C++ API Reference
AbcImport/util.h
//-*****************************************************************************
//
// Copyright (c) 2009-2011,
// Sony Pictures Imageworks, Inc. and
// Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd.
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#ifndef ABCIMPORT_UTIL_H_
#define ABCIMPORT_UTIL_H_
#include <cmath>
#include <vector>
#include <set>
#include <string>
#include <Alembic/AbcGeom/All.h>
#include "NodeIteratorVisitorHelper.h"
#include <maya/MGlobal.h>
#include <maya/MPlug.h>
#include <maya/MDagPath.h>
#include <maya/MObject.h>
#include <maya/MString.h>
#include <maya/MFnDependencyNode.h>
// Return the output connected shading groups from a shape object
MObjectArray getOutConnectedSG( const MDagPath &shapeDPath );
// Create a new shading group with the given name
MObject createShadingGroup(const MString& iName);
// replace one MObject with another, while keeping all the old hierarchy intact
// The objects have to be a Dag object
MStatus replaceDagObject(MObject & oldObject, MObject & newObject,
const MString & name);
// disconnect all plugs based on the name of the IArrayProperty
// from iSampledPropList[iFirstProp] to the end of iSampledPropList
void disconnectProps(MFnDependencyNode & iNode,
std::vector<Prop> & iSampledPropList,
std::size_t iFirstProp);
// disconnect all the plugs that are connected to this plug
MStatus disconnectAllPlugsTo(MPlug & dstPlug);
// given a string of names separated by space, this function returns
// a list of Dagpath for the nodes found and prints errors for those not found
MStatus getDagPathListByName(const MString & objectNames,
std::vector<MDagPath> & dagPathList);
MStatus getObjectByName(const MString & name, MObject & object);
MStatus getDagPathByName(const MString & name, MDagPath & dagPath);
bool getDagPathByChildName(MDagPath & ioDagPath,
const std::string & iChildName);
// returns the Maya style leaf name minus the namespace
std::string stripPathAndNamespace(const std::string & iPath);
MStatus getPlugByName(const MString & objName,
const MString & attrName, MPlug & plug);
// set playback range for the current Maya session
MStatus setPlayback(double min, double max);
// grab the set "initialShadingGroup" and add the the dag path to it
MStatus setInitialShadingGroup(const MString & dagNodeName);
MStatus deleteDagNode(MDagPath & dagPath);
MStatus deleteCurrentSelection();
// assuming this is a valid input of /xxx/xxx/xxx/xxx.abc
bool stripFileName(const MString & filePath, MString & fileName);
double getWeightAndIndex(double iFrame,
Alembic::AbcCoreAbstract::TimeSamplingPtr iTime, size_t numSamps,
Alembic::AbcCoreAbstract::index_t & oIndex,
Alembic::AbcCoreAbstract::index_t & oCeilIndex);
bool isColorSet(const Alembic::AbcCoreAbstract::PropertyHeader & iHeader,
bool iUnmarkedFaceVaryingColors);
template<typename T>
void clamp(T & min, T & max, T & cur)
{
if (min > max)
std::swap(min, max);
cur = std::max(cur, min);
cur = std::min(cur, max);
}
template<typename T>
T simpleLerp(double alpha, T val1, T val2)
{
double dv = static_cast<double>( val1 );
return static_cast<T>( dv + alpha * (static_cast<double>(val2) - dv) );
}
template<typename T>
void vectorLerp(double alpha, std::vector<T> & vec,
std::vector<T> & vec1, std::vector<T> & vec2)
{
vec.clear();
if (vec1.size() != vec2.size())
return;
unsigned int size = vec1.size();
vec.reserve(size);
for (unsigned int i = 0; i < size; i++)
{
T v1 = vec1[i];
T val = v1 + alpha * (vec2[i] - vec1[i]);
vec.push_back(val);
}
}
// convert the status to an MString
inline MString getMStatus(MStatus status)
{
MString theError("Return status: ");
theError += status.errorString();
theError += MString("\n");
return theError;
}
inline void printError(const MString & theError)
{
}
inline void printWarning(const MString & theWarning)
{
}
#endif // ABCIMPORT_UTIL_H_