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author | Svxy <aidan61605@gmail.com> | 2023-05-31 23:31:32 +0200 |
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committer | Svxy <aidan61605@gmail.com> | 2023-05-31 23:31:32 +0200 |
commit | eb4b3404aa00220d659e532151dab13d642c17a3 (patch) | |
tree | 7e1107c4995489a26c4007e41b53ea8d00ab2134 /tools/MayaTools/Maya4.0/scripts/SimpsonsArt/mappedPrelight.mel | |
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Diffstat (limited to 'tools/MayaTools/Maya4.0/scripts/SimpsonsArt/mappedPrelight.mel')
-rw-r--r-- | tools/MayaTools/Maya4.0/scripts/SimpsonsArt/mappedPrelight.mel | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/tools/MayaTools/Maya4.0/scripts/SimpsonsArt/mappedPrelight.mel b/tools/MayaTools/Maya4.0/scripts/SimpsonsArt/mappedPrelight.mel new file mode 100644 index 0000000..6da9772 --- /dev/null +++ b/tools/MayaTools/Maya4.0/scripts/SimpsonsArt/mappedPrelight.mel @@ -0,0 +1,126 @@ +/*=========================================================================== + File: mappedPrelight.mel + Created: January 28, 2002 + Author: Harold Westlund + + Copyright (c) 2002 Radical Entertainment, Inc. + All rights reserved. + +============================================================================= + + This procedure remaps vertex colour of a mesh. Colours within a + specified luminance range (low to high) are mapped to the corresponding + RGB color. Low-high-RGB sets are passed to this procedure as parater + arrays. + + return value: + bool = success of this procedure. + +===========================================================================*/ + +global proc int mappedPrelight ( + float $map_low[], + float $map_high[], + float $map_red[], + float $map_green[], + float $map_blue[] ) +{ + print "Remapping vertex colours.\n"; + + int $NUM_MAPS = size( $map_low ); + if( size( $map_high ) != $NUM_MAPS || + size( $map_red ) != $NUM_MAPS || + size( $map_green ) != $NUM_MAPS || + size( $map_blue ) != $NUM_MAPS ) + { + return false; + } + + string $selection[] = `ls -selection`; + + string $mesh[] = `filterExpand -sm 12 -ex true`; + + // Step through all selected meshes + for( $i = 0; $i < size($mesh); $i++ ) + { + int $verticesA[] = `polyEvaluate -v ( $mesh[$i] )`; + int $numVerts = $verticesA[0]; + clear $verticesA; + + int $vfIdx = 0; + int $viList[]; + int $fiList[]; + float $redList[]; + float $greenList[]; + float $blueList[]; + + // Step through the vertices in the mesh + for( $j = 0; $j < $numVerts; $j++ ) + { + // Find the faces which use the current vertex. + string $command = " " + $mesh[$i] + ".vtx["+$j+"]"; + string $s[] = `polyInfo -vf $command`; + string $t[]; + int $tokCount = `tokenize $s[0] $t`; + clear $s; + + // Step through the vertexFaces for this vertex + for( $k = 2; $k < $tokCount; $k++ ) + { + string $vf = " " + $mesh[$i] + ".vtxFace["+$j+"]["+$t[$k]+"]"; + float $rgb[] = `polyColorPerVertex -q -r -g -b $vf`; + float $red = $rgb[0]; + float $green = $rgb[1]; + float $blue = $rgb[2]; + clear $rgb; + + // Find the lumninance + float $y = .299 * $red + .587 * $green + .114 * $blue; + + // Apply the appropriate color maps. + int $mIdx; + for ( $mIdx = 0; $mIdx < $NUM_MAPS; $mIdx++ ) + { + if ( ($y <= ( $map_high[$mIdx] ) ) && + ($y >= ( $map_low[$mIdx] ) ) ) + { + // Luminance is within specified range + $red = $map_red[$mIdx]; + $green = $map_green[$mIdx]; + $blue = $map_blue[$mIdx]; + + // Write color back to vertexFace +// polyColorPerVertex -e -rgb $red $green $blue $vf; + break; + } + } + $viList[$vfIdx] = $j; + $fiList[$vfIdx] = $t[$k]; + $redList[$vfIdx] = $red; + $greenList[$vfIdx] = $green; + $blueList[$vfIdx] = $blue; + + $vfIdx++; + + } + clear $t; + + } + // Use the collected information to colour the mesh. + polyColorPerVertexArray( $viList, $fiList, $redList, + $greenList, $blueList, $mesh[$i] ); + clear $viList; + clear $fiList; + clear $redList; + clear $greenList; + clear $blueList; + } + clear $mesh; + + select $selection; + + print "Finished remapping.\n"; + + return true; +} + |