C++ API Reference
flipUVCmd/flipUVCmd.cpp
//-
// ==========================================================================
// Copyright 2015 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.
// ==========================================================================
//+
//
// File: flipUVCmd.cpp
//
// MEL Command: flipUV
//
#include "flipUVCmd.h"
#include <maya/MIOStream.h>
#include <maya/MSyntax.h>
#include <maya/MArgDatabase.h>
#include <maya/MIntArray.h>
#include <maya/MFloatArray.h>
#include <maya/MFnMesh.h>
// Flags for this command
static const char * horizFlag = "-h";
static const char * horizFlagLong = "-horizontal";
static const char * globalFlag = "-fg";
static const char * globalFlagLong = "-flipGlobal";
static const char * extendFlag = "-es";
static const char * extendFlagLong = "-extendToShell";
const char * flipUVCmd::cmdName = "flipUV";
//
flipUVCmd::flipUVCmd() :
horizontal(false),
extendToShell(false),
flipGlobal(false)
{}
//
flipUVCmd::~flipUVCmd() {}
//
// Method to create a flipUVCmd object
void *flipUVCmd::creator() { return new flipUVCmd; }
//
// Add additionnal flags for this command. The default setting of the
// syntax is done in the base class.
MSyntax flipUVCmd::newSyntax ()
{
MStatus status;
// Get the base class syntax, and append to it.
status = syntax.addFlag(horizFlag, horizFlagLong, MSyntax::kBoolean);
CHECK_MSTATUS_AND_RETURN(status, syntax);
status = syntax.addFlag(globalFlag, globalFlagLong, MSyntax::kBoolean);
CHECK_MSTATUS_AND_RETURN(status, syntax);
status = syntax.addFlag(extendFlag, extendFlagLong, MSyntax::kBoolean);
CHECK_MSTATUS_AND_RETURN(status, syntax);
return syntax;
}
//
// Read the values of the additionnal flags for this command.
MStatus flipUVCmd::parseSyntax (MArgDatabase &argData)
{
MStatus status;
// Get the flag values, otherwise the default values are used.
if (argData.isFlagSet(horizFlag)) {
status = argData.getFlagArgument(horizFlag, 0, horizontal);
}
if (argData.isFlagSet(globalFlag)) {
status = argData.getFlagArgument(globalFlag, 0, flipGlobal);
}
if (argData.isFlagSet(extendFlag)) {
status = argData.getFlagArgument(extendFlag, 0, extendToShell);
}
return MS::kSuccess;
}
//
// Change the UVS for the given selection on this mesh object.
//
MStatus flipUVCmd::getTweakedUVs(
const MObject & meshObj, // Object
MIntArray & uvList, // UVs to move
MFloatArray & uPos, // Moved UVs
MFloatArray & vPos ) // Moved UVs
{
MStatus status;
unsigned int i;
MFloatArray uArray;
MFloatArray vArray;
MFnMesh mesh( meshObj );
// Read all UVs from the poly object
status = mesh.getUVs(uArray, vArray);
unsigned int nbUvShells = 1;
MIntArray uvShellIds;
if ((!flipGlobal) || extendToShell)
{
// First, extract the UV shells.
status = mesh.getUvShellsIds(uvShellIds, nbUvShells);
}
if (extendToShell)
{
// Find all shells that have at least a selected UV.
bool *selected = new bool[nbUvShells];
for (i = 0 ; i<nbUvShells ; i++)
selected[i] = false;
for (i = 0 ; i<uvList.length() ; i++)
{
int indx = uvList[i];
selected[uvShellIds[indx]] = true;
}
// Now recompute a new list of UVs to modify.
unsigned int numUvs = mesh.numUVs();
unsigned int numSelUvs = 0;
// Preallocate a buffer, large enough to hold all Ids. This
// prevents multiple reallocation from happening when growing
// the array.
uvList.setLength(numUvs);
for (i = 0 ; i<numUvs ; i++)
{
if (selected[uvShellIds[i]])
uvList[numSelUvs++] = i;
}
// clamp the array to the proper size.
uvList.setLength(numSelUvs);
delete [] selected;
}
// For global flips, just pretend there is only one shell
if (flipGlobal) nbUvShells = 1;
float *minMax = new float[nbUvShells*4];
for (i = 0 ; i<nbUvShells ; i++)
{
minMax[4*i+0] = 1e30F; // Min U
minMax[4*i+1] = 1e30F; // Min V
minMax[4*i+2] = -1e30F; // Max U
minMax[4*i+3] = -1e30F; // Max V
}
// Get the bounding box of the UVs, for each shell if flipGlobal
// is true, or for the whole selection if false.
for (i = 0 ; i<uvList.length() ; i++)
{
int indx = uvList[i];
int shellId = 0;
if (!flipGlobal) shellId = uvShellIds[indx];
if (uArray[indx] < minMax[4*shellId+0])
minMax[4*shellId+0] = uArray[indx];
if (vArray[indx] < minMax[4*shellId+1])
minMax[4*shellId+1] = vArray[indx];
if (uArray[indx] > minMax[4*shellId+2])
minMax[4*shellId+2] = uArray[indx];
if (vArray[indx] > minMax[4*shellId+3])
minMax[4*shellId+3] = vArray[indx];
}
// Adjust the size of the output arrays
uPos.setLength(uvList.length());
vPos.setLength(uvList.length());
for (i = 0 ; i<uvList.length() ; i++)
{
int shellId = 0;
int indx = uvList[i];
if (!flipGlobal) shellId = uvShellIds[indx];
// Flip U or V along the bounding box center.
if (horizontal)
{
uPos[i] = minMax[4*shellId+0] + minMax[4*shellId+2] -
uArray[indx];
vPos[i] = vArray[indx];
}
else
{
uPos[i] = uArray[indx];
vPos[i] = minMax[4*shellId+1] + minMax[4*shellId+3] -
vArray[indx];
}
}
delete [] minMax;
return MS::kSuccess;
}