meshReorderTool.cpp

//
// Description: Get user selections for mesh vertex/edge reordering 
//
// Author: Bruce Hickey
//

// This is added to prevent multiple definitions of the MApiVersion string.
#define _MApiVersion

#include <maya/MCursor.h>
#include <maya/MGlobal.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MIOStream.h>
#include <maya/MItMeshVertex.h>
#include <maya/MPlug.h>

#include <meshReorderTool.h>
#include <meshMapUtils.h>


// The user Context

meshReorderTool::meshReorderTool()
{
    setTitleString ( "Mesh Reorder Tool" );
    setCursor( MCursor::editCursor );
    reset();
}

meshReorderTool::~meshReorderTool() {}

void* meshReorderTool::creator()
{
    return new meshReorderTool;
}

void meshReorderTool::toolOnSetup ( MEvent & )
{
    reset();
}

void meshReorderTool::reset()
{
    MEvent e;

    fNumSelectedPoints = 0;

    fSelectedPathSrc.clear();
    fSelectedComponentSrc.clear();
    fSelectVtxSrc.clear();
    fSelectedFaceSrc = -1;

    fCurrentHelpString = "Select 1st point on mesh.";

    helpStateHasChanged( e );
}

//
// Selects objects within the user defined area, then process them
// 
MStatus meshReorderTool::doRelease( MEvent & event )
{
    char buf[1024];

    // Perform the base actions
    MStatus stat = MPxSelectionContext::doRelease(event);

    // Get the list of selected items 
    MGlobal::getActiveSelectionList( fSelectionList );

    //
    //  If there's nothing selected, don't worry about it, just return
    //
    if( fSelectionList.length() != 1 )
    {
        MGlobal::displayWarning( "Components must be selected one at a time" );
        return MS::kSuccess;
    }

    //
    //  Get the selection's details, we must have exactly one component selected
    //
    MObject component;
    MDagPath path;

    MItSelectionList selectionIt (fSelectionList, MFn::kComponent);

    MStringArray    selections;
    selectionIt.getStrings( selections );
    
    if( selections.length() != 1 )
    {
        MGlobal::displayError( "Must select exactly one vertex" );
        return MS::kSuccess;
    }

    if (selectionIt.isDone ())
    {
        MGlobal::displayError( "Selected item not a vertex" );
        return MS::kSuccess;
    }

    if( selectionIt.getDagPath (path, component) != MStatus::kSuccess )
    {
        MGlobal::displayError( "Must select a mesh or its vertex");
        return MS::kSuccess;
    }

    if (!path.node().hasFn(MFn::kMesh) && !(path.node().hasFn(MFn::kTransform) && path.hasFn(MFn::kMesh)))
    {
        MGlobal::displayError( "Must select a mesh or its transform" );
        return MS::kSuccess;
    }

    MFnMesh meshFn(path);
    MPlug   historyPlug = meshFn.findPlug("inMesh", true);
    if (historyPlug.isDestination())
    {
        MGlobal::displayError( "Mesh has history. Its geometry cannot be modified" );
        return MS::kSuccess;
    }

    MItMeshVertex fIt ( path, component, &stat );
    if( stat != MStatus::kSuccess )
    {
        MGlobal::displayError( "MItMeshVertex failed");
        return MStatus::kFailure;
    }

    if (fIt.count() != 1 )
    {
        sprintf(buf, " Invalid selection '%s'. Vertices must be picked one at a time.", selections[0].asChar() );
        MGlobal::displayError( buf );
        return MS::kSuccess;
    }
    else
    {
        sprintf(buf, "Accepting vertex '%s'", selections[0].asChar() );
        MGlobal::displayInfo(  buf );
    }

    //
    // Now that we know it's valid, process the selection
    //

    fSelectedPathSrc.append( path );
    fSelectedComponentSrc.append( component );

    //
    //  When each of the mesh defined, process it. An error/invalid selection will restart the selection for
    //  that particular mesh.
    //  
    if( fNumSelectedPoints == 2 )
    {
        if( ( stat = meshMapUtils::validateFaceSelection( fSelectedPathSrc, fSelectedComponentSrc, &fSelectedFaceSrc, &fSelectVtxSrc ) ) != MStatus::kSuccess )
        {
            MGlobal::displayError("Must select vertices from the same face of a mesh");
            reset();
            return stat;
        }


        char cmdString[200];
        sprintf(cmdString, "meshReorder %s.vtx[%d] %s.vtx[%d] %s.vtx[%d]", 
                            fSelectedPathSrc[0].partialPathName().asChar(), fSelectVtxSrc[0],
                            fSelectedPathSrc[1].partialPathName().asChar(), fSelectVtxSrc[1],
                            fSelectedPathSrc[2].partialPathName().asChar(), fSelectVtxSrc[2]);

        stat = MGlobal::executeCommand(cmdString, true, true);
        if (stat)
        {
            MGlobal::displayInfo( "Mesh reordering complete" );
        }

        //
        // Empty the selection list since the reodering may move the user's current selection on screen
        //
        MSelectionList empty;
        MGlobal::setActiveSelectionList( empty );

        // 
        // Start again, get new meshes
        //
        reset();    
    }
    else
    {
        //
        // We don't have all the details yet, just move to the next item
        //
        fNumSelectedPoints++;   
    }

    helpStateHasChanged( event );

    return stat;
}

MStatus meshReorderTool::helpStateHasChanged( MEvent &)
//
// Description:
//              Set up the correct information in the help window based
//              on the current state.  
//
{
    switch (fNumSelectedPoints)
    {
        case 0:
         fCurrentHelpString = "Select 1st vertex on mesh";
         break;
        case 1:
         fCurrentHelpString = "Select 2nd vertex, connected to 1st vertex and on the same face";
         break;
        case 2:
         fCurrentHelpString = "Select 3rd vertex, connected to 2nd vertex and on the same face";
         break;
        default:
         // nothing, shouldn't be here
         break;
     }

    setHelpString( fCurrentHelpString );

    return MS::kSuccess;
}

MPxContext* meshReorderContextCmd::makeObj()
{
    return new meshReorderTool;
}

void* meshReorderContextCmd::creator()
{
    return new meshReorderContextCmd;
}

//-
// ==========================================================================
// Copyright 1995,2006,2008 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.
// ==========================================================================
//+