Beispiel #1
0
Point3 PBombField::Force(TimeValue t,const Point3 &pos, const Point3 &vel,int index)
{	float d,chaos,dv;
	Point3 dlta,xb,yb,zb,center,expv;
	int decaytype,symm;
	Point3 zero=Zero;
		fValid = FOREVER;		
		if (!tmValid.InInterval(t)) 
		{	tmValid = FOREVER;
			tm = node->GetObjectTM(t,&tmValid);
			invtm = Inverse(tm);
		}
		xb=tm.GetRow(0);
		yb=tm.GetRow(1);
		zb=tm.GetRow(2);
		center=tm.GetTrans();
		fValid &= tmValid;
		TimeValue t0,t2,lastsfor;
		obj->pblock->GetValue(PB_STARTTIME,t,t0,fValid);
		obj->pblock->GetValue(PB_LASTSFOR,t,lastsfor,fValid);
		t2=t0+lastsfor;
		dlta=Zero;
		if ((t>=t0)&&(t<=t2))
		{ float L=Length(dlta=pos-center);
		  obj->pblock->GetValue(PB_DECAY,t,d,fValid);
		  obj->pblock->GetValue(PB_DECAYTYPE,t,decaytype,fValid);
		  if ((decaytype==0)||(L<=d))
		  { obj->pblock->GetValue(PB_DELTA_V,t,dv,fValid);
		    obj->pblock->GetValue(PB_CHAOS,t,chaos,fValid);
		    obj->pblock->GetValue(PB_SYMMETRY,t,symm,fValid);
		    Point3 r;
		    if (symm==SPHERE)
		      expv=(r=dlta/L);
	        else if (symm==PLANAR)
		    { L=DotProd(dlta,zb);
			  expv=(L<0.0f?L=-L,-zb:zb);
		    }
		    else
		    { Point3 E;
		      E=DotProd(dlta,xb)*xb+DotProd(dlta,yb)*yb;
		      L=Length(E);
		      expv=E/L;
		    }
		    dlta=(dv*expv)/(float)dtsq;
			if (decaytype==1)
			 dlta*=(d-L)/d;
			else if (decaytype==2)
			 dlta*=(1/(float)exp(L/d));
			if ((!FloatEQ0(chaos))&&(lastsfor==0.0f))
			{ float theta;
			  theta=HalfPI*chaos*RND01();
			  // Martell 4/14/01: Fix for order of ops bug.
			  float ztmp=RND11(); float ytmp=RND11(); float xtmp=RND11();
			  Point3 d=Point3(xtmp,ytmp,ztmp);
			  Point3 c=Normalize(dlta^d);
			  RotateOnePoint(&dlta.x,&zero.x,&c.x,theta);
			}
		  }	else dlta=Zero; 
		}
	return dlta;
	}
// ============================================================================
// Convert a MAX TM to an OpenGL TM
void TM3ToGLTM4(const Matrix3 &tm, float glTM[16])
{
	Matrix3 maxTM = tm;
	FixCoordSys(maxTM);

	Point3 row = maxTM.GetRow(0);
	glTM[0] = row.x;
	glTM[1] = row.y;
	glTM[2] = row.z;
	glTM[3] = 0.f;

	row = maxTM.GetRow(1);
	glTM[4] = row.x;
	glTM[5] = row.y;
	glTM[6] = row.z;
	glTM[7] = 0.f;

	row = maxTM.GetRow(2);
	glTM[8] = row.x;
	glTM[9] = row.y;
	glTM[10] = row.z;
	glTM[11] = 0.f;

	row = maxTM.GetRow(3);
	glTM[12] = row.x;
	glTM[13] = row.y;
	glTM[14] = row.z;
	glTM[15] = 1.f;
}
Beispiel #3
0
/**
*  @brief
*    Transforms a 3ds Max matrix to a OpenGL matrix
*/
Matrix3 PLTools::Convert3dsMaxMatrixToOpenGLMatrix(const Matrix3 &mMatrix)
{
	return Matrix3( Convert3dsMaxVectorToOpenGLVector(mMatrix.GetRow(0)),
				    Convert3dsMaxVectorToOpenGLVector(mMatrix.GetRow(2)),
				   -Convert3dsMaxVectorToOpenGLVector(mMatrix.GetRow(1)),
					Convert3dsMaxVectorToOpenGLVector(mMatrix.GetRow(3)));
}
void     makBoneTrans2(INode* pNode , sBoneTrans_t& boneTrans , Matrix3& mat)
{
	Point3   Trans = mat.GetTrans();
	Matrix3  RotMat = mat;
	Matrix3  ScaleMat = mat;

    RotMat.NoScale();
    ScaleMat = mat * Inverse(RotMat);
    //算出Scale Matrix;

	RotMat.NoTrans();	
	Quat RotQuat(RotMat);

	//ScaleMat.NoRot();
	//ScaleMat.NoTrans();

	boneTrans.m_Rotate    = conv_type<sQuat_t , Quat>(RotQuat);
	boneTrans.m_Trans     = conv_type<sVector_t   ,Point3 >(Trans);
	boneTrans.m_Scale.x   = ScaleMat.GetRow(0).x;
	boneTrans.m_Scale.y   = ScaleMat.GetRow(1).y;
	boneTrans.m_Scale.z   = ScaleMat.GetRow(2).z;
	if( abs(boneTrans.m_Scale.x - boneTrans.m_Scale.y) > 0.000001 ||
		abs(boneTrans.m_Scale.y - boneTrans.m_Scale.z) > 0.000001 ||
		abs(boneTrans.m_Scale.z - boneTrans.m_Scale.x) > 0.000001 )
	{
            std::wstring _NodeName = INodeName(pNode);
            XEVOL_LOG(eXL_DEBUG_HIGH , L"   {警告} :  骨头[ %s ] 的上有NonUniformScale\r\n", _NodeName.c_str() );
	}
}
Beispiel #5
0
BOOL MeshExpUtility::BuildObject(CEditableObject*& exp_obj, LPCSTR m_ExportName)
{
	bool bResult = true;

	if (m_ExportName[0]==0) return false;

	ELog.Msg(mtInformation,"Building object..." );
	char fname[256]; _splitpath( m_ExportName, 0, 0, fname, 0 );
	exp_obj = xr_new<CEditableObject>(fname);	
	exp_obj->SetVersionToCurrent(TRUE,TRUE);

	ExportItemIt it = m_Items.begin();
	for(;it!=m_Items.end();it++){
		CEditableMesh *submesh = xr_new<CEditableMesh>(exp_obj);
		ELog.Msg(mtInformation,"Converting node '%s'...", it->pNode->GetName());
		if( submesh->Convert(it->pNode) ){
			// transform
			Matrix3 mMatrix;
			mMatrix = it->pNode->GetNodeTM(0)*Inverse(it->pNode->GetParentNode()->GetNodeTM(0));

			Point3	r1	= mMatrix.GetRow(0);
			Point3	r2	= mMatrix.GetRow(1);
			Point3	r3	= mMatrix.GetRow(2);
			Point3	r4	= mMatrix.GetRow(3);
			Fmatrix m;	m.identity();
			m.i.set(r1.x, r1.z, r1.y);
			m.j.set(r2.x, r2.z, r2.y);
			m.k.set(r3.x, r3.z, r3.y);
			m.c.set(r4.x, r4.z, r4.y);
			
			submesh->Transform( m );
			// flip faces
			Fvector v; v.crossproduct(m.j, m.k);
			if(v.dotproduct(m.i)<0.f)	submesh->FlipFaces();
			if(m_ObjectFlipFaces)		submesh->FlipFaces();
			submesh->RecomputeBBox();
			// append mesh
			submesh->SetName			(it->pNode->GetName());
			exp_obj->m_Meshes.push_back	(submesh);
		}else{
			ELog.Msg(mtError,"! can't convert", it->pNode->GetName());
			xr_delete(submesh);
			bResult = false;
			break;
		}
	}

	if (bResult){
		exp_obj->UpdateBox		();
		exp_obj->VerifyMeshNames();
		ELog.Msg				(mtInformation,"Object '%s' contains: %d points, %d faces",
								exp_obj->GetName(), exp_obj->GetVertexCount(), exp_obj->GetFaceCount());
	}else{
		xr_delete(exp_obj);
	}
//-------------------------------------------------------------------
	return bResult;
}
Beispiel #6
0
void Exporter::convertMatrix(Matrix33 &dst, const Matrix3 &src)
{
	Point3 r0 = src.GetRow(0);
	Point3 r1 = src.GetRow(1);
	Point3 r2 = src.GetRow(2);

	dst.Set(r0.x, r0.y, r0.z,
		    r1.x, r1.y, r1.z,
			r2.x, r2.y, r2.z);
}
Beispiel #7
0
void Matrix3ToMatrix4(D3DXMATRIX& Mat, const Matrix3& Mat3)
{
    Point3 Row = Mat3.GetRow(0);
    Mat.m[0][0] = Row.x;	Mat.m[0][1] = Row.y;	Mat.m[0][2] = Row.z;	Mat.m[0][3] = 0;
    Row = Mat3.GetRow(1);
    Mat.m[1][0] = Row.x;	Mat.m[1][1] = Row.y;	Mat.m[1][2] = Row.z;	Mat.m[1][3] = 0;
    Row = Mat3.GetRow(2);
    Mat.m[2][0] = Row.x;	Mat.m[2][1] = Row.y;	Mat.m[2][2] = Row.z;	Mat.m[2][3] = 0;
    Row = Mat3.GetRow(3);
    Mat.m[3][0] = Row.x;	Mat.m[3][1] = Row.y;	Mat.m[3][2] = Row.z;	Mat.m[3][3] = 1;

}
Beispiel #8
0
void FormationBhvr::AppendFollowerMatrix(TimeValue t,Matrix3 &mat)
{
	Point3 *points;
	points = new Point3;
	*points = mat.GetRow(0);
	pblock->Append(follower_matrix1,1,&points,1);
	*points = mat.GetRow(1);
	pblock->Append(follower_matrix2,1,&points,1);
	*points = mat.GetRow(2);
	pblock->Append(follower_matrix3,1,&points,1);	
	*points = mat.GetRow(3);
	pblock->Append(follower_matrix4,1,&points,1);
	delete points;
}
Beispiel #9
0
Mat4 Convert( const Matrix3& m )
{
    Mat4 tm;
    tm.e00 = m.GetRow(0).x; 
    tm.e01 = m.GetRow(0).y; 
    tm.e02 = m.GetRow(0).z;
    tm.e03 = 0.0f;

    tm.e10 = m.GetRow(1).x; 
    tm.e11 = m.GetRow(1).y; 
    tm.e12 = m.GetRow(1).z;
    tm.e13 = 0.0f;

    tm.e20 = m.GetRow(2).x; 
    tm.e21 = m.GetRow(2).y; 
    tm.e22 = m.GetRow(2).z;
    tm.e23 = 0.0f;

    tm.e30 = m.GetRow(3).x; 
    tm.e31 = m.GetRow(3).y; 
    tm.e32 = m.GetRow(3).z;
    tm.e33 = 1.0f;

    return tm;
} // Convert
bool NoniterativeEigen3x3<Real>::PositiveRank (Matrix3<Real>& M,
        Real& maxEntry, Vector3<Real>& maxRow) const
{
	// Locate the maximum-magnitude entry of the matrix.
	maxEntry = (Real)-1;
	int row, maxRowIndex = -1;
	for (row = 0; row < 3; ++row)
	{
		for (int col = row; col < 3; ++col)
		{
			Real absValue = Math<Real>::FAbs(M[row][col]);
			if (absValue > maxEntry)
			{
				maxEntry = absValue;
				maxRowIndex = row;
			}
		}
	}

	// Return the row containing the maximum, to be used for eigenvector
	// construction.
	maxRow = M.GetRow(maxRowIndex);

	return maxEntry >= Math<Real>::ZERO_TOLERANCE;
}
Beispiel #11
0
void
SpotLightFalloffManipulator::UpdateShapes(TimeValue t, TSTR& toolTip)
{
    GenLight* pLight = (GenLight*) mhTarget;

    Matrix3 tm;
    tm = mpINode->GetObjectTM(t);

    Point3 pt;
    b = GetTargetPoint(t, pt);

    if (!b)
        return;

    float den = FLength(tm.GetRow(2));
    float dist = (den!=0) ? FLength(tm.GetTrans()-pt) / den : 0.0f;

    TSTR nodeName;
    nodeName = mpINode->GetName();

    tm = Inverse(tm);
    toolTip.printf("Falloff: %5.2f", (double) pLight->GetFallsize(t));

    SetGizmoScale(dist / kRingScaleFactor);

    ConeAngleManipulator::UpdateShapes(Point3(0,0,0),
                                       Point3(0,0,-1),
                                       dist,
                                       pLight->GetFallsize(t));
}
Beispiel #12
0
void
SpotLightMultiplierManipulator::UpdateShapes(TimeValue t, TSTR& toolTip)
{
    GenLight* pLight = (GenLight*) mhTarget;

    Matrix3 tm;
    tm = mpINode->GetObjectTM(t);

    Point3 pt;
    b = GetTargetPoint(t, pt);

    if (!b)
        return;

    TSTR nodeName;
    nodeName = mpINode->GetName();

    float den = FLength(tm.GetRow(2));
    float targetDist = (den!=0) ? FLength(tm.GetTrans()-pt) / den : 0.0f;

    toolTip.printf("%s: %5.2f", "Multiplier", (double) pLight->GetIntensity(t));

    SetGizmoScale(targetDist / 40.0);

    float dist = (targetDist / 2.0) * pLight->GetIntensity(t);

    ConeDistanceManipulator::UpdateShapes(Point3(0,0,0),
                                          Point3(0,0,-1),
                                          dist,
                                          pLight->GetFallsize(t),
                                          true);
}
Beispiel #13
0
void TapeHelpObject::GetWorldBoundBox(TimeValue t, INode* inode, ViewExp* vpt, Box3& box )
{
    if ( ! vpt || ! vpt->IsAlive() )
    {
        box.Init();
        return;
    }

    int i, nv;
    Matrix3 tm;
    float dtarg;
    Point3 pt;
    Point3 q[2];
    GetMat(t,inode,*vpt,tm);
    nv = mesh.getNumVerts();
    box.Init();
    for (i=0; i<nv; i++)
        box += tm*mesh.getVert(i);
    if (GetTargetPoint(t,inode,pt)) {
        tm = inode->GetObjectTM(t);
        dtarg = Length(tm.GetTrans()-pt)/Length(tm.GetRow(2));
        box += tm*Point3(float(0),float(0),-dtarg);
    }
    if(GetSpecLen()) {
        GetLinePoints(t, q, GetLength(t) );
        box += tm * q[0];
        box += tm * q[1];
    }
}
Beispiel #14
0
void Exporter::ExportNodeTM(INode* node, int indentLevel,rmatrix *mat)
{
	Matrix3 pivot = node->GetNodeTM(GetStaticFrame());
	// Export TM inheritance flags
	DWORD iFlags = node->GetTMController()->GetInheritanceFlags();
	Point3 row;
	row = pivot.GetRow(0);
	mat->_11=-row.x;mat->_12=row.y;mat->_13=row.z;mat->_14=0;
	row = pivot.GetRow(1);
	mat->_21=-row.x;mat->_22=row.y;mat->_23=row.z;mat->_24=0;
	row = pivot.GetRow(2);
	mat->_31=-row.x;mat->_32=row.y;mat->_33=row.z;mat->_34=0;
	row = pivot.GetRow(3);
	mat->_41=-row.x;mat->_42=row.y;mat->_43=row.z;mat->_44=1;
	*mat=MatrixInverse(*mat);
}
Beispiel #15
0
void
SpotLightFalloffManipulator::UpdateShapes(TimeValue t, TSTR& toolTip)
{
    GenLight* pLight = (GenLight*) mhTarget;

    Matrix3 tm;
    tm = mpINode->GetObjectTM(t);

    Point3 pt;
    float dist;
    BOOL b = GetTargetPoint(t, pt);

    if (!b) {
        dist = pLight->GetTDist(t);
    } else {
        float den = FLength(tm.GetRow(2));
        dist = (den!=0) ? FLength(tm.GetTrans()-pt) / den : 0.0f;
    }

    TSTR nodeName;
    nodeName = mpINode->GetName();

    toolTip.printf("%s [Falloff: %5.2f]", nodeName.data(),
                   (double) pLight->GetFallsize(t));

    SetGizmoScale(dist / kRingScaleFactor);

    ConeAngleManipulator::SetValues(Point3(0,0,0),
                                    Point3(0,0,-1),
                                    dist,
                                    DegToRad(pLight->GetFallsize(t)),
                                    pLight->GetSpotShape() == RECT_LIGHT,
                                    pLight->GetAspect(t));
}
Beispiel #16
0
// From BaseObject
int TapeHelpObject::DrawLine(TimeValue t, INode* inode, GraphicsWindow *gw, int drawing )
{
    Matrix3 tm = inode->GetObjectTM(t);
    gw->setTransform(tm);
    gw->clearHitCode();
    Point3 pt,v[3];
    if (GetTargetPoint(t,inode,pt)) {
        float den = Length(tm.GetRow(2));
        float dist = (den!=0)?Length(tm.GetTrans()-pt)/den : 0.0f;
        if(!inode->IsFrozen() && !inode->Dependent() && drawing)
            gw->setColor( LINE_COLOR, GetUIColor(COLOR_TAPE_OBJ));
        if (drawing) {
            if(specLenState) {
                GetLinePoints(t, v, GetLength(t) );
                if(drawing == -1)
                    v[1] = 0.9f * v[1];
            }
            else {
                v[0] = Point3(0,0,0);
                if(drawing == -1) // hit-testing!  Shorten the line so target can be picked
                    v[1] = Point3(0.0f, 0.0f, -0.9f * dist);
                else
                    v[1] = Point3(0.0f, 0.0f, -dist);
            }
            gw->polyline( 2, v, NULL, NULL, FALSE, NULL );
        }
    }
    return gw->checkHitCode();
}
Beispiel #17
0
static void TransformPlane(Matrix3& tm, Point4 plin, Point4 plout) {
	Point3 n = VectorTransform(tm, Point3(plin[0],plin[1],plin[2]));
	plout[0] = n.x;
	plout[1] = n.y;
	plout[2] = n.z;
	plout[3] = plin[3] - DotProd(tm.GetRow(3),n); 
	}
Beispiel #18
0
void
SpotLightAttenuationManipulator::UpdateShapes(TimeValue t, TSTR& toolTip)
{
    GenLight* pLight = (GenLight*) mhTarget;

    Matrix3 tm;
    tm = mpINode->GetObjectTM(t);

    Point3 pt;
    b = GetTargetPoint(t, pt);

    if (!b)
        return;

    float dist = pLight->GetAtten(t, mAttenuationType);

    TSTR nodeName;
    nodeName = mpINode->GetName();

    float den = FLength(tm.GetRow(2));
    float targetDist = (den!=0) ? FLength(tm.GetTrans()-pt) / den : 0.0f;

    toolTip.printf("%s: %5.2f", mAttenName.data(), (double) dist);

    SetGizmoScale(targetDist / 40.0);

    ConeDistanceManipulator::UpdateShapes(Point3(0,0,0),
                                          Point3(0,0,-1),
                                          dist,
                                          pLight->GetFallsize(t),
                                          false);
}
Beispiel #19
0
Void SoftBody::_UpdatePose()
{
    if ( !(m_hPose.bIsFrame) )
        return;

    // Update COM
    m_hPose.vCenterOfMass = _ComputeCenterOfMass();

    // Update Rotation & Scaling
    const Node * pNode;
    UInt iNodeIndex;

    Vector3 vTmpRow, vWeigthedDelta;
    Matrix3 matRotScale;
    matRotScale.MakeNull();
    matRotScale.m00 = SCALAR_EPSILON;
    matRotScale.m11 = SCALAR_EPSILON * 2.0f;
    matRotScale.m22 = SCALAR_EPSILON * 3.0f;

    EnumNodes();
    pNode = EnumNextNode();
    while( pNode != NULL ) {
        iNodeIndex = pNode->GetIndex();
        const Vector3 & vDelta = m_hPose.arrDeltas[iNodeIndex];
        vWeigthedDelta = ( (pNode->Position - m_hPose.vCenterOfMass) * m_hPose.arrWeights[iNodeIndex] );
        matRotScale.GetRow( vTmpRow, 0 );
        matRotScale.SetRow( 0, vTmpRow + (vDelta * vWeigthedDelta.X) );
        matRotScale.GetRow( vTmpRow, 1 );
        matRotScale.SetRow( 1, vTmpRow + (vDelta * vWeigthedDelta.Y) );
        matRotScale.GetRow( vTmpRow, 2 );
        matRotScale.SetRow( 2, vTmpRow + (vDelta * vWeigthedDelta.Z) );
        pNode = EnumNextNode();
    }

    Matrix3 matRot, matScale;
    matRotScale.PolarDecomposition( matRot, matScale );

    m_hPose.matRotation = matRot;
    m_hPose.matScaling = ( m_hPose.matBaseScaling * matScale );
    if ( m_fMaxVolumeRatio > 1.0f ) {
        Scalar fInvDet = Clamp<Scalar>( MathFn->Invert( m_hPose.matScaling.Determinant() ),
                                        1.0f, m_fMaxVolumeRatio );
        m_hPose.matScaling *= fInvDet;
    }
}
Beispiel #20
0
float BerconGradient::getGradientValueDist(ShadeContext& sc) {
	switch (p_normalType) {	 
		case 0: { // View			 
			return -sc.P().z; //Length(sc.OrigView()); //(sc.PointTo(sc.P(), REF_CAMERA)).z;
		}
		case 1: { // Local X
			return (sc.PointTo(sc.P(), REF_OBJECT)).x;
		}
		case 2: { // Local Y
			return (sc.PointTo(sc.P(), REF_OBJECT)).y;
		}
		case 3: { // Local Z
			return (sc.PointTo(sc.P(), REF_OBJECT)).z;
		}
		case 4: { // World X
			return (sc.PointTo(sc.P(), REF_WORLD)).x;
		}
		case 5: { // World Y
			return (sc.PointTo(sc.P(), REF_WORLD)).y;
		}
		case 6: { // World Z
			return (sc.PointTo(sc.P(), REF_WORLD)).z;
		}
		case 7: { // Camera X
			return sc.P().x; //(sc.PointTo(sc.P(), REF_CAMERA)).x;
		}
		case 8: { // Camera Y
			return sc.P().y; //(sc.PointTo(sc.P(), REF_CAMERA)).y;
		}
		case 9: { // Camera Z
			return -sc.P().z; //-(sc.PointTo(sc.P(), REF_CAMERA)).z;
		}
		case 10: { // To Object
			if (sc.InMtlEditor() || !p_node)
				return -sc.P().z; //(sc.PointTo(sc.P(), REF_CAMERA)).z;			
			return Length((p_node->GetNodeTM(sc.CurTime())).GetTrans() - sc.PointTo(sc.P(), REF_WORLD));
		}
		case 11: { // Object Z			
			if (sc.InMtlEditor() || !p_node)
				return -sc.P().z; //(sc.PointTo(sc.P(), REF_CAMERA)).z;			
			Matrix3 tm = p_node->GetNodeTM(sc.CurTime());
			Point3 a = tm.GetTrans() - sc.PointTo(sc.P(), REF_WORLD);
			Point3 b = FNormalize(tm.GetRow(2));
			return (-DotProd(b, a) / Length(b));
		}
	}
	return 0.f;
}
Beispiel #21
0
void RemovePivotScale(INode* node)
{
	const TimeValue  t  = ccMaxWorld::MaxTime();
	Matrix3 nodeTM = node->GetNodeTM(t);

	Point3 pos = nodeTM.GetRow(3);
	Matrix3 objectTM = node->GetObjectTM(t);
	nodeTM = objectTM;
	nodeTM.SetRow(3, pos);
	Matrix3 pv = objectTM * Inverse(nodeTM);
	node->SetNodeTM(t, nodeTM);

	node->SetObjOffsetPos(pv.GetTrans()); 
	node->SetObjOffsetRot(IdentQuat()); 
	node->SetObjOffsetScale(ScaleValue(Point3(1,1,1))); 
}
Beispiel #22
0
int TapeHelpObject::Display(TimeValue t, INode* inode, ViewExp *vpt, int flags)
{
    if ( ! vpt || ! vpt->IsAlive() )
    {
        // why are we here
        DbgAssert(!_T("Invalid viewport!"));
        return FALSE;
    }


    Matrix3 m;
    GraphicsWindow *gw = vpt->getGW();
    Material *mtl = gw->getMaterial();

    GetMat(t,inode,*vpt,m);
    gw->setTransform(m);
    DWORD rlim = gw->getRndLimits();
    gw->setRndLimits(GW_WIREFRAME|GW_EDGES_ONLY|GW_BACKCULL| (rlim&GW_Z_BUFFER) );
    if (inode->Selected())
        gw->setColor( LINE_COLOR, GetSelColor());
    else if(!inode->IsFrozen() && !inode->Dependent())
        gw->setColor( LINE_COLOR, GetUIColor(COLOR_TAPE_OBJ));
    mesh.render( gw, mtl, NULL, COMP_ALL);
    DrawLine(t,inode,gw,1);
    gw->setRndLimits(rlim);
    if(editting && !specLenState) {
        Point3 pt(0,0,0);
        Matrix3 tm = inode->GetObjectTM(t);
        GetTargetPoint(t,inode,pt);
        float den = Length(tm.GetRow(2));
        float dist = (den!=0)?Length(tm.GetTrans()-pt)/den : 0.0f;
        lengthSpin->SetValue( lastDist = dist, FALSE );
    }
    if(editting) {
        m.NoTrans();
        dirPt = m * Point3(0,0,1);
        float len = Length(dirPt);
        if(len != 0)
            dirPt *= 1.0f/len;
        UpdateUI(iObjParams->GetTime());
    }
    return(0);
}
Beispiel #23
0
void XsiExp::ExportNodeTM( INode * node, int indentLevel)
{
	// dump the full matrix
	Matrix3 matrix = node->GetNodeTM(GetStaticFrame());
	TSTR indent = GetIndent(indentLevel);
	
	fprintf(pStream,"%s\t%s {\n\n", indent.data(), "FrameTransformMatrix");

	Object * obj = node->EvalWorldState(0).obj;
  BOOL isBone = obj && obj->ClassID() == Class_ID(BONE_CLASS_ID, 0) ? TRUE : FALSE;

  if (node->GetParentNode() && node->GetParentNode()->IsRootNode())
  {
    // bone chains get grafted into the hierarchy tree
    //
	  if (!isBone)
    {
      // root mesh
      oTopMatrix = matrix;
      AffineParts ap;
      decomp_affine( matrix, &ap);
      topMatrix.Set( Point3( ap.k.x,0.0f,0.0f), Point3( 0.0f,ap.k.z,0.0f), Point3(0.0f,0.0f,ap.k.y), Point3(0,0,0));

      // root transform is controlled by the engine
      matrix.IdentityMatrix();
    }
  }
  else
  {
    matrix = matrix * Inverse(node->GetParentTM(GetStaticFrame()));
    if (!isBone)
    {
      matrix.SetRow( 3, topMatrix * matrix.GetRow(3));
    }
  }

  // write the matrix values
  DumpMatrix3( &matrix, indentLevel+2);

  // transform close brace
	fprintf(pStream,"%s\t}\n", indent.data());
}
Beispiel #24
0
void AFRMod::GetWorldBoundBox(
		TimeValue t,INode* inode, ViewExp *vpt, 
		Box3& box, ModContext *mc)
	{
	Matrix3 tm = CompMatrix(t,inode,mc);
	Point3 pt1, pt2;
	box.Init();
	p1->GetValue(t,&pt1,FOREVER,CTRL_ABSOLUTE);
	box += pt1 * tm;
	p2->GetValue(t,&pt2,FOREVER,CTRL_ABSOLUTE);
	box += pt2 * tm;
	
	Matrix3 vtm;
	vpt->GetAffineTM(vtm);
	Point3 vz = vtm.GetRow(2) * Inverse(tm);
	Point3 dp = (pt2-pt1);
	Point3 v = Normalize(vz^dp) * Length(dp) * 0.2f;
	box += (pt2 - (0.2f*dp) + v) * tm;
	box += (pt2 - (0.2f*dp) - v) * tm;
	v = Normalize(v^dp) * Length(dp) * 0.2f;
	box += (pt2 - (0.2f*dp) + v) * tm;
	box += (pt2 - (0.2f*dp) - v) * tm;	
	}
Beispiel #25
0
void
SpotLightMultiplierManipulator::SetDistance(float distance)
{
    GenLight* pLight = (GenLight*) mhTarget;
    TimeValue t = GetCOREInterface()->GetTime();

    Matrix3 tm;
    tm = mpINode->GetObjectTM(GetCOREInterface()->GetTime());

    Point3 pt;
    b = GetTargetPoint(t, pt);

    if (!b)
        return;

    TSTR nodeName;
    nodeName = mpINode->GetName();

    float den = FLength(tm.GetRow(2));
    float targetDist = (den!=0) ? FLength(tm.GetTrans()-pt) / den : 0.0f;

    float mult = 2.0 * distance / targetDist;
    pLight->SetIntensity(t, mult);
}
Beispiel #26
0
bool bgGlobalMax::CheckNegativeTM(Matrix3& m)
{
	return (DotProd(CrossProd(m.GetRow(0), m.GetRow(1)), m.GetRow(2)) < 0.0) ? 1 : 0;
}
int ExportQuake3Model(const TCHAR *filename, ExpInterface *ei, Interface *gi, int start_time, std::list<ExportNode> lTags, std::list<ExportNode> lMeshes)
{
	FILE *file;
	int i, j, totalTags, totalMeshes, current_time = 0;
	long pos_current, totalTris = 0, totalVerts = 0;
	std::list<FrameRange>::iterator range_i;
	std::vector<Point3> lFrameBBoxMin;
	std::vector<Point3> lFrameBBoxMax;
	long pos_tagstart;
	long pos_tagend;
	long pos_filesize;
	long pos_framestart;
	int lazynamesfixed = 0;
	const Point3 x_axis(1, 0, 0);
	const Point3 z_axis(0, 0, 1);

	SceneEnumProc checkScene(ei->theScene, start_time, gi);
	totalTags = (int)lTags.size();
	if (g_tag_for_pivot)
		totalTags++;
	totalMeshes = (int)lMeshes.size();

	// open file
	file = _tfopen(filename, _T("wb"));
	if (!file)
	{
		ExportError("Cannot open file '%s'.", filename);
		return FALSE;
	}
	ExportDebug("%s:", filename);

	// sync pattern and version
	putChars("IDP3", 4, file);
	put32(15, file);
	putChars("Darkplaces MD3 Exporter", 64, file);
	put32(0, file);   // flags
	
	// MD3 header
	ExportState("Writing MD3 header");
	put32(g_total_frames, file);      // how many frames
	put32(totalTags, file);	  // tagsnum
	put32(totalMeshes, file); // meshnum
	put32(1, file);   // maxskinnum
	put32(108, file); // headersize
	pos_tagstart = ftell(file); put32(0, file);   // tagstart
	pos_tagend	= ftell(file);  put32(256, file); // tagend
	pos_filesize = ftell(file); put32(512, file); // filesize
	ExportDebug("    %i frames, %i tags, %i meshes", g_total_frames, totalTags, totalMeshes);

	// frame info
	// bbox arrays get filled while exported mesh and written back then
	ExportState("Writing frame info");
	pos_framestart = ftell(file);
	lFrameBBoxMin.resize(g_total_frames);
	lFrameBBoxMax.resize(g_total_frames);
	for (i = 0; i < g_total_frames; i++)
	{
		// init frame data
		lFrameBBoxMin[i].Set(0, 0, 0);
		lFrameBBoxMax[i].Set(0, 0, 0);
		// put data
		putFloat(-1.0f, file); // bbox min vector
		putFloat(-1.0f, file);
		putFloat(-1.0f, file);	
		putFloat( 1.0f, file); // bbox max vector
		putFloat(1.0f, file);
		putFloat(1.0f, file);
		putFloat(0.0f, file);  // local origin (usually 0 0 0)
		putFloat(0.0f, file);
		putFloat(0.0f, file);
		putFloat(1.0f, file);  // radius of bounding sphere
		putChars("", 16, file);
	}

	// tags
	pos_current = ftell(file);
	fseek(file, pos_tagstart, SEEK_SET);
	put32(pos_current, file);
	fseek(file, pos_current, SEEK_SET);
	
	// for each frame range cycle all frames and write out each tag
	long pos_tags = pos_current;
	if (totalTags)
	{
		long current_frame = 0;
		ExportState("Writing %i tags", totalTags);
		for (range_i = g_frame_ranges.begin(); range_i != g_frame_ranges.end(); range_i++)
		{
			for (i = (*range_i).first; i <= (int)(*range_i).last; i++, current_frame++)
			{
				SceneEnumProc current_scene(ei->theScene, i * g_ticks_per_frame, gi);
				current_time = current_scene.time;

				// write out tags
				if (lTags.size())
				{
					for (std::list<ExportNode>::iterator tag_i = lTags.begin(); tag_i != lTags.end(); tag_i++)
					{
						INode *node	= current_scene[tag_i->i]->node;
						Matrix3	tm = node->GetObjTMAfterWSM(current_time);

						ExportState("Writing '%s' frame %i of %i", tag_i->name, i, g_total_frames);

						// tagname
						putChars(tag_i->name, 64, file);
						// origin, rotation matrix
						Point3 row = tm.GetRow(3);
						putFloat(row.x, file);
						putFloat(row.y, file);
						putFloat(row.z, file);
						row = tm.GetRow(0);
						putFloat(row.x, file);
						putFloat(row.y, file);
						putFloat(row.z, file);
						row = tm.GetRow(1);
						putFloat(row.x, file);
						putFloat(row.y, file);
						putFloat(row.z, file);
						row = tm.GetRow(2);
						putFloat(row.x, file);
						putFloat(row.y, file);
						putFloat(row.z, file);
					}
				}

				// write the center of mass tag_pivot which is avg of all objects's pivots
				if (g_tag_for_pivot)
				{
					ExportState("Writing 'tag_pivot' frame %i of %i", i, g_total_frames);

					// write the null data as tag_pivot need to be written after actual geometry
					// (it needs information on frame bound boxes to get proper blendings)
					putChars("tag_pivot", 64, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(1, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(1, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(1, file);
				}
			}
		}
	}

	// write the tag object offsets
	pos_current = ftell(file);
	fseek(file, pos_tagend, SEEK_SET);
	put32(pos_current, file);
	fseek(file, pos_current, SEEK_SET);

	// allocate the structs used to calculate tag_pivot
	std::vector<Point3> tag_pivot_origin;
	std::vector<double> tag_pivot_volume;
	if (g_tag_for_pivot)
	{
		tag_pivot_origin.resize(g_total_frames);
		tag_pivot_volume.resize(g_total_frames);
	}

	// mesh objects
	// for each mesh object write uv and frames
	SceneEnumProc scratch(ei->theScene, start_time, gi);
	ExportState("Writing %i meshes", (int)lMeshes.size());
	for (std::list<ExportNode>::iterator mesh_i = lMeshes.begin(); mesh_i != lMeshes.end(); mesh_i++)
	{
		bool needsDel;

		ExportState("Start mesh #%i", mesh_i);
		INode *node = checkScene[mesh_i->i]->node;
		Matrix3 tm	= node->GetObjTMAfterWSM(start_time);
		TriObject *tri = GetTriObjectFromNode(node, start_time, needsDel);
		if (!tri)
			continue;

		// get mesh, compute normals
		Mesh &mesh = tri->GetMesh();
		MeshNormalSpec *meshNormalSpec = mesh.GetSpecifiedNormals();
		if (meshNormalSpec)
		{
			if (!meshNormalSpec->GetNumFaces())
				meshNormalSpec = NULL;
			else
			{
				meshNormalSpec->SetParent(&mesh);
				meshNormalSpec->CheckNormals();
			}
		}
		mesh.checkNormals(TRUE);

		// fix lazy object names
		ExportState("Attempt to fix mesh name '%s'", mesh_i->name);
		char  meshname[64];
		size_t meshnamelen = min(63, strlen(mesh_i->name));
		memset(meshname, 0, 64);
		strncpy(meshname, mesh_i->name, meshnamelen);
		meshname[meshnamelen] = 0;
		if (!strncmp("Box", meshname, 3)    || !strncmp("Sphere", meshname, 6)  || !strncmp("Cylinder", meshname, 8) ||
            !strncmp("Torus", meshname, 5)  || !strncmp("Cone", meshname, 4)    || !strncmp("GeoSphere", meshname, 9) ||
			!strncmp("Tube", meshname, 4)   || !strncmp("Pyramid", meshname, 7) || !strncmp("Plane", meshname, 5) ||
			!strncmp("Teapot", meshname, 6) || !strncmp("Object", meshname, 6))
		{
name_conflict:
			lazynamesfixed++;
			if (lazynamesfixed == 1)
				strcpy(meshname, "base");
			else
				sprintf(meshname, "base%i", lazynamesfixed);

			// check if it's not used by another mesh
			for (std::list<ExportNode>::iterator m_i = lMeshes.begin(); m_i != lMeshes.end(); m_i++)
				if (!strncmp(m_i->name, meshname, strlen(meshname)))
					goto name_conflict;
			// approve name
			ExportWarning("Lazy object name '%s' (mesh renamed to '%s').", node->GetName(), meshname);
		}

		// special mesh check
		bool shadow_or_collision = false;
		if (g_mesh_special)
			  if (!strncmp("collision", meshname, 9) || !strncmp("shadow", meshname, 6))
				shadow_or_collision = true;

		// get material
		const char *shadername = NULL;
		Texmap *tex = 0;
		Mtl *mtl = 0;
		if (!shadow_or_collision)
		{
			mtl = node->GetMtl();
			if (mtl)
			{
				// check for multi-material
				if (mtl->IsMultiMtl())
				{
					// check if it's truly multi material
					// we do support multi-material with only one texture (some importers set it)
					bool multi_material = false;
					MtlID matId = mesh.faces[0].getMatID();
					for (i = 1; i < mesh.getNumFaces(); i++)
						if (mesh.faces[i].getMatID() != matId)
							multi_material = true;

					if (multi_material)
						if (g_mesh_multimaterials == MULTIMATERIALS_NONE)
							ExportWarning("Object '%s' is multimaterial and using multiple materials on its faces, that case is not yet supported (truncating to first submaterial).", node->GetName());
					
					// switch to submaterial
					mtl = mtl->GetSubMtl(matId);
				}

				// get shader from material if supplied
				char *materialname = GetChar(mtl->GetName());
				if (g_mesh_materialasshader && (strstr(materialname, "/") != NULL || strstr(materialname, "\\") != NULL))
					shadername = GetChar(mtl->GetName());
				else
				{
					// get texture
					tex = mtl->GetSubTexmap(ID_DI);
					if (tex)
					{
						if (tex->ClassID() == Class_ID(BMTEX_CLASS_ID, 0x00))
						{
							shadername = GetChar(((BitmapTex *)tex)->GetMapName());
							if (shadername == NULL || !shadername[0])
								ExportWarning("Object '%s' material '%s' has no bitmap.", tex->GetName(), node->GetName());
						}
						else
						{
							tex = NULL;
							ExportWarning("Object '%s' has material with wrong texture type (only Bitmap are supported).", node->GetName());
						}
					}
					else
						ExportWarning("Object '%s' has material but no texture.", node->GetName());
				}
			}
			else
				ExportWarning("Object '%s' has no material.", node->GetName());
		}

		long pos_meshstart = ftell(file);

		// surface object
		ExportState("Writing mesh '%s' header", meshname);
		putChars("IDP3", 4, file);
		putChars(meshname, 64, file);
		put32(0, file); // flags
		put32(g_total_frames, file);                          // framecount
		put32(1, file);                                       // skincount
		long pos_vertexnum = ftell(file); put32(0, file);     // vertexcount
		put32(mesh.getNumFaces(), file);                      // trianglecount
		long pos_trianglestart = ftell(file); put32(0, file); // start triangles
		put32(108, file);                                     // header size
		long pos_texvecstart = ftell(file); put32(0, file);   // texvecstart
		long pos_vertexstart = ftell(file); put32(16, file);  // vertexstart
		long pos_meshsize = ftell(file); put32(32, file);	  // meshsize

		// write out a single 'skin'
		ExportState("Writing mesh %s texture", meshname);
		if (shadow_or_collision)
			putChars(meshname, 64, file);
		else if (shadername) 
			putMaterial(shadername, mtl, tex, file);
		else
			putChars("noshader", 64, file);
		put32(0, file); // flags

		// build geometry
		ExportState("Building vertexes/triangles");
		std::vector<ExportVertex>vVertexes;
		std::vector<ExportTriangle>vTriangles;
		vVertexes.resize(mesh.getNumVerts());
		int vExtraVerts = mesh.getNumVerts();
		for (i = 0; i < mesh.getNumVerts(); i++)
		{
			vVertexes[i].vert = i;
			vVertexes[i].normalfilled = false;
			// todo: check for coincident verts
		}
		int vNumExtraVerts = 0;

		// check normals
		if (!mesh.normalsBuilt && !shadow_or_collision)
			ExportWarning("Object '%s' does not have normals contructed.", node->GetName());

		// get info for triangles
		const float normal_epsilon = 0.01f;
		vTriangles.resize(mesh.getNumFaces());
		for (i = 0; i < mesh.getNumFaces(); i++)
		{
			DWORD smGroup = mesh.faces[i].getSmGroup();
			ExportState("Mesh %s: checking normals for face %i of %i", meshname, i, mesh.getNumFaces());
			for (j = 0; j < 3; j++)
			{
				int vert = mesh.faces[i].getVert(j);
				vTriangles[i].e[j] = vert;
				// find a right normal for this vertex and save its 'address'
				int vni;
				Point3 vn;
				if (!mesh.normalsBuilt || shadow_or_collision)
				{
					vn.Set(0, 0, 0);
					vni = 0;
				}
				else
				{
					int numNormals;
					RVertex *rv = mesh.getRVertPtr(vert);
					if (meshNormalSpec)
					{  
						ExportState("face %i vert %i have normal specified", i, j);
						// mesh have explicit normals (i.e. Edit Normals modifier)
						vn = meshNormalSpec->GetNormal(i, j);
						vni = meshNormalSpec->GetNormalIndex(i, j);
					}
					else if (rv && rv->rFlags & SPECIFIED_NORMAL)
					{
						ExportState("face %i vert %i have SPECIFIED_NORMAL flag", i, j);
						// SPECIFIED_NORMAL flag
						vn = rv->rn.getNormal();
						vni = 0;
					}
					else if (rv && (numNormals = rv->rFlags & NORCT_MASK) && smGroup)
					{
						// If there is only one vertex is found in the rn member.
						if (numNormals == 1)
						{
							ExportState("face %i vert %i have solid smooth group", i, j);
							vn = rv->rn.getNormal();
							vni = 0;
							
						}
						else
						{
							ExportState("face %i vert %i have mixed smoothing groups", i, j);
							// If two or more vertices are there you need to step through them
							// and find the vertex with the same smoothing group as the current face.
							// You will find multiple normals in the ern member.
							for (int k = 0; k < numNormals; k++)
							{
								if (rv->ern[k].getSmGroup() & smGroup)
								{
									vn = rv->ern[k].getNormal();
									vni = 1 + k;
								}
							}
						}
					}
					else
					{
						ExportState("face %i vert %i flat shaded", i, j);
						// Get the normal from the Face if no smoothing groups are there
						vn = mesh.getFaceNormal(i);
						vni = 0 - (i + 1);
					}
				}

				// subdivide to get all normals right
				if (!vVertexes[vert].normalfilled)
				{
					vVertexes[vert].normal = vn;
					vVertexes[vert].normalindex = vni;
					vVertexes[vert].normalfilled = true;
				}
				else if ((vVertexes[vert].normal - vn).Length() >= normal_epsilon)
				{
					// current vertex not matching normal - it was already filled by different smoothing group
					// find a vert in extra verts in case it was already created
					bool vert_found = false;
					for (int ev = vExtraVerts; ev < (int)vVertexes.size(); ev++)
					{
						if (vVertexes[ev].vert == vert && (vVertexes[ev].normal - vn).Length() < normal_epsilon)
						{
							vert_found = true;
							vTriangles[i].e[j] = ev;
							break;
						}
					}
					// we havent found a vertex, create new
					if (!vert_found)
					{
						ExportVertex NewVert;
						NewVert.vert = vVertexes[vert].vert;
						NewVert.normal = vn;
						NewVert.normalindex = vni;
						NewVert.normalfilled = true;
						vTriangles[i].e[j] = (int)vVertexes.size();
						vVertexes.push_back(NewVert);
						vNumExtraVerts++;
					}
				}
			}
		}
		int vNumExtraVertsForSmoothGroups = vNumExtraVerts;

		// generate UV map
		// VorteX: use direct maps reading since getNumTVerts()/getTVert is deprecated
		//  max sets two default mesh maps: 0 - vertex color, 1 : UVW, 2 & up are custom ones
		ExportState("Building UV map");
		std::vector<ExportUV>vUVMap;
		vUVMap.resize(vVertexes.size());
		int meshMap = 1;
		if (!mesh.mapSupport(meshMap) || !mesh.getNumMapVerts(meshMap) || shadow_or_collision)
		{
			for (i = 0; i < mesh.getNumVerts(); i++)
			{
				vUVMap[i].u = 0.5;
				vUVMap[i].v = 0.5;
			}
			if (!shadow_or_collision)
				ExportWarning("No UV mapping was found on object '%s'.", node->GetName());
		}
		else
		{
			UVVert *meshUV = mesh.mapVerts(meshMap);
			for (i = 0; i < (int)vTriangles.size(); i++)
			{
				ExportState("Mesh %s: converting tvert for face %i of %i", meshname, i, (int)vTriangles.size());
				// for 3 face vertexes
				for (j = 0; j < 3; j++)
				{
					int vert = vTriangles[i].e[j];
					int tv = mesh.tvFace[i].t[j];
					UVVert &UV = meshUV[tv];

					if (!vUVMap[vert].filled)
					{
						// fill uvMap vertex
						vUVMap[vert].u = UV.x;
						vUVMap[vert].v = UV.y;
						vUVMap[vert].filled = true;
						vUVMap[vert].tvert = tv;
					}
					else if (tv != vUVMap[vert].tvert)
					{
						// uvMap slot for this vertex has been filled
						// we should arrange triangle to other vertex, which not filled and having same shading and uv
						// check if any of the extra vertices can fit
						bool vert_found = false;
						for (int ev = vExtraVerts; ev < (int)vVertexes.size(); ev++)
						{
							if (vVertexes[ev].vert == vert && vUVMap[vert].u == UV.x &&vUVMap[vert].v == UV.y  && (vVertexes[ev].normal - vVertexes[vert].normal).Length() < normal_epsilon)
							{
								vert_found = true;
								vTriangles[i].e[j] = vVertexes[ev].vert;
								break;
							}
						}
						if (!vert_found)
						{
							// create new vert
							ExportVertex NewVert;
							NewVert.vert = vVertexes[vert].vert;
							NewVert.normal = vVertexes[vert].normal;
							NewVert.normalindex = vVertexes[vert].normalindex;
							NewVert.normalfilled = vVertexes[vert].normalfilled;
							vTriangles[i].e[j] = (int)vVertexes.size();
							vVertexes.push_back(NewVert);
							vNumExtraVerts++;
							// create new TVert
							ExportUV newUV;
							newUV.filled = true;
							newUV.u = UV.x;
							newUV.v = UV.y;
							newUV.tvert = tv;
							vUVMap.push_back(newUV);
						}
					}
				}
			}
		}
		int vNumExtraVertsForUV = (vNumExtraVerts - vNumExtraVertsForSmoothGroups);

		// print some debug stats
		ExportDebug("    mesh %s: %i vertexes +%i %s +%i UV, %i triangles", meshname, ((int)vVertexes.size() - vNumExtraVerts), vNumExtraVertsForSmoothGroups, meshNormalSpec ? "EditNormals" : "SmoothGroups", vNumExtraVertsForUV, (int)vTriangles.size());

		// fill in triangle start
		pos_current = ftell(file);
		fseek(file, pos_trianglestart, SEEK_SET);
		put32(pos_current - pos_meshstart, file);
		fseek(file, pos_current, SEEK_SET);

		// detect if object have negative scale (mirrored)
		// in this canse we should rearrange triangles counterclockwise
		// so stuff will not be inverted
		ExportState("Mesh %s: writing %i triangles", meshname, (int)vTriangles.size());
		if (DotProd(CrossProd(tm.GetRow(0), tm.GetRow(1)), tm.GetRow(2)) < 0.0)
		{
			ExportWarning("Object '%s' is mirrored (having negative scale on it's transformation)", node->GetName());
			for (i = 0; i < (int)vTriangles.size(); i++)
			{
				put32(vTriangles[i].b, file);	// vertex index
				put32(vTriangles[i].c, file);	// for 3 vertices
				put32(vTriangles[i].a, file);	// of triangle
			}
		}
		else
		{
			for (i = 0; i < (int)vTriangles.size(); i++)
			{
				put32(vTriangles[i].a, file);	// vertex index
				put32(vTriangles[i].c, file);	// for 3 vertices
				put32(vTriangles[i].b, file);	// of triangle
			}
		}

		// fill in texvecstart
		// write out UV mapping coords.
		ExportState("Mesh %s: writing %i UV vertexes", meshname, (int)vUVMap.size());
		pos_current = ftell(file);
		fseek(file, pos_texvecstart, SEEK_SET);
		put32(pos_current - pos_meshstart, file);
		fseek(file, pos_current, SEEK_SET);
		for (i = 0; i < (int)vUVMap.size(); i++)
		{
			putFloat(vUVMap[i].u, file); // texture coord u,v
			putFloat(1.0f - vUVMap[i].v, file);	// for vertex
		}
		vUVMap.clear();

		// fill in vertexstart
		pos_current = ftell(file);
		fseek(file, pos_vertexstart, SEEK_SET);
		put32(pos_current - pos_meshstart, file);
		fseek(file, pos_current, SEEK_SET);

		// fill in vertexnum
		pos_current = ftell(file);
		fseek(file, pos_vertexnum, SEEK_SET);
		put32((int)vVertexes.size(), file);
		fseek(file, pos_current, SEEK_SET);

		// write out for each frame the position of each vertex
		long current_frame = 0;
		ExportState("Mesh %s: writing %i frames", meshname, g_total_frames);
		for (range_i = g_frame_ranges.begin(); range_i != g_frame_ranges.end(); range_i++)
		{
			for (i = (*range_i).first; i <= (int)(*range_i).last; i++, current_frame++)
			{
				bool _needsDel;

				// get triobject for current frame
				SceneEnumProc current_scene(ei->theScene, i * g_ticks_per_frame, gi);
				current_time = current_scene.time;
				INode *_node = current_scene[mesh_i->i]->node;
				TriObject *_tri	= GetTriObjectFromNode(_node, current_time, _needsDel);
				if (!_tri)
					continue;

				// get mesh, compute normals
				Mesh &_mesh	= _tri->GetMesh();
				MeshNormalSpec *_meshNormalSpec = _mesh.GetSpecifiedNormals();
				if (_meshNormalSpec)
				{
					if (!_meshNormalSpec->GetNumFaces())
						_meshNormalSpec = NULL;
					else
					{
						_meshNormalSpec->SetParent(&_mesh);
						_meshNormalSpec->CheckNormals();
					}
				}
				_mesh.checkNormals(TRUE);

				// get transformations for current frame
				Matrix3 _tm	= _node->GetObjTMAfterWSM(current_time);

				ExportState("Mesh %s: writing frame %i of %i", meshname, current_frame, g_total_frames);

				Point3 BoxMin(0, 0, 0);
				Point3 BoxMax(0, 0, 0);
				for (j = 0; j < (int)vVertexes.size(); j++) // number of vertices
				{
					ExportState("Mesh %s: transform vertex %i of %i", meshname, j, (int)vVertexes.size());

					int vert = vVertexes[j].vert;
					Point3 &v = _tm.PointTransform(_mesh.getVert(vert));
					
					// populate bbox data
					if (!shadow_or_collision)
					{
						BoxMin.x = min(BoxMin.x, v.x);
						BoxMin.y = min(BoxMin.y, v.y);
						BoxMin.z = min(BoxMin.z, v.z);
						BoxMax.x = max(BoxMax.x, v.x);
						BoxMax.y = max(BoxMax.y, v.y);
						BoxMax.z = max(BoxMax.z, v.z);
					}

					// write vertex
					double f;
					f = v.x * 64.0f; if (f < -32768.0) f = -32768.0; if (f > 32767.0) f = 32767.0; put16((short)f, file);
					f = v.y * 64.0f; if (f < -32768.0) f = -32768.0; if (f > 32767.0) f = 32767.0; put16((short)f, file);
					f = v.z * 64.0f; if (f < -32768.0) f = -32768.0; if (f > 32767.0) f = 32767.0; put16((short)f, file);

					// get normal
					ExportState("Mesh %s: transform vertex normal %i of %i", meshname, j, (int)vVertexes.size());
					Point3 n;
					if (_meshNormalSpec) // mesh have explicit normals (i.e. Edit Normals modifier)
						n = _meshNormalSpec->Normal(vVertexes[j].normalindex);
					else if (!vVertexes[j].normalfilled || !_mesh.normalsBuilt)
						n = _mesh.getNormal(vert);
					else
					{
						RVertex *rv = _mesh.getRVertPtr(vert);
						if (vVertexes[j].normalindex < 0)
							n = _mesh.getFaceNormal((0 - vVertexes[j].normalindex) - 1);
						else if (vVertexes[j].normalindex == 0)
							n = rv->rn.getNormal();
						else 
							n = rv->ern[vVertexes[j].normalindex - 1].getNormal();
					}

					// transform normal
					Point3 &nt = _tm.VectorTransform(n).Normalize();

					// encode a normal vector into a 16-bit latitude-longitude value
					double lng = acos(nt.z) * 255 / (2 * pi);
					double lat = atan2(nt.y, nt.x) * 255 / (2 * pi);
					put16((((int)lat & 0xFF) << 8) | ((int)lng & 0xFF), file);
				}

				// blend the pivot positions for tag_pivot using mesh's volumes for blending power
				if (g_tag_for_pivot && !shadow_or_collision)
				{
					ExportState("Mesh %s: writing tag_pivot", meshname);

					Point3 Size = BoxMax - BoxMin;
					double BoxVolume = pow(Size.x * Size.y * Size.z, 0.333f);

					// blend matrices
					float blend = (float)(BoxVolume / (BoxVolume + tag_pivot_volume[current_frame]));
					float iblend = 1 - blend;
					tag_pivot_volume[current_frame]   = tag_pivot_volume[current_frame] + BoxVolume;
					Point3 row = _tm.GetRow(3) - _node->GetObjOffsetPos();
					tag_pivot_origin[current_frame].x = tag_pivot_origin[current_frame].x * iblend + row.x * blend;
					tag_pivot_origin[current_frame].y = tag_pivot_origin[current_frame].y * iblend + row.y * blend;
					tag_pivot_origin[current_frame].z = tag_pivot_origin[current_frame].z * iblend + row.z * blend;
				}

				// populate bbox data for frames
				lFrameBBoxMin[current_frame].x = min(lFrameBBoxMin[current_frame].x, BoxMin.x);
				lFrameBBoxMin[current_frame].y = min(lFrameBBoxMin[current_frame].y, BoxMin.y);
				lFrameBBoxMin[current_frame].z = min(lFrameBBoxMin[current_frame].z, BoxMin.z);
				lFrameBBoxMax[current_frame].x = max(lFrameBBoxMax[current_frame].x, BoxMax.x);
				lFrameBBoxMax[current_frame].y = max(lFrameBBoxMax[current_frame].y, BoxMax.y);
				lFrameBBoxMax[current_frame].z = max(lFrameBBoxMax[current_frame].z, BoxMax.z);

				// delete the working object, if necessary.
				if (_needsDel)
					delete _tri;
			}
		}

		// delete if necessary
		if (needsDel)
			delete tri;

		// fill in meshsize
		pos_current = ftell(file);
		fseek(file, pos_meshsize, SEEK_SET);
		put32(pos_current - pos_meshstart, file);
		fseek(file, pos_current, SEEK_SET);  

		// reset back to first frame
		SceneEnumProc scratch(ei->theScene, start_time, gi);
		totalTris += (long)vTriangles.size();
		totalVerts += (long)vVertexes.size();
		vTriangles.clear();
		vVertexes.clear();
	}

	// write tag_pivot
	ExportState("Writing tag_pivot positions");
	if (g_tag_for_pivot)
	{
		pos_current = ftell(file);
		long current_frame = 0;
		for (range_i = g_frame_ranges.begin(); range_i != g_frame_ranges.end(); range_i++)
		{
			for (i = (*range_i).first; i <= (int)(*range_i).last; i++, current_frame++)
			{
				fseek(file, pos_tags + totalTags*112*current_frame + (int)lTags.size()*112 + 64, SEEK_SET);
				// origin
				putFloat(tag_pivot_origin[current_frame].x, file);
				putFloat(tag_pivot_origin[current_frame].y, file);
				putFloat(tag_pivot_origin[current_frame].z, file);
			}
		}
		fseek(file, pos_current, SEEK_SET);
	}
	tag_pivot_volume.clear();
	tag_pivot_origin.clear();

	// write frame data
	ExportState("Writing culling info");
	long current_frame = 0;
	pos_current = ftell(file);
	for (range_i = g_frame_ranges.begin(); range_i != g_frame_ranges.end(); range_i++)
	{
		for (i = (*range_i).first; i <= (int)(*range_i).last; i++, current_frame++)
		{
			fseek(file, pos_framestart + current_frame*56, SEEK_SET);
			putFloat(lFrameBBoxMin[current_frame].x, file);	// bbox min vector
			putFloat(lFrameBBoxMin[current_frame].y, file);
			putFloat(lFrameBBoxMin[current_frame].z, file);	
			putFloat(lFrameBBoxMax[current_frame].x, file); // bbox max vector
			putFloat(lFrameBBoxMax[current_frame].y, file);
			putFloat(lFrameBBoxMax[current_frame].z, file);
			putFloat(0, file); // local origin (usually 0 0 0)
			putFloat(0, file);
			putFloat(0, file);
			putFloat(max(lFrameBBoxMin[current_frame].Length(), lFrameBBoxMax[current_frame].Length()) , file); // radius of bounding sphere
		}
	}
	fseek(file, pos_current, SEEK_SET);
	lFrameBBoxMin.clear();
	lFrameBBoxMax.clear();

	// fill in filesize
	pos_current = ftell(file);
	fseek(file, pos_filesize, SEEK_SET);
	put32(pos_current, file);
	fseek(file, pos_current, SEEK_SET);

	fclose(file);

	ExportDebug("    total: %i vertexes, %i triangles", totalVerts, totalTris);

	return TRUE;
}
Beispiel #28
0
// Determine is the node has negative scaling.
// This is used for mirrored objects for example. They have a negative scale factor
// so when calculating the normal we should take the vertices counter clockwise.
// If we don't compensate for this the objects will be 'inverted'.
BOOL Exporter::TMNegParity(Matrix3 &m)
{
	return (DotProd(CrossProd(m.GetRow(0),m.GetRow(1)),m.GetRow(2))<0.0)?1:0;
}
bool PFOperatorSimpleSpeed::Proceed(IObject* pCont, 
									 PreciseTimeValue timeStart, 
									 PreciseTimeValue& timeEnd,
									 Object* pSystem,
									 INode* pNode,
									 INode* actionNode,
									 IPFIntegrator* integrator)
{
	// acquire all necessary channels, create additional if needed
	IParticleChannelNewR* chNew = GetParticleChannelNewRInterface(pCont);
	if(chNew == NULL) return false;
	IParticleChannelPTVR* chTime = GetParticleChannelTimeRInterface(pCont);
	if(chTime == NULL) return false;
	IParticleChannelAmountR* chAmount = GetParticleChannelAmountRInterface(pCont);
	if(chAmount == NULL) return false;
	// the position channel may not be present. For some option configurations it is okay
	IParticleChannelPoint3R* chPos = GetParticleChannelPositionRInterface(pCont);
	int iDir = _pblock()->GetInt(kSimpleSpeed_direction, timeStart);
	if ((chPos == NULL) && ((iDir == kSS_Icon_Center_Out) || (iDir == kSS_Icon_Arrow_Out)))
		return false;

	IChannelContainer* chCont;
	chCont = GetChannelContainerInterface(pCont);
	if (chCont == NULL) return false;

	// the channel of interest
	bool initSpeed = false;
	IParticleChannelPoint3W* chSpeed = (IParticleChannelPoint3W*)chCont->EnsureInterface(PARTICLECHANNELSPEEDW_INTERFACE,
																			ParticleChannelPoint3_Class_ID,
																			true, PARTICLECHANNELSPEEDR_INTERFACE,
																			PARTICLECHANNELSPEEDW_INTERFACE, true,
																			actionNode, (Object*)NULL, &initSpeed);
	IParticleChannelPoint3R* chSpeedR = GetParticleChannelSpeedRInterface(pCont);
	if ((chSpeed == NULL) || (chSpeedR == NULL)) return false;

	// there are no new particles
	if (chNew->IsAllOld()) return true;

	float fUPFScale = 1.0f/TIME_TICKSPERSEC; // conversion units per seconds to units per tick
	Point3 pt3SpeedVec;
	RandGenerator* prg = randLinker().GetRandGenerator(pCont);
	int iQuant = chAmount->Count();
	bool wasIgnoringEmitterTMChange = IsIgnoringEmitterTMChange();
	if (!wasIgnoringEmitterTMChange) SetIgnoreEmitterTMChange();
	for(int i = 0; i < iQuant; i++) {
		if(chNew->IsNew(i)) { // apply only to new particles
			TimeValue tv = chTime->GetValue(i).TimeValue();
			Matrix3 nodeTM = pNode->GetObjectTM(tv);
			float fSpeedParam = fUPFScale * GetPFFloat(pblock(), kSimpleSpeed_speed, tv);
			// change speed in user selected direction
			switch(iDir) {
				case kSS_Along_Icon_Arrow: {
						// icon arrow appears to be in the negative z direction
						pt3SpeedVec = -Normalize(nodeTM.GetRow(2));
					}
					break;
				case kSS_Icon_Center_Out: {
						Point3 pt3IconCenter = nodeTM.GetTrans();
						Point3 pt3PartPos = chPos->GetValue(i);
						pt3SpeedVec = Normalize(pt3PartPos - pt3IconCenter);
					}
					break;
				case kSS_Icon_Arrow_Out: {
						Point3 pt3PartPos = chPos->GetValue(i);
						Point3 pt3ArrowVec = nodeTM.GetRow(2);
						Point3 pt3Tmp = CrossProd(pt3PartPos - nodeTM.GetTrans(), pt3ArrowVec);
						pt3SpeedVec = Normalize(CrossProd(pt3ArrowVec, pt3Tmp));
					}
					break;
				case kSS_Rand_3D: {
						pt3SpeedVec = RandSphereSurface(prg);
					}
					break;
				case kSS_Rand_Horiz: {
						float fAng = TWOPI * prg->Rand01();
						// establish x, y coordinates of random angle, z component zero
						float x = cos(fAng); float y = sin(fAng); float z = 0.0f;
						pt3SpeedVec = Point3(x, y, z);
					}
					break;
				case kSS_Inherit_Prev: {
						if (initSpeed) 
							pt3SpeedVec = Point3::Origin;
						else
							pt3SpeedVec = Normalize(chSpeedR->GetValue(i));
					}
					break;
			}
			// account for reverse check box
			int iRev = _pblock()->GetInt(kSimpleSpeed_reverse, 0);
			float fDirMult = iRev > 0 ? -1.f : 1.f;
			// calculate variation
			float fVar = fUPFScale * GetPFFloat(pblock(), kSimpleSpeed_variation, tv);
			if(fVar > 0.f)
				fSpeedParam = fSpeedParam + fVar * prg->Rand11();
			pt3SpeedVec = fDirMult * fSpeedParam * pt3SpeedVec;
			// calculate divergence
			float fDiv = GetPFFloat(pblock(), kSimpleSpeed_divergence, tv);
			pt3SpeedVec = DivergeVectorRandom(pt3SpeedVec, prg, fDiv);

			chSpeed->SetValue(i, pt3SpeedVec);
		}
	}
	if (!wasIgnoringEmitterTMChange) ClearIgnoreEmitterTMChange();

	return true;
}
Beispiel #30
0
bool Exporter::TMNegParity(const Matrix3 &m)
{
	return (DotProd(CrossProd(m.GetRow(0),m.GetRow(1)),m.GetRow(2))<0.0)?true:false;
}