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WorkingMesh.cpp
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1415 lines (1082 loc) · 38.8 KB
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#include "WorkingMesh.h"
#include "Unwrapper/RKProgress.h"
#include <algorithm>
#include <math.h>
#include <maya/MString.h>
#include <maya/MFnMesh.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MItMeshVertex.h>
#include <maya/MItMeshEdge.h>
#include <maya/MPointArray.h>
#include <maya/MFloatPointArray.h>
#include <maya/MFnTransform.h>
#include <maya/MGlobal.h>
#include <maya/MFnDagNode.h>
#include <maya/MTransformationMatrix.h>
#include <maya/MMatrix.h>
// what to do with faces that have no UVs?
void WorkingMesh::SplitSingletons()
{
MStatus status;
MObject mesh = m_MeshNode.node();
MObject meshTrans = m_MeshNode.transform();
MFnTransform trans(meshTrans);
ftransName = trans.partialPathName();
// MTransformationMatrix mat = trans.transformation();
// MMatrix rotMat = mat.asMatrix();
MFnMesh meshfn( mesh );
MItMeshVertex vertIter( mesh );
MItMeshPolygon polyIter( mesh );
MItMeshEdge edgeIter( mesh );
// MFnDependencyNode depNodeFn;
// depNodeFn.setObject(mesh);
m_meshNodeName = trans.fullPathName(); //depNodeFn.name();
m_edgesToCut.clear();
meshfn.getCurrentUVSetName(m_selUVSet);
MFloatPointArray vertices;
meshfn.getPoints(vertices, MSpace::kObject);
// unsigned int numMeshVerts = vertices.length();
// vertices.clear();
unsigned int numMeshVerts = meshfn.numVertices();
int numMeshEdges = meshfn.numEdges();
int numMeshFaces = meshfn.numPolygons();
m_QuickVerts = new QuickVertex[numMeshVerts+1];
m_QuickEdges = new QuickEdge[numMeshEdges];
m_QuickFaces = new QuickFace[numMeshFaces+1];
for( ; !vertIter.isDone(); vertIter.next() )
{
int vertIndex = vertIter.index();
vertIter.getConnectedFaces(m_QuickVerts[vertIndex].m_AttachedFaces);
vertIter.getConnectedEdges(m_QuickVerts[vertIndex].m_AttachedEdges);
}
int numberOfTexturedFaces = 0;
for( ; !polyIter.isDone(); polyIter.next() )
{
bool hasUVs = polyIter.hasUVs(m_selUVSet);
// bool Holed = polyIter.isHoled();
int polyIndex = polyIter.index();
int numberOfVerts = polyIter.polygonVertexCount();
m_QuickFaces[polyIndex].m_selected = false;
m_QuickFaces[polyIndex].m_numberOfVerts = numberOfVerts;
polyIter.getVertices(m_QuickFaces[polyIndex].m_VertexIndices);
m_QuickFaces[polyIndex].m_UVIndices.setLength(numberOfVerts);
if(hasUVs) // && Holed == false)
{
m_QuickFaces[polyIndex].m_hasUVs = true;
for(int vertIndex = 0; vertIndex < numberOfVerts; vertIndex++)
{
numberOfTexturedFaces++;
polyIter.getUVIndex(vertIndex, m_QuickFaces[polyIndex].m_UVIndices[vertIndex], &m_selUVSet);
}
bool CutIt = CutZeroAreas(&m_QuickFaces[polyIndex], vertices);
if(CutIt)
{
MIntArray EdgeList;
polyIter.getEdges(EdgeList);
for(int EdgeIndex = 0; EdgeIndex < EdgeList.length(); EdgeIndex++)
{
m_edgesToCut.insert(EdgeList[EdgeIndex]);
}
EdgeList.clear();
}
}
else
{
m_QuickFaces[polyIndex].m_hasUVs = false;
for(int vertIndex = 0; vertIndex < numberOfVerts; vertIndex++)
{
m_QuickFaces[polyIndex].m_UVIndices[vertIndex] = -1; // no uv's on this face
}
}
}
bool SelectedTextured = false;
for(int Index = 0; Index < m_SelectedFaces.length(); Index++)
{
int SelectedFace = m_SelectedFaces[Index];
m_QuickFaces[SelectedFace].m_selected = true;
if(m_QuickFaces[SelectedFace].m_hasUVs == true) SelectedTextured = true;
}
if(m_SelectedFaces.length() == 0) SelectedTextured = true;
if(numberOfTexturedFaces == 0 || SelectedTextured == false)
{
vertices.clear();
m_edgesToCut.clear();
m_untextured = true;
delete[] m_QuickVerts;
delete[] m_QuickEdges;
delete[] m_QuickFaces;
m_QuickVerts = NULL;
m_QuickEdges = NULL;
m_QuickFaces = NULL;
return; // trying to map a set of unmapped faces
}
m_untextured = false;
int edgeIndex = 0;
for( ; !edgeIter.isDone(); edgeIter.next() )
{
int vertIndex1 = edgeIter.index(0);
int vertIndex2 = edgeIter.index(1);
m_QuickEdges[edgeIndex].m_vertexIndex1 = vertIndex1;
m_QuickEdges[edgeIndex].m_vertexIndex2 = vertIndex2;
edgeIter.getConnectedFaces(m_QuickEdges[edgeIndex].m_ConnectedFaces);
if(m_QuickEdges[edgeIndex].m_ConnectedFaces.length() == 0)
{
int a = 0;
a++;
}
m_QuickEdges[edgeIndex].m_Split = true; // 1 face is a split / >2 faces == split
if(m_QuickEdges[edgeIndex].m_ConnectedFaces.length() == 2)
{
int face1 = m_QuickEdges[edgeIndex].m_ConnectedFaces[0];
int face2 = m_QuickEdges[edgeIndex].m_ConnectedFaces[1];
int Face1UV1 = getUVId(face1, vertIndex1);
int Face1UV2 = getUVId(face2, vertIndex1);
int Face2UV1 = getUVId(face1, vertIndex2);
int Face2UV2 = getUVId(face2, vertIndex2);
if(Face1UV1 == Face1UV2 && Face2UV1 == Face2UV2)
{
m_QuickEdges[edgeIndex].m_Split = false; // no UVs split
}
// one selected, one not
if(m_QuickFaces[face1].m_selected ^ m_QuickFaces[face2].m_selected)
{
if(Face1UV1 == Face1UV2 && Face2UV1 == Face2UV2) //m_edgesToCut.insert(edgeIndex);
{
m_QuickEdges[edgeIndex].m_Split = true; // no potential split
}
}
}
edgeIndex++;
}
for(int vertIndex = 0; vertIndex < numMeshVerts; vertIndex++)
{
int faceCount = m_QuickVerts[vertIndex].m_AttachedFaces.length();
if(faceCount > 1) // can't get splits with only one face attached
{
splitWheel(vertIndex);
}
}
delete[] m_QuickVerts;
delete[] m_QuickEdges;
delete[] m_QuickFaces;
m_QuickVerts = NULL;
m_QuickEdges = NULL;
m_QuickFaces = NULL;
}
bool WorkingMesh::CutZeroAreas(QuickFace* pTestFace, MFloatPointArray& vertices)
{
int EdgeCount = pTestFace->m_UVIndices.length();
for(int Index = 0; Index < EdgeCount-2; Index++)
{
int LocalIndex1 = Index-1;
int LocalIndex2 = Index;
int LocalIndex3 = Index+1;
if(LocalIndex1 < 0) LocalIndex1 = EdgeCount-1;
int VertIndex1 = pTestFace->m_VertexIndices[LocalIndex1];
int VertIndex2 = pTestFace->m_VertexIndices[LocalIndex2];
int VertIndex3 = pTestFace->m_VertexIndices[LocalIndex3];
//bool ZeroArea = false;
float v1[3], v2[3], v3[3];
double Angle1, Angle2, Angle3;
v1[0] = vertices[VertIndex1].x; v1[1] = vertices[VertIndex1].y; v1[2] = vertices[VertIndex1].z;
v2[0] = vertices[VertIndex2].x; v2[1] = vertices[VertIndex2].y; v2[2] = vertices[VertIndex2].z;
v3[0] = vertices[VertIndex3].x; v3[1] = vertices[VertIndex3].y; v3[2] = vertices[VertIndex3].z;
RKFace::TriangleAngles(v1, v2, v3, &Angle1, &Angle2, &Angle3);
if(Angle1 < 0.00001f) return(true);
if(Angle2 < 0.00001f) return(true);
if(Angle3 < 0.00001f) return(true);
}
return(false);
}
/*************************************************************************
* Work through each mesh vertex.
* Choose edge, walk outwards to find block.
* Block is a fan of faces, all with the same UV Id
* After we've found a block, if there's another block with the same UVId
* Select trailing edges from both blocks
*************************************************************************/
void WorkingMesh::splitWheel(int VertID)
{
vector<Block*> BlockList;
MIntArray wheelEdges = m_QuickVerts[VertID].m_AttachedEdges;
MIntArray wheelFaces = m_QuickVerts[VertID].m_AttachedFaces;
if(wheelFaces.length() == 1) return; // 1 face, no splits possible
while(wheelFaces.length() != 0)
{
Block* pBlock = new Block(); // time for a new block
int startFace = wheelFaces[0];
wheelFaces.remove(0);
BlockList.push_back(pBlock);
pBlock->m_UVId = getUVId(startFace, VertID);
pBlock->m_outerFace1 = startFace;
pBlock->m_outerFace2 = startFace;
bool expand = true;
while(expand)
{
expand = growBlock(pBlock, VertID, wheelFaces, wheelEdges);
}
}
if(BlockList.size() > 1)
{
for(int BlockIndex = 0; BlockIndex < BlockList.size()-1; BlockIndex++)
{
if(BlockList[BlockIndex]->m_doneWith == false)
{
int thisUVId = BlockList[BlockIndex]->m_UVId;
for(int OtherBlock = BlockIndex+1; OtherBlock < BlockList.size(); OtherBlock++)
{
if(thisUVId == BlockList[OtherBlock]->m_UVId) // separate blocks, same UVId, split them off
{
m_edgesToCut.insert(BlockList[BlockIndex]->m_outerEdge1);
m_edgesToCut.insert(BlockList[BlockIndex]->m_outerEdge2);
m_edgesToCut.insert(BlockList[OtherBlock]->m_outerEdge1);
m_edgesToCut.insert(BlockList[OtherBlock]->m_outerEdge2);
BlockList[OtherBlock]->m_doneWith = true;
}
}
}
}
}
// delete the blocklist
for(int Index = 0; Index < BlockList.size(); Index++)
{
Block* pBlock = BlockList[Index];
delete pBlock;
}
BlockList.clear();
}
/*********************************************************
* try to expand the block left and right
*********************************************************/
bool WorkingMesh::growBlock(Block* pBlock, int VertID, MIntArray& wheelFaces, MIntArray& wheelEdges)
{
int outerFace1Index, prevFaceIndex = -1;
int outerFace2Index, nextFaceIndex = -1;
QuickEdge* prevEdge;
QuickEdge* nextEdge;
pBlock->m_outerEdge1 = getEdgeID(pBlock->m_outerFace1, VertID, false, wheelEdges); // get the previous edge
if(pBlock->m_outerEdge1 != -1)
{
prevEdge = &m_QuickEdges[pBlock->m_outerEdge1];
outerFace1Index = pBlock->m_outerFace1;
prevFaceIndex = prevEdge->m_ConnectedFaces[0];
if(prevFaceIndex == outerFace1Index) prevFaceIndex = prevEdge->m_ConnectedFaces[1]; // what to do with face count > 2
if(prevEdge->m_Split) prevFaceIndex = -1;
}
pBlock->m_outerEdge2 = getEdgeID(pBlock->m_outerFace2, VertID, true, wheelEdges); // get the next edge
if(pBlock->m_outerEdge2 != -1)
{
nextEdge = &m_QuickEdges[pBlock->m_outerEdge2];
outerFace2Index = pBlock->m_outerFace2;
nextFaceIndex = nextEdge->m_ConnectedFaces[0];
if(nextFaceIndex == outerFace2Index) nextFaceIndex = nextEdge->m_ConnectedFaces[1];
if(nextEdge->m_Split) nextFaceIndex = -1; // no connecting face
}
if(prevFaceIndex == -1 && nextFaceIndex == -1) return(false); // reached the limits of this block
bool stillExpanding = false;
if(prevFaceIndex != -1)
{
int foundIndex = -1;
for(int faceIndex = 0; faceIndex < wheelFaces.length(); faceIndex++)
{
if(wheelFaces[faceIndex] == prevFaceIndex) foundIndex = faceIndex;
}
if(foundIndex != -1)
{
wheelFaces.remove(foundIndex);
pBlock->m_outerFace1 = prevFaceIndex;
stillExpanding = true;
}
}
if(nextFaceIndex != -1)
{
int foundIndex = -1;
for(int faceIndex = 0; faceIndex < wheelFaces.length(); faceIndex++)
{
if(wheelFaces[faceIndex] == nextFaceIndex) foundIndex = faceIndex;
}
if(foundIndex != -1)
{
wheelFaces.remove(foundIndex);
pBlock->m_outerFace2 = nextFaceIndex;
stillExpanding = true;
}
}
return(stillExpanding);
}
/**********************************************************
* get the UV ID at a vertex on a face
**********************************************************/
int WorkingMesh::getUVId(int faceIndex, int VertID)
{
MIntArray verts = m_QuickFaces[faceIndex].m_VertexIndices;
for(int Index = 0; Index < verts.length(); Index++)
{
if(verts[Index] == VertID) return(m_QuickFaces[faceIndex].m_UVIndices[Index]);
}
return(-1);
}
/***********************************************************
* get the previous or next edge around a vertex on a face
***********************************************************/
int WorkingMesh::getEdgeID(int faceIndex, int VertID, bool nextEdge, MIntArray& wheelEdges)
{
MIntArray verts = m_QuickFaces[faceIndex].m_VertexIndices;
int vertsLength = verts.length();
for(int Index = 0; Index < verts.length(); Index++)
{
if(verts[Index] == VertID)
{
int nextIndex = Index + 1;
int prevIndex = Index - 1;
if(nextIndex > vertsLength-1) nextIndex = 0;
if(prevIndex < 0) prevIndex = vertsLength-1;
int prevVertIndex = verts[prevIndex];
int nextVertIndex = verts[nextIndex];
for(int EdgeIndex = 0; EdgeIndex < wheelEdges.length(); EdgeIndex++)
{
int thisEdgeIndex = wheelEdges[EdgeIndex];
int EdgeVertIndex1 = m_QuickEdges[thisEdgeIndex].m_vertexIndex1;
int EdgeVertIndex2 = m_QuickEdges[thisEdgeIndex].m_vertexIndex2;
if(nextEdge == true)
{
if(EdgeVertIndex1 == VertID && EdgeVertIndex2 == nextVertIndex) return(thisEdgeIndex);
if(EdgeVertIndex2 == VertID && EdgeVertIndex1 == nextVertIndex) return(thisEdgeIndex);
}
else
{
if(EdgeVertIndex1 == VertID && EdgeVertIndex2 == prevVertIndex) return(thisEdgeIndex);
if(EdgeVertIndex2 == VertID && EdgeVertIndex1 == prevVertIndex) return(thisEdgeIndex);
}
}
}
}
return(-1);
}
void WorkingMesh::issuePolyCut(bool hasHistory)
{
if(m_edgesToCut.size() == 0) return;
MString polyMapCutCommand;
polyMapCutCommand.clear();
if(!hasHistory)
{
polyMapCutCommand = "polyMapCut -ch 0";
}
else
{
polyMapCutCommand = "polyMapCut -ch 1";
}
int start = -1;
int end = 0;
char Number[20];
set<int>::iterator it;
for(it = m_edgesToCut.begin(); it != m_edgesToCut.end(); it++)
{
int next = *it;
if(start == -1)
{
start = next;
end = next;
}
else
{
if(next == end+1)
{
end = next;
}
else
{
polyMapCutCommand += " ";
polyMapCutCommand += ftransName;
if(start == end)
{
sprintf(Number, ".e[%d]", start);
polyMapCutCommand += Number;
}
else
{
sprintf(Number, ".e[%d:%d]", start,end);
polyMapCutCommand += Number;
}
start = next;
end = next;
}
}
}
polyMapCutCommand += " ";
polyMapCutCommand += ftransName;
if(start == end)
{
sprintf(Number, ".e[%d]", start);
polyMapCutCommand += Number;
}
else
{
sprintf(Number, ".e[%d:%d]", start,end);
polyMapCutCommand += Number;
}
m_edgesToCut.clear();
int result;
MGlobal::executeCommand(polyMapCutCommand, result, false, true);
}
void WorkingMesh::SymmetryCut()
{
if(m_SelectedEdges.length() != 1)
{
MGlobal::displayError( "Roadkill: Symmetry cut: mesh has more than one edge selected");
return;
}
MStatus status;
MObject mesh = m_MeshNode.node();
MObject meshTrans = m_MeshNode.transform();
MFnTransform trans(meshTrans);
ftransName = trans.partialPathName();
MFnMesh meshfn( mesh );
MItMeshVertex vertIter( mesh );
MItMeshPolygon polyIter( mesh );
MItMeshEdge edgeIter( mesh );
MFnDependencyNode depNodeFn;
depNodeFn.setObject(mesh);
m_meshNodeName = depNodeFn.name();
m_edgesToCut.clear();
meshfn.getCurrentUVSetName(m_selUVSet);
MFloatPointArray vertices;
meshfn.getPoints(vertices, MSpace::kObject);
unsigned int numMeshVerts = meshfn.numVertices();
int numMeshEdges = meshfn.numEdges();
int numMeshFaces = meshfn.numPolygons();
m_QuickVerts = new QuickVertex[numMeshVerts+1];
m_QuickEdges = new QuickEdge[numMeshEdges];
m_QuickFaces = new QuickFace[numMeshFaces+1];
for( ; !vertIter.isDone(); vertIter.next() )
{
int vertIndex = vertIter.index();
vertIter.getConnectedFaces(m_QuickVerts[vertIndex].m_AttachedFaces);
vertIter.getConnectedEdges(m_QuickVerts[vertIndex].m_AttachedEdges);
}
int numberOfTexturedFaces = 0;
for( ; !polyIter.isDone(); polyIter.next() )
{
bool hasUVs = polyIter.hasUVs(m_selUVSet);
int polyIndex = polyIter.index();
int numberOfVerts = polyIter.polygonVertexCount();
m_QuickFaces[polyIndex].m_visited = false;
m_QuickFaces[polyIndex].m_selected = false;
m_QuickFaces[polyIndex].m_numberOfVerts = numberOfVerts;
polyIter.getVertices(m_QuickFaces[polyIndex].m_VertexIndices);
m_QuickFaces[polyIndex].m_UVIndices.setLength(numberOfVerts);
polyIter.getEdges(m_QuickFaces[polyIndex].m_EdgeIndices);
if(hasUVs)
{
m_QuickFaces[polyIndex].m_hasUVs = true;
for(int vertIndex = 0; vertIndex < numberOfVerts; vertIndex++)
{
numberOfTexturedFaces++;
polyIter.getUVIndex(vertIndex, m_QuickFaces[polyIndex].m_UVIndices[vertIndex], &m_selUVSet);
}
bool CutIt = CutZeroAreas(&m_QuickFaces[polyIndex], vertices);
if(CutIt)
{
MIntArray EdgeList;
polyIter.getEdges(EdgeList);
for(int EdgeIndex = 0; EdgeIndex < EdgeList.length(); EdgeIndex++)
{
m_edgesToCut.insert(EdgeList[EdgeIndex]);
}
EdgeList.clear();
}
}
else
{
m_QuickFaces[polyIndex].m_hasUVs = false;
for(int vertIndex = 0; vertIndex < numberOfVerts; vertIndex++)
{
m_QuickFaces[polyIndex].m_UVIndices[vertIndex] = -1; // no uv's on this face
}
}
}
int edgeIndex = 0;
for( ; !edgeIter.isDone(); edgeIter.next() )
{
int vertIndex1 = edgeIter.index(0);
int vertIndex2 = edgeIter.index(1);
m_QuickEdges[edgeIndex].m_vertexIndex1 = vertIndex1;
m_QuickEdges[edgeIndex].m_vertexIndex2 = vertIndex2;
m_QuickEdges[edgeIndex].m_matchedWith = -1;
m_QuickEdges[edgeIndex].m_thisIndex = edgeIndex;
edgeIter.getConnectedFaces(m_QuickEdges[edgeIndex].m_ConnectedFaces);
m_QuickEdges[edgeIndex].m_Split = true; // 1 face is a split / >2 faces == split
if(m_QuickEdges[edgeIndex].m_ConnectedFaces.length() == 2)
{
int face1 = m_QuickEdges[edgeIndex].m_ConnectedFaces[0];
int face2 = m_QuickEdges[edgeIndex].m_ConnectedFaces[1];
int Face1UV1 = getUVId(face1, vertIndex1);
int Face1UV2 = getUVId(face2, vertIndex1);
int Face2UV1 = getUVId(face1, vertIndex2);
int Face2UV2 = getUVId(face2, vertIndex2);
if(Face1UV1 == Face1UV2 && Face2UV1 == Face2UV2)
{
m_QuickEdges[edgeIndex].m_Split = false; // no UVs split
}
// one selected, one not
if(m_QuickFaces[face1].m_selected ^ m_QuickFaces[face2].m_selected)
{
if(Face1UV1 == Face1UV2 && Face2UV1 == Face2UV2) //m_edgesToCut.insert(edgeIndex);
{
m_QuickEdges[edgeIndex].m_Split = true; // no potential split
}
}
}
edgeIndex++;
}
bool result = MatchUpEdges();
if(result == true)
{
for(int EdgeIndex = 0; EdgeIndex < numMeshEdges; EdgeIndex++)
{
if(m_QuickEdges[EdgeIndex].m_matchedWith != -1 && m_QuickEdges[EdgeIndex].m_Split == false)
{
int MatchedEdge = m_QuickEdges[EdgeIndex].m_matchedWith;
if(m_QuickEdges[MatchedEdge].m_Split == true)
{
m_edgesToCut.insert(EdgeIndex);
}
}
}
issuePolyCut(true);
}
m_edgesToCut.clear();
m_untextured = true;
delete[] m_QuickVerts;
delete[] m_QuickEdges;
delete[] m_QuickFaces;
m_QuickVerts = NULL;
m_QuickEdges = NULL;
m_QuickFaces = NULL;
}
bool WorkingMesh::MatchUpEdges()
{
list<LinkedEdge> EdgeList;
int StartEdge = m_SelectedEdges[0];
QuickEdge* pThisEdge = &m_QuickEdges[StartEdge];
if(pThisEdge->m_ConnectedFaces.length() != 2)
{
MGlobal::displayError( "Roadkill: Symmetry cut: Selected Edge only connected to one polygon");
return(false);
}
LinkedEdge newEdge;
newEdge.EnteredEdgeIndex1 = StartEdge;
newEdge.EnteredEdgeIndex2 = StartEdge;
newEdge.PolygonIndex1 = pThisEdge->m_ConnectedFaces[0];
newEdge.PolygonIndex2 = pThisEdge->m_ConnectedFaces[1];
m_QuickFaces[pThisEdge->m_ConnectedFaces[0]].m_visited = true;
m_QuickFaces[pThisEdge->m_ConnectedFaces[1]].m_visited = true;
m_QuickEdges[StartEdge].m_matchedWith = StartEdge;
EdgeList.push_back(newEdge);
while(EdgeList.size() != 0)
{
LinkedEdge thisEdge = EdgeList.front();
EdgeList.pop_front();
QuickEdge* pEdge1 = &m_QuickEdges[thisEdge.EnteredEdgeIndex1];
QuickEdge* pEdge2 = &m_QuickEdges[thisEdge.EnteredEdgeIndex2];
QuickFace* pFace1 = &m_QuickFaces[thisEdge.PolygonIndex1];
QuickFace* pFace2 = &m_QuickFaces[thisEdge.PolygonIndex2];
pEdge1->m_matchedWith = pEdge2->m_thisIndex;
pEdge2->m_matchedWith = pEdge1->m_thisIndex;
if(pFace1->m_numberOfVerts != pFace2->m_numberOfVerts)
{
EdgeList.clear();
MGlobal::displayError( "Roadkill: Symmetry cut: Mesh is not symmetrical");
return(false); // vertex count of linked faces does not match
}
int Edge1Index = FindEdgeIndex(thisEdge.PolygonIndex1, thisEdge.EnteredEdgeIndex1);
int Edge2Index = FindEdgeIndex(thisEdge.PolygonIndex2, thisEdge.EnteredEdgeIndex2);
int EdgeCount = pFace1->m_numberOfVerts;
for(int Edge = 0; Edge < EdgeCount; Edge++)
{
int EdgeFace1 = pFace1->m_EdgeIndices[Edge1Index];
int EdgeFace2 = pFace2->m_EdgeIndices[Edge2Index];
int OtherFace1, OtherFace2;
OtherFace1 = OtherFace2 = -1;
if(m_QuickEdges[EdgeFace1].m_matchedWith == -1)
{
if(m_QuickEdges[EdgeFace1].m_ConnectedFaces.length() == 2)
{
if(m_QuickEdges[EdgeFace1].m_ConnectedFaces[0] == thisEdge.PolygonIndex1) OtherFace1 = m_QuickEdges[EdgeFace1].m_ConnectedFaces[1];
if(m_QuickEdges[EdgeFace1].m_ConnectedFaces[1] == thisEdge.PolygonIndex1) OtherFace1 = m_QuickEdges[EdgeFace1].m_ConnectedFaces[0];
}
if(m_QuickEdges[EdgeFace2].m_ConnectedFaces.length() == 2)
{
if(m_QuickEdges[EdgeFace2].m_ConnectedFaces[0] == thisEdge.PolygonIndex2) OtherFace2 = m_QuickEdges[EdgeFace2].m_ConnectedFaces[1];
if(m_QuickEdges[EdgeFace2].m_ConnectedFaces[1] == thisEdge.PolygonIndex2) OtherFace2 = m_QuickEdges[EdgeFace2].m_ConnectedFaces[0];
}
}
if((OtherFace1 == -1 && OtherFace2 != -1) || (OtherFace1 != -1 && OtherFace2 == -1))
{
EdgeList.clear();
MGlobal::displayError( "Roadkill: Symmetry cut: Mesh is not symmetrical");
return(false); // Edges are connected differently
}
if(OtherFace1 != -1 && OtherFace2 != -1)
{
m_QuickEdges[EdgeFace1].m_matchedWith = m_QuickEdges[EdgeFace2].m_thisIndex;
m_QuickEdges[EdgeFace2].m_matchedWith = m_QuickEdges[EdgeFace1].m_thisIndex;
if(m_QuickFaces[OtherFace1].m_visited == false && m_QuickFaces[OtherFace2].m_visited == false)
{
m_QuickFaces[OtherFace1].m_visited = true;
m_QuickFaces[OtherFace2].m_visited = true;
LinkedEdge newEdge;
newEdge.EnteredEdgeIndex1 = EdgeFace1;
newEdge.EnteredEdgeIndex2 = EdgeFace2;
newEdge.PolygonIndex1 = OtherFace1;
newEdge.PolygonIndex2 = OtherFace2;
EdgeList.push_back(newEdge);
}
}
Edge1Index++;
Edge2Index--;
if(Edge1Index == EdgeCount) Edge1Index = 0;
if(Edge2Index == -1) Edge2Index = EdgeCount-1;
}
}
return(true);
}
int WorkingMesh::FindEdgeIndex(int PolyIndex, int EdgeIndex)
{
int EdgeCount = m_QuickFaces[PolyIndex].m_numberOfVerts;
for(int OutIndex = 0; OutIndex < EdgeCount; OutIndex++)
{
if(m_QuickFaces[PolyIndex].m_EdgeIndices[OutIndex] == EdgeIndex) return(OutIndex);
}
return(-1);
}
void WorkingMesh::GetUVToFaceRatio()
{
MFloatPointArray vertices;
MDagPath dagPath = m_MeshNode;
// MObject mesh = dagPath.node();
MFnMesh meshFn( dagPath ); //mesh );mesh );
MItMeshPolygon polyIter( dagPath ); //mesh );mesh );
/*
double Scale[3];
MObject meshTrans = m_MeshNode.transform();
MFnTransform trans(meshTrans);
MTransformationMatrix mat = trans.transformation();
//MMatrix rotMat = mat.asMatrix();
mat.getScale(Scale, MSpace::kObject);
*/
RKProgress::Get().SetText("Getting Polygons");
RKProgress::Get().SetProgress(0);
meshFn.getPoints(vertices, MSpace::kWorld); //kObject);kObject);
/* int numVerts = vertices.length();
for(int VertIndex = 0; VertIndex < numVerts; VertIndex++)
{
// float X = vertices[VertIndex].x;
// float Y = vertices[VertIndex].y;
// float Z = vertices[VertIndex].z;
// float outX = (X * rotMat.matrix[0][0]) + (Y * rotMat.matrix[1][0]) + (Z * rotMat.matrix[2][0]);
// float outY = (X * rotMat.matrix[0][1]) + (Y * rotMat.matrix[1][1]) + (Z * rotMat.matrix[2][1]);
// float outZ = (X * rotMat.matrix[0][2]) + (Y * rotMat.matrix[1][2]) + (Z * rotMat.matrix[2][2]);
vertices[VertIndex].x *= Scale[0];
vertices[VertIndex].y *= Scale[1];
vertices[VertIndex].z *= Scale[2];
}
*/
RKProgress::Get().SetProgress(50);
m_UCoords.setLength(0);
m_VCoords.setLength(0);
meshFn.getUVs(m_UCoords, m_VCoords, &m_selUVSet);
RKProgress::Get().SetProgress(100);
vector<int> selectedFaces; // this is crap!
for(int Index = 0; Index < m_SelectedFaces.length(); Index++)
{
int SelectedFace = m_SelectedFaces[Index];
selectedFaces.push_back(SelectedFace);
}
int FaceCount = 0;
double m_MeshAverage = 0;
for( ; !polyIter.isDone(); polyIter.next() )
{
// bool goodTriangles = polyIter.hasValidTriangulation(); // bad triangle? Highlight and error.
bool hasUVs = polyIter.hasUVs();
if(hasUVs == true)
{
MPointArray polyVerts;
MIntArray polyIndices;
int triCount;
polyIter.numTriangles(triCount);
polyIter.getTriangles(polyVerts, polyIndices, MSpace::kObject);
MIntArray orderedIndices;
polyIter.getVertices(orderedIndices);
// unsigned int numVerts = polyVerts.length();
unsigned int numOrderedVerts = orderedIndices.length();
int faceIndex = polyIter.index();
bool selected = true;
if(selectedFaces.size() != 0)
{
vector<int>::iterator inSelected = find(selectedFaces.begin(), selectedFaces.end(), faceIndex);
if(inSelected == selectedFaces.end())
{
selected = false;
}
}
for(unsigned int Index = 0; Index < triCount; Index++)
{
int VertIndex1 = polyIndices[Index*3];
int VertIndex2 = polyIndices[(Index*3)+1];
int VertIndex3 = polyIndices[(Index*3)+2];
int origVertIndex1 = 0;
int origVertIndex2 = 0;
int origVertIndex3 = 0;
for(int tIndex = 0; tIndex < numOrderedVerts; tIndex++)
{
if(orderedIndices[tIndex] == VertIndex1) origVertIndex1 = tIndex;
}
for(int tIndex = 0; tIndex < numOrderedVerts; tIndex++)
{
if(orderedIndices[tIndex] == VertIndex2) origVertIndex2 = tIndex;
}
for(int tIndex = 0; tIndex < numOrderedVerts; tIndex++)
{
if(orderedIndices[tIndex] == VertIndex3) origVertIndex3 = tIndex;
}
int UV1Index, UV2Index, UV3Index;
polyIter.getUVIndex(origVertIndex1, UV1Index, &m_selUVSet);
polyIter.getUVIndex(origVertIndex2, UV2Index, &m_selUVSet);
polyIter.getUVIndex(origVertIndex3, UV3Index, &m_selUVSet);
float deltaX1 = vertices[VertIndex2].x - vertices[VertIndex1].x;
float deltaY1 = vertices[VertIndex2].y - vertices[VertIndex1].y;
float deltaZ1 = vertices[VertIndex2].z - vertices[VertIndex1].z;
float deltaX2 = vertices[VertIndex3].x - vertices[VertIndex1].x;
float deltaY2 = vertices[VertIndex3].y - vertices[VertIndex1].y;
float deltaZ2 = vertices[VertIndex3].z - vertices[VertIndex1].z;
float crossX = deltaY1 * deltaZ2 - deltaZ1 * deltaY2;
float crossY = deltaX1 * deltaZ2 - deltaZ1 * deltaX2;
float crossZ = deltaX1 * deltaY2 - deltaY1 * deltaX2;
float Mag = sqrt((crossX * crossX) + (crossY * crossY) + (crossZ * crossZ));
float FaceArea = Mag * 0.5f;
deltaX1 = m_UCoords[UV2Index] - m_UCoords[UV1Index];
deltaY1 = m_VCoords[UV2Index] - m_VCoords[UV1Index];
deltaX2 = m_UCoords[UV3Index] - m_UCoords[UV1Index];
deltaY2 = m_VCoords[UV3Index] - m_VCoords[UV1Index];
crossZ = deltaX1 * deltaY2 - deltaY1 * deltaX2;
float UVArea = fabs(crossZ * 0.5f);
if(FaceArea > 0.00000001f && UVArea > 0.00000001f)
{
float StretchVal = UVArea / FaceArea;
m_MeshAverage += StretchVal;
FaceCount++;
}
}
}
}