ViewShape::ViewShape(const ShapeObject& other) : index(other.GetIndex()) , type(other.GetType()) , offset(0) , length(other.GetVertexCount()) , bounds(other.GetBounds()) { std::vector<ShapeObject::Part> other_parts = other.GetParts(); for (auto part : other_parts) { parts.push_back(ViewPart(part.type, part.offset, part.length)); } }
bool SplineData::UpdateNode(INode *node) { if (mReset) { mReset = false; return AddNode(node); } else { TimeValue t = GetCOREInterface()->GetTime(); Interval valid; Matrix3 tm = node->GetObjectTM(t,&valid); ObjectState nos = node->EvalWorldState(t); //make sure it is a shape if (nos.obj->IsShapeObject()) { ShapeObject *pathOb = (ShapeObject*)nos.obj; pathOb->MakePolyShape(t, mShapeCache,32,FALSE); mShapeCache.Transform(tm); int numberOfCurves = pathOb->NumberOfCurves(); for (int i = 0; i < numberOfCurves; i++) { //just rebuild our cache info mSplineElementData[i]->ResetBoundingBox(); mSplineElementData[i]->SetLineCache(&mShapeCache.lines[i]); mSplineElementData[i]->ComputePlanarUp(mPlanarMapUp); if (pathOb->CurveClosed(t,i)) mSplineElementData[i]->SetClosed(true); else mSplineElementData[i]->SetClosed(false); mSplineElementData[i]->Select(FALSE); } //now rebuild our derived cross sections RecomputeCrossSections(); if (mActiveSpline >= numberOfCurves) mActiveSpline = 0; mSplineElementData[mActiveSpline]->Select(TRUE); return true; } } return false; }
bool Aliens::isHitBy(const ShapeObject& object) { if( ! object.isVisible()) { return false; } std::vector<Alien>::iterator i = std::find_if(aliens_.begin(), aliens_.end(), Overlap(object.getBoundary())); if(i == aliens_.end()) { return false; } aliens_.erase(i); return true; }
bool SplineData::AddNode(INode *node) { //see if the node is a shape object if (node != NULL) { TimeValue t = GetCOREInterface()->GetTime(); Interval valid; Matrix3 tm = node->GetObjectTM(t,&valid); ObjectState nos = node->EvalWorldState(t); if (nos.obj->IsShapeObject()) { ShapeObject *pathOb = (ShapeObject*)nos.obj; int numberOfCurves = pathOb->NumberOfCurves(); //get number of splines if (numberOfCurves != 0) { pathOb->MakePolyShape(t, mShapeCache,32,FALSE); mShapeCache.Transform(tm); mSplineElementData.SetCount(numberOfCurves); for (int i = 0; i < numberOfCurves; i++) mSplineElementData[i] = NULL; for (int i = 0; i < numberOfCurves; i++) { Box3 bounds; bounds.Init(); //sample the shape object int numberOfCurves = pathOb->NumberOfPieces(t, i); if (numberOfCurves != 0) { mSplineElementData[i] = new SplineElementData(); mSplineElementData[i]->ResetBoundingBox(); mSplineElementData[i]->SetLineCache(&mShapeCache.lines[i]); mSplineElementData[i]->ComputePlanarUp(mPlanarMapUp); mSplineElementData[i]->SetNumCurves(numberOfCurves); mSplineElementData[i]->SetNumberOfCrossSections(numberOfCurves+1); if (pathOb->CurveClosed(t,i)) mSplineElementData[i]->SetClosed(true); else mSplineElementData[i]->SetClosed(false); float curveLength = pathOb->LengthOfCurve(t,i); float runningLength = 0.0f; Quat q; q.Identity(); mSplineElementData[i]->SetCrossSection(0,Point3(0.0f,0.0f,0.0f),Point2(20.0f,20.0f),q); for (int j = 0; j < numberOfCurves; j++) { float u = runningLength/curveLength; mSplineElementData[i]->SetCrossSection(j,Point3(0.0f,0.0f,u),Point2(20.0f,20.0f),q); Point3 lastPoint = pathOb->InterpPiece3D(t,i,j,0.0f,PARAM_NORMALIZED); bounds += lastPoint; float runningU = 0.0f; float inc = 1.0f/(float)(mSampleRate-1); for (int k = 1; k < mSampleRate; k++) { runningU += inc; Point3 p = pathOb->InterpPiece3D(t,i,j,runningU,PARAM_NORMALIZED); runningLength += Length(p-lastPoint); lastPoint = p; bounds += lastPoint; } } mSplineElementData[i]->SetCrossSection(numberOfCurves,Point3(0.0f,0.0f,1.0f),Point2(20.0f,20.0f),q); mSplineElementData[i]->Select(FALSE); } } if (mActiveSpline >= numberOfCurves) mActiveSpline = 0; mSplineElementData[mActiveSpline]->Select(TRUE); //build our bounding box RecomputeCrossSections(); return true; } } } return false; }
void SolidifyPW::ModifyObject(TimeValue t, ModContext &mc, ObjectState * os, INode *node) { //TODO: Add the code for actually modifying the object meshInfo.Free(); if (os->obj->IsSubClassOf(triObjectClassID)) { TriObject *tobj = (TriObject*)os->obj; Mesh &mesh = tobj->GetMesh(); Interval iv = FOREVER; float a,oa; pblock->GetValue(pb_amount,t,a,iv); pblock->GetValue(pb_oamount,t,oa,iv); if (a == oa) oa += 0.00001f; BOOL overrideMatID; int matid; pblock->GetValue(pb_overridematid,t,overrideMatID,iv); pblock->GetValue(pb_matid,t,matid,iv); matid--; if (!overrideMatID) matid = -1; BOOL overridesg; int sg; pblock->GetValue(pb_overridesg,t,overridesg,iv); pblock->GetValue(pb_sg,t,sg,iv); if (!overridesg) sg = -1; int edgeMap; pblock->GetValue(pb_edgemap,t,edgeMap,iv); float tvOffset; pblock->GetValue(pb_tvoffset,t,tvOffset,iv); BOOL ioverrideMatID; int imatid; pblock->GetValue(pb_overrideinnermatid,t,ioverrideMatID,iv); pblock->GetValue(pb_innermatid,t,imatid,iv); imatid--; if (!ioverrideMatID) imatid = -1; BOOL ooverrideMatID; int omatid; pblock->GetValue(pb_overrideoutermatid,t,ooverrideMatID,iv); pblock->GetValue(pb_outermatid,t,omatid,iv); omatid--; if (!ooverrideMatID) omatid = -1; BOOL selEdges, selInner,selOuter; static BOOL selEdgesPrev = FALSE; static BOOL selInnerPrev = FALSE; static BOOL selOuterPrev = FALSE; BOOL updateUI = FALSE; pblock->GetValue(pb_seledges,t,selEdges,iv); pblock->GetValue(pb_selinner,t,selInner,iv); pblock->GetValue(pb_selouter,t,selOuter,iv); if (selEdges && (!selEdgesPrev)) updateUI = TRUE; if (selInner && (!selInnerPrev)) updateUI = TRUE; if (selOuter && (!selOuterPrev)) updateUI = TRUE; selEdgesPrev = selEdges; selInnerPrev = selInner; selOuterPrev = selOuter; if (selEdges || selInner|| selOuter) { mesh.dispFlags = DISP_SELFACES; mesh.selLevel = MESH_FACE; } int segments = 1; pblock->GetValue(pb_segments,t,segments,iv); if (segments < 1) segments = 1; BOOL fixupCorners; pblock->GetValue(pb_fixupcorners,t,fixupCorners,iv); BOOL autoSmooth; float smoothAngle; pblock->GetValue(pb_autosmooth,t,autoSmooth,iv); pblock->GetValue(pb_autosmoothangle,t,smoothAngle,iv); BOOL bevel; INode *node; pblock->GetValue(pb_bevel,t,bevel,iv); pblock->GetValue(pb_bevelshape,t,node,iv); PolyShape shape; if ((bevel) && node) { ObjectState nos = node->EvalWorldState(t); if (nos.obj->IsShapeObject()) { ShapeObject *pathOb = (ShapeObject*)nos.obj; if (!pathOb->NumberOfCurves()) { bevel = FALSE; } else { pathOb->MakePolyShape(t, shape,PSHAPE_BUILTIN_STEPS,TRUE); if (shape.lines[0].IsClosed()) bevel = FALSE; ; } } } DWORD selLevel = mesh.selLevel; mesh.faceSel.ClearAll(); if (bevel) meshInfo.MakeSolid(&mesh,segments, a,oa,matid, sg,edgeMap,tvOffset,imatid,omatid,selEdges,selInner,selOuter,fixupCorners,autoSmooth,smoothAngle,&shape.lines[0]); else meshInfo.MakeSolid(&mesh,segments, a,oa,matid, sg,edgeMap,tvOffset,imatid,omatid,selEdges,selInner,selOuter,fixupCorners,autoSmooth,smoothAngle,NULL); mesh.selLevel = selLevel; mesh.InvalidateTopologyCache (); for (int i = 0; i < mesh.numFaces; i++) { for (int j = 0; j < 3; j++) { int index = mesh.faces[j].v[j]; if ((index < 0) || (index >= mesh.numVerts)) DebugPrint(_T("Invalid face %d(%d) %d\n"),i,j,index); } } int numMaps = mesh.getNumMaps(); for (int mp = -NUM_HIDDENMAPS; mp < numMaps; mp++) { if (!mesh.mapSupport(mp)) continue; Point3 *uvw = mesh.mapVerts(mp); TVFace *uvwFace = mesh.mapFaces(mp); if ((uvw) && (uvwFace)) { int numberTVVerts = mesh.getNumMapVerts(mp); for (int i = 0; i < mesh.numFaces; i++) { for (int j = 0; j < 3; j++) { int index = uvwFace[i].t[j]; if ((index < 0) || (index >= numberTVVerts)) DebugPrint(_T("Invalid Map %d tvface %d(%d) %d\n"),mp,i,j,index); } } } } os->obj->UpdateValidity(GEOM_CHAN_NUM,iv); os->obj->UpdateValidity(TOPO_CHAN_NUM,iv); MeshNormalSpec *pNormSpec = (MeshNormalSpec *) mesh.GetInterface (MESH_NORMAL_SPEC_INTERFACE); if (pNormSpec && pNormSpec->GetNumFaces() > 0) { pNormSpec->SetParent(&mesh); pNormSpec->BuildNormals(); pNormSpec->ComputeNormals(); } if ((updateUI) && (ip)) { ip->PipeSelLevelChanged(); } } EnableUIControls(); }
bool Aliens::hits(const ShapeObject& object) { return std::find_if(bullets_.begin(), bullets_.end(), Overlap(object.getBoundary())) != bullets_.end(); }
bool operator() (const ShapeObject& object) { return object.getBoundary().overlapsWith(boundary); }
//============================================================================================= NL3D::IShape *CExportNel::buildRemanence(INode& node, TimeValue time) { std::auto_ptr<CSegRemanenceShape> srs(new CSegRemanenceShape); uint numSlices = getScriptAppData (&node, NEL3D_APPDATA_REMANENCE_SLICE_NUMBER, 2); float samplingPeriod = getScriptAppData (&node, NEL3D_APPDATA_REMANENCE_SAMPLING_PERIOD, 0.02f); float rollupRatio = getScriptAppData (&node, NEL3D_APPDATA_REMANENCE_ROLLUP_RATIO, 1.f); if (samplingPeriod <= 0.f) samplingPeriod = 0.02f; if (numSlices <= 2) numSlices = 2; if (rollupRatio <= 0) rollupRatio = 1.f; srs->setNumSlices((uint32) numSlices); srs->setSliceTime(samplingPeriod); srs->setRollupRatio(rollupRatio); // get material from this node std::vector<NL3D::CMaterial> materials; CMaxMeshBaseBuild mmbb; buildMaterials(materials, mmbb, node, time); if (materials.size() != 1) { buildRemanenceError(this, node, "The remanent segment %s should have a single material"); return NULL; } srs->setMaterial(materials[0]); // // get geometry ObjectState os = node.EvalWorldState(_Ip->GetTime()); Object *obj = node.EvalWorldState(time).obj; if (obj->SuperClassID() != SHAPE_CLASS_ID) { buildRemanenceError(this, node, "Can't get curves from %s"); return NULL; } ShapeObject *so = (ShapeObject *) obj; if (so->NumberOfCurves() != 1 || so->NumberOfPieces(time, 0) == 0) { buildRemanenceError(this, node, "Remanence export : %s should only contain one curve with at least one segment!"); return NULL; } int numPieces = so->NumberOfPieces(time, 0); srs->setNumCorners(numPieces + 1); // build offset matrix Matrix3 invNodeTM = node.GetNodeTM(time); invNodeTM.Invert(); // Get the object matrix Matrix3 objectTM = node.GetObjectTM(time); // Compute the local to world matrix Matrix3 objectToLocal = objectTM*invNodeTM; for(uint k = 0; k <= (uint) numPieces; ++k) { Point3 pos; pos = (k == 0) ? so->InterpPiece3D(time, 0, 0, 0.f) : so->InterpPiece3D(time, 0, k - 1, 1.f); NLMISC::CVector nelPos; convertVector(nelPos, objectToLocal * pos); srs->setCorner(k, nelPos); } srs->setTextureShifting(CExportNel::getScriptAppData (&node, NEL3D_APPDATA_REMANENCE_SHIFTING_TEXTURE, 0) != 0); if (CExportNel::getScriptAppData (&node, NEL3D_APPDATA_EXPORT_ANIMATED_MATERIALS, 0) != 0) { srs->setAnimatedMaterial(mmbb.MaterialInfo[0].MaterialName); } // ******************************** // *** Export default transformation // ******************************** // Get the node matrix Matrix3 localTM; getLocalMatrix (localTM, node, time); // Get the translation, rotation, scale of the node CVector pos, scale; CQuat rot; decompMatrix (scale, rot, pos, localTM); // Set the default values srs->getDefaultPos()->setDefaultValue(pos); srs->getDefaultScale()->setDefaultValue(scale); srs->getDefaultRotQuat()->setDefaultValue(rot); return srs.release(); /*ObjectState os = node.EvalWorldState(_Ip->GetTime()); Object *obj = node.EvalWorldState(time).obj; TriObject *tri = (TriObject *) obj->ConvertToType(0, Class_ID(TRIOBJ_CLASS_ID, 0)); bool deleteIt=false; if (obj != tri) deleteIt = true; Mesh *pMesh = &tri->mesh; if (pMesh && pMesh->numVerts > 1) { Point3 v = pMesh->getVert(0); NLMISC::CVector minV, maxV; convertVector(minV, v); maxV = minV; for(uint k = 1; k < (uint) pMesh->numVerts; ++k) { NLMISC::CVector nv; v = pMesh->getVert(k); convertVector(nv, v); maxV.maxof(maxV, nv); minV.minof(minV, nv); } srs->setSeg(0, minV); srs->setSeg(1, maxV); } else { buildRemanenceError(this, node, "Can't get mesh from %s or empty mesh"); }*/ // }
bool AlembicCurves::Save(double time, bool bLastFrame) { ESS_PROFILE_FUNC(); //TimeValue ticks = GET_MAX_INTERFACE()->GetTime(); TimeValue ticks = GetTimeValueFromFrame(time); Object *obj = mMaxNode->EvalWorldState(ticks).obj; if(mNumSamples == 0){ bForever = CheckIfObjIsValidForever(obj, ticks); } else{ bool bNewForever = CheckIfObjIsValidForever(obj, ticks); if(bForever && bNewForever != bForever){ ESS_LOG_INFO( "bForever has changed" ); } } SaveMetaData(mMaxNode, this); // check if the spline is animated if(mNumSamples > 0) { if(bForever) { return true; } } AbcG::OCurvesSchema::Sample curvesSample; std::vector<AbcA::int32_t> nbVertices; std::vector<Point3> vertices; std::vector<float> knotVector; std::vector<Abc::uint16_t> orders; if(obj->ClassID() == EDITABLE_SURF_CLASS_ID){ NURBSSet nurbsSet; BOOL success = GetNURBSSet(obj, ticks, nurbsSet, TRUE); AbcG::CurvePeriodicity cPeriod = AbcG::kNonPeriodic; AbcG::CurveType cType = AbcG::kCubic; AbcG::BasisType cBasis = AbcG::kNoBasis; int n = nurbsSet.GetNumObjects(); for(int i=0; i<n; i++){ NURBSObject* pObject = nurbsSet.GetNURBSObject((int)i); //NURBSType type = pObject->GetType(); if(!pObject){ continue; } if( pObject->GetKind() == kNURBSCurve ){ NURBSCurve* pNurbsCurve = (NURBSCurve*)pObject; int degree; int numCVs; NURBSCVTab cvs; int numKnots; NURBSKnotTab knots; pNurbsCurve->GetNURBSData(ticks, degree, numCVs, cvs, numKnots, knots); orders.push_back(degree+1); const int cvsCount = cvs.Count(); const int knotCount = knots.Count(); for(int j=0; j<cvs.Count(); j++){ NURBSControlVertex cv = cvs[j]; double x, y, z; cv.GetPosition(ticks, x, y, z); vertices.push_back( Point3((float)x, (float)y, (float)z) ); } nbVertices.push_back(cvsCount); //skip the first and last entry because Maya and XSI use this format for(int j=1; j<knots.Count()-1; j++){ knotVector.push_back((float)knots[j]); } if(i == 0){ if(pNurbsCurve->IsClosed()){ cPeriod = AbcG::kPeriodic; } } else{ if(pNurbsCurve->IsClosed()){ if(cPeriod != AbcG::kPeriodic){ ESS_LOG_WARNING("Mixed curve wrap types not supported."); } } else{ if(cPeriod != AbcG::kNonPeriodic){ ESS_LOG_WARNING("Mixed curve wrap types not supported."); } } } } } curvesSample.setType(cType); curvesSample.setWrap(cPeriod); curvesSample.setBasis(cBasis); } else { BezierShape beziershape; PolyShape polyShape; bool bBezier = false; // Get a pointer to the spline shpae ShapeObject *pShapeObject = NULL; if (obj->IsShapeObject()) { pShapeObject = reinterpret_cast<ShapeObject *>(obj); } else { return false; } // Determine if we are a bezier shape if (pShapeObject->CanMakeBezier()) { pShapeObject->MakeBezier(ticks, beziershape); bBezier = true; } else { pShapeObject->MakePolyShape(ticks, polyShape); bBezier = false; } // Get the control points //std::vector<Point3> inTangents; //std::vector<Point3> outTangents; if (bBezier) { int oldVerticesCount = (int)vertices.size(); for (int i = 0; i < beziershape.SplineCount(); i += 1) { Spline3D *pSpline = beziershape.GetSpline(i); int knots = pSpline->KnotCount(); for(int ix = 0; ix < knots; ++ix) { Point3 in = pSpline->GetInVec(ix); Point3 p = pSpline->GetKnotPoint(ix); Point3 out = pSpline->GetOutVec(ix); vertices.push_back( p ); //inTangents.push_back( in ); //outTangents.push_back( out ); } int nNumVerticesAdded = (int)vertices.size() - oldVerticesCount; nbVertices.push_back( nNumVerticesAdded ); oldVerticesCount = (int)vertices.size(); } } else { for (int i = 0; i < polyShape.numLines; i += 1) { PolyLine &refLine = polyShape.lines[i]; nbVertices.push_back(refLine.numPts); for (int j = 0; j < refLine.numPts; j += 1) { Point3 p = refLine.pts[j].p; vertices.push_back(p); } } } // set the type + wrapping curvesSample.setType(bBezier ? AbcG::kCubic : AbcG::kLinear); curvesSample.setWrap(pShapeObject->CurveClosed(ticks, 0) ? AbcG::kPeriodic : AbcG::kNonPeriodic); curvesSample.setBasis(AbcG::kNoBasis); } if(nbVertices.size() == 0 || vertices.size() == 0){ ESS_LOG_WARNING("No curve data to export."); return false; } const int vertCount = (int)vertices.size(); // prepare the bounding box Abc::Box3d bbox; // allocate the points and normals std::vector<Abc::V3f> posVec(vertCount); Matrix3 wm = mMaxNode->GetObjTMAfterWSM(ticks); for(int i=0;i<vertCount;i++) { posVec[i] = ConvertMaxPointToAlembicPoint(vertices[i] ); bbox.extendBy(posVec[i]); // Set the archive bounding box if (mJob) { Point3 worldMaxPoint = wm * vertices[i]; Abc::V3f alembicWorldPoint = ConvertMaxPointToAlembicPoint(worldMaxPoint); mJob->GetArchiveBBox().extendBy(alembicWorldPoint); } } if(knotVector.size() > 0 && orders.size() > 0){ if(!mKnotVectorProperty.valid()){ mKnotVectorProperty = Abc::OFloatArrayProperty(mCurvesSchema.getArbGeomParams(), ".knot_vector", mCurvesSchema.getMetaData(), mJob->GetAnimatedTs() ); } mKnotVectorProperty.set(Abc::FloatArraySample(knotVector)); if(!mOrdersProperty.valid()){ mOrdersProperty = Abc::OUInt16ArrayProperty(mCurvesSchema.getArbGeomParams(), ".orders", mCurvesSchema.getMetaData(), mJob->GetAnimatedTs() ); } mOrdersProperty.set(Abc::UInt16ArraySample(orders)); } // store the bbox curvesSample.setSelfBounds(bbox); mCurvesSchema.getChildBoundsProperty().set(bbox); Abc::Int32ArraySample nbVerticesSample(&nbVertices.front(),nbVertices.size()); curvesSample.setCurvesNumVertices(nbVerticesSample); // allocate for the points and normals Abc::P3fArraySample posSample(&posVec.front(),posVec.size()); curvesSample.setPositions(posSample); mCurvesSchema.set(curvesSample); mNumSamples++; return true; }
void BlobMesh::BuildMesh(TimeValue t) { //TODO: Implement the code to build the mesh representation of the object // using its parameter settings at the time passed. The plug-in should // use the data member mesh to store the built mesh. int numberOfNodes = pblock2->Count(pb_nodelist); float size, tension, renderCoarseness, viewCoarseness,coarseness; // Interval valid; pblock2->GetValue(pb_size,t,size,ivalid); pblock2->GetValue(pb_tension,t,tension,ivalid); if (tension < 0.011f) tension = 0.011f; if (tension > 1.0f) tension = 1.0f; pblock2->GetValue(pb_render,t,renderCoarseness,ivalid); pblock2->GetValue(pb_viewport,t,viewCoarseness,ivalid); BOOL autoCoarseness; pblock2->GetValue(pb_relativecoarseness,t,autoCoarseness,ivalid); BOOL largeDataSetOpt; pblock2->GetValue(pb_oldmetaballmethod,t,largeDataSetOpt,ivalid); BOOL useSoftSel; float minSize; pblock2->GetValue(pb_usesoftsel,t,useSoftSel,ivalid); pblock2->GetValue(pb_minsize,t,minSize,ivalid); if (inRender) coarseness = renderCoarseness; else coarseness = viewCoarseness; if (autoCoarseness) coarseness = size/coarseness; Tab<INode *> pfList; BOOL useAllPFEvents; pblock2->GetValue(pb_useallpf,0,useAllPFEvents,FOREVER); int pfCt = pblock2->Count(pb_pfeventlist); BOOL offInView; pblock2->GetValue(pb_offinview,0,offInView,FOREVER); for (int i = 0; i < pfCt; i++) { INode* node = NULL; pblock2->GetValue(pb_pfeventlist,0,node,FOREVER,i); if (node) pfList.Append(1,&node); } float thres = 0.6f; //need to get our tm if (selfNode == NULL) { MyEnumProc dep(true); DoEnumDependents(&dep); if (dep.Nodes.Count() > 0) selfNode = dep.Nodes[0]; } Matrix3 baseTM(1); if (selfNode != NULL) baseTM = Inverse(selfNode->GetObjectTM(t)); //loop throght the nodes if (!inRender) { if (offInView) numberOfNodes = 0; } std::vector<SphereData> data; data.reserve(500); for (int i = 0; i < numberOfNodes; i++) { INode* node = NULL; pblock2->GetValue(pb_nodelist,t,node,ivalid,i); if (node) { //get the nodes tm Matrix3 objectTM = node->GetObjectTM(t); Matrix3 toLocalSpace = objectTM*baseTM; ObjectState tos = node->EvalWorldState(t,TRUE); if (tos.obj->IsParticleSystem()) { SimpleParticle* pobj = NULL; IParticleObjectExt* epobj = NULL; pobj = static_cast<SimpleParticle*>( tos.obj->GetInterface(I_SIMPLEPARTICLEOBJ) ); if (pobj) { pobj->UpdateParticles(t, node); int count = pobj->parts.Count(); data.reserve(data.size() + count); float closest = 999999999.9f; SphereData d; for (int pid = 0; pid < count; pid++) { TimeValue age = pobj->ParticleAge(t,pid); TimeValue life = pobj->ParticleLife(t,pid); if (age != -1) { float psize = pobj->ParticleSize(t,pid); Point3 curval = pobj->parts.points[pid]; d.center = curval * baseTM; d.radius = psize; d.oradius = psize; d.rsquare = psize * psize; d.tover4 = tension * d.rsquare *d.rsquare ; data.push_back(d); } } } else { epobj = (IParticleObjectExt*) tos.obj->GetInterface(PARTICLEOBJECTEXT_INTERFACE); if (epobj) { epobj->UpdateParticles(node, t); int count = epobj->NumParticles(); data.reserve(data.size() + count); for (int pid = 0; pid < count; pid++) { TimeValue age = epobj->GetParticleAgeByIndex(pid); if (age!=-1) { INode *node = epobj->GetParticleGroup(pid); Point3 *curval = epobj->GetParticlePositionByIndex(pid); BOOL useParticle = TRUE; if (!useAllPFEvents) { useParticle = FALSE; for (int k = 0; k < pfList.Count(); k++) { if (node == pfList[k]) { useParticle = TRUE; k = pfList.Count(); } } } if ((curval) && (useParticle)) { float scale = epobj->GetParticleScaleByIndex(pid) ; float psize = scale; SphereData d; d.center = *curval*baseTM; d.radius = psize; d.oradius = psize; d.rsquare = psize * psize; d.tover4 = tension * d.rsquare *d.rsquare ; data.push_back(d); } } } } } } else if (tos.obj->IsShapeObject()) { PolyShape shape; ShapeObject *pathOb = (ShapeObject*)tos.obj; pathOb->MakePolyShape(t, shape); // first find out how many points there are: size_t num_points = 0; for (int i = 0; i < shape.numLines; i++) { PolyLine& line = shape.lines[i]; num_points += line.numPts; } data.reserve(data.size() + num_points); for (int i = 0; i < shape.numLines; i++) { PolyLine line = shape.lines[i]; for (int j = 0; j < line.numPts; j++) { SphereData d; float tsize = size; d.center = line.pts[j].p*toLocalSpace; d.radius = tsize; d.oradius = tsize; d.rsquare = tsize * tsize; d.tover4 = tension * d.rsquare *d.rsquare ; data.push_back(d); } } } else if (tos.obj->SuperClassID()==GEOMOBJECT_CLASS_ID) { SphereData d; BOOL converted = FALSE; TriObject *triObj = NULL; if(tos.obj->IsSubClassOf(triObjectClassID)) { triObj = (TriObject *)tos.obj; } // If it can convert to a TriObject, do it else if(tos.obj->CanConvertToType(triObjectClassID)) { triObj = (TriObject *)tos.obj->ConvertToType(t, triObjectClassID); converted = TRUE; } if (triObj != NULL) { Mesh* mesh = &triObj->GetMesh(); if (mesh) { int vcount = mesh->getNumVerts(); float *vsw = mesh->getVSelectionWeights (); BitArray vsel = mesh->VertSel(); data.reserve(data.size() + vcount); for (int j = 0; j < vcount; j++) { float tsize = size; if (useSoftSel) { tsize = 0.0f; if (vsw) { float v = 0.0f; if (vsel[j]) v = 1.0f; else { if (vsw) v = vsw[j]; } if (v == 0.0f) tsize = 0.0f; else { tsize = minSize + (size -minSize)*v; } } else { float v = 0.0f; if (vsel[j]) v = 1.0f; tsize = minSize + (size -minSize)*v; } } if (tsize != 0.0f) { d.center = mesh->getVert(j)*toLocalSpace; d.radius = tsize; d.oradius = tsize; d.rsquare = tsize * tsize; d.tover4 = tension * d.rsquare *d.rsquare ; data.push_back(d); } } } if (converted) triObj->DeleteThis(); } } else { SphereData d; d.center = Point3(0.0f,0.0f,0.0f)*toLocalSpace; d.radius = size; d.oradius = size; d.rsquare = size * size; d.tover4 = tension * d.rsquare *d.rsquare ; data.push_back(d); } } } if ((data.size() == 0) && (numberOfNodes==0)) { data.resize(1); data[0].center = Point3(0.0f,0.0f,0.0f); data[0].radius = size; data[0].oradius = size; data[0].rsquare = size * size; data[0].tover4 = tension * data[0].rsquare *data[0].rsquare ; } if (data.size() > 0) { int iRes = 1; if (!largeDataSetOpt) { MetaParticle oldBlob; iRes = oldBlob.CreatePodMetas(&data[0],(int)data.size(),&mesh,thres,coarseness); } else { MetaParticleFast blob; iRes = blob.CreatePodMetas(&data[0],(int)data.size(),&mesh,thres,coarseness); } // An out of memory error is the only reason iRes would be zero in either case if( (iRes == 0) && GetCOREInterface() ) GetCOREInterface()->DisplayTempPrompt(GetString(IDS_NOT_ENOUGH_MEM), 5000 ); } else { mesh.setNumFaces(0); mesh.setNumVerts(0); } mesh.InvalidateTopologyCache(); ivalid.Set(t,t); }
void ExtrudeMod::BuildMeshFromShape(TimeValue t,ModContext &mc, ObjectState * os, Mesh &mesh, BOOL simple) { BOOL texturing; pblock->GetValue(PB_MAPPING, TimeValue(0), texturing, FOREVER); BOOL genMatIDs; pblock->GetValue(PB_GEN_MATIDS, TimeValue(0), genMatIDs, FOREVER); BOOL useShapeIDs; pblock->GetValue(PB_USE_SHAPEIDS, TimeValue(0), useShapeIDs, FOREVER); BOOL smooth; pblock->GetValue(PB_SMOOTH, TimeValue(0), smooth, FOREVER); ShapeObject *shape = (ShapeObject *)os->obj; float amount; int levels,capStart,capEnd,capType; pblock->GetValue(PB_AMOUNT,t,amount,FOREVER); if(simple) { levels = 1; capStart = capEnd = FALSE; } else { pblock->GetValue(PB_SEGS,t,levels,FOREVER); if (levels<1) levels = 1; pblock->GetValue(PB_CAPSTART,t,capStart,FOREVER); pblock->GetValue(PB_CAPEND,t,capEnd,FOREVER); } pblock->GetValue(PB_CAPTYPE,t,capType,FOREVER); LimitValue(amount, -1000000.0f, 1000000.0f); // Get the basic dimension stuff float zSize = (float)fabs(amount); float baseZ = 0.0f; if(amount < 0.0f) baseZ = amount; // Make the shape convert itself to a PolyShape -- This makes our mesh conversion MUCH easier! PolyShape pShape; shape->MakePolyShape(t, pShape); ShapeHierarchy hier; pShape.OrganizeCurves(t, &hier); // Need to flip the reversed curves in the shape! pShape.Reverse(hier.reverse); int polys = pShape.numLines; int levelVerts = 0, levelFaces = 0, levelTVerts = 0; int verts = 0, faces = 0, tVerts = 0; int poly, piece; BOOL anyClosed = FALSE; for(poly = 0; poly < polys; ++poly) { PolyLine &line = pShape.lines[poly]; if(!line.numPts) continue; if(line.IsClosed()) { anyClosed = TRUE; levelTVerts++; } levelVerts += line.numPts; levelTVerts += line.numPts; levelFaces += (line.Segments() * 2); } int vertsPerLevel = levelVerts; int numLevels = levels; verts = levelVerts * (levels + 1); tVerts = levelTVerts * (levels + 1); faces = levelFaces * levels; mesh.setNumVerts(verts); mesh.setNumFaces(faces); if(texturing) { mesh.setNumTVerts(tVerts); mesh.setNumTVFaces(faces); } // Create the vertices! int vert = 0; int tvertex = 0; int level; Point3 offset1, offset2; for(poly = 0; poly < polys; ++poly) { PolyLine &line = pShape.lines[poly]; if(!line.numPts) continue; if(texturing) { //DebugPrint(_T("Texture Verts:\n")); BOOL usePhysUVs = GetUsePhysicalScaleUVs(); int tp; int texPts = line.numPts + (line.IsClosed() ? 1 : 0); float *texPt = new float [texPts]; float lastPt = (float)(texPts - 1); float cumLen = 0.0f; float totLen = line.CurveLength(); Point3 prevPt = line.pts[0].p; for(tp = 0; tp < texPts; ++tp) { int ltp = tp % line.numPts; if(tp == (texPts - 1)) texPt[tp] = usePhysUVs ? totLen : 1.0f; else { Point3 &pt = line.pts[ltp].p; cumLen += Length(pt - prevPt); if (usePhysUVs) texPt[tp] = cumLen; else texPt[tp] = cumLen / totLen; prevPt = pt; } } float flevels = (float)levels; for(level = 0; level <= levels; ++level) { float tV = (float)level / flevels; float vScale = usePhysUVs ? amount : 1.0f; for(tp = 0; tp < texPts; ++tp) { mesh.setTVert(tvertex++, UVVert(texPt[tp], vScale*tV, 0.0f)); } } delete [] texPt; } int lverts = line.numPts; for(level = 0; level <= levels; ++level) { Point3 offset = Point3(0.0f, 0.0f, baseZ + (float)level / (float)levels * zSize); if(level == 0) offset1 = offset; else if(level == levels) offset2 = offset; for(int v = 0; v < lverts; ++v) { line.pts[v].aux = vert; // Gives the capper this vert's location in the mesh! mesh.setVert(vert++, line.pts[v].p + offset); } } } assert(vert == verts); // If capping, do it! if(anyClosed && (capStart || capEnd)) { MeshCapInfo capInfo; pShape.MakeCap(t, capInfo, capType); // Build information for capping MeshCapper capper(pShape); if(capStart) { vert = 0; for(poly = 0; poly < polys; ++poly) { PolyLine &line = pShape.lines[poly]; if(!line.numPts) continue; MeshCapPoly &capline = capper[poly]; int lverts = line.numPts; for(int v = 0; v < lverts; ++v) capline.SetVert(v, vert++); // Gives this vert's location in the mesh! vert += lverts * levels; } // Create a work matrix for grid capping Matrix3 gridMat = TransMatrix(offset1); int oldFaces = mesh.numFaces; capper.CapMesh(mesh, capInfo, TRUE, 16, &gridMat, genMatIDs ? -1 : 0); // If texturing, create the texture faces and vertices if(texturing) MakeMeshCapTexture(mesh, Inverse(gridMat), oldFaces, mesh.numFaces, GetUsePhysicalScaleUVs()); } if(capEnd) { int baseVert = 0; for(poly = 0; poly < polys; ++poly) { PolyLine &line = pShape.lines[poly]; if(!line.numPts) continue; MeshCapPoly &capline = capper[poly]; int lverts = line.numPts; vert = baseVert + lverts * levels; for(int v = 0; v < lverts; ++v) capline.SetVert(v, vert++); // Gives this vert's location in the mesh! baseVert += lverts * (levels + 1); } // Create a work matrix for grid capping Matrix3 gridMat = TransMatrix(offset2); int oldFaces = mesh.numFaces; capper.CapMesh(mesh, capInfo, FALSE, 16, &gridMat, genMatIDs ? -1 : 0); // If texturing, create the texture faces and vertices if(texturing) MakeMeshCapTexture(mesh, Inverse(gridMat), oldFaces, mesh.numFaces, GetUsePhysicalScaleUVs()); } } // Create the faces! int face = 0; int TVface = 0; int baseVert = 0; int baseTVert = 0; for(poly = 0; poly < polys; ++poly) { PolyLine &line = pShape.lines[poly]; if(!line.numPts) continue; int pieces = line.Segments(); int closed = line.IsClosed(); int segVerts = pieces + ((closed) ? 0 : 1); int segTVerts = pieces + 1; for(level = 0; level < levels; ++level) { int sm = 0; // Initial smoothing group BOOL firstSmooth = (line.pts[0].flags & POLYPT_SMOOTH) ? TRUE : FALSE; for(piece = 0; piece < pieces; ++piece) { int v1 = baseVert + piece; int v2 = baseVert + ((piece + 1) % segVerts); int v3 = v1 + segVerts; int v4 = v2 + segVerts; // If the vertex is not smooth, go to the next group! BOOL thisSmooth = line.pts[piece].flags & POLYPT_SMOOTH; MtlID mtl = useShapeIDs ? line.pts[piece].GetMatID() : 2; if(piece > 0 && !thisSmooth) { sm++; if(sm > 2) sm = 1; } DWORD smoothGroup = 1 << sm; // Advance to the next smoothing group right away if(sm == 0) sm++; // Special case for smoothing from first segment if(piece == 1 && thisSmooth) smoothGroup |= 1; // Special case for smoothing from last segment if((piece == pieces - 1) && firstSmooth) smoothGroup |= 1; mesh.faces[face].setEdgeVisFlags(1,1,0); mesh.faces[face].setSmGroup(smooth ? smoothGroup : 0); mesh.faces[face].setMatID(genMatIDs ? mtl : 0); mesh.faces[face++].setVerts(v1, v2, v4); mesh.faces[face].setEdgeVisFlags(0,1,1); mesh.faces[face].setSmGroup(smooth ? smoothGroup : 0); mesh.faces[face].setMatID(genMatIDs ? mtl : 0); mesh.faces[face++].setVerts(v1, v4, v3); //DebugPrint(_T("BV:%d V:%d v1:%d v2:%d v3:%d v4:%d\n"),baseVert, vert, v1, v2, v3, v4); if(texturing) { int tv1 = baseTVert + piece; int tv2 = tv1 + 1; int tv3 = tv1 + segTVerts; int tv4 = tv2 + segTVerts; mesh.tvFace[TVface++].setTVerts(tv1, tv2, tv4); mesh.tvFace[TVface++].setTVerts(tv1, tv4, tv3); } } baseVert += segVerts; baseTVert += segTVerts; } baseVert += segVerts; // Increment to next poly start (skips last verts of this poly) baseTVert += segTVerts; } assert(face == faces); mesh.InvalidateGeomCache(); }
bool ExtrudeMod::BuildAMSolidFromShape(TimeValue t,ModContext &mc, ObjectState * os, IGeomImp* igeom) { ShapeObject *shape = (ShapeObject *)os->obj; float amount; pblock->GetValue(PB_AMOUNT,t,amount,FOREVER); BOOL texturing; pblock->GetValue(PB_MAPPING, TimeValue(0), texturing, FOREVER); BOOL genMatIDs; pblock->GetValue(PB_GEN_MATIDS, TimeValue(0), genMatIDs, FOREVER); BOOL useShapeIDs; pblock->GetValue(PB_USE_SHAPEIDS, TimeValue(0), useShapeIDs, FOREVER); BOOL smooth; pblock->GetValue(PB_SMOOTH, TimeValue(0), smooth, FOREVER); LimitValue(amount, -1000000.0f, 1000000.0f); if(fabs(amount)<MIN_EXT) amount = MIN_EXT; // Get the basic dimension stuff float zSize = (float)fabs(amount); float baseZ = 0.0f; if(amount < 0.0f) baseZ = amount; // If the shape can convert itself to a BezierShape, have it do so! BezierShape bShape; PolyShape pShape; shape->MakePolyShape(t, pShape, PSHAPE_BUILTIN_STEPS, true); ShapeHierarchy hier; pShape.OrganizeCurves(t, &hier); // Need to flip the reversed curves in the shape! pShape.Reverse(hier.reverse); //Now add the extrusion for each polygon bool res = false;//assume the best //make a solid to hold our work Object* solid = (Object*)CreateInstance(GEOMOBJECT_CLASS_ID, GENERIC_AMSOLID_CLASS_ID); IGeomImp* workgeom = NULL; assert(solid); if(solid) { workgeom = (IGeomImp*)(solid->GetInterface(I_GEOMIMP)); assert(workgeom); } for(int i=0;i<pShape.numLines; i++) { PolyLine poly = pShape.lines[i]; if(poly.numPts) poly.pts[0].aux = poly.flags; bool localres = workgeom->createExtrusion(poly.pts, poly.numPts, amount, smooth, genMatIDs, useShapeIDs); if(localres) { //need to figure out how deeply nested this shape is //order is this value with zero meaning not nested HierarchyEntry *entry = hier.hier.FindEntry(i); assert(entry); int order = 0; while(entry && (entry->parent != (HierarchyEntry *)-1)) { entry = entry->parent; ++order; } if(order%2) igeom->operator-=(*workgeom); else igeom->operator+=(*workgeom); } res |= localres; } //do some cleanup if(workgeom) { assert(solid); solid->ReleaseInterface(I_GEOMIMP, workgeom); solid->DeleteMe(); } return res; }
void ExtrudeMod::BuildPatchFromShape(TimeValue t,ModContext &mc, ObjectState * os, PatchMesh &pmesh) { ShapeObject *shape = (ShapeObject *)os->obj; float amount; int levels,capStart,capEnd,capType; pblock->GetValue(PB_AMOUNT,t,amount,FOREVER); pblock->GetValue(PB_SEGS,t,levels,FOREVER); if (levels<1) levels = 1; pblock->GetValue(PB_CAPSTART,t,capStart,FOREVER); pblock->GetValue(PB_CAPEND,t,capEnd,FOREVER); pblock->GetValue(PB_CAPTYPE,t,capType,FOREVER); BOOL texturing; pblock->GetValue(PB_MAPPING, TimeValue(0), texturing, FOREVER); BOOL genMatIDs; pblock->GetValue(PB_GEN_MATIDS, TimeValue(0), genMatIDs, FOREVER); BOOL useShapeIDs; pblock->GetValue(PB_USE_SHAPEIDS, TimeValue(0), useShapeIDs, FOREVER); BOOL smooth; pblock->GetValue(PB_SMOOTH, TimeValue(0), smooth, FOREVER); LimitValue(amount, -1000000.0f, 1000000.0f); // Get the basic dimension stuff float zSize = (float)fabs(amount); float baseZ = 0.0f; if(amount < 0.0f) baseZ = amount; // If the shape can convert itself to a BezierShape, have it do so! BezierShape bShape; if(shape->CanMakeBezier()) shape->MakeBezier(t, bShape); else { PolyShape pShape; shape->MakePolyShape(t, pShape); bShape = pShape; // UGH -- Convert it from a PolyShape -- not good! } //DebugPrint(_T("Extrude organizing shape\n")); ShapeHierarchy hier; bShape.OrganizeCurves(t, &hier); // Need to flip the reversed polys... bShape.Reverse(hier.reverse); // ...and tell the hierarchy they're no longer reversed! hier.reverse.ClearAll(); // Our shapes are now organized for patch-making -- Let's do the sides! int polys = bShape.splineCount; int poly, knot; int levelVerts = 0, levelVecs = 0, levelPatches = 0, nverts = 0, nvecs = 0, npatches = 0; int TVlevels = levels + 1, levelTVerts = 0, ntverts = 0, ntpatches = 0; BOOL anyClosed = FALSE; for(poly = 0; poly < polys; ++poly) { Spline3D *spline = bShape.splines[poly]; if(!spline->KnotCount()) continue; if(spline->Closed()) anyClosed = TRUE; levelVerts += spline->KnotCount(); levelTVerts += (spline->Segments() + 1); levelVecs += (spline->Segments() * 2); levelPatches += spline->Segments(); } nverts = levelVerts * (levels + 1); npatches = levelPatches * levels; nvecs = (levelVecs * (levels + 1)) + levels * levelVerts * 2 + npatches * 4; if(texturing) { ntverts = levelTVerts * TVlevels; ntpatches = npatches; } pmesh.setNumVerts(nverts); pmesh.setNumVecs(nvecs); pmesh.setNumPatches(npatches); pmesh.setNumTVerts(ntverts); pmesh.setNumTVPatches(ntpatches); // Create the vertices! int vert = 0; int level; Point3 offset1, offset2; for(poly = 0; poly < polys; ++poly) { Spline3D *spline = bShape.splines[poly]; if(!spline->KnotCount()) continue; int knots = spline->KnotCount(); for(level = 0; level <= levels; ++level) { Point3 offset = Point3(0.0f, 0.0f, baseZ + (float)level / (float)levels * zSize); if(level == 0) offset1 = offset; else if(level == levels) offset2 = offset; for(knot = 0; knot < knots; ++knot) { Point3 p = spline->GetKnotPoint(knot); pmesh.setVert(vert++, p + offset); } } } assert(vert == nverts); BOOL usePhysUVs = GetUsePhysicalScaleUVs(); // Maybe create the texture vertices if(texturing) { int tvert = 0; int level; for(poly = 0; poly < polys; ++poly) { Spline3D *spline = bShape.splines[poly]; if(!spline->KnotCount()) continue; // Make it a polyline PolyLine pline; spline->MakePolyLine(pline, 10); int knots = spline->KnotCount(); for(level = 0; level < TVlevels; ++level) { float tV = (float)level / (float)(TVlevels - 1); float vScale = usePhysUVs ? amount : 1.0f; int lverts = pline.numPts; int tp = 0; int texPts = spline->Segments() + 1; float cumLen = 0.0f; float totLen = pline.CurveLength(); float uScale = usePhysUVs ? totLen : 1.0f; Point3 prevPt = pline.pts[0].p; int plix = 0; while(tp < texPts) { Point3 &pt = pline[plix].p; cumLen += Length(pt - prevPt); prevPt = pt; if(pline[plix].flags & POLYPT_KNOT) { float tU; if(tp == (texPts - 1)) tU = 1.0f; else tU = cumLen / totLen; pmesh.setTVert(tvert++, UVVert(uScale*tU, vScale*tV, 0.0f)); tp++; } plix = (plix + 1) % pline.numPts; } } } assert(tvert == ntverts); } // Create the vectors! int seg; int vec = 0; for(poly = 0; poly < polys; ++poly) { Spline3D *spline = bShape.splines[poly]; if(!spline->KnotCount()) continue; int segs = spline->Segments(); int knots = spline->KnotCount(); // First, the vectors on each level for(level = 0; level <= levels; ++level) { Point3 offset = Point3(0.0f, 0.0f, baseZ + (float)level / (float)levels * zSize); for(seg = 0; seg < segs; ++seg) { int seg2 = (seg + 1) % knots; if(spline->GetLineType(seg) == LTYPE_CURVE) { Point3 p = spline->GetOutVec(seg); pmesh.setVec(vec++, p + offset); p = spline->GetInVec(seg2); pmesh.setVec(vec++, p + offset); } else { Point3 p = spline->InterpBezier3D(seg, 0.333333f); pmesh.setVec(vec++, p + offset); p = spline->InterpBezier3D(seg, 0.666666f); pmesh.setVec(vec++, p + offset); } } } // Now, the vectors between the levels int baseVec = vec; for(level = 0; level < levels; ++level) { Point3 offsetA = Point3(0.0f, 0.0f, baseZ + (float)level / (float)levels * zSize); Point3 offsetB = Point3(0.0f, 0.0f, baseZ + (float)(level + 1) / (float)levels * zSize); Point3 offset1 = offsetA + (offsetB - offsetA) * 0.333333333f; Point3 offset2 = offsetA + (offsetB - offsetA) * 0.666666666f; for(knot = 0; knot < knots; ++knot) { Point3 p = spline->GetKnotPoint(knot); pmesh.setVec(vec++, p + offset1); pmesh.setVec(vec++, p + offset2); } } } // Create the patches! int np = 0; int baseVert = 0; int baseVec = 0; for(poly = 0; poly < polys; ++poly) { Spline3D *spline = bShape.splines[poly]; if(!spline->KnotCount()) continue; int knots = spline->KnotCount(); int segs = spline->Segments(); int baseVec1 = baseVec; // Base vector index for this level int baseVec2 = baseVec + segs * 2 * (levels + 1); // Base vector index for between levels for(level = 0; level < levels; ++level) { int sm = 0; BOOL firstSmooth = (spline->GetLineType(0) == LTYPE_CURVE && spline->GetLineType(segs-1) == LTYPE_CURVE && (spline->GetKnotType(0) == KTYPE_AUTO || spline->GetKnotType(0) == KTYPE_BEZIER)) ? TRUE : FALSE; for(seg = 0; seg < segs; ++seg, vec += 4) { int prevseg = (seg + segs - 1) % segs; int seg2 = (seg + 1) % knots; int a,b,c,d,ab,ba,bc,cb,cd,dc,da,ad; MtlID mtl = useShapeIDs ? spline->GetMatID(seg) : 2; a = baseVert + seg; b = baseVert + seg2; c = b + knots; d = a + knots; ab = baseVec1 + seg * 2; ba = ab + 1; bc = baseVec2 + seg2 * 2; cb = bc + 1; cd = ba + (segs * 2); dc = ab + (segs * 2); da = baseVec2 + seg * 2 + 1; ad = da - 1; //DebugPrint(_T("Making patch %d: %d (%d %d) %d (%d %d) %d (%d %d) %d (%d %d)\n"),np, a, ab, ba, b, bc, cb, c, cd, dc, d, da, ad); // If the vertex is not smooth, go to the next group! if(seg > 0 && !(spline->GetLineType(prevseg) == LTYPE_CURVE && spline->GetLineType(seg) == LTYPE_CURVE && (spline->GetKnotType(seg) == KTYPE_AUTO || spline->GetKnotType(seg) == KTYPE_BEZIER))) { sm++; if(sm > 2) sm = 1; } DWORD smoothGroup = 1 << sm; if(seg == segs - 1 && firstSmooth) { smoothGroup |= 1; } pmesh.MakeQuadPatch(np, a, ab, ba, b, bc, cb, c, cd, dc, d, da, ad, vec, vec+1, vec+2, vec+3, smooth ? smoothGroup : 0); pmesh.setPatchMtlIndex(np++, genMatIDs ? mtl : 0); } baseVert += knots; baseVec1 += (segs * 2); baseVec2 += (knots * 2); } baseVert += knots; baseVec += (segs * 2 * (levels + 1) + knots * 2 * levels); } assert(vec == nvecs); assert(np == npatches); // Maybe create the texture patches! if(texturing) { int ntp = 0; int baseTVert = 0; for(poly = 0; poly < polys; ++poly) { Spline3D *spline = bShape.splines[poly]; if(!spline->KnotCount()) continue; int pknots = spline->Segments() + 1; int pverts = pknots * TVlevels; int segs = spline->Segments(); for(level = 0; level < levels; ++level) { for(seg = 0; seg < segs; ++seg) { int prevseg = (seg + segs - 1) % segs; int seg2 = seg + 1; int a,b,c,d; a = baseTVert + seg; b = baseTVert + seg2; c = b + pknots; d = a + pknots; TVPatch &tp = pmesh.getTVPatch(ntp++); tp.setTVerts(a, b, c, d); } baseTVert += pknots; } baseTVert += pknots; } assert(ntp == ntpatches); } // If capping, do it! if(anyClosed && (capStart || capEnd)) { PatchCapInfo capInfo; bShape.MakeCap(t, capInfo); // Build information for capping PatchCapper capper(bShape); if(capStart) { vert = 0; int baseVec = 0; for(poly = 0; poly < polys; ++poly) { Spline3D *spline = bShape.splines[poly]; if(!spline->KnotCount()) continue; PatchCapPoly &capline = capper[poly]; int lverts = spline->KnotCount(); for(int v = 0; v < lverts; ++v) capline.SetVert(v, vert++); // Gives this vert's location in the mesh! vert += lverts * levels; vec = baseVec; int lvecs = spline->Segments() * 2; for(int v = 0; v < lvecs; ++v) capline.SetVec(v, vec++); // Gives this vec's location in the mesh! baseVec += lvecs * (levels + 1) + spline->KnotCount() * levels * 2; } // Create a work matrix for capping Matrix3 mat = TransMatrix(offset1); int oldPatches = pmesh.numPatches; capper.CapPatchMesh(pmesh, capInfo, TRUE, 16, &mat, genMatIDs ? -1 : 0); // If texturing, create the texture patches and vertices if(texturing) MakePatchCapTexture(pmesh, Inverse(mat), oldPatches, pmesh.numPatches, usePhysUVs); } if(capEnd) { int baseVert = 0; int baseVec = 0; for(poly = 0; poly < polys; ++poly) { Spline3D *spline = bShape.splines[poly]; if(!spline->KnotCount()) continue; PatchCapPoly &capline = capper[poly]; int lverts = spline->KnotCount(); int vert = baseVert + lverts * levels; for(int v = 0; v < lverts; ++v) capline.SetVert(v, vert++); // Gives this vert's location in the mesh! baseVert += lverts * (levels + 1); int lvecs = spline->Segments()*2; int vec = baseVec + lvecs * levels; for(int v = 0; v < lvecs; ++v) capline.SetVec(v, vec++); // Gives this vec's location in the mesh! baseVec += lvecs * (levels + 1) + spline->KnotCount() * levels * 2; } // Create a work matrix for grid capping Matrix3 mat = TransMatrix(offset2); int oldPatches = pmesh.numPatches; capper.CapPatchMesh(pmesh, capInfo, FALSE, 16, &mat, genMatIDs ? -1 : 0); // If texturing, create the texture patches and vertices if(texturing) MakePatchCapTexture(pmesh, Inverse(mat), oldPatches, pmesh.numPatches, usePhysUVs); } } //watje new mapping if(texturing) { if (ver < 4) { for (int i = 0; i < pmesh.numPatches; i++) pmesh.patches[i].flags |= PATCH_LINEARMAPPING; } } // Ready the patch representation! if( !pmesh.buildLinkages() ) { assert(0); } pmesh.computeInteriors(); }
void MirrorMod::ModifyObject( TimeValue t, ModContext &mc, ObjectState *os, INode *node) { Matrix3 itm = CompMatrix(t,NULL,&mc); Matrix3 tm = Inverse(itm); Interval iv = FOREVER; int axis, copy; float offset; pblock->GetValue(PB_AXIS,t,axis,iv); pblock->GetValue(PB_COPY,t,copy,iv); pblock->GetValue(PB_OFFSET,t,offset,iv); DWORD oldLevel; BOOL convertedShape = FALSE; BitArray oldFaceSelections; // support for TriObjects if (os->obj->IsSubClassOf(triObjectClassID)) { TriObject *tobj = (TriObject*)os->obj; Mesh &mesh = tobj->GetMesh(); switch (mesh.selLevel) { case MESH_OBJECT: mesh.faceSel.SetAll(); break; case MESH_VERTEX: { for (int i=0; i<mesh.getNumFaces(); i++) { for (int j=0; j<3; j++) { if (mesh.vertSel[mesh.faces[i].v[j]]) { mesh.faceSel.Set(i); } } } break; } case MESH_EDGE: { for (int i=0; i<mesh.getNumFaces(); i++) { for (int j=0; j<3; j++) { if (mesh.edgeSel[i*3+j]) { mesh.faceSel.Set(i); } } } break; } } oldLevel = mesh.selLevel; mesh.selLevel = MESH_FACE; if (copy) { mesh.CloneFaces(mesh.faceSel); mesh.ClearVSelectionWeights (); } if (axis<3) { for (int i=0; i<mesh.getNumFaces(); i++) { if (mesh.faceSel[i]) mesh.FlipNormal(i); } } } #ifndef NO_PATCHES // support for PatchObjects if (os->obj->IsSubClassOf(patchObjectClassID)) { PatchObject *pobj = (PatchObject*)os->obj; PatchMesh &pmesh = pobj->GetPatchMesh(t); switch (pmesh.selLevel) { case PATCH_OBJECT: pmesh.patchSel.SetAll(); break; case PATCH_VERTEX: { for (int i=0; i<pmesh.getNumPatches(); i++) { Patch &p = pmesh.patches[i]; for (int j=0; j<p.type; j++) { if (pmesh.vertSel[p.v[j]]) { pmesh.patchSel.Set(i); break; } } } break; } case PATCH_EDGE: { for (int i=0; i<pmesh.getNumPatches(); i++) { Patch &p = pmesh.patches[i]; for (int j=0; j<p.type; j++) { if (pmesh.edgeSel[p.edge[j]]) { pmesh.patchSel.Set(i); break; } } } break; } } oldLevel = pmesh.selLevel; pmesh.selLevel = PATCH_PATCH; if (copy) pmesh.ClonePatchParts(); // Copy the selected patches if (axis<3) pmesh.FlipPatchNormal(-1); // Flip selected normals } #endif // NO_PATCHES // support for PolyObjects else if (os->obj->IsSubClassOf(polyObjectClassID)) { PolyObject * pPolyOb = (PolyObject*)os->obj; MNMesh &mesh = pPolyOb->GetMesh(); // Luna task 747 // We don't support specified normals here because it would take special code mesh.ClearSpecifiedNormals (); BitArray faceSelections; mesh.getFaceSel (faceSelections); switch (mesh.selLevel) { case MNM_SL_OBJECT: faceSelections.SetAll(); break; case MNM_SL_VERTEX: { faceSelections.ClearAll (); for (int i=0; i<mesh.FNum(); i++) { for (int j=0; j<mesh.F(i)->deg; j++) { int vertIndex = mesh.F(i)->vtx[j]; if (mesh.V(vertIndex)->GetFlag(MN_SEL)) { faceSelections.Set(i); break; } } } break; } case MNM_SL_EDGE: { faceSelections.ClearAll (); for (int i=0; i<mesh.FNum(); i++) { for (int j=0; j<mesh.F(i)->deg; j++) { int edgeIndex = mesh.F(i)->edg[j]; if (mesh.E(edgeIndex)->GetFlag(MN_SEL)) { faceSelections.Set(i); break; } } } break; } } // preserve the existing selection settings oldLevel = mesh.selLevel; mesh.getFaceSel (oldFaceSelections); // set the face selections mesh.ClearFFlags (MN_SEL); mesh.FaceSelect(faceSelections); mesh.selLevel = MNM_SL_FACE; // copy the selected faces and flip Normal direction as needed if (copy) { mesh.CloneFaces(); mesh.freeVSelectionWeights (); } // Now, note that by PolyMesh rules, we can only flip entire selected elements. // So we broaden our selection to include entire elements that are only partially selected: for (int i=0; i<mesh.numf; i++) { if (mesh.f[i].GetFlag (MN_DEAD)) continue; if (!mesh.f[i].GetFlag (MN_SEL)) continue; mesh.PaintFaceFlag (i, MN_SEL); } if (axis<3) { for (i=0; i<mesh.FNum(); i++) { if (mesh.F(i)->GetFlag(MN_SEL)) mesh.FlipNormal(i); } if (mesh.GetFlag (MN_MESH_FILLED_IN)) { // We also need to flip edge normals: for (i=0; i<mesh.ENum(); i++) { if (mesh.f[mesh.e[i].f1].GetFlag (MN_SEL)) { int hold = mesh.e[i].v1; mesh.e[i].v1 = mesh.e[i].v2; mesh.e[i].v2 = hold; } } } } } // support for shape objects else if (os->obj->IsSubClassOf(splineShapeClassID)) { SplineShape *ss = (SplineShape*)os->obj; BezierShape &shape = ss->shape; oldLevel = shape.selLevel; switch (shape.selLevel) { case SHAPE_OBJECT: case SHAPE_VERTEX: shape.selLevel = SHAPE_SPLINE; shape.polySel.SetAll(); break; case SHAPE_SPLINE: case SHAPE_SEGMENT: break; } if (copy) shape.CloneSelectedParts((axis < 3 && splineMethod == SPLINE_REVERSE) ? TRUE : FALSE); } else if(os->obj->SuperClassID() == SHAPE_CLASS_ID) { ShapeObject *so = (ShapeObject *)os->obj; if(so->CanMakeBezier()) { SplineShape *ss = new SplineShape(); so->MakeBezier(t, ss->shape); ss->SetChannelValidity(GEOM_CHAN_NUM, GetValidity(t) & so->ObjectValidity(t)); os->obj = ss; os->obj->UnlockObject(); convertedShape = TRUE; BezierShape &shape = ss->shape; oldLevel = shape.selLevel; switch (shape.selLevel) { case SHAPE_OBJECT: case SHAPE_VERTEX: shape.selLevel = SHAPE_SPLINE; shape.polySel.SetAll(); break; case SHAPE_SPLINE: case SHAPE_SEGMENT: break; } if (copy) shape.CloneSelectedParts((axis < 3 && splineMethod == SPLINE_REVERSE) ? TRUE : FALSE); } } MirrorDeformer deformer(axis,offset,tm,itm); os->obj->Deform(&deformer, TRUE); // if (axis < 3 && splineMethod == SPLINE_REVERSE) { if (os->obj->IsSubClassOf(splineShapeClassID)) { SplineShape *ss = (SplineShape*)os->obj; BezierShape &shape = ss->shape; for (int i = 0; i < shape.bindList.Count(); i++) { int index = 0; int spindex = shape.bindList[i].pointSplineIndex; // Point3 p=shape.splines[spindex]->GetKnot(index).Knot(); if (shape.bindList[i].isEnd) index = shape.splines[spindex]->KnotCount()-1; shape.bindList[i].bindPoint = shape.splines[spindex]->GetKnotPoint(index); shape.bindList[i].segPoint = shape.splines[spindex]->GetKnotPoint(index); } shape.UpdateBindList(TRUE); } else if(os->obj->SuperClassID() == SHAPE_CLASS_ID) { ShapeObject *so = (ShapeObject *)os->obj; if(so->CanMakeBezier()) { SplineShape *ss = new SplineShape(); so->MakeBezier(t, ss->shape); ss->SetChannelValidity(GEOM_CHAN_NUM, GetValidity(t) & so->ObjectValidity(t)); os->obj = ss; os->obj->UnlockObject(); convertedShape = TRUE; BezierShape &shape = ss->shape; for (int i = 0; i < shape.bindList.Count(); i++) { int index = 0; int spindex = shape.bindList[i].pointSplineIndex; // Point3 p; if (shape.bindList[i].isEnd) index = shape.splines[spindex]->KnotCount()-1; shape.bindList[i].bindPoint = shape.splines[spindex]->GetKnotPoint(index); shape.bindList[i].segPoint = shape.splines[spindex]->GetKnotPoint(index); } shape.UpdateBindList(TRUE); } } } os->obj->UpdateValidity(GEOM_CHAN_NUM,GetValidity(t)); // restore the original selections if (os->obj->IsSubClassOf(triObjectClassID)) { TriObject *tobj = (TriObject*)os->obj; tobj->GetMesh().selLevel = oldLevel; } #ifndef NO_PATCHES else if (os->obj->IsSubClassOf(patchObjectClassID)) { PatchObject *pobj = (PatchObject*)os->obj; pobj->GetPatchMesh(t).selLevel = oldLevel; } #endif // NO_PATCHES else if (os->obj->IsSubClassOf(polyObjectClassID)) { PolyObject *pPolyOb = (PolyObject*)os->obj; pPolyOb->GetMesh().selLevel = oldLevel; pPolyOb->GetMesh().dispFlags = 0; switch (oldLevel) { case MNM_SL_VERTEX: pPolyOb->GetMesh().dispFlags = MNDISP_SELVERTS | MNDISP_VERTTICKS; break; case MNM_SL_EDGE: pPolyOb->GetMesh().dispFlags = MNDISP_SELEDGES; break; case MNM_SL_FACE: pPolyOb->GetMesh().dispFlags = MNDISP_SELFACES; break; } pPolyOb->GetMesh().FaceSelect(oldFaceSelections); } else if(os->obj->IsSubClassOf(splineShapeClassID) || convertedShape) { SplineShape *ss = (SplineShape*)os->obj; ss->shape.selLevel = oldLevel; } }
//[-------------------------------------------------------] //[ Private virtual PLSceneNode functions ] //[-------------------------------------------------------] void PLSceneSpline::WriteToFile(XmlElement &cSceneElement, const String &sApplicationDrive, const String &sApplicationDir) { // Do NOT save it as scene node, it's just a 'resource' // Get path filename const String sFilename = sApplicationDrive + sApplicationDir + PLTools::GetResourceFilename(PLTools::ResourcePath, GetName() + ".path"); // Get the IGame spline object of the given IGame node IGameObject *pIGameObject = GetIGameNode()->GetIGameObject(); if (pIGameObject) { // Check the type of the IGame object if (pIGameObject->GetIGameType() == IGameObject::IGAME_SPLINE && pIGameObject->InitializeData()) { IGameSpline &cIGameSpline = *static_cast<IGameSpline*>(pIGameObject); if (cIGameSpline.GetNumberOfSplines () > 0) { // We only support spline 0 IGameSpline3D *pIGameSpline3D = cIGameSpline.GetIGameSpline3D(0); if (pIGameSpline3D) { // Get the local transform matrix GMatrix mTransform = cIGameSpline.GetIGameObjectTM(); // Get the 3ds Max shape object ShapeObject *pMaxShapeObject = static_cast<ShapeObject*>(pIGameObject->GetMaxObject()->ConvertToType(TIME_PosInfinity, Class_ID(GENERIC_SHAPE_CLASS_ID, 0))); if (pMaxShapeObject != nullptr && pMaxShapeObject->NumberOfCurves() == cIGameSpline.GetNumberOfSplines()) { // Create XML document XmlDocument cDocument; // Add declaration XmlDeclaration *pDeclaration = new XmlDeclaration("1.0", "ISO-8859-1", ""); cDocument.LinkEndChild(*pDeclaration); // Add path XmlElement *pPathElement = new XmlElement("Path"); // Setup attributes pPathElement->SetAttribute("Version", "1"); pPathElement->SetAttribute("Closed", String::Format("%d", pMaxShapeObject->CurveClosed(0, 0))); // Add all nodes for (int nKnot=0; nKnot<pIGameSpline3D->GetIGameKnotCount(); nKnot++) { IGameKnot *pIGameKnot = pIGameSpline3D->GetIGameKnot(nKnot); if (pIGameKnot) { // Get knot point in object space (although it is not documented it looks like object space...) Point3 cPoint = pIGameKnot->GetKnotPoint(); // We really need to flip the coordinates to OpenGL style, IGame is not doing this automatically... cPoint = PLTools::Convert3dsMaxVectorToOpenGLVector(cPoint); // Transform to world space cPoint = cPoint*mTransform; // If there's a parent container, make the position of this scene node relative to it PLSceneContainer *pContainer = GetContainer(); if (pContainer) cPoint -= pContainer->GetWorldSpaceCenter(); // Add node XmlElement *pNodeElement = new XmlElement("Node"); pNodeElement->SetAttribute("Name", String::Format("%d", nKnot)); pNodeElement->SetAttribute("Position", String::Format("%f %f %f", cPoint.x, cPoint.y, cPoint.z)); // Link general element pPathElement->LinkEndChild(*pNodeElement); } } // Link material element cDocument.LinkEndChild(*pPathElement); // Save settings if (cDocument.Save(sFilename)) g_pLog->LogFLine(PLLog::Hint, "Created '%s'", sFilename.GetASCII()); else g_pLog->LogFLine(PLLog::Error, "Can't create '%s'!", sFilename.GetASCII()); } } } } else { g_pLog->LogFLine(PLLog::Error, "%s: IGame object is no known spline object!", GetIGameNode()->GetName()); } // Release the IGame object GetIGameNode()->ReleaseIGameObject(); } else { g_pLog->LogFLine(PLLog::Error, "%s: IGame node has no IGame object!", GetIGameNode()->GetName()); } }