draco/maya/draco_maya_plugin.py
2018-05-15 14:09:59 +02:00

210 lines
7.3 KiB
Python

import sys
import maya.api.OpenMaya as OpenMaya
import maya.OpenMayaMPx as OpenMayaMPx
from draco_maya_wrapper import Draco
__author__ = "Mattia Pezzano, Federico de Felici, Duccio Lenkowicz"
__version__ = "0.1"
class DracoTranslator(OpenMayaMPx.MPxFileTranslator):
def __init__(self):
OpenMayaMPx.MPxFileTranslator.__init__(self)
def maya_useNewAPI():
pass
def haveWriteMethod(self):
return True
def haveReadMethod(self):
return True
def filter(self):
return "*.drc"
def defaultExtension(self):
return "drc"
def writer(self, fileObject, optionString, accessMode):
# Get the selection and create a selection list of all the nodes meshes
selection = OpenMaya.MSelectionList()
OpenMaya.MGlobal.getActiveSelectionList(selection)
# Create an MItSelectionList class to iterate over the selection
# Use the MFn class to as a filter to filter node types
iter = OpenMaya.MItSelectionList(selection, OpenMaya.MFn.kGeometric)
# This uses built in functions of the MItSelectionList class to loop through the list of objects
# NB: isn't a basic array, you must use the built in functions
while not iter.isDone(): # iterate selection
vertexList = []
normalList = []
edgeList = []
polytriVertsList = []
polyList = []
connectedPolyList = []
# get dag path of current iterated selection
dagPath = OpenMaya.MDagPath()
iter.getDagPath(dagPath)
# get the selection as an MObject
mObj = OpenMaya.MObject()
iter.getDependNode(mObj)
# create iterator of current mesh polygons
polygonsIterator = OpenMaya.MItMeshPolygon(mObj)
# Iterate through polygons on current mesh
while not polygonsIterator.isDone():
# Get current polygons index
polyList.append(polygonsIterator.index())
# Get current polygons vertices
verts = OpenMaya.MIntArray()
polygonsIterator.getVertices(verts)
normalIndices = []
# Append the current polygons vertex indices
for i in range(verts.length()):
vertexList.append(verts[i])
normalIndices.append(polygonsIterator.normalIndex()) #return the index in the normals buffer
# Get current polygons normals
norms = OpenMaya.MVectorArray()
# polygonsIterator.getNormals(norms)
#Append current polygons normal indices
for index in normalIndices:
normalList.append(norms[index].x)
normalList.append(norms[index].y)
normalList.append(norms[index].z)
# Get current polygons edges
edges = OpenMaya.MIntArray()
polygonsIterator.getEdges(edges)
# Append the current polygons edge indices
for i in range(edges.length()):
edgeList.append(edges[i])
# Get current polygons connected faces
indexConnectedFaces = OpenMaya.MIntArray()
polygonsIterator.getConnectedFaces(indexConnectedFaces)
# Append the connected polygons indices
for i in range(indexConnectedFaces.length()):
connectedPolyList.append(indexConnectedFaces[i])
# Get current polygons triangles
pointArray = OpenMaya.MPointArray()
intArray = OpenMaya.MIntArray()
space = OpenMaya.MSpace.kObject
# Get the vertices and vertex positions of all the triangles in the current face's triangulation.
polygonsIterator.getTriangles(pointArray, intArray, space)
# Append vertices that are part of the triangles
for i in range(intArray.length()):
polytriVertsList.append(intArray[i])
# next poligon
polygonsIterator.next()
#TODO: CREATE DRACOMESH
drcMesh = DrcMesh()
drcMesh.faces_num = len(polytriVertsList) / 3
drcMesh.faces_len = len(polytriVertsList)
drcMesh.faces = polytriVertsList
drcMesh.vertices_num = len(vertexList) / 3
drcMesh.vertices_len = len(vertexList)
drcMesh.vertices = vertexList
# print data for current selection being iterated on,
print ("Object name: {}".format(dagPath.fullPathName()))
print ("Vertex list: {} size: {}".format(vertexList, len(vertexList)))
print ("Edge list: {} size: {}".format(edgeList, len(edgeList)))
print ("Poly Triangle Vertices: ***INDEX BUFFER*** {} size: {}".format(polytriVertsList,
len(polytriVertsList)))
print ("Polygon index list: {} size: {}".format(polyList, len(polyList)))
print ("Connected Polygons list: {} size: {}".format(connectedPolyList, len(connectedPolyList)))
# next selected
iter.next()
def reader(self, fileObject, optionString, accessMode):
drc = Draco()
mesh = drc.decode(fileObject.fullName())
#vertices
vertices = []
for i in range(0, mesh.vertices_len, 3):
vertices.append(OpenMaya.MPoint(mesh.vertices[i], mesh.vertices[i + 1], mesh.vertices[i + 2]))
#indices
indices = []
for index in mesh.faces:
indices.append(index)
poly_count = [3] * mesh.faces_num
fnMesh = OpenMaya.MFnMesh()
newMesh = None
#uv
if mesh.uvs:
us = OpenMaya.MFloatArray()
vs = OpenMaya.MFloatArray()
for i in range(0, mesh.uvs_len, 2):
us.append(mesh.uvs[i])
vs.append(mesh.uvs[i + 1])
#TODO: ensure the mesh actually uses the uvs inside maya
newMesh = fnMesh.create(vertices, poly_count, indices, uValues=us, vValues=vs)
else:
newMesh = fnMesh.create(vertices, poly_count, indices)
#normals
if mesh.normals:
normals = []
for i in range(0, mesh.normals_len, 3):
normals.append(OpenMaya.MFloatVector(mesh.normals[i], mesh.normals[i + 1], mesh.normals[i + 2]))
fnMesh.setVertexNormals(normals, range(len(vertices)))
fnMesh.updateSurface()
# Assign initial shading group
slist = OpenMaya.MGlobal.getSelectionListByName("initialShadingGroup")
initialSG = slist.getDependNode(0)
fnSG = OpenMaya.MFnSet(initialSG)
if fnSG.restriction() == OpenMaya.MFnSet.kRenderableOnly:
fnSG.addMember(newMesh)
def translatorCreator():
return OpenMayaMPx.asMPxPtr(DracoTranslator())
def initializePlugin(mobject):
print('init')
mplugin = OpenMayaMPx.MFnPlugin(
mobject, "Autodesk", __version__, "Any")
try:
mplugin.registerFileTranslator(
'drc',
None,
translatorCreator)
except Exception as e:
sys.stderr.write("Failed to register command: drc\n")
raise
def uninitializePlugin(mobject):
print('uninit')