void NifImporter::SetNormals(Mesh& mesh, const vector<Niflib::Triangle>& tris, const vector<Niflib::Vector3>& n)
{
	mesh.checkNormals(TRUE);
	if (n.size() > 0)
	{
		bool needNormals = false;
		for (unsigned int i=0; i<n.size(); i++){
			Vector3 v = n[i];
			Point3 norm(v.x, v.y, v.z);
			if (norm != mesh.getNormal(i)) {
				needNormals = true;
				break;
			}
		}
		if (needNormals)
		{
#if VERSION_3DSMAX > ((5000<<16)+(15<<8)+0) // Version 5
			mesh.SpecifyNormals();
			MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals ();
			if (NULL != specNorms)
			{
				specNorms->ClearAndFree();
				specNorms->SetNumFaces(tris.size());
				specNorms->SetNumNormals(n.size());

				Point3* norms = specNorms->GetNormalArray();
				for (unsigned int i=0; i<n.size(); i++){
					Vector3 v = n[i];
					norms[i] = Point3(v.x, v.y, v.z);
				}
				MeshNormalFace* pFaces = specNorms->GetFaceArray();
				for (unsigned int i=0; i<tris.size(); i++){
					const Triangle& tri = tris[i];
					pFaces[i].SpecifyNormalID(0, tri.v1);
					pFaces[i].SpecifyNormalID(1, tri.v2);
					pFaces[i].SpecifyNormalID(2, tri.v3);
				}
#if VERSION_3DSMAX > ((7000<<16)+(15<<8)+0) // Version 7+
				specNorms->SetAllExplicit(true);
#else
				for (int i=0; i<specNorms->GetNumNormals(); ++i) {
					specNorms->SetNormalExplicit(i, true);
				}
#endif
				specNorms->CheckNormals();
			}
#endif
		}
	}
}
Beispiel #2
0
bool Exporter::splitMesh(INode *node, Mesh& mesh, FaceGroups &grps, TimeValue t, vector<Color4>& vertColors, bool noSplit)
{
	Mtl* nodeMtl = node->GetMtl();
	Matrix3 tm = node->GetObjTMAfterWSM(t);

	// Order of the vertices. Get 'em counter clockwise if the objects is
	// negatively scaled.
	int vi[3];
	if (TMNegParity(tm)) {
		vi[0] = 2; vi[1] = 1; vi[2] = 0;
	} else {
		vi[0] = 0; vi[1] = 1; vi[2] = 2;
	}

	Matrix3 flip;
	flip.IdentityMatrix();
	flip.Scale(Point3(1, -1, 1));

   int nv = mesh.getNumVerts();
   int nf = mesh.getNumFaces();

	if (noSplit)
	{
		int nv = mesh.getNumVerts();
		int nf = mesh.getNumFaces();
		// Dont split the mesh at all.  For debugging purposes.
		FaceGroup& grp = grps[0];
		grp.vidx.resize(nv, -1);
		grp.verts.resize(nv);
		grp.faces.resize(nf);
		grp.uvs.resize(nv);
		grp.vnorms.resize(nv);
      grp.fidx.resize(nf);

		Matrix3 texm;
		getTextureMatrix(texm, getMaterial(node, 0));
		texm *= flip;

		for (int face=0; face<nf; ++face) {
         grp.fidx[face] = face;
			for (int vi=0; vi<3; ++vi) {
				int idx = mesh.faces[face].getVert(vi);
				grp.faces[face][vi] = idx;

				// Calculate normal
				Point3 norm;
#if VERSION_3DSMAX <= ((5000<<16)+(15<<8)+0) // Version 5
				norm = getVertexNormal(&mesh, face, mesh.getRVertPtr(idx));
#else
				MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals ();
				if (NULL != specNorms && specNorms->GetNumNormals() != 0)
					norm = specNorms->GetNormal(face, vi);
				else
					norm = getVertexNormal(&mesh, face, mesh.getRVertPtr(idx));
#endif
				Point3 uv;
				if (mesh.tVerts && mesh.tvFace) {
					uv = mesh.tVerts[ mesh.tvFace[ face ].t[ vi ]] * texm;
					uv.y += 1.0f;
				}

				if (grp.vidx[idx] == idx){
					ASSERT(grp.verts[idx] == TOVECTOR3(mesh.getVert(idx)));
					//ASSERT(vg.norm == norm);
					//Point3 uv = mesh.getTVert(idx);
					//if (mesh.getNumTVerts() > 0)
					//{
					//	ASSERT(grp.uvs[idx].u == uv.x && grp.uvs[idx].v == uv.y);
					//}
				} else {
					grp.vidx[idx] = idx;
					grp.verts[idx] = TOVECTOR3(mesh.getVert(idx));
					//grp.uvs[idx].u = uv.x;
					//grp.uvs[idx].v = uv.y;
					grp.vnorms[idx] = TOVECTOR3(norm);
				}
			}
		}
		for (int i=0; i<nv; ++i) {
			ASSERT(grp.vidx[i] != -1);
		}
	}
	else
	{
		int face, numSubMtls = nodeMtl?nodeMtl->NumSubMtls():0;
		for (face=0; face<mesh.getNumFaces(); face++) 
		{
			int mtlID = (numSubMtls!=0) ? (mesh.faces[face].getMatID() % numSubMtls) : 0;
         Mtl *mtl = getMaterial(node, mtlID);
			Matrix3 texm;
			getTextureMatrix(texm, mtl);
			texm *= flip;

         FaceGroup& grp = grps[mtlID];

		 if (grp.uvMapping.size() == 0) // Only needs to be done once per face group
		 {
			 int nmaps = 0;
			 int nmapsStart = max(1, mesh.getNumMaps() - (mesh.mapSupport(0) ? 1 : 0)); // Omit vertex color map.
			 for (int ii = 1; ii <= nmapsStart; ii++) // Winnow out the unsupported maps.
			 {
				 if (!mesh.mapSupport(ii)) continue;
				 grp.uvMapping[ii] = nmaps++;
			 }
			 grp.uvs.resize(nmaps == 0 ? 1 : nmaps);
		 }
         if (nv > int(grp.verts.capacity()))
         {
            grp.vgrp.reserve(nv);
            grp.verts.reserve(nv);
            grp.vnorms.reserve(nv);
            for (int i=0; i<grp.uvs.size(); ++i)
               grp.uvs[i].reserve(nv);
            grp.vcolors.reserve(nv);
            grp.vidx.reserve(nv);
         }
         if (nf > int(grp.faces.capacity()))
         {
            grp.faces.reserve(nf);
            grp.fidx.reserve(nf);
         }

         Triangle tri;
         for (int i=0; i<3; i++)
            tri[i] = addVertex(grp, face, vi[i], &mesh, texm, vertColors);
         grp.faces.push_back(tri);

         if (grp.fidx.size() < nf)
            grp.fidx.resize(nf,-1);
         grp.fidx[face] = grp.faces.size() - 1;
		}
	}

	return true;
}
Beispiel #3
0
int Exporter::addVertex(FaceGroup &grp, int face, int vi, Mesh *mesh, const Matrix3 &texm, vector<Color4>& vertColors)
{
   VertexGroup vg;
   int vidx;
   vidx = vg.idx = mesh->faces[ face ].v[ vi ];
	vg.pt = mesh->verts[ vidx ];
#if VERSION_3DSMAX <= ((5000<<16)+(15<<8)+0) // Version 5
   vg.norm = getVertexNormal(mesh, face, mesh->getRVertPtr(vidx));
#else
   MeshNormalSpec *specNorms = mesh->GetSpecifiedNormals ();
   if (NULL != specNorms && specNorms->GetNumNormals() != 0)
      vg.norm = specNorms->GetNormal(face, vi);
   else
      vg.norm = getVertexNormal(mesh, face, mesh->getRVertPtr(vidx));
#endif

   int nmaps = grp.uvMapping.size();
   map<int,int>::iterator UVSetIter;
   vg.uvs.resize(nmaps > 0 ? nmaps : 1);
   if (nmaps > 0) {
	  for (UVSetIter=grp.uvMapping.begin() ; UVSetIter != grp.uvMapping.end(); UVSetIter++ )
      {
		  int maxUVIdx = (*UVSetIter).first;
		  int nifUVIdx = (*UVSetIter).second;
         TexCoord& uvs = vg.uvs[nifUVIdx];
         UVVert *uv = mesh->mapVerts(maxUVIdx); 
         TVFace *tv = mesh->mapFaces(maxUVIdx);
         if (uv && tv) {
            Point3 uvw = uv[ tv[ face ].t[ vi ]] * texm;
            uvs.u = uvw[0];
            uvs.v = uvw[1] + 1.0f;
         }
      }
   } else {
      if (mesh->tVerts && mesh->tvFace) {
         Point3 uvw = mesh->tVerts[ mesh->tvFace[ face ].t[ vi ]] * texm;
         vg.uvs[0].u = uvw[0];
         vg.uvs[0].v = uvw[1] + 1.0f;
      }
   }
   vg.color = Color4(1.0f, 1.0f, 1.0f);
   if (mVertexColors && !vertColors.empty()){
      TVFace *vcFace = mesh->vcFaceData ? mesh->vcFaceData : mesh->vcFace;
      if (vcFace) {
         int vidx = vcFace[ face ].t[ vi ];
         vg.color = vertColors[vidx];
      }
   }

   VertexCompare vc(grp, Exporter::mWeldThresh, Exporter::mNormThresh, Exporter::mUVWThresh);
   int n = grp.verts.size();
#if 0
   IntRange range = std::equal_range(grp.vmap.begin(), grp.vmap.end(), vg, vc);
   if (range.first != range.second) {
      return (*range.first);
   } 
   grp.vmap.insert(range.first, n);
#else
   for (int i=0; i<grp.vgrp.size(); i++) {
      if ( vc.compare(vg, i) == 0 )
         return i;
   }
   grp.vmap.push_back(n);
#endif
   grp.vidx.push_back(vidx);
   grp.vgrp.push_back(vg);
   grp.verts.push_back(TOVECTOR3(vg.pt));
   grp.vnorms.push_back(TOVECTOR3(vg.norm));
   for (int i=0; i< grp.uvs.size(); ++i) {
      TexCoords& uvs = grp.uvs[i];
      uvs.push_back(vg.uvs[i]);
   }
   grp.vcolors.push_back(vg.color);
   return n;
}
Beispiel #4
0
Exporter::Result Exporter::exportMesh(NiNodeRef &ninode, INode *node, TimeValue t)
{
	ObjectState os = node->EvalWorldState(t);

	bool local = !mFlattenHierarchy;

	TriObject *tri = (TriObject *)os.obj->ConvertToType(t, Class_ID(TRIOBJ_CLASS_ID, 0));
	if (!tri)
		return Skip;

	Mesh *copymesh = NULL;
	Mesh *mesh = &tri->GetMesh();

	Matrix3 mtx(true), rtx(true);
	if (Exporter::mCollapseTransforms)
	{
		mtx = GetNodeLocalTM(node, t);
		mtx.NoTrans();
		Quat q(mtx);
		q.MakeMatrix(rtx);
		mesh = copymesh = new Mesh(*mesh);
		{
			int n = mesh->getNumVerts();
			for ( unsigned int i = 0; i < n; ++i ) {
				Point3& vert = mesh->getVert(i);
				vert = mtx * vert;
			}
			mesh->checkNormals(TRUE);
#if VERSION_3DSMAX > ((5000<<16)+(15<<8)+0) // Version 6+
			MeshNormalSpec *specNorms = mesh->GetSpecifiedNormals ();
			if (NULL != specNorms) {
				specNorms->CheckNormals();
				for ( unsigned int i = 0; i < specNorms->GetNumNormals(); ++i ) {
					Point3& norm = specNorms->Normal(i);
					norm = (rtx * norm).Normalize();
				}
			}
#endif
		}
	}
	// Note that calling setVCDisplayData will clear things like normals so we set this up first
	vector<Color4> vertColors;
	if (mVertexColors)
	{
		bool hasvc = false;
		if (mesh->mapSupport(MAP_ALPHA))
		{
			mesh->setVCDisplayData(MAP_ALPHA);         int n = mesh->getNumVertCol();
			if (n > vertColors.size())
				vertColors.assign(n, Color4(1.0f, 1.0f, 1.0f, 1.0f));
			VertColor *vertCol = mesh->vertColArray;
			if (vertCol) {
				for (int i=0; i<n; ++i) {
					VertColor c = vertCol[ i ];
					float a = (c.x + c.y + c.z) / 3.0f;
					vertColors[i].a = a;
					hasvc |= (a != 1.0f);
				}
			}
		}
		if (mesh->mapSupport(0))
		{
			mesh->setVCDisplayData(0);
			VertColor *vertCol = mesh->vertColArray;
			int n = mesh->getNumVertCol();
			if (n > vertColors.size())
				vertColors.assign(n, Color4(1.0f, 1.0f, 1.0f, 1.0f));
			if (vertCol) {
				for (int i=0; i<n; ++i) {
					VertColor col = vertCol[ i ];
					vertColors[i] = Color4(col.x, col.y, col.z, vertColors[i].a);
					hasvc |= (col.x != 1.0f || col.y != 1.0f || col.z != 1.0f);
				}
			}
		}
		if (!hasvc) vertColors.clear();
	}

#if VERSION_3DSMAX <= ((5000<<16)+(15<<8)+0) // Version 5
	mesh->checkNormals(TRUE);
#else
	MeshNormalSpec *specNorms = mesh->GetSpecifiedNormals ();
	if (NULL != specNorms) {
		specNorms->CheckNormals();
		if (specNorms->GetNumNormals() == 0)
			mesh->checkNormals(TRUE);
	} else {
		mesh->checkNormals(TRUE);
	}
#endif

	Result result = Ok;

	Modifier* geomMorpherMod = GetMorpherModifier(node);
	bool noSplit = FALSE;
//	bool noSplit = (NULL != geomMorpherMod);

	while (1)
	{
		FaceGroups grps;
		if (!splitMesh(node, *mesh, grps, t, vertColors, noSplit))
		{
			result = Error;
			break;
		}
		bool exportStrips = mTriStrips && (Exporter::mNifVersionInt > VER_4_2_2_0);

		Matrix44 tm = Matrix44::IDENTITY;
		if ( mExportExtraNodes || (mExportType != NIF_WO_ANIM && isNodeKeyed(node) ) ) {
			tm = TOMATRIX4(getObjectTransform(node, t, false) * Inverse(getNodeTransform(node, t, false)));
		} else {
			Matrix33 rot; Vector3 trans;
			objectTransform(rot, trans, node, t, local);
			tm = Matrix44(trans, rot, 1.0f);
		}
		tm = TOMATRIX4(Inverse(mtx)) * tm;

		TSTR basename = node->NodeName();
		TSTR format = (!basename.isNull() && grps.size() > 1) ? "%s:%d" : "%s";

		int i=1;
		FaceGroups::iterator grp;
		for (grp=grps.begin(); grp!=grps.end(); ++grp, ++i)
		{
			string name = FormatString(format, basename.data(), i);
			NiTriBasedGeomRef shape = makeMesh(ninode, getMaterial(node, grp->first), grp->second, exportStrips);
			if (shape == NULL)
			{
				result = Error;
				break;
			}

			if (node->IsHidden())
				shape->SetVisibility(false);

			shape->SetName(name);
			shape->SetLocalTransform(tm);

			if (Exporter::mZeroTransforms) {
				shape->ApplyTransforms();
			}

			makeSkin(shape, node, grp->second, t);

			if (geomMorpherMod) {
				vector<Vector3> verts = shape->GetData()->GetVertices();
				exportGeomMorpherControl(geomMorpherMod, verts, shape->GetData()->GetVertexIndices(), shape);
				shape->GetData()->SetConsistencyFlags(CT_VOLATILE);
			}

		}

		break;
	}

	if (tri != os.obj)
		tri->DeleteMe();

	if (copymesh)
		delete copymesh;

	return result;
}
Beispiel #5
0
void RenderMesh::ConvertFaces(Mesh *Mesh, int MatIndex, Tab<Vert3> &Verts, Tab<Face3> &Faces, bool NegScale)
{
    Face3			TmpFace;
    Vert3			TmpVert;
	BitArray		Written;
	int				i,j,k,NumFace;
	int				NumUV,UVCount,Index;
	int				NumVert,Count,VIndex;
	Face			*aFace;
	Tab<BasisVert>	FNormals;
	Tab<VNormal>	Normals;
	UVVert			*UVVert;
	TVFace			*UVFace;
	Point3			S,T,SxT;
	unsigned long	Sg;

	bool useMeshNorms = false;


	if(NegScale)
	{
		gVIndex[0] = 2;
		gVIndex[1] = 1;
		gVIndex[2] = 0;
	}
	else
	{
		gVIndex[0] = 0;
		gVIndex[1] = 1;
		gVIndex[2] = 2;
	}

	// Do we have an EditNormal modifier present - if so we use those normals instead.
	// We only use this if they have been applied on a face with smoothing groups, otherwise
	// it messes up the tangent space calculation.  Probably not the most obtmized route, but it
	// works...

	MeshNormalSpec * meshNorm = Mesh->GetSpecifiedNormals();
	if(meshNorm && meshNorm->GetNumNormals())
		useMeshNorms = true;

	NumFace = 0;

	for(i=0; i < Mesh->getNumFaces(); i++) 
	{
		if(!Mesh->faces[i].Hidden())
		{
			Index = Mesh->getFaceMtlIndex(i) + 1;

			if(Index == MatIndex || MatIndex == 0)
			{
				NumFace++;
			}
		}

	}

	NumVert = Mesh->getNumVerts();
    Verts.SetCount(NumVert);

    Faces.SetCount(NumFace);

	if(NumVert == 0 || NumFace == 0)
	{
		return;
	}

	ComputeVertexNormals(Mesh,FNormals,Normals,NegScale);

    Written.SetSize(Mesh->getNumVerts());
    Written.ClearAll();

	NumUV = Mesh->getNumMaps();	

	if(NumUV)
	{	
		Count = 0;

		if(NumUV > MAX_TMUS + 1)
		{
			NumUV = MAX_TMUS + 1;
		}

		for(i=0; i < Mesh->getNumFaces(); i++) 
		{
			aFace = &Mesh->faces[i];

			TmpFace.m_Num[0] = aFace->v[gVIndex[0]];
			TmpFace.m_Num[1] = aFace->v[gVIndex[1]];
			TmpFace.m_Num[2] = aFace->v[gVIndex[2]];


			Sg = aFace->smGroup;

			for(j=0; j < 3; j++) 
			{
				VIndex			 = aFace->v[gVIndex[j]];
				TmpVert.m_Pos	 = Mesh->verts[VIndex];

				if(Sg)
				{
					if(useMeshNorms)
					{
						int normID = meshNorm->Face(i).GetNormalID(gVIndex[j]);
						TmpVert.m_Normal = meshNorm->Normal(normID).Normalize();
						Normals[VIndex].GetNormal(Sg,S,T,SxT);
					}
					else
					        TmpVert.m_Normal = Normals[VIndex].GetNormal(Sg,S,T,SxT);
					
					TmpVert.m_S		 = S;
					TmpVert.m_T		 = T;
					TmpVert.m_SxT	 = SxT;

				}
				else
				{
					TmpVert.m_Normal = FNormals[i].m_Normal;
					TmpVert.m_S		 = FNormals[i].m_S;
					TmpVert.m_T		 = FNormals[i].m_T;
					TmpVert.m_SxT	 = FNormals[i].m_SxT;
				}

				UVCount		 = 0;
				TmpVert.m_Sg = Sg;

				for(k=0;k<m_MapChannels.Count();k++)
				{	
					int index = m_MapChannels[k];

					if(Mesh->getNumMapVerts(index))
					{
						UVVert = Mesh->mapVerts(index);
						UVFace = Mesh->mapFaces(index);

						TmpVert.m_UV[k].x = UVVert[UVFace[i].t[gVIndex[j]]].x;
						TmpVert.m_UV[k].y = UVVert[UVFace[i].t[gVIndex[j]]].y;

	
					}
					else
					{
						TmpVert.m_UV[k].x = 0.0f;
						TmpVert.m_UV[k].y = 0.0f;
					}
				}
				
		
				if(Written[VIndex]) 
				{
					if((Sg == 0) || 
					   (Verts[VIndex].m_Sg != TmpVert.m_Sg) ||	
					   (!UVVertEqual(Verts[VIndex].m_UV[0],TmpVert.m_UV[0]))) 
					{
						TmpFace.m_Num[j] = Verts.Count();
						Verts.Append(1,&TmpVert,10);
					}
				} 
				else 
				{
					Verts[VIndex] = TmpVert;
					Written.Set(VIndex);
				}

			}

			if(!Mesh->faces[i].Hidden())
			{
				Index = Mesh->getFaceMtlIndex(i) + 1;

				if(Index == MatIndex || MatIndex == 0)
				{
					Faces[Count++] = TmpFace;
				}

			}

		}

	}
	else
	{
		for(i=0; i < Mesh->getNumFaces(); i++) 
		{
			aFace = &Mesh->faces[i];

			Faces[i].m_Num[0] = aFace->v[gVIndex[0]];
			Faces[i].m_Num[1] = aFace->v[gVIndex[1]];
			Faces[i].m_Num[2] = aFace->v[gVIndex[2]];

			for(j=0; j < 3; j++) 
			{
				VIndex					= aFace->v[gVIndex[j]];
				Verts[VIndex].m_Pos		= Mesh->verts[VIndex];
				Verts[VIndex].m_Normal	= Normals[VIndex].GetNormal(aFace->smGroup,S,T,SxT);
				Verts[VIndex].m_S		= Point3(0.0f,0.0f,0.0f);
				Verts[VIndex].m_T		= Point3(0.0f,0.0f,0.0f);
				Verts[VIndex].m_SxT		= Point3(0.0f,0.0f,0.0f);

				for(k=0; k < MAX_TMUS; k++)
				{
					Verts[VIndex].m_UV[k].x = 0.0f;
					Verts[VIndex].m_UV[k].y = 0.0f;
				}

			}

		}

	}
	Verts.Shrink();
	

}
void MaxAWDExporter::ExportTriGeom(AWDTriGeom *awdGeom, Object *obj, INode *node, ISkin *skin, IGameMesh * igame_mesh)
{
    if (awdGeom != NULL) {
        if (awdGeom->get_is_created())
            return;
        else {
            awdGeom->set_is_created(true);

            // Extract skinning information (returns number of joints per vertex),
            // and writes the weights and joints array according to the jpv
            int jpv=0;
            awd_float64 *weights=NULL;
            awd_uint32 *joints=NULL;
            jpv = ExportSkin(node, skin, &weights, &joints);
            // Calculate offset matrix from the object TM (which includes geometry offset)
            // this will be used to transform all vertices into node space.
            int time=maxInterface->GetTime();

            // get the neutral pose time from the vertex (using a dedcated cache for this)
            bool hasVertexAnim=vetexAnimNeutralPosecache->hasKey(node);
            if(hasVertexAnim)
                time=vetexAnimNeutralPosecache->Get(node)*GetTicksPerFrame();
            else{
                // get the neutral pose time from the skeleton, if any is used
                if (opts->ExportSkin() && skin && jpv>0) {
                    SkeletonCacheItem *skel = skeletonCache->GetFromBone(skin->GetBone(0));
                    time=skel->awdSkel->get_neutralPose();
                }
            }

            Matrix3 offsMtx = node->GetObjectTM(time) * Inverse(node->GetNodeTM(time));
            bool isInSkinPoseMode=false;
            double *mtxData = (double *)malloc(12*sizeof(double));
            SerializeMatrix3(offsMtx, mtxData);
            /*if (skin && jpv>0) {
                // if the mesh is not in "Skin Pose Mode",
                // we add the bind-matrix to the offset matrix (so that all points are moved accoridingly)
                // and later we set the transform matrix of the mesh to the identity-matrix (no transform)
                ISkinPose * skinPose;
                skinPose=skinPose->GetISkinPose(*node);
                //isInSkinPoseMode=skinPose->SkinPoseMode();
                Matrix3 mtx;
                mtx.IdentityMatrix();
                if (!isInSkinPoseMode){
                    Matrix3 bm;
                    bm.IdentityMatrix();
                    //skin->GetSkinInitTM(node, bm, true);
                    //offsMtx *= bm;
                    //SerializeMatrix3(mtx, mtxData);
                }
                skinPose=NULL;
            }*/

            ObjectState os;
            // Flatten entire modifier stack
            os = node->EvalWorldState(time);
            obj = os.obj;
            // its allready been taken care that the correct obj is submitted to this function, so we can directly convert to TriObject (?)
            TriObject *triObject = (TriObject*)obj->ConvertToType(time, Class_ID(TRIOBJ_CLASS_ID, 0));

            Mesh mesh = triObject->mesh;
            int numTris = mesh.getNumFaces();
            int numVerts = mesh.getNumVerts();
            awdGeom->set_originalPointCnt(numVerts);

            // This could happen for example with splines (No!, this should never happen, because we check for this earlier (?))
            if (numTris==0)
                return;
            /*
            //TODO: optional reorder exported faces, so that quads are stored first
            //we than can store one uint32 as offset into the triangle-list, to reconstruct quads on import

            int * quadDic=(int *)malloc(sizeof(int) * numTris);
            int * isExportedDic=(int *)malloc(sizeof(int) * numTris);
            int cnt1=0;
            for(cnt1=0;cnt1<numTris;cnt1++){
                quadDic[cnt1]=0;
                isExportedDic[cnt1]=0;
            }
            PolyObject *polyObject = (PolyObject*)obj->ConvertToType(time, Class_ID(POLYOBJ_CLASS_ID, 0));
            if (polyObject!=NULL){
                MNMesh mnMesh = polyObject->GetMesh();
                int numFaces = mnMesh.FNum();
                int numtri = mnMesh.TriNum();
                int idxCnt=0;
                for(idxCnt=0;idxCnt<numFaces;idxCnt++){
                    MNFace thisface=mnMesh.f[idxCnt];
                    if(thisface.TriNum()==2){
                        Tab<int> intList;
                        thisface.GetTriangles(intList);
                        //quadDic[intList[0]]=intList[1];
                        //quadDic[intList[1]]=intList[0];
                    }
                }
                //if (polyObject!=obj)
                //    polyObject->DeleteMe();
            }
            */
            bool force_split=opts->SplitByMatID();// if true, the GeomUtils will create a SubGeo for each MaterialID used by a face, no matter if they share materials or not
            bool useUV=opts->ExportUVs();// TODO: check if uvs exists
            bool useSecUVs=useUV; // TODO: check if second UVs exists (and are requested)
            bool useNormals=opts->ExportNormals();

            // ATTENTION:
            // we have collected all meshintsances that are using this geometry.
            // but some material-settings ( UV / SecondUV / explode) can force us to create multiple geometries...

            // the IGAmeMesh gives acces to some handy functions for exporting meshes
            // we still need to use the mesh from the standart api, to have access to the correct UV (?)

            MeshNormalSpec *specificNormals = NULL;
            if(igame_mesh!=NULL){
                int numTrisGameMesh = igame_mesh->GetNumberOfFaces();
                if (numTrisGameMesh!=numTris){
                    return; //ERROR: faceCount of game-mesh is not facecount of api-mesh - should not happen
                }
                AWDBlockList * meshInstanceList = awdGeom->get_mesh_instance_list();
                if (meshInstanceList==NULL){
                    return; //ERROR: faceCount of game-mesh is not facecount of api-mesh - should not happen
                }
                int numMeshInstances=meshInstanceList->get_num_blocks();
                if ((meshInstanceList!=NULL)&&(numMeshInstances==0)){
                    return; //ERROR: faceCount of game-mesh is not facecount of api-mesh - should not happen
                }
                // check if the first UVChannel is available for this mesh ( numTVFaces must be equal to numTris)
                if (useUV) {
                    try{
                        if (mesh.mapSupport(1)){
                            MeshMap * mesh_map;
                            mesh_map = &(mesh.Map(1));
                            int numTrisMap = mesh_map->getNumFaces();
                            if (numTrisMap!=numTris){
                                useUV=false;
                                useSecUVs=false;
                            }
                        }
                        else{
                            useUV=false;
                            useSecUVs=false;
                        }
                    }
                    catch(...){
                        useUV=false;
                        useSecUVs=false;
                    }
                }
                // check if any normals are available for the mesh
                if (useNormals) {
                    mesh.SpecifyNormals();
                    specificNormals = mesh.GetSpecifiedNormals();
                    int  specificNormalCount = specificNormals->GetNumNormals();// for me, this is allways been 0
                    if (specificNormalCount==0){
                        specificNormals=NULL;
                        int numNorms = igame_mesh->GetNumberOfNormals();
                        if (numNorms==0){
                            useNormals=false;
                        }
                    }
                }

                AWD_field_type precision_geo=AWD_FIELD_FLOAT32;
                if (opts->StorageGeometry()==1)
                    precision_geo=AWD_FIELD_FLOAT64;
                AWDGeomUtil * geomUtil=new AWDGeomUtil(awdGeom->get_split_faces(), force_split, useUV, useSecUVs, useNormals, 0.0, jpv, precision_geo);
                // create a list of GUGeom for each Mesh instance.
                // before collecting the actual geom-data,
                // we will reduce the number of GUGeoms to the minimum needed to display all mesh-instances correctly
                geomUtil->createPreGeometries(meshInstanceList);
                Tab<int> MatIDList=igame_mesh->GetActiveMatIDs();
                int matIDCnt;
                Tab<FaceEx *> facelist;
                // for each submesh do:
                for (matIDCnt=0; matIDCnt< MatIDList.Count(); matIDCnt++){
                    facelist=igame_mesh->GetFacesFromMatID(MatIDList[matIDCnt]);
                    int idx;
                    int faceCnt=facelist.Count();
                    if (faceCnt>0){
                        // if the submesh will be used (if the matID is used by any face):
                        AWDBlockList * subMaterialList = new AWDBlockList();
                        int meshInstCnt=0;
                        // for each mesh instance, apply the material
                        for (meshInstCnt=0;meshInstCnt<numMeshInstances; meshInstCnt++){
                            AWDMeshInst * awdMesh=(AWDMeshInst *)meshInstanceList->getByIndex(meshInstCnt);
                            if (awdMesh==NULL){
                                return;
                            }
                            else{
                                AWDBlockList * preMaterials = awdMesh->get_pre_materials();
                                if (preMaterials==NULL){
                                    return;
                                }
                                else{
                                    bool createDefault = false;
                                    AWDMaterial * thisMatBlock = (AWDMaterial *)preMaterials->getByIndex(MatIDList[matIDCnt]);
                                    if (thisMatBlock==NULL){
                                        thisMatBlock=(AWDMaterial *)awdMesh->get_defaultMat();
                                    }
                                    if (useUV){
                                        if (thisMatBlock->get_mappingChannel()>0)
                                            thisMatBlock->set_mappingChannel(checkIfUVMapExists(mesh, numTris, thisMatBlock->get_mappingChannel()));
                                    }
                                    if (useSecUVs){
                                        if (thisMatBlock->get_secondMappingChannel()>0)
                                            thisMatBlock->set_secondMappingChannel(checkIfUVMapExists(mesh, numTris, thisMatBlock->get_secondMappingChannel()));
                                    }
                                    subMaterialList->force_append(thisMatBlock);
                                }
                            }
                        }
                        geomUtil->add_new_sub_geo_to_preGUgeoms(subMaterialList, MatIDList[matIDCnt]);
                        delete subMaterialList;
                    }
                }
                geomUtil->createGeometries();

                for (matIDCnt=0; matIDCnt<MatIDList.Count(); matIDCnt++){
                    facelist=igame_mesh->GetFacesFromMatID(MatIDList[matIDCnt]);
                    int idx;
                    int faceCnt=facelist.Count();
                    if (faceCnt>0){
                        int numGeoms=geomUtil->get_geoList()->get_num_blocks();
                        int geoCnt;
                        for(geoCnt=0; geoCnt<numGeoms; geoCnt++){
                            GUGeo * thisGUGeo = geomUtil->get_geoList()->get_by_idx(geoCnt);
                            // get the uvs using the index stored in the geomUtil
                            // get the secondUV using the index stored in the geomUtil
                            // get the explode (normals) using the index stored in the geomUtil

                            // ATTENTION: its not a Subgeo but a SubgeoGroup, so it contain several Subgeos if the face or vert lists are to big for one subgeo
                            int thisSubGeoIdx=geomUtil->getSubGeoIdxForMatIdx(MatIDList[matIDCnt]);
                            GUSubGeoGroup *thisSubGeoGroup = thisGUGeo->get_subGeomList()->get_by_idx(thisSubGeoIdx);
                            if (thisSubGeoGroup==NULL){
                                return;
                            }
                            AWDMaterial * thisAWDMat=(AWDMaterial *)thisSubGeoGroup->materials->getByIndex(0);
                            bool explode=thisAWDMat->get_is_faceted();

                            MeshMap * mainUVMeshMap=NULL;
                            MeshMap * secondUVMeshMap=NULL;

                            if (thisSubGeoGroup->include_uv){
                                if (thisAWDMat->get_mappingChannel()>0)
                                    mainUVMeshMap = &(mesh.Map(thisAWDMat->get_mappingChannel()));
                            }
                            if (thisSubGeoGroup->include_suv){
                                if (thisAWDMat->get_secondMappingChannel()>0)
                                    secondUVMeshMap = &(mesh.Map(thisAWDMat->get_secondMappingChannel()));
                            }
                            // for each face in the list do:
                            bool hasMultipleUV=false;
                            for (idx=0;idx<faceCnt;idx++){
                                /*if(isExportedDic[idx]==0){
                                    isExportedDic[idx]=1;
                                    if(quadDic[idx]>0){
                                        int yes=0;
                                    }*/
                                    // this will create a new SubGeo inside the SubgeoGroup, if the limits are reached
                                thisSubGeoGroup->check_limits();
                                // create a new vert
                                FaceEx * f=facelist[idx];
                                int apiFaceIdx=f->meshFaceIndex;
                                TVFace tvface;
                                TVFace tvFaceSecond;
                                Face face = mesh.faces[apiFaceIdx];
                                DWORD *inds = face.getAllVerts();
                                if (thisSubGeoGroup->include_uv){
                                    if (mainUVMeshMap!=NULL)
                                        tvface = mainUVMeshMap->tf[apiFaceIdx];
                                    else
                                        tvface = mesh.tvFace[apiFaceIdx];
                                }
                                if (thisSubGeoGroup->include_suv){
                                    if (secondUVMeshMap!=NULL)
                                        tvFaceSecond = secondUVMeshMap->tf[apiFaceIdx];
                                    else
                                        tvFaceSecond = mesh.tvFace[apiFaceIdx];
                                }
                                Point3 faceNormal;
                                if (geomUtil->include_normals) {
                                    // if we want to export normals, but no normals was read, than we need to calculate ourself,
                                    // using the face-normal for the angle-calulation
                                    if ((igame_mesh==NULL && specificNormals==NULL)||(explode)){
                                        // faceNormal = mesh.getFaceNormal(t); // this crashes 3dsmax (why?), so calulate the facenormal manually:
                                            Point3 v0, v1, v2;
                                            Tab<Point3> fnorms;
                                            v0 = mesh.getVert(face.getVert(0));
                                            v1 = mesh.getVert(face.getVert(1));
                                            v2 = mesh.getVert(face.getVert(2));
                                            faceNormal = (v1-v0)^(v2-v1);
                                            faceNormal = Normalize(faceNormal);
                                    }
                                }
                                int v;
                                for (v=2; v>=0; v--) {
                                    int vIdx = face.getVert(v);
                                    Point3 vtx = offsMtx * mesh.getVert(vIdx);

                                    vdata *vd = (vdata *)malloc(sizeof(vdata));
                                    vd->orig_idx = vIdx;
                                    vd->x = vtx.x;
                                    vd->y = vtx.z;
                                    vd->z = vtx.y;
                                    // Might not have UV coords
                                    if (geomUtil->include_uv) {
                                        int tvIdx;
                                        Point3 tvtx;
                                        Point3 stvtx;
                                        if (mainUVMeshMap!=NULL)
                                            tvtx=mainUVMeshMap->tv[tvface.t[v]];
                                        else{
                                            tvIdx = tvface.getTVert(v);
                                            tvtx = mesh.getTVert(tvIdx);
                                        }

                                        if (secondUVMeshMap!=NULL)
                                            stvtx=secondUVMeshMap->tv[tvFaceSecond.t[v]];
                                        else{
                                            tvIdx = tvface.getTVert(v);
                                            stvtx = mesh.getTVert(tvIdx);
                                        }
                                        vd->u = tvtx.x;
                                        vd->v = 1.0-tvtx.y;
                                        vd->su = stvtx.x;
                                        vd->sv = 1.0-stvtx.y;
                                    }

                                    if (geomUtil->include_normals) {
                                        Point3 normal;
                                        // if specific vertex-normals was found, we use it, if the subgeo is not set to explode
                                        if ((specificNormals!=NULL) && (!explode)){
                                            normal = specificNormals->GetNormal(apiFaceIdx, v);
                                        }
                                        // else if a (not specific) vertex-normals was found (on the igame-mesh), we use it, if the subgeo is not set to explode
                                        else if ((igame_mesh!=NULL) && (!explode)){
                                            igame_mesh->GetNormal(f->norm[v], normal, true);
                                        }
                                        // else: since we still want normals exported, we use the face-normal (using facenormal with threshold of 0 will explode the mesh
                                        else{
                                            // i dont think this should really get executed anymore (since the igame-object allways should give access to the normals)
                                            normal=faceNormal;
                                        }
                                        // if the object is skinned, we get the global normals
                                        if (jpv>0){
                                            if (normal)
                                                normal=offsMtx*normal;
                                        }

                                        vd->nx = normal.x;
                                        vd->ny = normal.z;
                                        vd->nz = normal.y;
                                    }

                                    // If there is skinning information, copy it from the weight
                                    // and joint index arrays returned by ExportSkin() above.
                                    vd->num_bindings = jpv;
                                    if (jpv > 0) {
                                        vd->weights = (awd_float64*)malloc(jpv*sizeof(awd_float64));
                                        vd->joints = (awd_uint32*)malloc(jpv*sizeof(awd_uint32));

                                        int memoffs = jpv*vIdx;
                                        memcpy(vd->weights, weights+memoffs, jpv*sizeof(awd_float64));
                                        memcpy(vd->joints, joints+memoffs, jpv*sizeof(awd_uint32));
                                    }

                                    vd->force_hard = false;

                                    // add the new vertex to the subgeo
                                    thisSubGeoGroup->append_vdata(vd);
                                }
                            }
                        }
                    }
                }
                AWDBlockList * returned_geoms =  geomUtil->build_geom(awdGeom);

                AWDBlockIterator * it=NULL;
                AWDMeshInst * block;
                int maxCount=0;
                int geomCnt=0;
                for (geomCnt=0; geomCnt<returned_geoms->get_num_blocks();geomCnt++){
                    AWDTriGeom * thisAWDGeom=(AWDTriGeom *)returned_geoms->getByIndex(geomCnt);
                    it = new AWDBlockIterator(thisAWDGeom->get_mesh_instance_list());
                    AWDSubGeom *sub;
                    sub = thisAWDGeom->get_first_sub();
                    while (sub) {
                        AWDBlockList *subGeoGroupMatList=sub->get_materials();
                        int thisIdx=0;
                        it->reset();
                        while ((block = (AWDMeshInst*)it->next()) != NULL) {
                            block->set_geom(thisAWDGeom);
                            //if (!isInSkinPoseMode){
                            //    block->set_transform(mtxData);
                            //}
                            AWDMaterial * thisMat=(AWDMaterial *)subGeoGroupMatList->getByIndex(thisIdx);
                            if (thisMat==NULL){
                                int test=0;
                                //ERROR - this should never happen
                            }
                            else{
                                AWDLightPicker * lightPicker=(AWDLightPicker *)block->get_lightPicker();
                                AWDBlock * thisAnimator=(AWDBlock *)block->get_animator();
                                if ((lightPicker!=NULL)||(thisAnimator!=NULL)){
                                    thisMat=thisMat->get_unique_material(lightPicker, thisAnimator, NULL);
                                    if(lightPicker!=NULL){
                                        if(opts->SetMultiPass()){
                                            // multipass using the number of lights, that the lightpicker uses
                                            if (lightPicker->get_lights()->get_num_blocks()>4){
                                                thisMat->set_multiPass(true);
                                            }
                                            else{
                                                thisMat->set_multiPass(false);
                                            }
                                        }
                                        if ((lightPicker->get_lights()->get_num_blocks()>4)&&(!thisMat->get_multiPass())){
                                            AWDMessageBlock * newWarning = new AWDMessageBlock(thisMat->get_name(), "AWDMaterial has more than 4 lights assigned, but is set to singlepass. this will cause problems on render.");
                                            awd->get_message_blocks()->append(newWarning);
                                        }
                                        if(opts->IncludeShadows()){
                                            if(thisMat->get_shadowMethod()!=NULL){
                                                bool shadowOK=lightPicker->check_shadowMethod((AWDShadowMethod *)(thisMat->get_shadowMethod()));
                                                if(!shadowOK){
                                                    AWDMessageBlock * newWarning = new AWDMessageBlock(thisMat->get_name(), "Could not find the ShadowMethod thats applied to the material on one of the lights that it assigned to the material.");
                                                    awd->get_message_blocks()->append(newWarning);
                                                    thisMat->set_shadowMethod(NULL);
                                                }
                                                }
                                            if(thisMat->get_shadowMethod()==NULL){
                                                thisMat->set_shadowMethod(lightPicker->get_shadowMethod());
                                            }
                                        }
                                    }
                                }
                                block->add_material((AWDMaterial*)thisMat);
                            }
                            thisIdx++;
                        }
                        sub = sub->next;
                    }
                    delete it;
                }
                delete returned_geoms;
                // If conversion created a new object, dispose it
                if (triObject != obj)
                    triObject->DeleteMe();
                delete geomUtil;
            }
            else{
            }
            //free(quadDic);
            //free(isExportedDic);
            free(mtxData);
            if (weights!=NULL)
                free(weights);
            if (joints!=NULL)
                free(joints);
        }
    }
    return;
}
Beispiel #7
0
void SymmetryMod::ModifyTriObject (TimeValue t, ModContext &mc, TriObject *tobj, INode *inode) {
	Mesh &mesh = tobj->GetMesh();
	Interval iv = FOREVER;
	int axis, slice, weld, flip;
	float threshold;

	mp_pblock->GetValue (kSymAxis, t, axis, iv);
	mp_pblock->GetValue (kSymFlip, t, flip, iv);
	mp_pblock->GetValue (kSymSlice, t, slice, iv);
	mp_pblock->GetValue (kSymWeld, t, weld, iv);
	mp_pblock->GetValue (kSymThreshold, t, threshold, iv);
	if (threshold<0) threshold=0;

	// Get transform from mirror controller:
	Matrix3 tm  = CompMatrix (t, NULL, &mc, &iv);
	Matrix3 itm = Inverse (tm);

	// Get DotProd(N,x)=offset plane definition from transform
	Point3 Axis(0,0,0);
	Axis[axis] = flip ? -1.0f : 1.0f;
	Point3 origin = tm.GetTrans();
	Point3 N = Normalize(tm*Axis - origin);
	float offset = DotProd (N, origin);

	// Slice operation does not handle NormalSpecs, but it handles mapping channels.
	// move our mesh normal data to a map channel
	MeshNormalSpec *pNormals = mesh.GetSpecifiedNormals ();
	int normalMapChannel = INVALID_NORMALMAPCHANNEL;
	if (pNormals && pNormals->GetNumFaces())
	{
		pNormals->SetParent(&mesh);
		//find an empty map channel
		for (int mp = 0; mp < mesh.getNumMaps(); mp++) 
		{			
			if (!mesh.mapSupport(mp)) 
			{
				normalMapChannel = mp;

				mesh.setMapSupport(normalMapChannel,TRUE);
				MeshMap& map = mesh.Map(normalMapChannel);
				for (int i = 0; i < map.fnum; i++)
				{
					for (int j = 0; j < 3; j++)
					{
						unsigned int newID = pNormals->Face(i).GetNormalID(j);
						map.tf[i].t[j] = newID;
					}
				}
				map.setNumVerts(pNormals->GetNumNormals());
				for (int i = 0; i < map.vnum; i++)
				{
					map.tv[i] = pNormals->Normal(i);
				}				

				// make sure nothing is done with MeshNormalSpec (until data is copied back) 
				pNormals->Clear();
				break;
			}
		}
	}
	
	// Slice off everything below the plane.
	if (slice) SliceTriObject (mesh, N, offset);
	MirrorTriObject (mesh, axis, tm, itm,normalMapChannel);
	if (weld) WeldTriObject (mesh, N, offset, threshold);

	//now move the normals back
	if (pNormals && normalMapChannel != -1)
	{
		MeshMap& map = mesh.Map(normalMapChannel);
		pNormals->SetNumFaces(map.fnum);

		pNormals->SetNumNormals(map.vnum);
		pNormals->SetAllExplicit(true);
		BitArray temp;
		temp.SetSize(map.vnum);
		temp.SetAll();
		pNormals->SpecifyNormals(TRUE,&temp);

		for (int i = 0; i < map.vnum; i++)
		{
			pNormals->GetNormalArray()[i] = map.tv[i];
			pNormals->SetNormalExplicit(i,true);
		}	

		for (int i = 0; i < map.fnum; i++)
		{
			for (int j = 0; j < 3; j++)
			{
				pNormals->SetNormalIndex(i,j,map.tf[i].t[j]);				
				MeshNormalFace& face = pNormals->Face(i);
				face.SpecifyAll(true);
			}
		}

		pNormals->SetFlag(MESH_NORMAL_MODIFIER_SUPPORT);

		for (int i = 0; i < pNormals->GetNumFaces(); i++)
		{
			for (int j = 0; j < 3; j++)
			{
				int id = pNormals->GetNormalIndex(i,j);	
			}
		}

		pNormals->CheckNormals();
		pNormals->SetParent(NULL);

		// Free the map channel
		mesh.setMapSupport(normalMapChannel,FALSE);
	}
	
	tobj->UpdateValidity (GEOM_CHAN_NUM, iv);
	tobj->UpdateValidity (TOPO_CHAN_NUM, iv);
	tobj->UpdateValidity (VERT_COLOR_CHAN_NUM, iv);
	tobj->UpdateValidity (TEXMAP_CHAN_NUM, iv);
	tobj->UpdateValidity (SELECT_CHAN_NUM, iv);
}
/*
*	Get vertex normal using smooth group with normal method.(using RVertex information)
*	FaceVertexIdx is between 0 and 2 local to a triangle
*/
Point3 SGP_MaxInterface::GetVertexNormal( Mesh* pMesh, int faceId, int vertexId, int FaceVertexIdx )
{
	//////////////////////////////////////////////////////////////////////////
	// Below is the way if someone has used "edit normals modifier" to change vertex normal
	MeshNormalSpec *pNormalSpec = pMesh->GetSpecifiedNormals();
	if( pNormalSpec )
	{
		const int NumFaces = pNormalSpec->GetNumFaces();
		const int NumNormals = pNormalSpec->GetNumNormals();

		if( NumFaces != 0 && NumNormals != 0 )
		{
			const int NormalID = pNormalSpec->Face(faceId).GetNormalID(FaceVertexIdx);
			return pNormalSpec->Normal(NormalID).Normalize();
		}
	}
	//////////////////////////////////////////////////////////////////////////

	RVertex *pRVertex;
	pRVertex = pMesh->getRVertPtr(vertexId);


	// get the face
	Face *pFace;
	pFace = &pMesh->faces[faceId];

	// get the smoothing group of the face
	DWORD smGroup;
	smGroup = pFace->smGroup;

	// get the number of normals
	int normalCount;
	normalCount = pRVertex->rFlags & NORCT_MASK;

	// check if the normal is specified ...
	if(pRVertex->rFlags & SPECIFIED_NORMAL)
	{
		return pRVertex->rn.getNormal();
	}
	// ... otherwise, check for a smoothing group
	else if((normalCount > 0) && (smGroup != 0))
	{
		// If there is only one vertex is found in the rn member.
		if(normalCount == 1)
		{
			return pRVertex->rn.getNormal();
		}
		else
		{
			int normalId;
			Point3 n(0,0,0);
			for(normalId = 0; normalId < normalCount; normalId++)
			{
				if(pRVertex->ern[normalId].getSmGroup() & smGroup)
				{
					n = n+pRVertex->ern[normalId].getNormal();
				}
			}
			n = n.Normalize();
			return n;
		}
	}

	// if all fails, return the face normal
	return pMesh->getFaceNormal(faceId);
}
BOOL GetVertexNormalUsingSmoothGroup(Point3& VN, Mesh& mesh, int faceId, int globalvertexId, int _FaceVertexIdx)
{
    //_FaceVertexIdx is between 0 and 2 local to a triangle

    //THIS IS WHAT YOU NEED IF SOMEONE HAS USED THE EDIT NORMAL MODIFIER
    MeshNormalSpec * normalspec = mesh.GetSpecifiedNormals();
    if (normalspec)
    {
        const int NumFaces      = normalspec->GetNumFaces   ();
        const int NumNormals   = normalspec->GetNumNormals   ();

        if (NumFaces && NumNormals)
        {
            const int normID = normalspec->Face(faceId).GetNormalID(_FaceVertexIdx);
            VN = normalspec->Normal(normID).Normalize();
            return TRUE;
        }
    }

    // get the "rendered" vertex
    RVertex *pRVertex = mesh.getRVertPtr(globalvertexId);
    if(! pRVertex)return FALSE;

    // get the face
    const Face& Face = mesh.faces[faceId];

    // get the smoothing group of the face
    const DWORD smGroup = Face.smGroup;

    // get the number of normals
    const int normalCount = pRVertex->rFlags & NORCT_MASK;

    // check if the normal is specified ...
    if(pRVertex->rFlags & SPECIFIED_NORMAL)
    {
        VN = pRVertex->rn.getNormal();
        return TRUE;
    }
    // ... otherwise, check for a smoothing group
    else if((normalCount > 0) && (smGroup != 0))
    {
        // If there is only one vertex is found in the rn member.
        if(normalCount == 1)
        {
            VN = pRVertex->rn.getNormal();
            return TRUE;
        }
        else
        {
            for(int normalId = 0; normalId < normalCount; normalId++)
            {
                if(pRVertex->ern[normalId].getSmGroup() & smGroup)
                {
                    VN = pRVertex->ern[normalId].getNormal();
                    return TRUE;
                }
            }
        }
    }

    // if all failed, return the face normal
    VN = mesh.getFaceNormal(faceId);
    return TRUE;
}