//- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by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. // // ========================================================================== //+ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class cvColorShader : public MPxNode { public: cvColorShader(); virtual ~cvColorShader(); 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: static inline float dotProd(const MFloatVector &, const MFloatVector &); // Input attributes static MObject aReverseAlpha; static MObject aPointObj; // Implicit attribute static MObject aPrimitiveId; // Implicit attribute // Output attributes static MObject aOutColor; static MObject aOutAlpha; }; // Static data MTypeId cvColorShader::id( 0x8000f ); // Attributes MObject cvColorShader::aReverseAlpha; MObject cvColorShader::aPointObj; MObject cvColorShader::aPrimitiveId; MObject cvColorShader::aOutColor; MObject cvColorShader::aOutAlpha; void cvColorShader::postConstructor( ) { setMPSafe(true); } cvColorShader::cvColorShader() { } cvColorShader::~cvColorShader() { } void * cvColorShader::creator() { return new cvColorShader(); } MStatus cvColorShader::initialize() { MFnNumericAttribute nAttr; aReverseAlpha = nAttr.create( "reverseAlpha", "ra", MFnNumericData::kBoolean); CHECK_MSTATUS ( nAttr.setDefault( true ) ); aPointObj = nAttr.createPoint( "pointObj", "po" ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setHidden(true) ); aPrimitiveId = nAttr.create( "primitiveId", "pi", MFnNumericData::kLong); CHECK_MSTATUS ( nAttr.setHidden(true) ); aOutColor = nAttr.createColor( "outColor", "oc" ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); aOutAlpha = nAttr.create( "outAlpha", "oa", MFnNumericData::kFloat); CHECK_MSTATUS ( nAttr.setDisconnectBehavior(MFnAttribute::kReset) ); CHECK_MSTATUS ( nAttr.setStorable(false) ); CHECK_MSTATUS ( nAttr.setReadable(true) ); CHECK_MSTATUS ( nAttr.setWritable(false) ); CHECK_MSTATUS ( addAttribute(aPointObj) ); CHECK_MSTATUS ( addAttribute(aOutColor) ); CHECK_MSTATUS ( addAttribute(aOutAlpha) ); CHECK_MSTATUS ( addAttribute(aReverseAlpha) ); CHECK_MSTATUS ( addAttribute(aPrimitiveId) ); CHECK_MSTATUS ( attributeAffects(aPointObj, aOutColor) ); CHECK_MSTATUS ( attributeAffects(aPrimitiveId, aOutColor) ); CHECK_MSTATUS ( attributeAffects(aReverseAlpha, aOutAlpha) ); CHECK_MSTATUS ( attributeAffects(aPointObj, aOutAlpha) ); CHECK_MSTATUS ( attributeAffects(aPrimitiveId, aOutAlpha) ); return MS::kSuccess; } // dot product on vectors inline float cvColorShader::dotProd( const MFloatVector & v1, const MFloatVector & v2) { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } // // /////////////////////////////////////////////////////////////////////////////// MStatus cvColorShader::compute( const MPlug& plug, MDataBlock& block ) { if ((plug != aOutColor) && (plug.parent() != aOutColor) && (plug != aOutAlpha)) return MS::kUnknownParameter; MStatus status; MObject thisNode = thisMObject(); bool rev_flag = block.inputValue(aReverseAlpha).asBool(); long triangleId = block.inputValue(aPrimitiveId).asLong(); // Location of the point we are shading MFloatVector& pointObj = block.inputValue( aPointObj ).asFloatVector(); // Find the Mesh object MPlug outColorPlug = MFnDependencyNode(thisNode).findPlug("outColor", &status); if( MStatus::kSuccess != status ) return MS::kFailure; MItDependencyGraph depIt( outColorPlug, MFn::kShadingEngine, MItDependencyGraph::kDownstream, MItDependencyGraph::kBreadthFirst, MItDependencyGraph::kNodeLevel, &status); if( MStatus::kSuccess != status ) return MS::kFailure; CHECK_MSTATUS ( depIt.enablePruningOnFilter() ); MObject shadingEngineNode = depIt.thisNode(); // test MPlug dagSetMembersPlug = MFnDependencyNode(shadingEngineNode).findPlug( "dagSetMembers", &status ); if( MStatus::kSuccess != status ) return MS::kFailure; MPlug dagSetMembersElementPlug = dagSetMembersPlug.elementByLogicalIndex( 0, &status ); if( MStatus::kSuccess != status ) return MS::kFailure; MPlugArray meshPlugArray; dagSetMembersElementPlug.connectedTo( meshPlugArray, true, false, &status); if( MStatus::kSuccess != status ) return MS::kFailure; MObject meshNode = meshPlugArray[0].node(); // Find the face a local triangle number. int polygonId = 0; int preIndex = 0; int i; MFnMesh meshFn( meshNode ); MItMeshPolygon fIter( meshNode ); int numPolygons = meshFn.numPolygons(); // Number of faces for( i = 0; i < numPolygons; i++ ) { int nTri; fIter.setIndex( i, preIndex ); fIter.numTriangles(nTri); if( triangleId < nTri ) { polygonId = i; break; } triangleId -= nTri; } MPointArray posArray; MIntArray vIndexArray; // We are shading the triangleId th triangle in face polygonId status = fIter.getTriangle(triangleId, posArray, vIndexArray, MSpace::kObject); if( MStatus::kSuccess != status ) return MS::kFailure; MFloatVector pos1; MFloatVector pos2; MFloatVector pos3; pos1.x = (float)posArray[0].x; pos1.y = (float)posArray[0].y; pos1.z = (float)posArray[0].z; pos2.x = (float)posArray[1].x; pos2.y = (float)posArray[1].y; pos2.z = (float)posArray[1].z; pos3.x = (float)posArray[2].x; pos3.y = (float)posArray[2].y; pos3.z = (float)posArray[2].z; MColor color1; MColor color2; MColor color3; MItMeshVertex vIter( meshNode ); CHECK_MSTATUS ( vIter.setIndex( vIndexArray[0], preIndex) ); CHECK_MSTATUS ( vIter.getColor( color1, polygonId ) ); CHECK_MSTATUS ( vIter.setIndex( vIndexArray[1], preIndex) ); CHECK_MSTATUS ( vIter.getColor( color2, polygonId ) ); CHECK_MSTATUS ( vIter.setIndex( vIndexArray[2], preIndex) ); CHECK_MSTATUS ( vIter.getColor( color3, polygonId ) ); // Compute the barycentric coordinates of the sample. pointObj = pointObj - pos3; // Translate pos3 to origin pos1 = pos1 - pos3; pos2 = pos2 - pos3; MFloatVector norm = pos1 ^ pos2; // Triangle normal float len = dotProd(norm, norm); len = dotProd(norm, pointObj)/len; pointObj = pointObj - (len * norm); // Make sure the point is // in the triangle float aa = dotProd(pos1, pos1); float bb = dotProd(pos2, pos2); float ab = dotProd(pos1, pos2); float am = dotProd(pos1, pointObj); float bm = dotProd(pos2, pointObj); float det = aa*bb - ab*ab; // a, b, c are the barycentric coordinates (assuming pnt // is in the triangle plane, best least square fit // otherwise. // float a = (am*bb - bm*ab) / det; float b = (bm*aa - am*ab) / det; float c = 1-a-b; MColor resultColor = (a*color1) + (b*color2) + (c*color3); if( rev_flag == true ) resultColor.a = 1.0f - resultColor.a; MDataHandle outColorHandle = block.outputValue( aOutColor ); MFloatVector& outColor = outColorHandle.asFloatVector(); outColor.x = resultColor.r; outColor.y = resultColor.g; outColor.z = resultColor.b; outColorHandle.setClean(); MDataHandle outAlphaHandle = block.outputValue( aOutAlpha ); float& outAlpha = outAlphaHandle.asFloat(); outAlpha = resultColor.a; outAlphaHandle.setClean(); return MS::kSuccess; } ///////////////////////////////////////////////////////////////////////////////////////// MStatus initializePlugin( MObject obj ) { const MString UserClassify( "utility/color" ); MFnPlugin plugin( obj, PLUGIN_COMPANY, "4.5", "Any"); CHECK_MSTATUS ( plugin.registerNode( "cvColorShader", cvColorShader::id, cvColorShader::creator, cvColorShader::initialize, MPxNode::kDependNode, &UserClassify ) ); return MS::kSuccess; } MStatus uninitializePlugin( MObject obj ) { MFnPlugin plugin( obj ); CHECK_MSTATUS ( plugin.deregisterNode( cvColorShader::id ) ); return MS::kSuccess; }