370 lines
11 KiB
C++

// Filename: mayaCopy.cxx
// Created by: drose (10May02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "mayaCopy.h"
#include "config_maya.h"
#include "cvsSourceDirectory.h"
#include "mayaShader.h"
#include "dcast.h"
#include "pre_maya_include.h"
#include <maya/MStringArray.h>
#include <maya/MFileIO.h>
#include <maya/MItDag.h>
#include <maya/MFnDagNode.h>
#include <maya/MFnNurbsSurface.h>
#include <maya/MFnMesh.h>
#include <maya/MObject.h>
#include <maya/MDagPath.h>
#include <maya/MIntArray.h>
#include "post_maya_include.h"
////////////////////////////////////////////////////////////////////
// Function: MayaCopy::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
MayaCopy::
MayaCopy() {
set_program_description
("mayacopy copies one or more Maya .mb files into a "
"CVS source hierarchy. "
"Rather than copying the named files immediately into the current "
"directory, it first scans the entire source hierarchy, identifying all "
"the already-existing files. If the named file to copy matches the "
"name of an already-existing file in the current directory or elsewhere "
"in the hierarchy, that file is overwritten. Other .mb files, as "
"well as texture files, that are externally referenced by the "
"named .mb file(s) are similarly copied.");
clear_runlines();
add_runline("[opts] file.mb [file.mb ... ]");
add_option
("keepver", "", 0,
"Don't attempt to strip the Maya version number from the tail of the "
"source filename before it is copied into the tree.",
&CVSCopy::dispatch_none, &_keep_ver);
add_path_replace_options();
}
////////////////////////////////////////////////////////////////////
// Function: MayaCopy::run
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void MayaCopy::
run() {
_maya = MayaApi::open_api(_program_name);
if (!_maya->is_valid()) {
nout << "Unable to initialize Maya.\n";
exit(1);
}
SourceFiles::iterator fi;
for (fi = _source_files.begin(); fi != _source_files.end(); ++fi) {
ExtraData ed;
ed._type = FT_maya;
CVSSourceDirectory *dest = import(*fi, &ed, _model_dir);
if (dest == (CVSSourceDirectory *)NULL) {
nout << "\nUnable to copy, aborting!\n\n";
exit(1);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: MayaCopy::copy_file
// Access: Protected, Virtual
// Description: Called by import() if verify_file() indicates that a
// file needs to be copied. This does the actual copy
// of a file from source to destination. If new_file is
// true, then dest does not already exist.
////////////////////////////////////////////////////////////////////
bool MayaCopy::
copy_file(const Filename &source, const Filename &dest,
CVSSourceDirectory *dir, void *extra_data, bool new_file) {
ExtraData *ed = (ExtraData *)extra_data;
switch (ed->_type) {
case FT_maya:
return copy_maya_file(source, dest, dir);
case FT_texture:
return copy_texture(source, dest, dir);
}
nout << "Internal error: invalid type " << (int)ed->_type << "\n";
return false;
}
////////////////////////////////////////////////////////////////////
// Function: MayaCopy::filter_filename
// Access: Protected, Virtual
// Description: Given a source filename (including the basename only,
// without a dirname), return the appropriate
// corresponding filename within the source directory.
// This may be used by derived classes to, for instance,
// strip a version number from the filename.
////////////////////////////////////////////////////////////////////
string MayaCopy::
filter_filename(const string &source) {
if (_keep_ver) {
return source;
}
size_t dot = source.rfind('.');
size_t underscore = source.rfind("_v", dot);
string extension = source.substr(dot);
if (extension == ".ma") {
// By convention, we always write out Maya binary files (even if
// we receive a Maya ascii file for input).
extension = ".mb";
}
if (underscore == string::npos) {
// No version number appears to be present.
return source.substr(0, dot) + extension;
} else {
return source.substr(0, underscore) + extension;
}
}
////////////////////////////////////////////////////////////////////
// Function: MayaCopy::copy_maya_file
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
bool MayaCopy::
copy_maya_file(const Filename &source, const Filename &dest,
CVSSourceDirectory *dir) {
if (!_maya->read(source)) {
maya_cat.error()
<< "Unable to read " << source << "\n";
return false;
}
// Get all the shaders so we can determine the set of textures.
_shaders.clear();
collect_shaders();
int num_shaders = _shaders.get_num_shaders();
for (int i = 0; i < num_shaders; i++) {
MayaShader *shader = _shaders.get_shader(i);
if (!extract_texture(shader->_color, dir)) {
return false;
}
if (!extract_texture(shader->_transparency, dir)) {
return false;
}
}
// Get the set of externally referenced Maya files.
MStringArray refs;
MStatus status = MFileIO::getReferences(refs);
if (!status) {
status.perror("MItDag constructor");
return false;
}
// Now write out the Maya file.
if (!_maya->write(dest)) {
maya_cat.error()
<< "Cannot write " << dest << "\n";
return false;
}
// Finally, copy in any referenced Maya files. This is untested code.
unsigned int num_refs = refs.length();
if (num_refs != 0) {
maya_cat.warning()
<< "External references are not yet properly supported by mayacopy!\n";
}
for (unsigned int ref_index = 0; ref_index < num_refs; ref_index++) {
Filename filename =
_path_replace->convert_path(refs[ref_index].asChar());
maya_cat.warning()
<< "External ref: " << filename << "\n";
/*
ExtraData ed;
ed._type = FT_maya;
CVSSourceDirectory *dest = import(filename, &ed, _model_dir);
if (dest == (CVSSourceDirectory *)NULL) {
exit(1);
}
*/
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: MayaCopy::extract_texture
// Access: Private
// Description: Gets the texture out of the indicated color channel
// and copies it in, updating the channel with the new
// texture filename. Returns true on success, false on
// failure.
////////////////////////////////////////////////////////////////////
bool MayaCopy::
extract_texture(MayaShaderColorDef &color_def, CVSSourceDirectory *dir) {
if (color_def._has_texture) {
Filename texture_filename =
_path_replace->convert_path(color_def._texture);
if (!texture_filename.exists()) {
nout << "*** Warning: texture " << texture_filename
<< " does not exist.\n";
} else if (!texture_filename.is_regular_file()) {
nout << "*** Warning: texture " << texture_filename
<< " is not a regular file.\n";
} else {
ExtraData ed;
ed._type = FT_texture;
CVSSourceDirectory *texture_dir =
import(texture_filename, &ed, _map_dir);
if (texture_dir == (CVSSourceDirectory *)NULL) {
return false;
}
// Update the texture reference to point to the new texture
// filename, relative to the maya file.
Filename new_filename = dir->get_rel_to(texture_dir) + "/" +
texture_filename.get_basename();
color_def.reset_maya_texture(new_filename);
}
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: MayaCopy::copy_texture
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
bool MayaCopy::
copy_texture(const Filename &source, const Filename &dest,
CVSSourceDirectory *dir) {
if (!copy_binary_file(source, dest)) {
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: MayaCopy::collect_shaders
// Access: Private
// Description: Recursively walks through the maya scene graph
// hierarchy, looking for shaders.
////////////////////////////////////////////////////////////////////
bool MayaCopy::
collect_shaders() {
MStatus status;
MItDag dag_iterator(MItDag::kDepthFirst, MFn::kTransform, &status);
if (!status) {
status.perror("MItDag constructor");
return false;
}
// This while loop walks through the entire Maya hierarchy, one node
// at a time. Maya's MItDag object automatically performs a
// depth-first traversal of its scene graph.
bool all_ok = true;
while (!dag_iterator.isDone()) {
MDagPath dag_path;
status = dag_iterator.getPath(dag_path);
if (!status) {
status.perror("MItDag::getPath");
} else {
if (!collect_shader_for_node(dag_path)) {
all_ok = false;
}
}
dag_iterator.next();
}
if (!all_ok) {
nout << "Errors encountered in traversal.\n";
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: MayaCopy::collect_shader_for_node
// Access: Private
// Description: Gets the relevant shader on the current node, if it
// has one.
////////////////////////////////////////////////////////////////////
bool MayaCopy::
collect_shader_for_node(const MDagPath &dag_path) {
MStatus status;
MFnDagNode dag_node(dag_path, &status);
if (!status) {
status.perror("MFnDagNode constructor");
return false;
}
if (dag_path.hasFn(MFn::kNurbsSurface)) {
MFnNurbsSurface surface(dag_path, &status);
if (status) {
_shaders.find_shader_for_node(surface.object());
}
} else if (dag_path.hasFn(MFn::kMesh)) {
MFnMesh mesh(dag_path, &status);
if (status) {
// Meshes may have multiple different shaders.
MObjectArray shaders;
MIntArray poly_shader_indices;
status = mesh.getConnectedShaders(dag_path.instanceNumber(),
shaders, poly_shader_indices);
if (status) {
unsigned int num_shaders = shaders.length();
for (unsigned int shader_index = 0;
shader_index < num_shaders;
shader_index++) {
MObject engine = shaders[shader_index];
_shaders.find_shader_for_shading_engine(engine);
}
}
}
} else {
// Ignoring other kinds of node.
}
return true;
}
int main(int argc, char *argv[]) {
MayaCopy prog;
prog.parse_command_line(argc, argv);
prog.run();
return 0;
}