//- // ========================================================================== // Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by international treaties. // // The Data is provided for use exclusively by You. You have the right // to use, modify, and incorporate this Data into other products for // purposes authorized by the Autodesk software license agreement, // without fee. // // The copyright notices in the Software and this entire statement, // including the above license grant, this restriction and the // following disclaimer, must be included in all copies of the // Software, in whole or in part, and all derivative works of // the Software, unless such copies or derivative works are solely // in the form of machine-executable object code generated by a // source language processor. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. // AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED // WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF // NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR // PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR // TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS // BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL, // DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK // AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY // OR PROBABILITY OF SUCH DAMAGES. // // ========================================================================== //+ /////////////////////////////////////////////////////////////////// // DESCRIPTION: // 3D cell texture plugin node for Maya // // Inputs: // colorOffset - output color offset // colorGain - output color scale // pointWorld - world space sample point // placementMatrix - world to texture space transform // // Output: // F0 - distance to nearest cell center // F1 - distance to 2nd nearest cell center // borderDistance - distance to border // N0 - index of cell containing sample point // outColor - colorGain * F0 + colorOffset // /////////////////////////////////////////////////////////////////// #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef LINUX #define fsqrt sqrtf #include #endif class R3 { public: R3(float a, float b, float c): x(a), y(b), z(c) {} R3() {} public: float x; float y; float z; }; static void initCellFunc(); static void cellFunc(const R3 &, float &n0, float &f1, float &f2); class Cell3D : public MPxNode { public: Cell3D(); virtual ~Cell3D(); virtual MStatus compute( const MPlug&, MDataBlock& ); virtual void postConstructor(); static void * creator(); static MStatus initialize(); // Id tag for use with binary file format static MTypeId id; private: // Input attributes static MObject aColorGain; static MObject aColorOffset; static MObject aPointWorld; static MObject aPlaceMat; // Output attributes static MObject aOutColor; static MObject aOutAlpha; static MObject aOutF0; static MObject aOutF1; static MObject aOutN0; static MObject aOutBorderDist; }; // Static data MTypeId Cell3D::id(0x81017); // Attributes MObject Cell3D::aColorGain; MObject Cell3D::aColorOffset; MObject Cell3D::aOutF0; MObject Cell3D::aOutF1; MObject Cell3D::aOutN0; MObject Cell3D::aOutBorderDist; MObject Cell3D::aPointWorld; MObject Cell3D::aPlaceMat; MObject Cell3D::aOutColor; MObject Cell3D::aOutAlpha; #define MAKE_INPUT(attr) \ CHECK_MSTATUS( attr.setKeyable(true) ); \ CHECK_MSTATUS( attr.setStorable(true) ); \ CHECK_MSTATUS( attr.setReadable(true) ); \ CHECK_MSTATUS( attr.setWritable(true) ); #define MAKE_OUTPUT(attr) \ CHECK_MSTATUS( attr.setKeyable(false) ); \ CHECK_MSTATUS( attr.setStorable(false) ); \ CHECK_MSTATUS( attr.setReadable(true) ); \ CHECK_MSTATUS( attr.setWritable(false) ); // // DESCRIPTION: /////////////////////////////////////////////////////// void Cell3D::postConstructor( ) { setMPSafe(true); } // // DESCRIPTION: /////////////////////////////////////////////////////// Cell3D::Cell3D() { } // // DESCRIPTION: /////////////////////////////////////////////////////// Cell3D::~Cell3D() { } // // DESCRIPTION: /////////////////////////////////////////////////////// void * Cell3D::creator() { return new Cell3D(); } // // DESCRIPTION: /////////////////////////////////////////////////////// MStatus Cell3D::initialize() { MFnMatrixAttribute mAttr; MFnNumericAttribute nAttr; // Input attributes aColorGain = nAttr.createColor("colorGain", "cg"); MAKE_INPUT(nAttr); CHECK_MSTATUS( nAttr.setDefault(1.0f,1.0f,1.0f) ); aColorOffset = nAttr.createColor("colorOffset", "co"); MAKE_INPUT(nAttr); aPlaceMat = mAttr.create("placementMatrix", "pm", MFnMatrixAttribute::kFloat); MAKE_INPUT(mAttr); // Implicit shading network attributes aPointWorld = nAttr.createPoint("pointWorld", "pw"); MAKE_INPUT(nAttr); CHECK_MSTATUS( nAttr.setHidden(true) ); // Create output attributes aOutF0 = nAttr.create( "F0", "f0", MFnNumericData::kFloat); MAKE_OUTPUT(nAttr); aOutF1 = nAttr.create( "F1", "f1", MFnNumericData::kFloat); MAKE_OUTPUT(nAttr); aOutN0 = nAttr.create( "N0", "n0", MFnNumericData::kFloat); MAKE_OUTPUT(nAttr); aOutBorderDist = nAttr.create("borderDistance", "bd", MFnNumericData::kFloat); MAKE_OUTPUT(nAttr); aOutColor = nAttr.createColor("outColor", "oc"); MAKE_OUTPUT(nAttr); aOutAlpha = nAttr.create( "outAlpha", "oa", MFnNumericData::kFloat); MAKE_OUTPUT(nAttr); // Add attributes to the node database. CHECK_MSTATUS( addAttribute(aColorGain) ); CHECK_MSTATUS( addAttribute(aColorOffset) ); CHECK_MSTATUS( addAttribute(aPointWorld) ); CHECK_MSTATUS( addAttribute(aPlaceMat) ); CHECK_MSTATUS( addAttribute(aOutAlpha) ); CHECK_MSTATUS( addAttribute(aOutColor) ); CHECK_MSTATUS( addAttribute(aOutF0) ); CHECK_MSTATUS( addAttribute(aOutF1) ); CHECK_MSTATUS( addAttribute(aOutN0) ); CHECK_MSTATUS( addAttribute(aOutBorderDist) ); // All input affect the output color and alpha CHECK_MSTATUS( attributeAffects (aColorGain, aOutColor) ); CHECK_MSTATUS( attributeAffects (aColorOffset, aOutColor) ); CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutColor) ); CHECK_MSTATUS( attributeAffects (aPointWorld, aOutColor) ); CHECK_MSTATUS( attributeAffects (aColorGain, aOutAlpha) ); CHECK_MSTATUS( attributeAffects (aColorOffset, aOutAlpha) ); CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutAlpha) ); CHECK_MSTATUS( attributeAffects (aPointWorld, aOutAlpha) ); // Geometry attribute affect all other outputs. CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutF0) ); CHECK_MSTATUS( attributeAffects (aPointWorld, aOutF0) ); CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutF1) ); CHECK_MSTATUS( attributeAffects (aPointWorld, aOutF1) ); CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutN0) ); CHECK_MSTATUS( attributeAffects (aPointWorld, aOutN0) ); CHECK_MSTATUS( attributeAffects (aPlaceMat, aOutBorderDist) ); CHECK_MSTATUS( attributeAffects (aPointWorld, aOutBorderDist) ); return MS::kSuccess; } /////////////////////////////////////////////////////// // DESCRIPTION: // This function gets called by Maya to evaluate the texture. // /////////////////////////////////////////////////////// MStatus Cell3D::compute(const MPlug& plug, MDataBlock& block) { if ( (plug != aOutColor) && (plug.parent() != aOutColor) && (plug != aOutAlpha) && (plug != aOutBorderDist) && (plug != aOutF0) && (plug != aOutF1) && (plug != aOutN0) ) return MS::kUnknownParameter; const float3& worldPos = block.inputValue(aPointWorld).asFloat3(); const MFloatMatrix& m = block.inputValue(aPlaceMat).asFloatMatrix(); const MFloatVector& cGain = block.inputValue(aColorGain).asFloatVector(); const MFloatVector& cOff = block.inputValue(aColorOffset).asFloatVector(); MFloatPoint q(worldPos[0], worldPos[1], worldPos[2]); q *= m; // Convert into solid space float n0, f0, f1; cellFunc(R3(q.x, q.y, q.z), n0, f0, f1); MDataHandle outHandle = block.outputValue(aOutF0); outHandle.asFloat() = f0; outHandle.setClean(); outHandle = block.outputValue(aOutF1); outHandle.asFloat() = f1; outHandle.setClean(); outHandle = block.outputValue(aOutN0); outHandle.asFloat() = n0; outHandle.setClean(); outHandle = block.outputValue(aOutBorderDist); outHandle.asFloat() = 0.5f*(f1 - f0); outHandle.setClean(); outHandle = block.outputValue( aOutColor ); MFloatVector & outColor = outHandle.asFloatVector(); outColor = cGain * f0 + cOff; outHandle.setClean(); outHandle = block.outputValue(aOutAlpha); outHandle.asFloat() = f0; outHandle.setClean(); return MS::kSuccess; } ////////////////////////////////////////////////////////////////// MStatus initializePlugin( MObject obj ) { const MString UserClassify( "texture/3d" ); MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any" ); CHECK_MSTATUS( plugin.registerNode("cells", Cell3D::id, Cell3D::creator, Cell3D::initialize, MPxNode::kDependNode, &UserClassify) ); initCellFunc(); return MS::kSuccess; } // DESCRIPTION: /////////////////////////////////////////////////////// MStatus uninitializePlugin( MObject obj ) { MFnPlugin plugin( obj ); CHECK_MSTATUS( plugin.deregisterNode( Cell3D::id ) ); return MS::kSuccess; } #define N_CELLS 1000 static int permuteTable[N_CELLS*2]; // // Initialize permutation table used by fold() // static void initPermute() { int i; for (i = 0; i < N_CELLS; ++i) { permuteTable[i] = i; } for (i = N_CELLS - 1; i >= 1; --i) { int n = lrand48() % (i + 1); int tmp = permuteTable[n]; permuteTable[n] = permuteTable[i]; permuteTable[i] = tmp; } for (i = 0; i < N_CELLS; ++i) { permuteTable[i + N_CELLS] = permuteTable[i]; } } // // Fold is a pseudo-random function mapping 3 integers // into a single integer in the range [0, (N_CELLS-1)]. static int fold(int i, int j, int k) { //i %= N_CELLS; j %= N_CELLS; k %= N_CELLS; if (i < 0) i = (i + N_CELLS*(i/N_CELLS + 1)) % N_CELLS; else i %= N_CELLS; if (j < 0) j = (j + N_CELLS*(j/N_CELLS + 1)) % N_CELLS; else j %= N_CELLS; if (k < 0) k = (k + N_CELLS*(k/N_CELLS + 1)) % N_CELLS; else k %= N_CELLS; return permuteTable[permuteTable[permuteTable[i] + j] + k]; } #define N_CELLS 1000 static R3 CellSampleTable[N_CELLS]; static void initCellFunc() { int i; srand48(10); // Make sure we always // compute the same random // numbers. for (i = 0; i < N_CELLS; ++i) { CellSampleTable[i] = R3((float)drand48(), (float)drand48(), (float)drand48()); } initPermute(); } static inline float sqr(float t) { return t*t; } static inline float distance2(const R3 &a, const R3 &b) { float t = sqr(b.x - a.x) + sqr(b.y - a.y) + sqr(b.z - a.z); return t; } static void cellFunc(const R3 &p, float &n0, float &f0, float &f1) { R3 q = p; int i = (int)floorf(q.x); int j = (int)floorf(q.y); int k = (int)floorf(q.z); q.x -= i; q.y -= j; q.z -= k; int index = fold(i,j,k); float minDist = distance2(CellSampleTable[index], q); float minDist2 = 2.0; int k0; k0 = index; // easy but slow way, check distance to point in each adjacent // cell to find closest and second closest. R3 q1; for (int ii = -1; ii <= 1; ++ii) { q1.x = q.x - ii; int i1 = i + ii; for (int jj = -1; jj <= 1; ++jj) { q1.y = q.y - jj; int j1 = j + jj; for (int kk = -1; kk <= 1; ++kk) { if (!ii && !jj && !kk) continue; q1.z = q.z - kk; int k1 = k + kk; index = fold(i1, j1, k1); float t = distance2(CellSampleTable[index], q1); if (minDist > t) { minDist2 = minDist; minDist = t; k0 = index; } else if (minDist2 > t) { minDist2 = t; } } } } f0 = sqrtf(minDist); f1 = sqrtf(minDist2); n0 = k0/(float)(N_CELLS); }