reference_guide:math_expression_language:functions_variables:input_functions:input_objects_mel

Objects List Input Functions

The Objects List input of the ExpressionME-L Node allows for the retrieval of various data about 3ds Max meshes or objects. The functions provided enable you to retrieve information about the number of faces and vertices on an object, the mapping channel used, the surface area and volume of the object, the center and axes of the object's transformation matrix, and various data about faces and vertices on the object.
You can also iterate through objects, faces, vertices, or points on a surface in parallel using the “objects_in_parallel” function. This input can be useful for manipulating objects or using their data to feed particles or other effects.

 

Global Variables

Parameter Description
objects_in_countNumber of objects in the list, returns directly count.
objects_in_id returns the index of the input you created (starting with 0 excluding Time and On). 

 

objects_in_surface_point

This function returns a point on the surface of an object, specified by the object_id parameter.
If the object_id parameter is set to -1, the function will return a point on the surface derived from of all objects merged as a single object.
The surface_pos parameter specifies the position on the surface to return, with a value between 0 and 1. The material_id parameter specifies that the function should only return points on faces with the specified material id. Use objects_in_pointto access the point data.

Calls:

objects_in_surface_point(object_id, surface_pos)
objects_in_surface_point(object_id, surface_pos, material_id)

Input:

Parameter Description
object_id object id (integer)
surface_possurface position (float)
material_idmaterial id (integer)


Output:

Return Description
scalar0: failed, 1: success

 

objects_in_closest_point

This function returns the closest point on the surface of an object, specified by the in_object_id parameter, to the specified in_position. If the in_object_id parameter is set to -1, the function will search for the closest point on the surface of all objects, merged into one single object. The in_material_id parameter specifies that the function should only search for points on faces with the specified material id. Use objects_in_pointto access the point data.

Calls:

objects_in_closest_point(in_object_id, in_position)
objects_in_closest_point(in_object_id, in_position, in_material_id)

Input:

Parameter Description
in_object_id object id (integer)
in_position world position (vector[3])
in_material_idmaterial id (integer)

Output:

Return Description
scalar0: failed, 1: success

 

objects_in_isect

This function intersects all objects shapes in a object list. Use objects_in_pointto access the point data created by the intersect function.

Call:

objects_in_isect(in_object_id,in_position[3], in_direction[3], in_max_length, optional skip_oid, optional optional skip_faceid)

Parameters:

Parameter Description
in_object_id object ID (the object we want to intersect, -1 will use all objects in the list)
in_position intersect ray start point (vector)
in_direction intersect ray direction (normalized or with length) (vector)
in_max_lengthintersect max ray length (scalar)
skip_oid optional object ID to skip (scalar)
skip_faceid optional face of the object to skip (scalar)

Output:

Return Description
scalar0: not intersected, 1: frontside, -1: backside hit

 

objects_in_point

This function retrieves data about a point on an object's surface. The in_point_data parameter specifies the data type to get (e.g., point_pos). The out_scalar parameter is used to output a scalar value (e.g., face id). The out_vector[3] parameter is used to output 3D values (e.g., point_pos). The in_channel parameter specifies the uvw channel to retrieve data from. The out_uvw[3] parameter is used to output uvw coordinates.

Note: Get point datas is only valid if objects_in_surface_point or objects_in_closest_point and objects_in_isect returns 1

Calls:

objects_in_point(in_point_data, out_scalar)
objects_in_point(in_point_data, out_vector[3])
objects_in_point(in_point_uvw , in_channel,  out_uvw[3])

Input:

Parameter Description
in_point_datadata type to get (point_pos as sample see point_data) (integer). A list of point data types can be found HERE
out_scalar scalar output for face id as sample (float)
out_vector[3]vector output for 3d values point_pos or so (vector[3])
in_channel uvw channel (integer)
out_uvw[3] output uvw coordinates (vector[3])

Output:

Return Description
scalar0: failed, 1: success

 

objects_in_geom

This function is used to retrieve various data from a 3ds Max mesh or object. The specific data that is retrieved depends on the value of the geom_data parameter. This parameter can be set to retrieve information such as the number of faces and vertices on the object, the mapping channel used, the surface area and volume of the object, the center and axes of the object's transformation matrix, and various data about faces and vertices on the object. The function takes an object id as an input parameter to specify which object to retrieve data for, and it outputs either a scalar or vector value depending on the value of the geom_data parameter. It may be used to access information about an object in order to manipulate it or to use it to feed particle data or other effects.

Calls:

objects_in_geom(in_object_id, geom_data, out_scalar)
objects_in_geom(in_object_id, geom_data, out_vector[3])
objects_in_geom(in_object_id, geom_data, out_vector[4]) //for align axis plus scale           

objects_in_geom(in_object_id, geom_map_used, in_channel, out_used)   
objects_in_geom(in_object_id, geomt_ntverts, in_channel, out_num)        

objects_in_geom(in_object_id, face_data, in_face_id, out_scalar)   
objects_in_geom(in_object_id, face_data, in_face_id, out_vector)
objects_in_geom(in_object_id, face_data, in_face_id, in_barrycoord[3], out_vector)
objects_in_geom(in_object_id, face_data, in_face_id, in_fvertex_id, out_vector)

objects_in_geom(in_object_id, vertex_data, vertex_id, out_vector)

objects_in_geom(in_object_id, tface_data, in_map_channnel, in_tface_id, out_scalar)
objects_in_geom(in_object_id, tface_data, in_map_channnel, in_tface_id, out_vector)
objects_in_geom(in_object_id, tface_data, in_map_channnel, in_tface_id, in_barycentric, out_vector)

objects_in_geom(in_object_id, tface_uvw, in_map_channnel, in_tface_id, in_barycentric, out_uvw)

objects_in_geom(in_object_id, tvert_data, in_map_channel, in_tvertex_id, out_uvw)

objects_in_geom(in_object_id,edge_data, edge_id, scalar_out)
objects_in_geom(in_object_id,edge_data, edge_id, vector_out)

//this is the velocity of the object center point      
objects_in_geom(in_oid, geom_vel, out_velocity[3]); 

//this is the velocity of the object in relation to a world position including spin (rotation) 
objects_in_geom(in_oid, geom_vel, in_world_position[3], out_velocity[3]);  
    
//get the two edge face index
//the index range is 0 >= id < nfaces, value of -1 mean undefined
objects_in_geom(in_object_id,edge_fid, edge_id, vector[2]_out);

//is edge selected, returns 0 if not selected 1 if selected.
return = objects_in_geom(in_object_id,edge_selected, edge_id); 
    
//is edge visible, returns 0 if not visible 1 if visible.
return = objects_in_geom(in_object_id,edge_visible, edge_id);

//is edge open, returns 0 if not open 1 if open.
return = objects_in_geom(in_object_id,edge_open, edge_id); 

//the supplied material id, defines the open edge status (a change of mat id = open)
//mtl_id, range 1 - max material id of 3ds Max.
return = objects_in_geom(in_object_id,edge_open, edge_id, mtl_id); 

//get an interpolated position on the edge
//rel_pos, range between 0 - 1
objects_in_geom(in_object_id,edge_pos, edge_id, rel_pos, pos[3]_out);

//get an interpolated normal on the edge
//rel_pos, range between 0 - 1
objects_in_geom(in_object_id,edge_norm, edge_id, rel_pos, norm[3]_out);

//get the interpolated face vertex color
objects_geom(in_object_id, face_vcol, in_face_id, in_barrycoord[3], out_vertex_color)

// get the interpolated Edge Vertex Color
objects_geom(in_object_id, edge_vcol, in_edge_id, rel_pos, out_vertex_color);

// copy alignment from an object in the list to a particle
objects_in_geom(in_object_id,geom_palign,in_to_pid); 

    

Function Call for Geom Data

Parameter Description
in_object_idAn object id counted from 0, where id must be less than the count.
geom_data The data to retrieve. For information about geom_data types click HERE.
out_scalar A scalar value to get.
out_vector A vector value to get. The size of the vector depends on the specific use case (either 3 or 4 elements).
in_channel A mapping channel. Only applicable when geom_data is set to geom_map_used or geomt_ntverts.
in_to_pid the particle ID recieving the alignment information

Function Call for Face Data

parameter description
in_object_id An object id counted from 0, where id must be less than the count.
face_data For information about face_data click HERE
in_face_idfrom a specific face ID
out_scalarused to get scalar values
out_vectorused to get vector[3] values

Function Call for Texture Face Data

parameter description
in_object_id An object id counted from 0, where id must be less than the count.
tface_data For information about tface_data click HERE
in_tface_id from a specific texture face ID
in_map_channelform a specific mapping channel
out_scalar used to get scalar values
out_vector used to get vector[3] values

Function Call for Vertex Data

parameter description
in_object_id An object id counted from 0, where id must be less than the count.
vert_data For information about vert_data click HERE
in_vertex_id from a specific vertex ID
in_map_channelform a specific mapping channel
out_vector used to get vector[3] values

Function Call for Texture Vertex Data

parameter description
in_object_id An object id counted from 0, where id must be less than the count.
tvert_data For information about vert_data click HERE
in_tvertex_id from a specific texture vertex ID
in_map_channelfrom a specific mapping channel
out_vector used to get vector[3] values

Function Call for Edge Data

parameter description
in_object_id An object id counted from 0, where id must be less than the count.
edge_data For information about edge_data click HERE
edge_id from a specific edge ID
out_scalarused to get a scalar value
out_vectorused to get vector[2] or vector[3] values (see samples above)

 

Output:

Return Description
scalar0: failed, 1: success


Example:    

To go through all faces of object 0 and retrieve the center of each face and the position of each vertex:

  1. Declare variables to store the number of faces in the object, the center of each face, and the position of each vertex.
  2. Use the objects_in_geom function to retrieve the number of faces in object 0 and store the result in a variable.
  3. Iterate through all faces in the object using a loop.
  4. Inside the loop, use the objects_in_geom function to retrieve the center of the current face and store the result in a variable.
  5. Use the objects_in_geom function to retrieve the position of each vertex in the current face, either by its index within the face or by its id. Store the results in variables.
  6. Do any additional processing or operations that you need to do with the retrieved data.
  7. Repeat the above steps for each face in the object.
        var nfaces;
        var center[3];
        var vpos0[3];
        var vpos1[3];
        var vpos2[3];
        var vids[3];

        objects_in_geom(0, geom_nfaces, nfaces);

        for(var i = 0; i < nfaces; i += 1)
        {
            objects_in_geom(0, face_center,i, center);
            objects_in_geom(0, face_vpos,i, 0,   vpos0);
            objects_in_geom(0, face_vpos,i, 1,   vpos1);
            objects_in_geom(0, face_vpos,i, 2,   vpos2);
           
            // or get position over the vertex ids
            
            objects_in_geom(0, face_vid,i, vids);
                
            objects_in_geom(0, vert_pos, vids[0],   vpos0);
            objects_in_geom(0, vert_pos  vids[1],   vpos1);
            objects_in_geom(0, vert_pos, vids[2],   vpos2);
\
            ...do anything
        };
 

 

objects_in_parallel

The “ObjectList” input specifies a list of objects that the expression will be applied to. If the ObjectList is the first input created for the ExpressionME-L Node, the expression will iterate over all vertices (by default) of all selected objects in parallel (using multi-threading).

To iterate through other components (faces,edges …) of an object, you can use the “objects_in_parallel” function to control the behavior of the expression and iterate through objects, faces, vertices, edges or points on a surface in parallel.This function takes in two or three parameters, which allow you to specify the type of data to iterate through and the order in which to process it. This input can be useful for efficiently applying the expression to multiple objects at once.

This function should only be called with constants and no animation of the input values is allowed. The function transmits the parameter at compile time, so that the expression has this information before it runs.

Calls:

objects_in_parallel(in_object_id, in_parallel_type)

objects_in_parallel(in_object_id, surface_, scalar_in_id)

objects_in_parallel(in_object_id, surface_, scalar_in_id, rate_type )

Parameters:

Parameter Description
in_object_id The object ID in the list, with a 0-based index. A value of -1 indicates that all objects should be treated as one.
in_parallel_typeSpecifies what component to iterate in parallel. Valid options can be found HERE
scalar_in_id (Optional) If surface_ is specified for in_parallel_type, this parameter specifies the Scalar input index to use to get the number of random points. 
rate_type This parameter is only valid when surface_ or esurface_ is used. Without specifying a rate_type the default is to use every subsample the specified amount of points. Possible options for rate_type can be found HERE

Output:

Return Description
scalar-1: fail, or the particle id

 

Example 1: Go through all faces of all objects and create a particle on each center point of a face.

objects_in_parallel(-1, face_); // Iterate over all faces of all objects in parallel

var norm[3]; // Declare a variable to store the normal of the current face

objects_in_geom(oid_, face_norm, fid_, fbc_, norm); // Get the interpolated normal of the current face

norm *= 10; // Use the normal as the velocity of the particle

group_in_create(wp, norm); // Create a particle in group_in at the position of the current face, with the specified velocity

 

Example 2: The same as example 1, but using vertices instead of faces.

objects_in_parallel(-1, vertex_); // Iterate over all vertices of all objects in parallel

var norm[3]; // Declare a variable to store the normal of the current vertex

objects_in_geom(oid_, vert_norm, vid_, norm); // Get the normal of the current vertex

norm *= 10; // Use the normal as the velocity of the particle

group_in_create(wp, norm); // Create a particle in group_in at the position of the current vertex, with the specified velocity

 

Example 3: Generate 1000 random surface points. The number 1000 is specified by the Scalar input created with the name numberparticles.

objects_in_parallel(-1, surface_, numberparticles_in_id); // Iterate over X-ammount of random surface points set by numberparticles input, all objects in parallel

var norm[3]; // Declare a variable to store the normal of the current surface point

objects_in_geom(oid_, face_norm, fid_, fbc_, norm); // Get the interpolated normal of the current surface

point norm *= 10; // Use the normal as the velocity of the particle

group_in_create(wp, norm); // Create a particle in group_in at the position of the current surface point, with the specified velocity

 

Example 4: Simple, one call per object in the list.

objects_in_parallel(-1, object_); // Iterate over all objects in the list in parallel

group_in_create(wp); // Create a particle in group_in at the position of the current object

In all examples, objects_in_parallel() is used to iterate over the objects, faces, vertices, or surface points in parallel. The function objects_in_geom() is used to retrieve information about the current object, face, vertex, or surface point (e.g. the normal, in examples 1-3). The function group_in_create() is used to create a particle in the group_in group at a specific position and with a specific velocity (in examples 1-3)

 

objects_in_transform

This function transforms a vector or point from one space into various other coordinate spaces. Vector transform represents only rotate/scale and NO translation. Point transforms represent a full transform including rotation, scale and translation.
 

Calls:

objects_in_transform(in_object_id,transform_point, in_fromto_type, in_vector[3], out_vector[3]);\\
objects_in_transform(in_object_id,transform_vector, in_fromto_type, in_vector[3], out_vector[3]);\\
objects_in_transform(in_object_id,transform_point,in_fromto_type, in_out_vector[3]);\\
objects_in_transform(in_object_id,transform_vector,in_fromto_type, in_out_vector[3]);

//transform a vector without scale and translation, rotation is computed, only
//the vector keeps its length direction changes, only
	
object_in_transform(oid_in, transform_direction, object2world, vector_in_out);
object_in_transform(oid_in, transform_direction, object2world, vector_in, vector_out);

//special transformation for normals, no translation is being computed
//a normal is orthogonal to a face and therefore a special transformation to keep its direction is needed

object_in_transform(oid_in, transform_normal, object2world, vector_in_out);
object_in_transform(oid_in, transform_normal, object2world, vector_in, vector_out);

Parameters:

Name Description
in_object_id specifies the object id to use for the transformation
transform_type sets the transformation type to either vector or point(complete transform). 
in_fromto_type specifies the transformation space to use see below table for possibel options.
in_vector[3] specifies the input 3D vector to transform
out_vector[3] stores the transformed result of this function
in_out_vector[3]the passed in vector will be overwritten with the result of the transformation

transform_types:

Name Description
transform_pointwill do a full transformation (Rotation,Scale,Translation)
transform_vectorwill do a transformation (Rotation,Scale)
transform_directionwill do a rotatioon transformation, only
transform_normalwill do a transformation (Rotation,Scale)
transform_transrotwill do a transformation (Rotation,Translation)

fromto_types:

Name Description
object2worldwill convert the vector from object to world coordinates
world2objectwill convert the vector from world to object coordinates
voxel2world will convert the vector from voxel to world coordinates
world2voxel will convert the vector from world to voxel coordinates
voxel2objectwill convert the vector from voxel to object coordinates
object2voxelwill convert the vector from object to voxel coordinates

Return:

0; Fail, 1; Succed

 

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reference_guide/math_expression_language/functions_variables/input_functions/input_objects_mel.txt · Last modified: 2024/03/05 21:29 by edwin

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