//- // ========================================================================== // Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files are provided by Alias // Systems Corp. ("Alias") and/or its licensors for the exclusive use of the // Customer (as defined in the Alias Software License Agreement that // accompanies this Alias software). Such Customer has the right to use, // modify, and incorporate the Data into other products and to distribute such // products for use by end-users. // // THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES // RELATING TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR // IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES // WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN // ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY, // ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA. // ========================================================================== //+ // DISCLAIMER: THIS PLUGIN IS PROVIDED AS IS. IT IS NOT SUPPORTED BY // ALIAS, SO PLEASE USE AND MODIFY AT YOUR OWN RISK. // // PLUGIN NAME: closestPointOnMesh v1.0 // FILE: closestNormalUVAndFace.cpp // DESCRIPTION: -Utility function definition, used by both the command and node. // -Please see readme.txt for full details. // AUTHOR: QT // REFERENCES: -This plugin's concept is based off of the "closestPointOnSurface" node. // -The MEL script AEclosestPointOnSurfaceTemplate.mel was referred to for // the AE template MEL script that accompanies the closestPointOnMesh node. // LAST UPDATED: Oct. 13th, 2001. // COMPILED AND TESTED ON: Maya 4.0 on Windows // HEADER FILE: #include "closestNormalUVAndFace.h" // FUNCTION WHICH TAKES A SPECIFIED INPUT MESH AND A WORLDSPACE POSITION, AND FINDS THE CLOSEST POSITION, NORMAL, UV AND FACE INDEX ON THAT MESH: void closestNormalUVAndFace(MDagPath meshDagPath, MPoint inPosition, MPoint &position, MVector &normal, double ¶meterU, double ¶meterV, int &closestFaceIndex, MObject theMesh) { // FIND THE CLOSEST POSITION, NORMAL AND FACE TO THE INPUT POSITION: MFnMesh meshFn(meshDagPath); if (theMesh!=MObject::kNullObj) meshFn.setObject(theMesh); meshFn.getClosestPointAndNormal(inPosition, position, normal, MSpace::kWorld, &closestFaceIndex); // CREATE FACE ITERATOR, AND SET ITS INDEX TO THAT OF THE CLOSEST FACE, AND USE ITERATOR TO FIND CLOSEST UV: MItMeshPolygon faceIter(meshDagPath); if (theMesh!=MObject::kNullObj) faceIter.reset(theMesh); int dummyIndex; faceIter.setIndex(closestFaceIndex, dummyIndex); float2 uvPoint; faceIter.getUVAtPoint(position, uvPoint, MSpace::kWorld); parameterU = uvPoint[0]; parameterV = uvPoint[1]; }