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# convertVerticesToFacesCmd.cpp

    //-
    // ==========================================================================
    // 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.
    // ==========================================================================
    //+

    // DISCLAIMER: THIS PLUGIN IS PROVIDED AS IS.  IT IS NOT SUPPORTED BY

    //            AUTODESK, SO PLEASE USE AND MODIFY AT YOUR OWN RISK.

    //

    // PLUGIN NAME: Convert Vertices To Contained Faces Command v1.0

    // FILE: convertVerticesToFacesCmd.cpp

    // DESCRIPTION: o MEL command that converts a selection of vertices into a selection of faces that interconnect

    //                the original vertices (i.e. only faces whose composite vertices are contained in the original

    //                vertex selection).  The command's return value is a string array that contains the names of all

    //                of the new contained faces.

    //              o This MEL command has no flags, returns a string array, and operates on selected vertices.

    //              o Example MEL usage:

    //                   select -r pCube1.vtx[0:5];

    //                   string $convertedFaces[] = `convertVerticesToFaces`;

    //                   // Result: pCube1.f[0:1] //

    // AUTHOR: QT

    // LAST UPDATED: Oct. 11th, 2001.

    // TESTED ON: Maya 4.0 on Windows

    // STEPS TO INSTALL: 1) Unzip the file convertVerticesToFaces_v1_0_Maya4_Windows.zip to any temporary directory.

    //                   2) Copy the file convertVerticesToFacesCmd.mll to: /AW/Maya4.0/bin/plug-ins/

    //                   3) Launch Maya and load the plugin from Windows->Setting/Preferences->Plugin Manager.

    // BEGIN PLUGIN:

    // =============

    // HEADER FILES:

    #include <maya/MFnPlugin.h>

    #include <maya/MPxCommand.h>

    #include <maya/MGlobal.h>

    #include <maya/MSelectionList.h>

    #include <maya/MItSelectionList.h>

    #include <maya/MObject.h>

    #include <maya/MDagPath.h>

    #include <maya/MItMeshVertex.h>

    #include <maya/MItMeshPolygon.h>

    // MAIN CLASS FOR THE MEL COMMAND:

    class convertVerticesToContainedFacesCommand : public MPxCommand

    {

       public:

          convertVerticesToContainedFacesCommand();

          virtual ~convertVerticesToContainedFacesCommand();

          static void* creator();

          bool isUndoable() const;

          MStatus doIt(const MArgList&);

          MStatus redoIt();

          MStatus undoIt();

       private:

          MSelectionList previousSelectionList;

    };

    // CONSTRUCTOR:

    convertVerticesToContainedFacesCommand::convertVerticesToContainedFacesCommand()

    {

    }

    // DESTRUCTOR CLEARS, AND FREES MEMORY OF THE PREVIOUS SELECTION LIST:

    convertVerticesToContainedFacesCommand::~convertVerticesToContainedFacesCommand()

    {

       previousSelectionList.clear();

    }

    // FOR CREATING AN INSTANCE OF THIS COMMAND:

    void* convertVerticesToContainedFacesCommand::creator()

    {

       return new convertVerticesToContainedFacesCommand;

    }

    // MAKE THIS COMMAND UNDOABLE:

    bool convertVerticesToContainedFacesCommand::isUndoable() const

    {

       return true;

    }

    // SAVE THE PREVIOUS SELECTION, AND THEN CALL redoIt(), WHICH DOES MOST OF THE WORK:

    MStatus convertVerticesToContainedFacesCommand::doIt(const MArgList& args)

    {

       MGlobal::getActiveSelectionList(previousSelectionList);

       return redoIt();

    }

    // CONVERTS THE SELECTED VERTICES TO "CONTAINED FACES", AND RETURN FROM THE MEL COMMAND, A STRING ARRAY OF THE NEW FACES:

    MStatus convertVerticesToContainedFacesCommand::redoIt()

    {

       MSelectionList finalFacesSelection;

       MDagPath meshDagPath;

       MObject multiVertexComponent, singleVertexComponent;

       int dummyIndex;

       // ITERATE THROUGH EACH "VERTEX COMPONENT" THAT IS CURRENTLY SELECTED:

       for (MItSelectionList vertexComponentIter(previousSelectionList, MFn::kMeshVertComponent); !vertexComponentIter.isDone(); vertexComponentIter.next())

       {

          // STORE THE DAGPATH, COMPONENT OBJECT AND MESH NAME OF THE CURRENT VERTEX COMPONENT:

          vertexComponentIter.getDagPath(meshDagPath, multiVertexComponent);

          MString meshName = meshDagPath.fullPathName();

          // VERTEX COMPONENT HAS TO CONTAIN AT LEAST ONE VERTEX:

          if (!multiVertexComponent.isNull())

          {

             // ITERATE THROUGH EACH "VERTEX" IN THE CURRENT VERTEX COMPONENT:

             for (MItMeshVertex vertexIter(meshDagPath, multiVertexComponent); !vertexIter.isDone(); vertexIter.next())

             {

                // FOR STORING THE FACES CONNECTED TO EACH VERTEX:

                MIntArray connectedFacesIndices;

                vertexIter.getConnectedFaces(connectedFacesIndices);

                // ITERATE THROUGH EACH FACE CONNECTED TO THE CURRENT VERTEX:

                MItMeshPolygon faceIter(meshDagPath);

                for (unsigned i=0; i<connectedFacesIndices.length(); i++)

                {

                   // GET THE VERTEX INDICES FOR CURRENT FACE:

                   MIntArray faceVerticesIndices;

                   faceIter.setIndex(connectedFacesIndices[i], dummyIndex);

                   faceIter.getVertices(faceVerticesIndices);

                   // ITERATE THROUGH EACH FACE VERTEX TO SEE IF EACH ONE BELONGS TO THE ORIGINAL VERTEX SELECTION:

                   bool faceIsContained=1;

                   for (unsigned j=0; j<faceVerticesIndices.length(); j++)

                   {

                      // CREATE A SELECTION LIST FOR EACH VERTEX TO USE IN THE ::hasItem() METHOD:

                      MSelectionList singleVertexList;

                      singleVertexList.clear();

                      MString vertexName = meshName;

                      vertexName += ".vtx[";

                      vertexName += faceVerticesIndices[j];

                      vertexName += "]";

                      singleVertexList.add(vertexName);

                      singleVertexList.getDagPath(0, meshDagPath, singleVertexComponent);

                      // SEE WHETHER VERTEX BELONGS TO ORIGINAL SELECTION, AND IF IT DOESN'T, THEN THE WHOLE FACE IS NOT CONTAINED:

                      if (!previousSelectionList.hasItem(meshDagPath, singleVertexComponent))

                      {

                         faceIsContained = 0;

                         break;

                      }

                   }

                   // IF FACE IS "CONTAINED", ADD IT TO THE FINAL CONTAINED FACES LIST:

                   if (faceIsContained)

                   {

                      MString faceName = meshName;

                      faceName += ".f[";

                      faceName += connectedFacesIndices[i];

                      faceName += "]";

                      finalFacesSelection.add(faceName);

                   }

                }

             }

          }

       }

       // FINALLY, MAKE THE NEW "CONTAINED FACES", THE CURRENT SELECTION:

       MGlobal::setActiveSelectionList(finalFacesSelection, MGlobal::kReplaceList);

       // RETURN NEW CONTAINED FACES LIST FROM THE MEL COMMAND, AS AN ARRAY OF STRINGS:

       MStringArray containedFacesArray;

       finalFacesSelection.getSelectionStrings(containedFacesArray);

       MPxCommand::setResult(containedFacesArray);

       return MS::kSuccess;

    }

    // TO UNDO THE COMMAND, SIMPLY RESTORE THE ORIGINAL SELECTION BEFORE THE COMMAND WAS INVOKED:

    MStatus convertVerticesToContainedFacesCommand::undoIt()

    {

       MGlobal::setActiveSelectionList(previousSelectionList, MGlobal::kReplaceList);

       return MS::kSuccess;

    }

    // INITIALIZES THE PLUGIN:

    MStatus initializePlugin(MObject obj)

    {

       MStatus status;

       MFnPlugin plugin(obj, PLUGIN_COMPANY, "4.0", "Any");

       status = plugin.registerCommand("convertVerticesToFaces", convertVerticesToContainedFacesCommand::creator);

       if (!status)

       {

          status.perror("registerCommand");

          return status;

       }

       return status;

    }

    // UNINITIALIZES THE PLUGIN:

    MStatus uninitializePlugin(MObject obj)

    {

       MStatus status;

       MFnPlugin plugin(obj);

       status = plugin.deregisterCommand("convertVerticesToFaces");

       if (!status)

       {

          status.perror("deregisterCommand");

          return status;

       }

       return status;

    }

    // ============================================================================================================== END PLUGIN.