Beispiel #1
0
bool Exporter::makeSkin(NiTriBasedGeomRef shape, INode *node, FaceGroup &grp, TimeValue t)
{
   if (!mExportSkin)
      return false;

   if (grp.verts.empty())
      return false;

   //get the skin modifier
   Modifier *mod = GetSkin(node);
   if (!mod)
      return false;

   ISkin *skin = (ISkin *) mod->GetInterface(I_SKIN);
   if (!skin)
      return false;

   ISkinContextData *skinData = skin->GetContextInterface(node);
   if (!skinData)
      return false;

   if (grp.strips.empty())
      strippify(grp);

   // Create new call back to finish export
   SkinInstance* si = new SkinInstance(this);
   mPostExportCallbacks.push_back(si);

   skin->GetSkinInitTM(node, si->bone_init_tm, false);
   skin->GetSkinInitTM(node, si->node_init_tm, true);

   si->shape = shape;

   // Get bone references (may not actually exist in proper structure at this time)
   int totalBones = skin->GetNumBones();
   si->boneWeights.resize(totalBones);
   si->boneList.resize(totalBones);
   for (int i=0; i<totalBones; ++i) {
      si->boneList[i] = getNode(skin->GetBone(i));
   }

   vector<int>& vidx = grp.vidx;
   int nv = vidx.size();
   for (int i=0; i<nv; ++i)
   {
      int vi = vidx[i];
      int nbones = skinData->GetNumAssignedBones(vi);
      for (int j=0; j<nbones; ++j)
      {
         SkinWeight sw;
         sw.index = i;
         sw.weight = skinData->GetBoneWeight(vi,j);
         int boneIndex = skinData->GetAssignedBone(vi,j);

         SkinInstance::SkinWeightList& weights = si->boneWeights[boneIndex];
         weights.push_back(sw);
      }         
   }

   // remove unused bones
   vector<NiNodeRef>::iterator bitr = si->boneList.begin();
   SkinInstance::BoneWeightList::iterator switr = si->boneWeights.begin();
   for (int i=0; i<totalBones; ++i) {
      vector<SkinWeight> &weights = (*switr);
      if (weights.empty())
      {
         bitr = si->boneList.erase(bitr);
         switr = si->boneWeights.erase(switr);
      }
      else
      {
         ++bitr, ++switr;
      }      
   }

   // Check for dismemberment
   if (IsFallout3() || IsSkyrim()) {
      Modifier *dismemberSkinMod = GetBSDismemberSkin(node);
      if (dismemberSkinMod)
      {
         if (IBSDismemberSkinModifier *disSkin = (IBSDismemberSkinModifier *) dismemberSkinMod->GetInterface(I_BSDISMEMBERSKINMODIFIER)){
            Tab<IBSDismemberSkinModifierData*> modData = disSkin->GetModifierData();
            if (modData.Count() >= 1) {
               IBSDismemberSkinModifierData* bsdsmd = modData[0];
               si->SkinInstConstructor = BSDismemberSkinInstance::Create;
               Tab<BSDSPartitionData> &flags = bsdsmd->GetPartitionFlags();
               GenericNamedSelSetList &fselSet = bsdsmd->GetFaceSelList();

               FaceMap fmap;
               NiTriBasedGeomDataRef data = DynamicCast<NiTriBasedGeomData>(shape->GetData());
               vector<Triangle> tris = data->GetTriangles();
               for (int i=0; i<tris.size(); ++i) {
                  Triangle tri = tris[i];
                  fmap[ rotate(tri) ] = i;
               }
               // Build up list of partitions and face to partition map
               si->partitions.resize(flags.Count());
               si->facePartList.resize( grp.faces.size(), -1 );
               for (int i=0; i<flags.Count(); ++i) {
                  BodyPartList& bp = si->partitions[i];
                  bp.bodyPart = (BSDismemberBodyPartType)flags[i].bodyPart;
                  bp.partFlag = (BSPartFlag)(flags[i].partFlag | PF_START_NET_BONESET);

                  BitArray& fSelect = fselSet[i];
                  for (int j=0; j<fSelect.GetSize(); ++j){
                     if ( fSelect[j] ) {
                        Triangle tri = grp.faces[grp.fidx[j]];
                        FaceMap::iterator fitr = fmap.find( rotate(tri) );
                        if (fitr != fmap.end())
                           si->facePartList[ (*fitr).second ] = i;
                     }
                  }
               }
            }
         }
      }
   }


   return true;
}
bool NifImporter::ImportSkin(ImpNode *node, NiTriBasedGeomRef triGeom, int v_start/*=0*/)
{
   bool ok = true;
   NiSkinInstanceRef nifSkin = triGeom->GetSkinInstance();
   if (!nifSkin) 
      return false;

   INode *tnode = node->GetINode();

   NiSkinDataRef data = nifSkin->GetSkinData();
   NiSkinPartitionRef part = nifSkin->GetSkinPartition();

   vector<NiNodeRef> nifBones = nifSkin->GetBones();

   //create a skin modifier and add it
   Modifier *skinMod = GetOrCreateSkin(tnode);
   TriObject *triObject = GetTriObject(tnode->GetObjectRef());
   Mesh& m = triObject->GetMesh();

   //get the skin interface
   if (ISkin *skin = (ISkin *) skinMod->GetInterface(I_SKIN)){
      ISkinImportData* iskinImport = (ISkinImportData*) skinMod->GetInterface(I_SKINIMPORTDATA);

      // Set the num weights to 4.  Yes its in the nif but Shon doesn't like to expose those values 
      //   and the value always seems to be 4 anyway.  I'd also this be more dynamic than hard coded numbers
      //   but I cant figure out the correct values to pass the scripting engine from here so I'm giving up.
      int numWeightsPerVertex = 4;
#if VERSION_3DSMAX >= ((5000<<16)+(15<<8)+0) // Version 5+
      IParamBlock2 *params = skinMod->GetParamBlockByID(2/*advanced*/);
      params->SetValue(0x7/*bone_Limit*/, 0, numWeightsPerVertex);
#endif

      // Can get some truly bizarre animations without this in MAX with Civ4 Leaderheads
#if VERSION_3DSMAX > ((5000<<16)+(15<<8)+0) // Version 6+
      BOOL ignore = TRUE;
      params->SetValue(0xE/*ignoreBoneScale*/, 0, ignore);
#endif

      //RefTargetHandle advanced = skinMod->GetReference(3);
      //setMAXScriptValue(advanced, "bone_Limit", 0, numWeightsPerVertex);

      Matrix3 geom = TOMATRIX3(triGeom->GetLocalTransform());
      Matrix3 m3 = TOMATRIX3(data->GetOverallTransform());
      Matrix3 im3 = Inverse(m3);
      Matrix3 nm3 = im3 * geom;
      iskinImport->SetSkinTm(tnode, nm3, nm3); // ???
      // Create Bone List
      Tab<INode*> bones;
      for (size_t i=0; i<nifBones.size(); ++i){
         NiNodeRef bone = nifBones[i];
         if (INode *boneRef = FindNode(bone)) {
            bones.Append(1, &boneRef);
            iskinImport->AddBoneEx(boneRef, TRUE);

            //// Set Bone Transform
            Matrix3 b3 = TOMATRIX3(data->GetBoneTransform(i));
            Matrix3 ib3 = Inverse(b3);
            ib3 *= geom;
            iskinImport->SetBoneTm(boneRef, ib3, ib3);
         }
      }
      if (bones.Count() != data->GetBoneCount())
         return false;

      ObjectState os = tnode->EvalWorldState(0);

      // Need to get a list of bones and weights for each vertex.
      vector<VertexHolder> vertexHolders;
      vertexHolders.resize(m.numVerts);
      for (int i=0, n=data->GetBoneCount();i<n; ++i){
         if (INode *boneRef = bones[i]){
            vector<SkinWeight> weights = data->GetBoneWeights(i);
            for (vector<SkinWeight>::iterator itr=weights.begin(), end=weights.end(); itr != end; ++itr){
               VertexHolder& h = vertexHolders[itr->index];
               h.vertIndex = itr->index;
               ++h.count;
               h.weights.Append(1, &itr->weight);
               h.boneNodeList.Append(1, &boneRef);
            }
         }
      }

      tnode->EvalWorldState(0);
      skinMod->DisableModInViews();
      skinMod->EnableModInViews();
#if VERSION_3DSMAX < ((5000<<16)+(15<<8)+0) // Version 4
      gi->SetCommandPanelTaskMode(TASK_MODE_MODIFY);
      gi->SelectNode(tnode);
#endif
      // Assign the weights 
      for (vector<VertexHolder>::iterator itr=vertexHolders.begin(), end=vertexHolders.end(); itr != end; ++itr){
         VertexHolder& h = (*itr);
         if (h.count){
            float sum = 0.0f;
			for (int i = 0; i < h.count; ++i)
				sum += h.weights[i];
            ASSERT(fabs(sum-1.0f) < 0.001f);
            BOOL add = iskinImport->AddWeights(tnode, h.vertIndex, h.boneNodeList, h.weights);
            add = add;		//	What was the purpose of this?
         }
      }
      //	This is a kludge to get skin transforms to update and avoid jumping around after modifying the transforms.
      //	Initially they show up incorrectly but magically fix up if you go to the modifier roll up.
      //	There is still an outstanding issue with skeleton and GetObjectTMBeforeWSM.
      skinMod->DisableModInViews();
      skinMod->EnableModInViews();


      // If BSDismembermentSkinInstance, ...
      if ( BSDismemberSkinInstanceRef bsdsi = DynamicCast<BSDismemberSkinInstance>(nifSkin) )
      {
         Modifier *dismemberSkinMod = GetOrCreateBSDismemberSkin(tnode);
         if (IBSDismemberSkinModifier *disSkin = (IBSDismemberSkinModifier *) dismemberSkinMod->GetInterface(I_BSDISMEMBERSKINMODIFIER)){
            //	Evaluate node ensure the modifier data is created
            //	ObjectState os = tnode->EvalWorldState(0);

            FaceMap faceMap;
            int nfaces = m.getNumFaces();
            for ( int i=0; i<nfaces; ++i ){
               Face f = m.faces[i];
               faceMap[ rotate(f) ] = i;
            }

            Tab<IBSDismemberSkinModifierData*> modData = disSkin->GetModifierData();
            for (int i=0; i<modData.Count(); ++i) {
               IBSDismemberSkinModifierData* bsdsmd = modData[i];

               Tab<BSDSPartitionData> &flags = bsdsmd->GetPartitionFlags();
               vector<BodyPartList> partitions = bsdsi->GetPartitions();
               if (partitions.empty())
                  continue;

               //bsdsmd->SetActivePartition( partitions.size() - 1 );				// Old Code

			   for (unsigned int j = 0; j < (partitions.size() - 1); ++j){
				   bsdsmd->AddPartition();
			   }

               for (unsigned int j=0; j < partitions.size(); ++j ) {
				   flags[j].bodyPart = (DismemberBodyPartType)partitions[j].bodyPart;
				   flags[j].partFlag = partitions[j].partFlag;
               }

               for (int j=0; j < part->GetNumPartitions(); ++j) {
                  bsdsmd->SetActivePartition( j );
                  dismemberSkinMod->SelectAll(3); // ensures bitarrays are properly synced to mesh
                  dismemberSkinMod->ClearSelection(3);
                  vector<Triangle> triangles = part->GetTriangles(j);
                  vector<unsigned short> map = part->GetVertexMap(j);
                  GenericNamedSelSetList& fselSet = bsdsmd->GetFaceSelList();
                  if ( BitArray* fsel = fselSet.GetSetByIndex(j) )
                  {
                     for (vector<Triangle>::iterator itrtri = triangles.begin(); itrtri != triangles.end(); ++itrtri) {
                        Face f;
						f.setVerts( map[(*itrtri).v1], map[(*itrtri).v2], map[(*itrtri).v3] );
                        FaceMap::iterator fitr = faceMap.find( rotate(f) );
                        if (fitr != faceMap.end())
                           fsel->Set((*fitr).second);
                     }
                  }
               }
               bsdsmd->SetActivePartition( 0 );
               disSkin->LocalDataChanged();
            }
         }
      }
   }
   return ok;
}