.h>

//	We used to use MDagPaths to initialize function sets to access
//	the input surfacs.  That was always dangerous given that this
//	code gets called during shaveHairShape::compute().  In Maya 8.0
//	that started to cause problems when it turned out that polygon
//	smooth proxy meshes were not in an internally consistent state
//	in the middle of a compute(): they could have verts but not yet
//	any faces.
//
//	Here we get around this by pulling the geometry from the mesh's
//	plug to ensure that it updates correctly.  The proper approach
//	GET_GEOM_FROM_DATABLOCK represents the correct approach which is to
//	avoid the MDagPaths altogether and get all input geometry from the
//	compute's datablock.
//
//	Unfortunately that's not finished yet (shaveTextureStore still uses
//	the DAG paths for the surfaces) so GET_GEOM_FROM_PLUGS represents a
//	temporary workaround in which we continue to use MDagPaths to access
//	the nodes, but make sure to pull the geometry from the node's plugs
//	beforehand to ensure that it is up to date.
//
//	Since the old approach worked prior to Maya 8.0, I'm only enabling this
//	new stuff in 8.0.
#define	GET_GEOM_FROM_DATABLOCK	0
#define GET_GEOM_FROM_PLUGS		1

#if MAYA_API_VERSION < 20180000
class MDataBlock;
class MFloatPointArray;
#endif


typedef struct
{
	WFTYPE*			theObj;
	WFTYPE*			uvs;
	MDagPathArray	meshes;		// The exported meshes, in the order exported
	MIntArray		startFaces;	// Face ID of first face of each mesh
	MIntArray		startVerts;	// Vertex ID of first vert of each mesh
	bool			newtopo;

	int				uSubdivs;
	int				vSubdivs;
	int				lastUSubdiv;
	int				lastVSubdiv;

	int				subdDepth;
	int				subdSamples;
	int				lastSubdDepth;
	int				lastSubdSamples;

	MObject			shaveHairShape;
	MString			objFileName;
}ShaveExportData;


class shaveObjTranslator {
public:
    shaveObjTranslator ();
	virtual ~shaveObjTranslator (){}
	static void* creator();

	// called from shaveHairShape in order to export .obj file for the
	// current node.
	MStatus	exportThis(MDataBlock& block, ShaveExportData& data);
	MStatus exportOcclusion(MDagPathArray&, WFTYPE *);
	void exportInstanceObj(MObject instanceMesh, MObject shader, MString filename);

private:
	enum GeomType {
		kGrowthGeom,
		kCollisionGeom,
		kOcclusionGeom
	};

	bool newtopo;

#if GET_GEOM_FROM_DATABLOCK
	MObjectArray	hairObjects;
	MObjectArray	hairComponents;
	MObjectArray	fullHairObjects;
	MObjectArray	partialHairObjects;
	MObjectArray	partialHairComponents;

	MObjectArray	skullObjects;
	MObjectArray	skullComponents;
	MObjectArray	fullSkullObjects;
	MObjectArray	partialSkullObjects;
	MObjectArray	partialSkullComponents;

#else
	MSelectionList	hairSelections;
	MSelectionList	skullSelections;

	MDagPathArray	fullHairObjects;
	MSelectionList	partialHairObjects;

	MDagPathArray	fullSkullObjects;
	MSelectionList	partialSkullObjects;
#endif

	//! the total number of verts we'll write to the WFType.
	int totalverts;
	//! the total number of faces we'll write to the WFType.
	int totalfaces;
	//! the total number of fverts we'll write to the WFType.
	int totalfverts;

	MSpace::Space space;

	MStatus objListInit();

	MStatus separateOutPartialMeshes(
#if GET_GEOM_FROM_DATABLOCK
				MObjectArray&	objects,
				MObjectArray&	components,
				MObjectArray&	fullObjects,
				MObjectArray&	partialMeshes,
				MObjectArray&	partialMeshComponents
#else
				MSelectionList& objectList,
				MDagPathArray& fullObjects,
				MSelectionList& partialMeshes
#endif
			);

	MStatus mtlLookupInit(bool**& growthFaces, bool**& collisionFaces);
	void	mtlLookupCleanup(bool**& growthFaces, bool**& collisionFaces);

	MStatus createMtlLookup(MSelectionList& objectList, bool**& lookupTbl);
	void	deleteMtlLookup(MSelectionList& objectList, bool**& lookupTbl);

	void	exportFullObjects(
				FILE*			exportFile,
#if GET_GEOM_FROM_DATABLOCK
				MObjectArray&	objects,
#else
				MDagPathArray&	objects,
#endif
				MObjectArray	tesselations,
				const char*		surfaceMaterial,
				const char*		curveMaterial,
				int&			objectIndex,
				int&			vtxOffset,
				int&			faceOffset
			);

	void	exportPartialMeshes(
				FILE*			exportFile,
#if GET_GEOM_FROM_DATABLOCK
				MObjectArray&	meshList,
#else
				MSelectionList&	meshList,
#endif
				bool**			activeFaceMap,
				const char*		activeFaceMaterial,
				int&			objectIndex,
				int&			vertexOffset,
				int&			faceOffset
			);

	MStatus doExport(
				MString			fileName,
				MObjectArray	tesselations,
				bool**			growthFaces,
				bool**			collisionFaces
			);

	void	storeMeshInWFTYPE(
				WFTYPE*			wf,
				WFTYPE*			uvs,
				MItMeshVertex&	vertexIter,
				MItMeshPolygon&	faceIter,
				int&			vertexIndex,
				int&			faceIndex,
				int&			faceVertexIndex
			);

	void	storeObjectInWFTYPE(
				WFTYPE*			wf,
				WFTYPE*			uvs,
#if GET_GEOM_FROM_DATABLOCK
				MObject&		object,
#else
				MDagPath&		object,
#endif
				MObject			tempMesh,
				int&			vertexIndex,
				int&			faceIndex,
				int&			faceVertexIndex
			);

	void	getObjectCounts(
#if GET_GEOM_FROM_DATABLOCK
				MObject&			object,
#else
				MDagPath&			object,
#endif
				GeomType			geomType,
				int& 				numVertices,
				int& 				numFaces,
				int& 				numFaceVertices,
				int  				uTess,
				int  				vTess,
				int					sDept,
				int					sSamp,
				ShaveExportData*	exportData,
				MObjectArray&		tesselations,
				bool				includeDisplacements = false
			);

	MStatus wfInit(
				int					uTess,
				int					vTess,
				int					sDept,
				int					sSamp,
				ShaveExportData&	exportData,
				MObjectArray&		tesselations
			);

	bool checkExported();

	MStatus doWFType(WFTYPE* wf, WFTYPE* uvs, MObjectArray tesselations);

	MObject getConnectedShader(MFnMesh);

	void	getCurveSamples(
#if GET_GEOM_FROM_DATABLOCK
				MObject curve, MFloatPointArray& samples
#else
				MDagPath curve, MFloatPointArray& samples
#endif
			);

	MString getShaderTexture(MObject shadingGroup);
};

#endif