93 lines
2.5 KiB
Markdown
93 lines
2.5 KiB
Markdown
## MUTools Maya部分笔记
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1. AddMesh()
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2. SendCommand()
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### 导入Maya文件命令Mel
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>file -f -o "C:/Users/admin/Desktop/test.mb";
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### Maya插件获取场景数据
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DBU_ScenePrimitiveCollector::AssembleData,具有2个分支UpdateOutline与CollectFeedback同时负责序列化:
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1. AdditionalMessage
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2. 写入文件头(虽然这个写入步骤在UpdateOutline之后,但在写Outline数据时偏移了sizeof(UPDATEMSG))
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3. UpdateOutline
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1. OutlineEntityList
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1. NameStream中每个节点名称字符串的偏移
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2. ChildNode数目
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2. UPDATEMSG MSGHEAD 文件头信息。
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3. NameStream 存储每个节点名称的流
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4. CollectFeedback
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1. UpdateEntityList
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2. MeshStream->AddrList
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3. MeshStream->ByteStream
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UE中的反序列化,根据文件头信息的HasOutline与HasFeedbackData,有以下两个分支:
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1. 读取文件头信息
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2. HasOutline
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1. OutlineRootData
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2. OutlineData
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3. NamesData 节点名称流
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3. HasFeedbackData
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1. NamesData
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2. UpdateEntities
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3. AddrList
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### 更新大纲Mesh数据
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UpdateOutline只有Maya大纲的名称与当前节点的子节点数目数据。其他模型信息集中在CollectFeedback阶段。
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DBU_AddMesh来管理列表(监视每个Mesh状态),如果entity的meshDirty=true则将其加入`vector<MeshAndID> MeshList`。最后使用
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```c++
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MeshStream = new AssembleMeshStream(MeshList);
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```
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来生成这个MeshStream。(来进行顶点、UV、法线、顶点处理)
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```c++
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bool DBU_ScenePrimitiveCollector::AssembleData(MString& Result,vector<char> &ByteStream, bool CollectFeedback,bool UpdateOutline, MString AdditionalMessage)
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{
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MStatus status;
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//if (DBU_AddMesh::First == nullptr)
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// CollectFeedback = false;
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if (CollectFeedback)
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{
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std::chrono::steady_clock::time_point _start_time = std::chrono::steady_clock::now();
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DBU_AddMesh::LastSentUpdateList.clear();
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DBU_AddMesh* curr = DBU_AddMesh::First;
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while (curr)
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{
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curr->CollectEntity();
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auto Next = curr->Next;
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curr = Next;
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}
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```
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DBU_AddMesh::CollectEntity()
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DBU_AddMesh节点在连接时候,将srcPlug的DAG路径加入NodeRegisteredDAGPaths。
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MPlug & srcPlug->MObject FromWhat->MFnDagNode FromNode->MDagPath dagPath
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### MUTools UE
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通过MeshList的Index进行同步。
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点击Outline Import后的逻辑 为发送遍历Entiry ,并且发送Mel:
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$indices = { XXXX };
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{
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int $i;
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for($i=0;$i<size($indices);$i++)
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{
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DBU_AddSynchronize(DBU_GetSentOutlinerEntityPath $indices[$i]);
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}
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}
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print `lsType "DBU_AddMesh"`;
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调用DBU_AddSynchronize(DBU_GetSentOutlinerEntityPath)节点
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