splitUVCmd/polyModifierCmd.h

splitUVCmd/polyModifierCmd.h
//-
// ==========================================================================
// 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.
// ==========================================================================
//+
#ifndef _polyModifierCmd
#define _polyModifierCmd
//
//
// File: polyModifierCmd.h
//
// MEL Command: polyModifierCmd
//
// Author: Lonnie Li
//
// Overview:
//
// polyModifierCmd is a generic base class designed to aid in modifying
// polygonal meshes. All polys in Maya possess two features: construction
// history and tweaks. Both of these have a large impact on the structure
// of the object as well as how it can be further manipulated. However,
// they cannot be easily implemented, which is the why we need this abstracted
// class. polyModifierCmd will automatically handle the DG maintenance of
// construction history and tweaks on a polygonal mesh.
//
// To understand what effect both construction history and tweaks have on
// a mesh, we need to understand the states of a node. There are three things
// which will affect the state of a node regarding construction history and
// tweaks. That is:
//
// (1) Does construction history exist?
// (2) Do tweaks exist?
// (3) Is construction history turned on?
//
// The answer to each of these questions changes how the mesh is interpreted,
// which in turn affects how the mesh can be accessed/modified. Under each
// circumstance, new modifications on the mesh go through a standard series
// of events. To further illustrate how these affect the interpretation of
// a mesh, we'll delve into each case separately looking at the problems
// that we face in each case.
//
// In the case where construction history exists, the existence of construction
// history informs us that there is a single linear DG chain of nodes upstream
// from the mesh node. That chain is the history chain. At the top of the chain
// we have the "original" mesh and at the bottom we have the "final" mesh,
// where "original" and "final" represent the respective state of the node with
// regards to mesh's history. Each of these nodes are adjoined via the
// inMesh/outMesh attributes, where in and out designate the dataflow into
// and out of the node. Now, with that aside, attempting to modify a node
// via mutator methods will always write the information onto the inMesh
// attribute (except in the case of tweaks, where it writes to the cachedInMesh).
// This presents a problem if history exists since a DG evaluation will overwrite
// the inMesh of the mesh node, due to the connection from the outMesh of the
// node directly upstream from the mesh. This will discard any modifications
// made to the mesh.
//
// So obviously modifying a mesh directly isn't possible when history exists.
// To properly modify a mesh with history, we introduce the concept of a modifier
// node. This polyModifierNode will encapsulate the operations on the mesh
// and behave similarly to the other nodes in the history chain. The node will
// then be inserted into the history chain so that on each DG evaluation, it
// is always accounted for. The diagram below shows the before and after
// of modifying a mesh with history.
//
//
// Before modification:
//
// ____ ____
// / \ / \
// | Hist | O --------> O | mesh | O
// \____/ | | \____/ |
// outMesh inMesh outMesh
//
//
// After modification:
//
// ____ ________ ____
// / \ / \ / \
// | Hist | O --------> O | modifier | O --------> O | mesh | O
// \____/ | | \________/ | | \____/ |
// outMesh inMesh outMesh inMesh outMesh
//
//
// (Figure 1. Nodes with History)
//
//
// In the case of tweaks: Tweaks are stored on a hidden attribute on the
// mesh. Tweaks are manual component modifications on a mesh (eg. repositioning
// a vertex). During a DG evaluation, the DG takes the inMesh attribute of
// the node and adds the tweak values onto it to get the final value. From this
// knowledge we can see that inserting a modifier node ahead of the mesh node
// reverses the order of operations which can be crucial to the structure of the
// resulting mesh if the modification is a topological change. To avoid this
// problem, we retrieve the tweaks off of the mesh, remove it from the mesh and
// place the tweaks into a polyTweak node. The tweak node is then inserted ahead
// of the modifier node to preserve the order of operations:
//
//
// Before modification:
//
// Tweak
// ____ __O__
// / \ / \
// | Hist | O --------> O | mesh | O
// \____/ | | \_____/ |
// outMesh inMesh outMesh
//
//
// After modification:
//
// Empty Tweak
// ____ _____ ________ __O__
// / \ / \ / \ / \
// | Hist | O -----> O | Tweak | O -----> O | modifier | O -----> O | mesh | O
// \____/ | | \_____/ | | \________/ | | \_____/ |
// outMesh inMesh outMesh inMesh outMesh inMesh outMesh
//
//
// (Figure 2. Node with Tweaks)
//
//
// The last of the questions deals with whether or not the user has construction
// history turned on or off. This will change how the node should be modified
// as well as what the node will look like in the DG following the operation. With
// history turned on, the user has selected that they would like to keep a
// history chain. So in that case, the resulting mesh would look like the above
// diagrams following the operation. On the other hand, with history turned off,
// the user has selected that they would not like to see a history chain. From here
// there are two possible choices to modify the mesh:
//
// (1) Operate on the mesh directly
// (2) Use the DG, like in the above diagrams, then collapse the nodes down into the mesh.
//
// The only exception to note out of this case is that if the node already possesses
// history (as would be answered by the first question), this preference is ignored.
// If a node has history, we continue to use history. The user is imposed with the
// task of deleting the history on the object first if they would not like to continue
// using history.
//
//
// With History:
//
// ____ ____
// / \ / \
// | Hist | O --------> O | mesh | O
// \____/ | | \____/ |
// outMesh inMesh outMesh
//
//
// Without History:
//
// ____
// / \
// O | mesh | O (All history compressed onto the inMesh attribute)
// | \____/ |
// inMesh outMesh
//
//
// (Figure 3. Node with History preference)
//
//
// This section has described the "why" part of the question regarding this command.
// Following sections will provide a more in depth look at "how" this command
// treats each of these situations and what it really does behind the scenes
// to handle the above cases.
//
//
// How it works:
//
// This command approaches the various node state cases similarly to the way
// Maya works with construction history and tweaks in polygons. It is important
// to note that history and tweaks are independent states having no effect on
// each other (in terms of their state). Thus this section will describe each
// case independently:
//
// 1) History
//
// For history, there are 4 cases that need to be considered:
//
// (a) History (yes) - RecordHistory (yes)
// (b) History (yes) - RecordHistory (no)
// (c) History (no) - RecordHistory (yes)
// (d) History (no) - RecordHistory (no)
//
// For (a) and (b), this command treats the node identically. Regardless of
// whether recording history is turned on or off, if history already exists
// on the node, we treat the node as though recording history is on. As such
// the command performs the following steps:
//
// (i) Create a modifier node.
// (ii) Find the node directly upstream to the mesh node.
// (iii) Disconnect the upstream node and the mesh node.
// (iv) Connect the upstream node to the modifier node.
// (v) Connect the modifier node to the mesh node.
// (vi) Done!
//
// For (c), polyModifierCmd needs to generate an input mesh to drive the
// modifier node. To do this, the mesh node is duplicated and connected
// like the upstream node in the previous two cases:
//
// (i) Create a modifier node.
// (ii) Duplicate the mesh node.
// (iii) Connect the duplicate mesh node to the modifier node
// (iv) Connect the modifier node to the mesh node
// (v) Done!
//
// For (d), this command is a bit more complicated. There are two approaches
// that can be done to respect the fact that no history is desired. The first
// involves using the approach in case (c) and simply "baking" or "flattening"
// the nodes down into the mesh node. Unfortunately, this presents some
// serious problems with undo, as the Maya API in its current state does not
// support construction history manipulation. Resorting to the MEL command:
// "delete -ch" would be possible, however undoing the operation would not be
// trivial as calling an undo from within an undo could destabilize the undo
// queue.
//
// The second alternative and one that is currently implemented by this class
// is to respect the "No Construction History" preference strictly by
// not modifying the history chain at all and simply operating directly on the
// mesh. In order to do this and maintain generality, a hook is provided for
// derived classes to override and place in the code used to directly modify the
// mesh. polyModifierCmd will only call this method under the circumstances
// of case (d). To prevent code duplication between the operations done in the
// modifierNode and the command's directModifier implementation, the concept of
// a factory is used. It is recommended that an instance of such a factory is
// stored locally on the command much like it will be on the node. See
// polyModifierNode.h and polyModifierFty.h for more details.
//
//
// 2) Tweaks
//
// Tweaks are handled as noted above in the description section. However, how
// they are treated is dependent on the state of history. Using the four cases
// above:
//
// For (a), (b) and (c), it is as described in the description section:
//
// (i) Create a tweak node.
// (ii) Extract the tweaks from the mesh node.
// (iii) Copy the tweaks onto the tweak node.
// (iv) Clear the tweaks from the mesh node.
// (v) Clear the tweaks from the duplicate mesh node (for case (c) only!)
//
// For (d), we have yet another limitation. Tweaks are not handled in this case
// because of the same circumstances which give rise to the limitation in the
// history section. As such, topological changes may result in some odd behaviour
// unless the workaround provided in the limitations section is used.
//
//
// How to use:
//
// To use this command there are several things that are required based on the needs
// of the command:
//
// Step 1: polyModifierFty
//
// 1) Create a factory derived from polyModifierFty
// 2) Find and assign any inputs that your modifier will need onto the factory.
// 3) Override the polyModifierFty::doIt() method of the factory
// 4) Place your modifier code into the doIt() method of the factory
//
// Step 2: polyModifierNode
//
// 1) Create a node derived from polyModifierNode
// 2) Add any additional input attributes onto the node
// 3) Associate the attributes (ie. inMesh --> affects --> outMesh)
// 4) Add an instance of your polyModifierFty to the node
// 5) Override the MPxNode::compute() method
// 6) Retrieve inputs from attributes, setup the factory and call its doIt() in compute()
//
// Step 3: polyModifierCmd
//
// 1) Create a command derived from polyModifierCmd
//
// ---
//
// 2) Override the polyModifierCmd::initModifierNode() method
// 3) Place your node setup code inside the initModifierNode()
//
// ---
//
// 4) Add an instance of your polyModifierFty to the command
// 5) Cache any input parameters for the factory on the command
// 6) Override the polyModifierCmd::directModifier() method
// 7) Place your factory setup code and call its doIt() in directModifier()
//
// ---
//
// 8) Override the MPxCommand::doIt() method
// 9) Place your setup code inside the doIt()
// 10) Place the polyModifierCmd setup code inside the doIt()
// (ie. setMeshNode(), setModifierNodeType())
// 11) Call polyModifierCmd::doModifyPoly() inside the doIt()
//
// ---
//
// 12) Override the MPxCommand::redoIt() method
// 13) Call polyModifierCmd::redoModifyPoly() in redoIt()
//
// ---
//
// 14) Override the MPxCommand::undoIt() method
// 15) Call polyModifierCmd::undoModifyPoly() in undoIt()
//
// For more details on each of these steps, please visit the associated method/class
// headers.
//
//
// Limitations:
//
// There is one limitation in polyModifierCmd:
//
// (1) Duplicate mesh created under the "No History / History turned on" case not undoable
//
// Case (1):
//
// Under the "No History / History turned on" case, history is allowed so the DG
// is used to perform the operation. However, every polyModifierNode requires
// an input mesh and without any prior history, a mesh input needs to be created.
// polyModifierCmd compensates for this by duplicating the meshNode and marking
// it as an intermediate object.
//
// The problem with this duplication is that the only duplicate method in the
// Maya API resides in MFnDagNode, which does not have an associated undo/redo
// mechanism. Attempting to manually delete the node by use of a DGmodifier or
// the MEL delete command will break the undo/redo mechanism for the entire
// command. As a result, this duplicate mesh is a remnant of each instance of the
// command excluding undo/redo.
//
// To work past this limitation, a manual delete from the MEL command line is
// required.
//
// General Includes
//
#include <maya/MIntArray.h>
#include <maya/MFloatVectorArray.h>
#include <maya/MDagPath.h>
#include <maya/MDGModifier.h>
#include <maya/MDagModifier.h>
#include <maya/MPlug.h>
// Proxies
//
#include <maya/MPxCommand.h>
class polyModifierCmd : public MPxCommand
{
public:
polyModifierCmd();
virtual ~polyModifierCmd();
// Restrict access to derived classes only
//
protected:
// polyModifierCmd Initialization //
// Target polyMesh to modify
//
void setMeshNode( MDagPath mesh );
MDagPath getMeshNode() const;
// Modifier Node Type
//
void setModifierNodeType( MTypeId type );
void setModifierNodeName( MString name );
MTypeId getModifierNodeType() const;
MString getModifierNodeName() const;
// polyModifierCmd Execution //
// initModifierNode - Derived classes should override this method if
// they wish to initialize input attributes on the
// modifierNode
//
virtual MStatus initModifierNode( MObject modifierNode );
// directModifier - Derived classes should override this method to provide
// direct modifications on the meshNode in the case where
// no history exists and construction history is turned off.
// (ie. no DG operations desired)
//
// This method is called only if history does not exist and
// history is turned off. At this point, a handle to the
// meshNode is passed in so a derived class may directly
// modify the mesh.
//
virtual MStatus directModifier( MObject mesh );
MStatus doModifyPoly();
MStatus redoModifyPoly();
MStatus undoModifyPoly();
private:
// polyModifierCmd Internal Processing Data //
// This structure is used to maintain the data vital to the modifyPoly method.
// It is necessary to simplify parameter passing between the methods used inside
// modifyPoly (specifically inside connectNodes()). The diagram below dictates
// the naming style used:
//
// NOTE: modifierNode is intentionally left out of this structure since it
// is given protected access to derived classes.
//
// Before:
//
// (upstreamNode) *src -> dest* (meshNode)
//
// After:
//
// (upstreamNode) *src -> dest* (modifierNode) *src -> dest* (meshNode)
//
struct modifyPolyData
{
MObject meshNodeTransform;
MObject meshNodeShape;
MPlug meshNodeDestPlug;
MObject meshNodeDestAttr;
MObject upstreamNodeTransform;
MObject upstreamNodeShape;
MPlug upstreamNodeSrcPlug;
MObject upstreamNodeSrcAttr;
MObject modifierNodeSrcAttr;
MObject modifierNodeDestAttr;
MObject tweakNode;
MObject tweakNodeSrcAttr;
MObject tweakNodeDestAttr;
};
// polyModifierCmd Internal Methods //
bool isCommandDataValid();
void collectNodeState();
// Modifier node methods
//
MStatus createModifierNode( MObject& modifierNode );
// Node processing methods (need to be executed in this order)
//
MStatus processMeshNode( modifyPolyData& data );
MStatus processUpstreamNode( modifyPolyData& data );
MStatus processModifierNode( MObject modifierNode,
modifyPolyData& data );
MStatus processTweaks( modifyPolyData& data );
// Node connection method
//
MStatus connectNodes( MObject modifierNode );
// Mesh caching methods - Only used in the directModifier case
//
MStatus cacheMeshData();
MStatus cacheMeshTweaks();
// Undo methods
//
MStatus undoCachedMesh();
MStatus undoTweakProcessing();
MStatus undoDirectModifier();
// polyModifierCmd Utility Methods //
MStatus getFloat3PlugValue( MPlug plug, MFloatVector& value );
MStatus getFloat3asMObject( MFloatVector value, MObject& object );
// polyModifierCmd Data //
// polyMesh
//
bool fDagPathInitialized;
MDagPath fDagPath;
MDagPath fDuplicateDagPath;
// Modifier Node Type
//
bool fModifierNodeTypeInitialized;
bool fModifierNodeNameInitialized;
MTypeId fModifierNodeType;
MString fModifierNodeName;
// Node State Information
//
bool fHasHistory;
bool fHasTweaks;
bool fHasRecordHistory;
// Cached Tweak Data (for undo)
//
MIntArray fTweakIndexArray;
MFloatVectorArray fTweakVectorArray;
// Cached Mesh Data (for undo in the 'No History'/'History turned off' case)
//
MObject fMeshData;
// DG and DAG Modifier
//
// - We need both DAG and DG modifiers since the MDagModifier::createNode()
// method is overridden and specific to DAG nodes. So to keep
// the operations consistent we will only use the fDagModifier
// when dealing with the DAG.
//
// - There is a limitation between the reparentNode() and deleteNode()
// methods on the MDagModifier. The deleteNode() method does some
// preparation work before it enqueues itself in the MDagModifier list
// of operations, namely, it looks at it's parents and children and
// deletes them as well if they are the only parent/child of the node
// scheduled to be deleted.
//
// This conflicts with our call to MDagModifier::reparentNode(),
// since we want to reparent the shape of a duplicated node under
// another node and then delete the transform of that node. Now you
// can see that since the reparentNode() doesn't execute until after
// the MDagModifier::doIt() call, the scheduled deleteNode() call
// still sees the child and marks it for delete. The subsequent
// doIt() call reparents the shape and then deletes both it and the
// transform.
//
// To avoid this conflict, we separate the calls individually and
// perform the reparenting (by calling a doIt()) before the deleteNode()
// method is enqueued on the modifier.
//
MDGModifier fDGModifier;
MDagModifier fDagModifier;
};
//
// Inlines
//
// polyMesh
//
inline void polyModifierCmd::setMeshNode( MDagPath mesh )
{
fDagPath = mesh;
fDagPathInitialized = true;
}
inline MDagPath polyModifierCmd::getMeshNode() const
{
return fDagPath;
}
// Modifier Node Type
//
inline void polyModifierCmd::setModifierNodeType( MTypeId type )
{
fModifierNodeType = type;
fModifierNodeTypeInitialized = true;
}
inline void polyModifierCmd::setModifierNodeName( MString name )
{
fModifierNodeName = name;
fModifierNodeNameInitialized = true;
}
inline MTypeId polyModifierCmd::getModifierNodeType() const
{
return fModifierNodeType;
}
inline MString polyModifierCmd::getModifierNodeName() const
{
return fModifierNodeName;
}
#endif