C++ API Reference
AbcImport/PointHelper.cpp
//-*****************************************************************************
//
// Copyright (c) 2009-2011,
// Sony Pictures Imageworks, Inc. and
// Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd.
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#include "util.h"
#include "PointHelper.h"
#include "NodeIteratorVisitorHelper.h"
#include <maya/MString.h>
#include <maya/MPoint.h>
#include <maya/MPointArray.h>
#include <maya/MVector.h>
#include <maya/MGlobal.h>
#include <maya/MVectorArray.h>
#include <maya/MFnParticleSystem.h>
MStatus read(double iFrame, const Alembic::AbcGeom::IPoints & iNode,
MObject & iObject)
{
MStatus status = MS::kSuccess;
printWarning("Reading animated particle data not supported.");
return status;
}
MStatus create(double iFrame, const Alembic::AbcGeom::IPoints & iNode,
MObject & iParent, MObject & iObject)
{
MStatus status = MS::kSuccess;
Alembic::AbcGeom::IPointsSchema schema = iNode.getSchema();
// object has no samples, bail early
if (schema.getNumSamples() == 0)
{
return status;
}
Alembic::AbcGeom::IPointsSchema::Sample samp;
Alembic::AbcCoreAbstract::index_t index =
schema.getTimeSampling()->getNearIndex(
iFrame, schema.getNumSamples()).first;
schema.get(samp, index);
size_t pSize = samp.getPositions()->size();
// bail early if there's no particle data at this frame
if (pSize == 0)
{
return status;
}
// convert the data to Maya format
MFnParticleSystem fnParticle;
iObject = fnParticle.create(iParent, &status);
if (iObject.isNull())
{
return MS::kFailure;
}
fnParticle.setObject(iObject);
fnParticle.setName(iNode.getName().c_str());
MPointArray pArray;
Alembic::Abc::P3fArraySamplePtr v3ptr = samp.getPositions();
MVectorArray vArray;
for (unsigned int pId = 0; pId < pSize; pId++)
{
pArray.append((*v3ptr)[pId].x,
(*v3ptr)[pId].y,
(*v3ptr)[pId].z);
}
status = fnParticle.emit(pArray);
status = fnParticle.saveInitialState();
return status;
}