Added ability to convert maya cameras to locators

This commit is contained in:
Chris Brunner 2013-05-20 23:03:45 +00:00
parent ef6e88c8be
commit b16972bd23
4 changed files with 107 additions and 26 deletions

View File

@ -101,6 +101,7 @@ MayaToEggConverter(const string &program_name) :
_keep_all_uvsets = false; _keep_all_uvsets = false;
_round_uvs = false; _round_uvs = false;
_legacy_shader = false; _legacy_shader = false;
_convert_cameras = false;
_transform_type = TT_model; _transform_type = TT_model;
} }
@ -126,6 +127,7 @@ MayaToEggConverter(const MayaToEggConverter &copy) :
_respect_maya_double_sided(copy._respect_maya_double_sided), _respect_maya_double_sided(copy._respect_maya_double_sided),
_always_show_vertex_color(copy._always_show_vertex_color), _always_show_vertex_color(copy._always_show_vertex_color),
_keep_all_uvsets(copy._keep_all_uvsets), _keep_all_uvsets(copy._keep_all_uvsets),
_convert_cameras(copy._convert_cameras),
_round_uvs(copy._round_uvs), _round_uvs(copy._round_uvs),
_legacy_shader(copy._legacy_shader), _legacy_shader(copy._legacy_shader),
_transform_type(copy._transform_type) _transform_type(copy._transform_type)
@ -830,6 +832,9 @@ convert_hierarchy(EggGroupNode *egg_root) {
if (_keep_all_uvsets) { if (_keep_all_uvsets) {
mayaegg_cat.info() << "will keep_all_uvsets" << endl; mayaegg_cat.info() << "will keep_all_uvsets" << endl;
} }
if (_convert_cameras) {
mayaegg_cat.info() << "will convert camera nodes to locators" << endl;
}
// give some feedback about whether special options are on // give some feedback about whether special options are on
if (_legacy_shader) { if (_legacy_shader) {
mayaegg_cat.info() << "will disable modern Phong shader path. using legacy" << endl; mayaegg_cat.info() << "will disable modern Phong shader path. using legacy" << endl;
@ -904,33 +909,56 @@ process_model_node(MayaNodeDesc *node_desc) {
} }
} else if (dag_path.hasFn(MFn::kCamera)) { } else if (dag_path.hasFn(MFn::kCamera)) {
if (mayaegg_cat.is_debug()) { if (_convert_cameras) {
mayaegg_cat.debug() MFnCamera camera (dag_path, &status);
<< "Ignoring camera node " << path if ( !status ) {
<< "\n"; status.perror("MFnCamera constructor");
} return false;
}
MFnCamera camera (dag_path, &status);
if ( !status ) {
status.perror("MFnCamera constructor");
mayaegg_cat.error() << "camera extraction failed" << endl;
return false;
}
// Extract some interesting Camera data // Extract some interesting Camera data
if (mayaegg_cat.is_spam()) { if (mayaegg_cat.is_spam()) {
MPoint eyePoint = camera.eyePoint(MSpace::kWorld); MPoint eyePoint = camera.eyePoint(MSpace::kWorld);
mayaegg_cat.spam() << " eyePoint: " << eyePoint.x << " " mayaegg_cat.spam() << " eyePoint: " << eyePoint.x << " "
<< eyePoint.y << " " << eyePoint.z << endl; << eyePoint.y << " " << eyePoint.z << endl;
mayaegg_cat.spam() << " upDirection: " mayaegg_cat.spam() << " upDirection: "
<< camera.upDirection(MSpace::kWorld) << endl; << camera.upDirection(MSpace::kWorld) << endl;
mayaegg_cat.spam() << " viewDirection: " mayaegg_cat.spam() << " viewDirection: "
<< camera.viewDirection(MSpace::kWorld) << endl; << camera.viewDirection(MSpace::kWorld) << endl;
mayaegg_cat.spam() << " aspectRatio: " << camera.aspectRatio() << endl; mayaegg_cat.spam() << " aspectRatio: " << camera.aspectRatio() << endl;
mayaegg_cat.spam() << " horizontalFilmAperture: " mayaegg_cat.spam() << " horizontalFilmAperture: "
<< camera.horizontalFilmAperture() << endl; << camera.horizontalFilmAperture() << endl;
mayaegg_cat.spam() << " verticalFilmAperture: " mayaegg_cat.spam() << " verticalFilmAperture: "
<< camera.verticalFilmAperture() << endl; << camera.verticalFilmAperture() << endl;
}
EggGroup *egg_group = _tree.get_egg_group(node_desc);
if (mayaegg_cat.is_debug()) {
mayaegg_cat.warning()
<< "Saving camera nodes as a locator: " << path << "\n";
}
if (node_desc->is_tagged()) {
// Presumably, the camera's position has some meaning to the
// end-user, so we will implicitly tag it with the DCS flag so it
// won't get flattened out.
if (_animation_convert != AC_model) {
// For now, don't set the DCS flag on cameras within
// character models, since egg-optchar doesn't understand
// this. Perhaps there's no reason to ever change this, since
// cameras within character models may not be meaningful.
egg_group->set_dcs_type(EggGroup::DC_net);
}
get_transform(node_desc, dag_path, egg_group);
make_camera_locator(dag_path, dag_node, egg_group);
} else {
if (mayaegg_cat.is_debug()) {
mayaegg_cat.debug()
<< "Ignoring camera node " << path
<< "\n";
}
}
} }
} else if (dag_path.hasFn(MFn::kLight)) { } else if (dag_path.hasFn(MFn::kLight)) {
@ -2259,6 +2287,49 @@ make_locator(const MDagPath &dag_path, const MFnDagNode &dag_node,
egg_group->add_translate3d(p3d); egg_group->add_translate3d(p3d);
} }
////////////////////////////////////////////////////////////////////
// Function: MayaToEggConverter::make_locator
// Access: Private
// Description: Locators are used in Maya to indicate a particular
// position in space to the user or the modeler. We
// represent that in egg with an ordinary Group node,
// which we transform by the locator's position, so that
// the indicated point becomes the origin at this node
// and below.
////////////////////////////////////////////////////////////////////
void MayaToEggConverter::
make_camera_locator(const MDagPath &dag_path, const MFnDagNode &dag_node,
EggGroup *egg_group) {
MStatus status;
unsigned int num_children = dag_node.childCount();
MObject locator;
bool found_camera = false;
for (unsigned int ci = 0; ci < num_children && !found_camera; ci++) {
locator = dag_node.child(ci);
found_camera = (locator.apiType() == MFn::kCamera);
}
if (!found_camera) {
mayaegg_cat.error()
<< "Couldn't find camera"
<< dag_path.fullPathName().asChar() << "\n";
return;
}
MFnCamera camera (dag_path, &status);
if ( !status ) {
status.perror("MFnCamera constructor");
return;
}
MPoint eyePoint = camera.eyePoint(MSpace::kWorld);
LPoint3d p3d (eyePoint.x, eyePoint.y, eyePoint.z);
// Now convert the locator point into the group's space.
p3d = p3d * egg_group->get_node_frame_inv();
egg_group->add_translate3d(p3d);
}
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
// Function: MayaToEggConverter::get_vertex_weights // Function: MayaToEggConverter::get_vertex_weights

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@ -139,6 +139,8 @@ private:
MayaShader *default_shader = NULL); MayaShader *default_shader = NULL);
void make_locator(const MDagPath &dag_path, const MFnDagNode &dag_node, void make_locator(const MDagPath &dag_path, const MFnDagNode &dag_node,
EggGroup *egg_group); EggGroup *egg_group);
void make_camera_locator(const MDagPath &dag_path, const MFnDagNode &dag_node,
EggGroup *egg_group);
bool get_vertex_weights(const MDagPath &dag_path, const MFnMesh &mesh, bool get_vertex_weights(const MDagPath &dag_path, const MFnMesh &mesh,
pvector<EggGroup *> &joints, MFloatArray &weights); pvector<EggGroup *> &joints, MFloatArray &weights);
bool get_vertex_weights(const MDagPath &dag_path, const MFnNurbsSurface &surface, bool get_vertex_weights(const MDagPath &dag_path, const MFnNurbsSurface &surface,
@ -191,6 +193,7 @@ public:
bool _respect_maya_double_sided; bool _respect_maya_double_sided;
bool _always_show_vertex_color; bool _always_show_vertex_color;
bool _keep_all_uvsets; bool _keep_all_uvsets;
bool _convert_cameras;
bool _round_uvs; bool _round_uvs;
bool _legacy_shader; bool _legacy_shader;

View File

@ -102,6 +102,11 @@ MayaToEgg() :
"this setting locally.", "this setting locally.",
&MayaToEgg::dispatch_none, &_suppress_vertex_color); &MayaToEgg::dispatch_none, &_suppress_vertex_color);
add_option
("convert-cameras", "", 0,
"Convert all camera nodes to locators. Will preserve position and rotation.",
&MayaToEgg::dispatch_none, &_convert_cameras);
add_option add_option
("keep-uvs", "", 0, ("keep-uvs", "", 0,
"Convert all UV sets on all vertices, even those that do not appear " "Convert all UV sets on all vertices, even those that do not appear "
@ -242,6 +247,7 @@ run() {
converter._respect_maya_double_sided = _respect_maya_double_sided; converter._respect_maya_double_sided = _respect_maya_double_sided;
converter._always_show_vertex_color = !_suppress_vertex_color; converter._always_show_vertex_color = !_suppress_vertex_color;
converter._keep_all_uvsets = _keep_all_uvsets; converter._keep_all_uvsets = _keep_all_uvsets;
converter._convert_cameras = _convert_cameras;
converter._round_uvs = _round_uvs; converter._round_uvs = _round_uvs;
converter._transform_type = _transform_type; converter._transform_type = _transform_type;
converter._legacy_shader = _legacy_shader; converter._legacy_shader = _legacy_shader;

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@ -38,6 +38,7 @@ protected:
bool _respect_maya_double_sided; bool _respect_maya_double_sided;
bool _suppress_vertex_color; bool _suppress_vertex_color;
bool _keep_all_uvsets; bool _keep_all_uvsets;
bool _convert_cameras;
bool _round_uvs; bool _round_uvs;
bool _legacy_shader; bool _legacy_shader;
bool _legacy_copytex; bool _legacy_copytex;