AbcExport/MayaPointPrimitiveWriter.cpp

AbcExport/MayaPointPrimitiveWriter.cpp
//-*****************************************************************************
//
// Copyright (c) 2009-2012,
// Sony Pictures Imageworks Inc. and
// Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd.
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#include "MayaPointPrimitiveWriter.h"
#include "MayaUtility.h"
MayaPointPrimitiveWriter::MayaPointPrimitiveWriter(
double iFrame, MDagPath & iDag, Alembic::AbcGeom::OObject & iParent,
Alembic::Util::uint32_t iTimeIndex,
const JobArgs & iArgs) :
mIsAnimated(false), mDagPath(iDag)
{
MFnParticleSystem particle(mDagPath);
MString name = particle.name();
name = util::stripNamespaces(name, iArgs.stripNamespace);
Alembic::AbcGeom::OPoints obj(iParent, name.asChar(),
iTimeIndex);
mSchema = obj.getSchema();
Alembic::Abc::OCompoundProperty cp;
Alembic::Abc::OCompoundProperty up;
if (AttributesWriter::hasAnyAttr(particle, iArgs))
{
cp = mSchema.getArbGeomParams();
up = mSchema.getUserProperties();
}
mAttrs = AttributesWriterPtr(new AttributesWriter(cp, up, obj, particle,
iTimeIndex, iArgs));
MObject object = iDag.node();
if (iTimeIndex != 0 && util::isAnimated(object))
{
mIsAnimated = true;
}
else
{
iTimeIndex = 0;
}
write(iFrame);
}
void MayaPointPrimitiveWriter::write(double iFrame)
{
std::vector<float> position;
std::vector<float> velocity;
std::vector< Alembic::Util::uint64_t > particleIds;
std::vector<float> width;
bool runupFromStart = false;
MTime to(iFrame, MTime::kSeconds);
// need to force re-evaluation
MFnParticleSystem particle(mDagPath);
particle.evaluateDynamics(to, runupFromStart);
unsigned int size = particle.count();
Alembic::AbcGeom::OPointsSchema::Sample samp;
if (size == 0)
{
samp.setPositions(Alembic::Abc::V3fArraySample(NULL, 0));
samp.setVelocities(Alembic::Abc::V3fArraySample(NULL, 0));
samp.setIds(Alembic::Abc::UInt64ArraySample(NULL, 0));
mSchema.set(samp);
return;
}
position.reserve(size*3);
velocity.reserve(size*3);
particleIds.reserve(size);
width.reserve(size);
// get particle position
MVectorArray posArray;
particle.position(posArray);
for (unsigned int i = 0; i < size; i++)
{
MVector vec = posArray[i];
position.push_back(static_cast<float>(vec.x));
position.push_back(static_cast<float>(vec.y));
position.push_back(static_cast<float>(vec.z));
}
samp.setPositions(
Alembic::Abc::V3fArraySample((const Imath::V3f *) &position.front(),
position.size() / 3) );
// get particle velocity
MVectorArray vecArray;
particle.velocity(vecArray);
for (unsigned int i = 0; i < size; i++)
{
MVector vec = vecArray[i];
velocity.push_back(static_cast<float>(vec.x));
velocity.push_back(static_cast<float>(vec.y));
velocity.push_back(static_cast<float>(vec.z));
}
if (!velocity.empty())
{
samp.setVelocities(
Alembic::Abc::V3fArraySample((const Imath::V3f *) &velocity.front(),
velocity.size() / 3) );
}
// get particleIds
MIntArray idArray;
particle.particleIds(idArray);
for (unsigned int i = 0; i < size; i++)
{
particleIds.push_back(idArray[i]);
}
samp.setIds(
Alembic::Abc::UInt64ArraySample(&(particleIds.front()),
particleIds.size()) );
// assume radius is width
MDoubleArray radiusArray;
particle.radius(radiusArray);
for (unsigned int i = 0; i < size; i++)
{
float radius = static_cast<float>(radiusArray[i]);
width.push_back(radius);
}
// ignoring width and the velocity vectors for now
mSchema.set(samp);
}
unsigned int MayaPointPrimitiveWriter::getNumCVs()
{
MFnParticleSystem particle(mDagPath);
return particle.count();
}
bool MayaPointPrimitiveWriter::isAnimated() const
{
return mIsAnimated;
}