maTranslator/maTranslator.cpp

maTranslator/maTranslator.cpp
//-
// ==========================================================================
// Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+
// DESCRIPTION:
//
// Produces the file translator Maya ASCII (via plug-in).
//
// This plugin is an example of a file translator. Although, this is not
// the actual code used by Maya when it creates files in MayaAscii format,
// it nonetheless produces a very close approximation of the of that same
// format. Close enough that Maya can load the resulting files as if they
// were MayaAscii.
//
// Currently, the plugin does not support the following:
//
// o Export Selection. The plugin will only export entire scenes.
//
// o Referencing files into the default namespace, or using a renaming
// prefix. It only supports referencing files into a separate
// namespace.
//
// o MEL reference files.
//
// o Size hints for multi plugs.
//
// To use this plug-in, load it and then invoke it through the Export All menu item.
//
#include <maya/MDagPath.h>
#include <maya/MDagPathArray.h>
#include <maya/MFileIO.h>
#include <maya/MFileObject.h>
#include <maya/MFnAttribute.h>
#include <maya/MFnCompoundAttribute.h>
#include <maya/MFnDagNode.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MFnPlugin.h>
#include <maya/MGlobal.h>
#include <maya/MItDag.h>
#include <maya/MItDependencyNodes.h>
#include <maya/MObjectArray.h>
#include <maya/MPlug.h>
#include <maya/MPlugArray.h>
#include <maya/MPxFileTranslator.h>
#include <maya/MString.h>
#include <maya/MStringArray.h>
#include <ctype.h>
#include <maya/MFStream.h>
#include <time.h>
class maTranslator : public MPxFileTranslator
{
public:
bool haveReadMethod() const;
bool haveWriteMethod() const;
MFileKind identifyFile(
const MFileObject& file,
const char* buffer,
short size
) const;
const MFileObject& file,
const MString& options,
FileAccessMode mode
);
const MFileObject& file,
const MString& options,
FileAccessMode mode
);
static void* creator();
static void setPluginName(const MString& name);
static MString translatorName();
protected:
void getAddAttrCmds(const MObject& node, MStringArray& cmds);
void getSetAttrCmds(const MObject& node, MStringArray& cmds);
void writeBrokenRefConnections(fstream& f);
void writeConnections(fstream& f);
void writeCreateNode(fstream& f, const MObject& node);
void writeCreateNode(
fstream& f, const MDagPath& nodePath, const MDagPath& parentPath
);
void writeDagNodes(fstream& f);
void writeDefaultNodes(fstream& f);
void writeFileInfo(fstream& f);
void writeFooter(fstream& f, const MString& fileName);
void writeHeader(fstream& f, const MString& fileName);
void writeInstances(fstream& f);
void writeLockNode(fstream& f, const MObject& node);
void writeNodeAttrs(fstream& f, const MObject& node, bool isSelected);
void writeNodeConnections(fstream& f, const MObject& node);
void writeNonDagNodes(fstream& f);
void writeParent(
fstream& f,
const MDagPath& parent,
const MDagPath& child,
bool addIt
);
void writePlugSizeHint(fstream& f, const MPlug& plug);
void writeReferences(fstream& f);
void writeReferenceNodes(fstream& f);
void writeRefNodeParenting(fstream& f);
void writeRequirements(fstream& f);
void writeSelectNode(fstream& f, const MObject& node);
void writeUnits(fstream& f);
static MString comment(const MString& text);
static MString quote(const MString& text);
static MString fExtension;
static MString fFileVersion;
static MString fPluginName;
static MString fTranslatorName;
private:
//
// These are used to keep track of connections which were made within
// a referenced file but then broken by main scene file.
//
MPlugArray fBrokenConnSrcs;
MPlugArray fBrokenConnDests;
//
// This is used to keep track of default nodes.
//
MObjectArray fDefaultNodes;
//
// These are used to keep track of those DAG nodes which have multiple
// instances. 'fInstanceParents' holds the first parent, which is
// usually set up when the child is created.
//
MDagPathArray fInstanceChildren;
MDagPathArray fInstanceParents;
//
// This is used to keep track of non-reference nodes with referenced
// parents and referenced nodes with non-referenced parents, as their
// parenting requires special handling.
//
MDagPathArray fParentingRequired;
//
// These are used to store the IDs of the temporary node flags used by
// the translator.
//
unsigned int fAttrFlag;
unsigned int fCreateFlag;
unsigned int fConnectionFlag;
};
//
// Note that this translator writes out 4.5ff01 version Maya ASCII
// files, regardless of the current Maya version.
//
MString maTranslator::fFileVersion = "4.5ff01";
MString maTranslator::fExtension = "pma";
MString maTranslator::fPluginName = "";
MString maTranslator::fTranslatorName = "Maya ASCII (via plugin)";
inline MString maTranslator::defaultExtension() const
{ return fExtension; }
inline bool maTranslator::haveReadMethod() const
{ return false; }
inline bool maTranslator::haveWriteMethod() const
{ return true; }
inline void maTranslator::setPluginName(const MString& name)
{ fPluginName = name; }
inline MString maTranslator::translatorName()
{ return fTranslatorName; }
void* maTranslator::creator()
{
return new maTranslator();
}
//
// Maya calls this method to find out if this translator is capable of
// handling the given file.
//
MPxFileTranslator::MFileKind maTranslator::identifyFile(
const MFileObject& file, const char* buffer, short bufferLen
) const
{
MString tagStr = comment(fTranslatorName);
int tagLen = tagStr.length();
//
// If the buffer contains enough info to positively identify the file,
// then use it. Otherwise we'll base the identification on the file
// extension.
//
if (bufferLen >= tagLen)
{
MString initialContents(buffer, bufferLen);
MStringArray initialLines;
initialContents.split('\n', initialLines);
if (initialLines.length() > 0)
{
if (((int)initialLines[0].length() >= tagLen)
&& (initialLines[0].substring(0, tagLen-1) == tagStr))
{
return kIsMyFileType;
}
}
}
else
{
MString fileName(file.name());
int fileNameLen = fileName.length();
int startOfExtension = fileName.rindex('.') + 1;
if ((startOfExtension > 0)
&& (startOfExtension < fileNameLen)
&& (fileName.substring(startOfExtension, fileNameLen) == fExtension))
{
return kIsMyFileType;
}
}
return kNotMyFileType;
}
//
// Maya calls this method to have the translator write out a file.
//
MStatus maTranslator::writer(
const MFileObject& file,
const MString& /* options */,
)
{
//
// For simplicity, we only do full saves/exports.
//
if ((mode != kSaveAccessMode) && (mode != kExportAccessMode))
//
// Let's see if we can open the output file.
//
fstream output(file.fullName().asChar(), ios::out | ios::trunc);
if (!output.good()) return MS::kNotFound;
//
// Get some node flags to keep track of those nodes for which we
// have already done various stages of processing.
//
MStatus status;
fCreateFlag = MFnDependencyNode::allocateFlag(fPluginName, &status);
if (status)
fAttrFlag = MFnDependencyNode::allocateFlag(fPluginName, &status);
if (status)
fConnectionFlag = MFnDependencyNode::allocateFlag(fPluginName, &status);
if (!status)
{
"Could not allocate three free node flags."
" Try unloading some other plugins."
);
return MS::kFailure;
}
//
// Run through all of the nodes in the scene and clear their flags.
//
MItDependencyNodes nodesIter;
for (; !nodesIter.isDone(); nodesIter.next())
{
MObject node = nodesIter.item();
MFnDependencyNode nodeFn(node);
nodeFn.setFlag(fCreateFlag, false);
nodeFn.setFlag(fAttrFlag, false);
nodeFn.setFlag(fConnectionFlag, false);
}
//
// Write out the various sections of the file.
//
writeHeader(output, file.name());
writeFileInfo(output);
writeReferences(output);
writeRequirements(output);
writeUnits(output);
writeDagNodes(output);
writeNonDagNodes(output);
writeDefaultNodes(output);
writeReferenceNodes(output);
writeConnections(output);
writeFooter(output, file.name());
output.close();
MFnDependencyNode::deallocateFlag(fPluginName, fCreateFlag);
return MS::kSuccess;
}
void maTranslator::writeHeader(fstream& f, const MString& fileName)
{
//
// Get the current time into the same format as used by Maya ASCII
// files.
//
time_t tempTime = time(NULL);
struct tm* curTime = localtime(&tempTime);
char formattedTime[100];
strftime(
formattedTime, sizeof(formattedTime), "%a, %b %e, %Y %r", curTime
);
//
// Write out the header information.
//
f << comment(fTranslatorName).asChar() << " "
<< fFileVersion.asChar() << " scene" << endl;
f << comment("Name: ").asChar() << fileName.asChar() << endl;
f << comment("Last modified: ").asChar() << formattedTime << endl;
}
//
// Write out the "fileInfo" command for the freeform information associated
// with the scene.
//
void maTranslator::writeFileInfo(fstream& f)
{
//
// There's no direct access to the scene's fileInfo from within the API,
// so we have to call MEL's 'fileInfo' command.
//
MStringArray fileInfo;
if (MGlobal::executeCommand("fileInfo -q", fileInfo))
{
unsigned numEntries = fileInfo.length();
unsigned i;
for (i = 0; i < numEntries; i += 2)
{
f << "fileInfo " << quote(fileInfo[i]).asChar() << " "
<< quote(fileInfo[i+1]).asChar() << ";" << endl;
}
}
else
MGlobal::displayWarning("Could not get scene's fileInfo.");
}
//
// Write out the "file" commands which specify the reference files used by
// the scene.
//
void maTranslator::writeReferences(fstream& f)
{
MStringArray files;
unsigned numRefs = files.length();
unsigned i;
for (i = 0; i < numRefs; i++)
{
MString refCmd = "file -r";
MString fileName = files[i];
MString nsName = "";
//
// For simplicity, we assume that namespaces are always used when
// referencing.
//
MString tempCmd = "file -q -ns \"";
tempCmd += fileName + "\"";
if (MGlobal::executeCommand(tempCmd, nsName))
{
refCmd += " -ns \"";
refCmd += nsName + "\"";
}
else
MGlobal::displayWarning("Could not get namespace name.");
//
// Is this a deferred reference?
//
tempCmd = "file -q -dr \"";
tempCmd += fileName + "\"";
int isDeferred;
if (MGlobal::executeCommand(tempCmd, isDeferred))
{
if (isDeferred) refCmd += " -dr 1";
}
else
MGlobal::displayWarning("Could not get deferred reference info.");
//
// Get the file's reference node, if it has one.
//
tempCmd = "file -q -rfn \"";
tempCmd += fileName + "\"";
MString refNode;
if (MGlobal::executeCommand(tempCmd, refNode))
{
if (refNode.length() > 0)
{
refCmd += " -rfn \"";
refCmd += refNode + "\"";
}
}
else
MGlobal::displayInfo("Could not query reference node name.");
//
// Write out the reference command.
//
f << refCmd.asChar() << " \"" << fileName.asChar() << "\";" << endl;
}
}
//
// Write out the "requires" lines which specify the plugins needed by the
// scene.
//
void maTranslator::writeRequirements(fstream& f)
{
//
// Every scene requires Maya itself.
//
f << "requires maya \"" << fFileVersion.asChar() << "\";" << endl;
//
// Write out requirements for each plugin.
//
MStringArray pluginsUsed;
if (MGlobal::executeCommand("pluginInfo -q -pluginsInUse", pluginsUsed))
{
unsigned numPlugins = pluginsUsed.length();
unsigned i;
for (i = 0; i < numPlugins; i += 2)
{
f << "requires " << quote(pluginsUsed[i]).asChar() << " "
<< quote(pluginsUsed[i+1]).asChar() << ";" << endl;
}
}
else
{
"Could not get list of plugins currently in use."
);
}
}
//
// Write out the units of measurement currently being used by the scene.
//
void maTranslator::writeUnits(fstream& f)
{
MString args = "";
MString result;
//
// Linear units.
//
if (MGlobal::executeCommand("currentUnit -q -fullName -linear", result))
args += " -l " + result;
else
MGlobal::displayWarning("Could not get current linear units.");
//
// Angular units.
//
if (MGlobal::executeCommand("currentUnit -q -fullName -angle", result))
args += " -a " + result;
else
MGlobal::displayWarning("Could not get current linear units.");
//
// Time units.
//
if (MGlobal::executeCommand("currentUnit -q -fullName -time", result))
args += " -t " + result;
else
MGlobal::displayWarning("Could not get current linear units.");
if (args != "")
{
f << "currentUnit" << args.asChar() << ";" << endl;
}
}
void maTranslator::writeDagNodes(fstream& f)
{
fParentingRequired.clear();
MItDag dagIter;
dagIter.traverseUnderWorld(true);
MDagPath worldPath;
dagIter.getPath(worldPath);
//
// We step over the world node before starting the loop, because it
// doesn't get written out.
//
for (dagIter.next(); !dagIter.isDone(); dagIter.next())
{
MDagPath path;
dagIter.getPath(path);
//
// If the node has already been written, then all of its descendants
// must have been written, or at least checked, as well, so prune
// this branch of the tree from the iteration.
//
MFnDagNode dagNodeFn(path);
if (dagNodeFn.isFlagSet(fCreateFlag))
{
dagIter.prune();
continue;
}
//
// If this is a default node, it will be written out later, so skip
// it.
//
if (dagNodeFn.isDefaultNode()) continue;
//
// If this node is not writable, and is not a shared node, then mark
// it as having been written, and skip it.
//
if (!dagNodeFn.canBeWritten() && !dagNodeFn.isShared())
{
dagNodeFn.setFlag(fCreateFlag, true);
continue;
}
unsigned int numParents = dagNodeFn.parentCount();
if (dagNodeFn.isFromReferencedFile())
{
//
// We don't issue 'creatNode' commands for nodes from referenced
// files, but if the node has any parents which are not from
// referenced files, other than the world, then make a note that
// we'll need to issue extra 'parent' commands for it later on.
//
unsigned int i;
for (i = 0; i < numParents; i++)
{
MObject altParent = dagNodeFn.parent(i);
MFnDagNode altParentFn(altParent);
if (!altParentFn.isFromReferencedFile()
&& (altParentFn.object() != worldPath.node()))
{
fParentingRequired.append(path);
break;
}
}
}
else
{
//
// Find the node's parent.
//
MDagPath parentPath = worldPath;
if (path.length() > 1)
{
//
// Get the parent's path.
//
parentPath = path;
parentPath.pop();
//
// If the parent is in the underworld, then find the closest
// ancestor which is not.
//
if (parentPath.pathCount() > 1)
{
//
// The first segment of the path contains whatever
// portion of the path exists in the world. So the closest
// worldly ancestor is simply the one at the end of that
// first path segment.
//
path.getPath(parentPath, 0);
}
}
MFnDagNode parentNodeFn(parentPath);
if (parentNodeFn.isFromReferencedFile())
{
//
// We prefer to parent to a non-referenced node. So if this
// node has any other parents, which are not from referenced
// files and have not already been processed, then we'll
// skip this instance and wait for an instance through one
// of those parents.
//
unsigned i;
for (i = 0; i < numParents; i++)
{
if (dagNodeFn.parent(i) != parentNodeFn.object())
{
MObject altParent = dagNodeFn.parent(i);
MFnDagNode altParentFn(altParent);
if (!altParentFn.isFromReferencedFile()
&& !altParentFn.isFlagSet(fCreateFlag))
{
break;
}
}
}
if (i < numParents) continue;
//
// This node only has parents within referenced files, so
// create it without a parent and note that we need to issue
// 'parent' commands for it later on.
//
writeCreateNode(f, path, worldPath);
fParentingRequired.append(path);
}
else
{
writeCreateNode(f, path, parentPath);
//
// Let's see if this node has any parents from referenced
// files, or any parents other than this one which are not
// from referenced files.
//
unsigned int i;
bool hasRefParents = false;
bool hasOtherNonRefParents = false;
for (i = 0; i < numParents; i++)
{
if (dagNodeFn.parent(i) != parentNodeFn.object())
{
MObject altParent = dagNodeFn.parent(i);
MFnDagNode altParentFn(altParent);
if (altParentFn.isFromReferencedFile())
hasRefParents = true;
else
hasOtherNonRefParents = true;
//
// If we've already got positives for both tests,
// then there's no need in continuing.
//
if (hasRefParents && hasOtherNonRefParents) break;
}
}
//
// If this node has parents from referenced files, then
// make note that we will have to issue 'parent' commands
// later on.
//
if (hasRefParents) fParentingRequired.append(path);
//
// If this node has parents other than this one which are
// not from referenced files, then make note that the
// parenting for the other instances still has to be done.
//
if (hasOtherNonRefParents)
{
fInstanceChildren.append(path);
fInstanceParents.append(parentPath);
}
}
//
// Write out the node's 'addAttr', 'setAttr' and 'lockNode'
// commands.
//
writeNodeAttrs(f, path.node(), true);
writeLockNode(f, path.node());
}
//
// Mark the node as having been written.
//
dagNodeFn.setFlag(fCreateFlag, true);
}
//
// Write out the parenting for instances.
//
writeInstances(f);
}
//
// If a DAG node is instanced (i.e. has multiple parents), this method
// will put it under its remaining parents. It will already have been put
// under its first parent when it was created.
//
void maTranslator::writeInstances(fstream& f)
{
unsigned int numInstancedNodes = fInstanceChildren.length();
unsigned int i;
for (i = 0; i < numInstancedNodes; i++)
{
MFnDagNode nodeFn(fInstanceChildren[i]);
unsigned int numParents = nodeFn.parentCount();
unsigned int p;
for (p = 0; p < numParents; p++)
{
//
// We don't want to issue a 'parent' command for the node's
// existing parent.
//
if (nodeFn.parent(i) != fInstanceParents[i].node())
{
MObject parent = nodeFn.parent(i);
MFnDagNode parentFn(parent);
if (!parentFn.isFromReferencedFile())
{
//
// Get the first path to the parent node.
//
MDagPath parentPath;
MDagPath::getAPathTo(parentFn.object(), parentPath);
writeParent(f, parentPath, fInstanceChildren[i], true);
}
}
}
}
//
// We don't need this any more, so free up the space.
//
fInstanceChildren.clear();
fInstanceParents.clear();
}
//
// Write out a 'parent' command to parent one DAG node under another.
//
void maTranslator::writeParent(
fstream& f, const MDagPath& parent, const MDagPath& child, bool addIt
)
{
f << "parent -s -nc -r ";
//
// If this is not the first parent then we have to include the "-a/add"
// flag.
//
if (addIt) f << "-a ";
//
// If the parent is the world, then we must include the "-w/world" flag.
//
if (parent.length() == 0) f << "-w ";
f << "\"" << child.partialPathName().asChar() << "\"";
//
// If the parent is NOT the world, then give the parent's name.
//
if (parent.length() != 0)
f << " \"" << parent.partialPathName().asChar() << "\"";
f << ";" << endl;
}
void maTranslator::writeNonDagNodes(fstream& f)
{
for (; !nodeIter.isDone(); nodeIter.next())
{
MObject node = nodeIter.item();
MFnDependencyNode nodeFn(node);
//
// Save default nodes for later processing.
//
if (nodeFn.isDefaultNode())
{
fDefaultNodes.append(node);
}
else if (!nodeFn.isFromReferencedFile()
&& !nodeFn.isFlagSet(fCreateFlag))
{
//
// If this node is either writable or shared, then write it out.
// Otherwise don't, but still mark it as having been written so
// that we don't end up processing it again at some later time.
//
if (nodeFn.canBeWritten() || nodeFn.isShared())
{
writeCreateNode(f, node);
writeNodeAttrs(f, node, true);
writeLockNode(f, node);
}
nodeFn.setFlag(fCreateFlag, true);
nodeFn.setFlag(fAttrFlag, true);
}
}
}
void maTranslator::writeDefaultNodes(fstream& f)
{
//
// For default nodes we don't write out a createNode statement, but we
// still write added attributes and changed attribute values.
//
unsigned int numNodes = fDefaultNodes.length();
unsigned int i;
for (i = 0; i < numNodes; i++)
{
writeNodeAttrs(f, fDefaultNodes[i], false);
MFnDependencyNode nodeFn(fDefaultNodes[i]);
nodeFn.setFlag(fAttrFlag, true);
}
}
//
// Write out the 'addAttr' and 'setAttr' commands for a node.
//
void maTranslator::writeNodeAttrs(
fstream& f, const MObject& node, bool isSelected
)
{
MFnDependencyNode nodeFn(node);
if (nodeFn.canBeWritten())
{
MStringArray addAttrCmds;
MStringArray setAttrCmds;
getAddAttrCmds(node, addAttrCmds);
getSetAttrCmds(node, setAttrCmds);
unsigned int numAddAttrCmds = addAttrCmds.length();
unsigned int numSetAttrCmds = setAttrCmds.length();
if (numAddAttrCmds + numSetAttrCmds > 0)
{
//
// If the node is not already selected, then issue a command to
// select it.
//
if (!isSelected) writeSelectNode(f, node);
unsigned int i;
for (i = 0; i < numAddAttrCmds; i++)
f << addAttrCmds[i].asChar() << endl;
for (i = 0; i < numSetAttrCmds; i++)
f << setAttrCmds[i].asChar() << endl;
}
}
}
void maTranslator::writeReferenceNodes(fstream& f)
{
//
// We don't write out createNode commands for reference nodes, but
// we do write out parenting between them and non-reference nodes,
// as well as attributes added and attribute values changed after the
// referenced file was loaded
//
writeRefNodeParenting(f);
//
// Output the commands for DAG nodes first.
//
MItDag dagIter;
for (dagIter.next(); !dagIter.isDone(); dagIter.next())
{
MObject node = dagIter.item();
MFnDependencyNode nodeFn(node);
if (nodeFn.isFromReferencedFile()
&& !nodeFn.isFlagSet(fAttrFlag))
{
writeNodeAttrs(f, node, false);
//
// Make note of any connections to this node which have been
// broken by the main scene.
//
node, fBrokenConnSrcs, fBrokenConnDests, true, true
);
nodeFn.setFlag(fAttrFlag, true);
}
}
//
// Now do the remaining, non-DAG nodes.
//
for (; !nodeIter.isDone(); nodeIter.next())
{
MObject node = nodeIter.item();
MFnDependencyNode nodeFn(node);
if (nodeFn.isFromReferencedFile()
&& !nodeFn.isFlagSet(fAttrFlag))
{
writeNodeAttrs(f, node, false);
//
// Make note of any connections to this node which have been
// broken by the main scene.
//
node, fBrokenConnSrcs, fBrokenConnDests, true, true
);
nodeFn.setFlag(fAttrFlag, true);
}
}
}
//
// Write out all of the connections in the scene.
//
void maTranslator::writeConnections(fstream& f)
{
//
// If the scene has broken any connections which were made in referenced
// files, handle those first so that the attributes are free for any new
// connections which may come along.
//
writeBrokenRefConnections(f);
//
// We're about to write out the scene's connections in three parts: DAG
// nodes, non-DAG non-default nodes, then default nodes.
//
// It's really not necessary that we group them like this and would in
// fact be more efficient to do them all in one MItDependencyNodes
// traversal. However, this is the order in which the normal MayaAscii
// translator does them, so this makes it easier to compare the output
// of this translator to Maya's output.
//
//
// Write out connections for the DAG nodes first.
//
MItDag dagIter;
dagIter.traverseUnderWorld(true);
for (dagIter.next(); !dagIter.isDone(); dagIter.next())
{
MObject node = dagIter.item();
MFnDagNode dagNodeFn(node);
if (!dagNodeFn.isFlagSet(fConnectionFlag)
&& dagNodeFn.canBeWritten()
&& !dagNodeFn.isDefaultNode())
{
writeNodeConnections(f, dagIter.item());
dagNodeFn.setFlag(fConnectionFlag, true);
}
}
//
// Now do the non-DAG, non-default nodes.
//
for (; !nodeIter.isDone(); nodeIter.next())
{
MFnDependencyNode nodeFn(nodeIter.item());
if (!nodeFn.isFlagSet(fConnectionFlag)
&& nodeFn.canBeWritten()
&& !nodeFn.isDefaultNode())
{
writeNodeConnections(f, nodeIter.item());
nodeFn.setFlag(fConnectionFlag, true);
}
}
//
// And finish up with the default nodes.
//
unsigned int numNodes = fDefaultNodes.length();
unsigned int i;
for (i = 0; i < numNodes; i++)
{
MFnDependencyNode nodeFn(fDefaultNodes[i]);
if (!nodeFn.isFlagSet(fConnectionFlag)
&& nodeFn.canBeWritten()
&& nodeFn.isDefaultNode())
{
writeNodeConnections(f, fDefaultNodes[i]);
nodeFn.setFlag(fConnectionFlag, true);
}
}
}
//
// Write the 'disconnectAttr' statements for those connections which were
// made in referenced files, but broken in the main scene.
//
void maTranslator::writeBrokenRefConnections(fstream& f)
{
unsigned int numBrokenConnections = fBrokenConnSrcs.length();
unsigned int i;
for (i = 0; i < numBrokenConnections; i++)
{
f << "disconnectAttr \""
<< fBrokenConnSrcs[i].partialName(true).asChar()
<< "\" \""
<< fBrokenConnDests[i].partialName(true).asChar()
<< "\"";
//
// If the destination plug is a multi for which index does not
// matter, then we must add a "-na/nextAvailable" flag to the
// command.
//
MObject attr = fBrokenConnDests[i].attribute();
MFnAttribute attrFn(attr);
if (!attrFn.indexMatters()) f << " -na";
f << ";" << endl;
}
}
//
// Write the 'connectAttr' commands for all of a node's incoming
// connections.
//
void maTranslator::writeNodeConnections(fstream& f, const MObject& node)
{
MFnDependencyNode nodeFn(node);
MPlugArray plugs;
nodeFn.getConnections(plugs);
unsigned int numBrokenConns = fBrokenConnSrcs.length();
unsigned int numPlugs = plugs.length();
unsigned int i;
for (i = 0; i < numPlugs; i++)
{
//
// We only care about connections where we are the destination.
//
MPlug destPlug = plugs[i];
MPlugArray srcPlug;
destPlug.connectedTo(srcPlug, true, false);
if (srcPlug.length() > 0)
{
MObject srcNode = srcPlug[0].node();
MFnDependencyNode srcNodeFn(srcNode);
//
// Don't write the connection if the source is not writable...
//
if (!srcNodeFn.canBeWritten()) continue;
//
// or the connection was made in a referenced file...
//
if (destPlug.isFromReferencedFile()) continue;
//
// or the plug is procedural...
//
if (destPlug.isProcedural()) continue;
//
// or it is a connection between a default node and a shared
// node (because those will get set up automatically).
//
if (srcNodeFn.isDefaultNode() && nodeFn.isShared()) continue;
f << "connectAttr \"";
//
// Default nodes get a colon at the start of their names.
//
if (srcNodeFn.isDefaultNode()) f << ":";
f << srcPlug[0].partialName(true).asChar()
<< "\" \"";
if (nodeFn.isDefaultNode()) f << ":";
f << destPlug.partialName(true).asChar()
<< "\"";
//
// If the src plug is also one from which a broken
// connection originated, then add the "-rd/referenceDest" flag
// to the command. That will help Maya to better adjust if the
// referenced file has changed the next time it is loaded.
//
if (srcNodeFn.isFromReferencedFile())
{
unsigned int j;
for (j = 0; j < numBrokenConns; j++)
{
if (fBrokenConnSrcs[j] == srcPlug[0])
{
f << " -rd \""
<< fBrokenConnDests[j].partialName(true).asChar()
<< "\"";
break;
}
}
}
//
// If the plug is locked, then add a "-l/lock" flag to the
// command.
//
if (destPlug.isLocked()) f << " -l on";
//
// If the destination attribute is a multi for which index
// does not matter, then we must add the "-na/nextAvailable"
// flag to the command.
//
MObject attr = destPlug.attribute();
MFnAttribute attrFn(attr);
if (!attrFn.indexMatters()) f << " -na";
f << ";" << endl;
}
}
}
//
// Write out a 'createNode' command for a DAG node.
//
void maTranslator::writeCreateNode(
fstream& f, const MDagPath& nodePath, const MDagPath& parentPath
)
{
MObject node(nodePath.node());
MFnDagNode nodeFn(node);
//
// Write out the 'createNode' command for this node.
//
f << "createNode " << nodeFn.typeName().asChar();
//
// If the node is shared, then add a "-s/shared" flag to the command.
//
if (nodeFn.isShared()) f << " -s";
f << " -n \"" << nodeFn.name().asChar() << "\"";
//
// If this is not a top-level node, then include its first parent in the
// command.
//
if (parentPath.length() > 0)
f << " -p \"" << parentPath.partialPathName().asChar() << "\"";
f << ";" << endl;
}
//
// Write out a 'createNode' command for a non-DAG node.
//
void maTranslator::writeCreateNode(fstream& f, const MObject& node)
{
MFnDependencyNode nodeFn(node);
//
// Write out the 'createNode' command for this node.
//
f << "createNode " << nodeFn.typeName().asChar();
//
// If the node is shared, then add a "-s/shared" flag to the command.
//
if (nodeFn.isShared()) f << " -s";
f << " -n \"" << nodeFn.name().asChar() << "\";" << endl;
}
//
// Write out a "lockNode" command.
//
void maTranslator::writeLockNode(fstream& f, const MObject& node)
{
MFnDependencyNode nodeFn(node);
//
// By default, nodes are not locked, so we only have to issue a
// "lockNode" command if the node is locked.
//
if (nodeFn.isLocked()) f << "lockNode;" << endl;
}
//
// Write out a "select" command.
//
void maTranslator::writeSelectNode(fstream& f, const MObject& node)
{
MStatus status;
MFnDependencyNode nodeFn(node);
MString nodeName;
//
// If the node has a unique name, then we can just go ahead and use
// that. Otherwise we will have to use part of its DAG path to to
// distinguish it from the others with the same name.
//
if (nodeFn.hasUniqueName())
nodeName = nodeFn.name();
else
{
//
// Only DAG nodes are allowed to have duplicate names.
//
MFnDagNode dagNodeFn(node, &status);
if (!status)
{
MString("Node '") + nodeFn.name()
+ "' has a non-unique name but claimes to not be a DAG node.\n"
+ "Using non-unique name."
);
nodeName = nodeFn.name();
}
else
nodeName = dagNodeFn.partialPathName();
}
//
// We use the "-ne/noExpand" flag so that if the node is a set, we
// actually select the set itself, rather than its members.
//
f << "select -ne ";
//
// Default nodes get a colon slapped onto the start of their names.
//
if (nodeFn.isDefaultNode()) f << ":";
f << nodeName.asChar() << ";\n";
}
//
// Deal with nodes whose parenting is between referenced and non-referenced
// nodes.
//
void maTranslator::writeRefNodeParenting(fstream& f)
{
unsigned int numNodes = fParentingRequired.length();
unsigned int i;
for (i = 0; i < numNodes; i++)
{
MFnDagNode nodeFn(fParentingRequired[i]);
//
// Find out if this node has any parents from referenced or
// non-referenced files.
//
bool hasRefParents = false;
bool hasNonRefParents = false;
unsigned int numParents = nodeFn.parentCount();
unsigned int p;
for (p = 0; p < numParents; p++)
{
MObject parent = nodeFn.parent(p);
MFnDagNode parentFn(parent);
if (parentFn.isFromReferencedFile())
hasRefParents = true;
else
hasNonRefParents = true;
if (hasRefParents && hasNonRefParents) break;
}
//
// If this node is from a referenced file and it has parents which
// are also from a referenced file, then it already has its first
// parent and all others are added instances.
//
// Similarly if the node is not from a referenced file and has
// parents which are also not from referenced files.
//
bool alreadyHasFirstParent =
(nodeFn.isFromReferencedFile() ? hasRefParents : hasNonRefParents);
//
// Now run through the parents again and output any parenting
// which involves a non-referenced node, either as parent or child.
//
for (p = 0; p < numParents; p++)
{
MObject parent = nodeFn.parent(p);
MFnDagNode parentFn(parent);
if (parentFn.isFromReferencedFile() != nodeFn.isFromReferencedFile())
{
//
// Get the first path to the parent.
//
MDagPath parentPath;
MDagPath::getAPathTo(parentFn.object(), parentPath);
writeParent(
f, parentPath, fParentingRequired[i], alreadyHasFirstParent
);
//
// If it didn't have its first parent before, it does now.
//
alreadyHasFirstParent = true;
}
}
}
}
void maTranslator::writeFooter(fstream& f, const MString& fileName)
{
f << comment(" End of ").asChar() << fileName.asChar() << endl;
}
void maTranslator::getAddAttrCmds(const MObject& node, MStringArray& cmds)
{
//
// Run through the node's attributes.
//
MFnDependencyNode nodeFn(node);
unsigned int numAttrs = nodeFn.attributeCount();
unsigned int i;
for (i = 0; i < numAttrs; i++)
{
//
// Use the attribute ordering which Maya uses when doing I/O.
//
MObject attr = nodeFn.reorderedAttribute(i);
//
// If this attribute has been added since the node was created,
// then we may want to write out an addAttr statement for it.
//
if (nodeFn.isNewAttribute(attr))
{
MFnAttribute attrFn(attr);
//
// If the attribute has a parent then ignore it because it will
// be processed when we process the parent.
//
MStatus status;
attrFn.parent(&status);
if (status == MS::kNotFound)
{
//
// If the attribute is a compound, then we can do its entire
// tree at once.
//
MFnCompoundAttribute cAttrFn(attr, &status);
if (status)
{
MStringArray newCmds;
cAttrFn.getAddAttrCmds(newCmds);
unsigned int numCommands = newCmds.length();
unsigned int c;
for (c = 0; c < numCommands; c++)
{
if (newCmds[c] != "")
cmds.append(newCmds[c]);
}
}
else
{
MString newCmd = attrFn.getAddAttrCmd();
if (newCmd != "") cmds.append(newCmd);
}
}
}
}
}
void maTranslator::getSetAttrCmds(const MObject& node, MStringArray& cmds)
{
//
// Get rid of any garbage already in the array.
//
cmds.clear();
//
// Run through the node's attributes.
//
MFnDependencyNode nodeFn(node);
unsigned int numAttrs = nodeFn.attributeCount();
unsigned int i;
for (i = 0; i < numAttrs; i++)
{
//
// Use the attribute ordering which Maya uses when doing I/O.
//
MObject attr = nodeFn.reorderedAttribute(i);
MFnAttribute attrFn(attr);
MStatus status;
attrFn.parent(&status);
bool isChild = (status != MS::kNotFound);
//
// We don't want attributes which are children of other attributes
// because they will be processed when we process the parent.
//
// And we only want storable attributes which accept inputs.
//
if (!isChild && attrFn.isStorable() && attrFn.isWritable())
{
//
// Get a plug for the attribute.
//
MPlug plug(node, attr);
//
// Get setAttr commands for this attribute, and any of its
// children, which have had their values changed by the scene.
//
MStringArray newCmds;
plug.getSetAttrCmds(newCmds, MPlug::kChanged, false);
unsigned int numCommands = newCmds.length();
unsigned int c;
for (c = 0; c < numCommands; c++)
{
if (newCmds[c] != "")
cmds.append(newCmds[c]);
}
}
}
}
MStatus maTranslator::reader(
const MFileObject& /* file */,
const MString& /* options */,
)
{
}
MString maTranslator::comment(const MString& text)
{
MString result("//");
result += text;
return result;
}
//
// Convert a string into a quoted, printable string.
//
MString maTranslator::quote(const MString& str)
{
const char* cstr = str.asChar();
int strLen = str.length();
int i;
MString result("\"");
for (i = 0; i < strLen; i++)
{
int c = cstr[i];
if (isprint(c))
{
//
// Because backslash and double-quote have special meaning
// within a printable string, we have to turn those into escape
// sequences.
//
switch (c)
{
case '"':
result += "\\\"";
break;
case '\\':
result += "\\\\";
break;
default:
result += MString((const char*)&c, 1);
break;
}
}
else
{
//
// Convert non-printable characters into escape sequences.
//
switch (c)
{
case '\n':
result += "\\n";
break;
case '\t':
result += "\\t";
break;
case '\b':
result += "\\b";
break;
case '\r':
result += "\\r";
break;
case '\f':
result += "\\f";
break;
case '\v':
result += "\\v";
break;
case '\007':
result += "\\a";
break;
default:
{
//
// Encode it as an octal escape sequence.
//
char buff[5];
sprintf(buff, "\\%.3o", c);
result += MString(buff, 4);
}
}
}
}
//
// Add closing quote.
//
result += "\"";
return result;
}
// ****************************************
MStatus initializePlugin(MObject obj)
{
MFnPlugin plugin(obj, PLUGIN_COMPANY, "1.0", "Any");
maTranslator::setPluginName(plugin.name());
plugin.registerFileTranslator(
maTranslator::translatorName(),
NULL,
maTranslator::creator,
NULL,
NULL,
false
);
return MS::kSuccess;
}
MStatus uninitializePlugin(MObject obj)
{
MFnPlugin plugin( obj );
plugin.deregisterFileTranslator(maTranslator::translatorName());
return MS::kSuccess;
}