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
		}
	}
}
Example #2
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;
}
bool NifImporter::ImportMultipleGeometry(NiNodeRef parent, vector<NiTriBasedGeomRef>& glist)
{
   bool ok = true;
   if (glist.empty()) return false;

   ImpNode *node = i->CreateNode();
   if(!node) return false;

   INode *inode = node->GetINode();
   TriObject *triObject = CreateNewTriObject();
   node->Reference(triObject);

   string name = parent->GetName();
   node->SetName(wide(name).c_str());

   // Texture
   Mesh& mesh = triObject->GetMesh();

   vector< pair<int, int> > vert_range, tri_range;
   vector<Triangle> tris;
   vector<Vector3> verts;
   int submats = glist.size();

   // Build list of vertices and triangles.  Optional components like normals will be handled later.
   for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr) {
      NiTriBasedGeomDataRef triGeomData = StaticCast<NiTriBasedGeomData>((*itr)->GetData());

      // Get verts and collapse local transform into them
      int nVertices = triGeomData->GetVertexCount();
      vector<Vector3> subverts = triGeomData->GetVertices();
      Matrix44 transform = (*itr)->GetLocalTransform();
      //Apply the transformations
      if (transform != Matrix44::IDENTITY) {
         for ( unsigned int i = 0; i < subverts.size(); ++i )
            subverts[i] = transform * subverts[i];
      }
      vert_range.push_back( pair<int,int>( verts.size(), verts.size() + subverts.size()) );
      verts.insert(verts.end(), subverts.begin(), subverts.end());

      vector<Triangle> subtris = triGeomData->GetTriangles();
      for (vector<Triangle>::iterator itr = subtris.begin(), end = subtris.end(); itr != end; ++itr) {
         (*itr).v1 += nVertices, (*itr).v2 += nVertices, (*itr).v3 += nVertices;
      }
      tri_range.push_back( pair<int,int>( tris.size(), tris.size() + subtris.size()) );
      tris.insert(tris.end(), subtris.begin(), subtris.end());
   }

   // Transform up-to-parent
   Matrix44 baseTM = (importBones) ? Matrix44::IDENTITY : parent->GetWorldTransform();
   node->SetTransform(0,TOMATRIX3(baseTM));  

   // Set vertices and triangles
   mesh.setNumVerts(verts.size());
   mesh.setNumTVerts(verts.size(), TRUE);
   for (int i=0, n=verts.size(); i < n; ++i){
      Vector3 &v = verts[i];
      mesh.verts[i].Set(v.x, v.y, v.z);
   }
   mesh.setNumFaces(tris.size());
   mesh.setNumTVFaces(tris.size());
   for (int submat=0; submat<submats; ++submat) {
      int t_start = tri_range[submat].first, t_end = tri_range[submat].second;
      for (int i=t_start; i<t_end; ++i) {
         Triangle& t = tris[i];
         Face& f = mesh.faces[i];
         f.setVerts(t.v1, t.v2, t.v3);
         f.Show();
         f.setEdgeVisFlags(EDGE_VIS, EDGE_VIS, EDGE_VIS);
         f.setMatID(-1);
         TVFace& tf = mesh.tvFace[i];
         tf.setTVerts(t.v1, t.v2, t.v3);
      }
   }
   mesh.buildNormals();
   bool bSpecNorms = false;

   MultiMtl *mtl = NULL;
   int igeom = 0;
   for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr, ++igeom) 
   {
      NiTriBasedGeomDataRef triGeomData = StaticCast<NiTriBasedGeomData>((*itr)->GetData());

      int v_start = vert_range[igeom].first, v_end = vert_range[igeom].second;
      int t_start = tri_range[igeom].first, t_end = tri_range[igeom].second;

      // Normals
      vector<Vector3> subnorms = triGeomData->GetNormals();
      Matrix44 rotation = (*itr)->GetLocalTransform().GetRotation();
      if (rotation != Matrix44::IDENTITY) {
         for ( unsigned int i = 0; i < subnorms.size(); ++i )
            subnorms[i] = rotation * subnorms[i];
      }
      if (!subnorms.empty())
      {
#if VERSION_3DSMAX > ((5000<<16)+(15<<8)+0) // Version 5
         // Initialize normals if necessary
         if (!bSpecNorms) {
            bSpecNorms = true;
            mesh.SpecifyNormals();
            MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals();
            if (NULL != specNorms) {
               specNorms->BuildNormals();
               //specNorms->ClearAndFree();
               //specNorms->SetNumFaces(tris.size());
               //specNorms->SetNumNormals(n.size());
            }
         }
         MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals();
         if (NULL != specNorms)
         {
            Point3* norms = specNorms->GetNormalArray();
            for (int i=0, n=subnorms.size(); i<n; i++){
               Vector3& v = subnorms[i];
               norms[i+v_start] = Point3(v.x, v.y, v.z);
            }
            //MeshNormalFace* pFaces = specNorms->GetFaceArray();
            //for (int i=0; i<tris.size(); i++){
            //   Triangle& tri = tris[i];
            //   MeshNormalFace& face = pFaces[i+t_start];
            //   face.SpecifyNormalID(0, tri.v1);
            //   face.SpecifyNormalID(1, tri.v2);
            //   face.SpecifyNormalID(2, tri.v3);
            //}
#if VERSION_3DSMAX > ((7000<<16)+(15<<8)+0) // Version 7+
			specNorms->SetAllExplicit(true);
#endif
            specNorms->CheckNormals();
         }
#endif
      }
      // uv texture info
      if (triGeomData->GetUVSetCount() > 0) {
         vector<TexCoord> texCoords = triGeomData->GetUVSet(0);
         for (int i=0, n = texCoords.size(); i<n; ++i) {
            TexCoord& texCoord = texCoords[i];
            mesh.tVerts[i+v_start].Set(texCoord.u, (flipUVTextures) ? 1.0f-texCoord.v : texCoord.v, 0);
         }
      }
      vector<Color4> cv = triGeomData->GetColors();
      ImportVertexColor(inode, triObject, tris, cv, v_start);

      if ( StdMat2* submtl = ImportMaterialAndTextures(node, (*itr)) )
      {
         if (mtl == NULL) {
            mtl = NewDefaultMultiMtl();
            gi->GetMaterialLibrary().Add(mtl);
            inode->SetMtl(mtl);
         }
         // SubMatIDs do not have to be contiguous so we just use the offset
         mtl->SetSubMtlAndName(igeom, submtl, submtl->GetName());
         for (int i=t_start; i<t_end; ++i)
            mesh.faces[i].setMatID(igeom);
      }
      if (enableSkinSupport)
         ImportSkin(node, (*itr));
   }

   this->i->AddNodeToScene(node);   

   inode = node->GetINode();
   inode->EvalWorldState(0);

   for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr) 
   {
      // attach child
      if (INode *parent = GetNode((*itr)->GetParent()))
         parent->AttachChild(inode, 1);
      inode->Hide((*itr)->GetVisibility() ? FALSE : TRUE);
   }
   if (removeDegenerateFaces)
      mesh.RemoveDegenerateFaces();
   if (removeIllegalFaces)
      mesh.RemoveIllegalFaces();
   if (weldVertices)
	   WeldVertices(mesh);
   if (enableAutoSmooth)
      mesh.AutoSmooth(TORAD(autoSmoothAngle), FALSE, FALSE);
   return ok;
}
int ExportQuake3Model(const TCHAR *filename, ExpInterface *ei, Interface *gi, int start_time, std::list<ExportNode> lTags, std::list<ExportNode> lMeshes)
{
	FILE *file;
	int i, j, totalTags, totalMeshes, current_time = 0;
	long pos_current, totalTris = 0, totalVerts = 0;
	std::list<FrameRange>::iterator range_i;
	std::vector<Point3> lFrameBBoxMin;
	std::vector<Point3> lFrameBBoxMax;
	long pos_tagstart;
	long pos_tagend;
	long pos_filesize;
	long pos_framestart;
	int lazynamesfixed = 0;
	const Point3 x_axis(1, 0, 0);
	const Point3 z_axis(0, 0, 1);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		long pos_meshstart = ftell(file);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	fclose(file);

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

	return TRUE;
}
Example #5
0
void WMOGroupImpl::buildMaxData()
{
	// Group Header Node
	INode* groupHeadNode = createGroupHeaderNode();
	groupHeadNode->SetGroupHead(TRUE);
	groupHeadNode->SetGroupMember(FALSE);

	// Geoset
	// 一个Render Batch构造一个Node, 并且加入到组中

	for (int i = 0; i < m_batchCount; ++i)
	{
		WMORenderBatch& renderBatch = m_batchData[i];

		m_wmoImporter->m_logStream << "Model Geoset " << i << " Vertex Info: " 
			<< renderBatch.vertexStart << " -- " << renderBatch.vertexEnd << endl;
		m_wmoImporter->m_logStream << "Model Geoset " << i << " Index Info: " 
			<< renderBatch.indexStart << " -- " << renderBatch.indexCount << endl;

		// Triangle Mesh Object
		// 基本的三角形模型对象
		TriObject* triObject = CreateNewTriObject();

		// 创建Node, 并且设为Group Header Node的子节点
		ImpNode* tmpImpNode = m_wmoImporter->m_impInterface->CreateNode();
		tmpImpNode->Reference(triObject);

		m_wmoImporter->m_impInterface->AddNodeToScene(tmpImpNode);
		INode* realINode = tmpImpNode->GetINode();
		realINode->SetGroupHead(FALSE);
		realINode->SetGroupMember(TRUE);
		groupHeadNode->AttachChild(realINode);

		m_geosetNodeList.push_back(realINode);

		TCHAR nodeName[256];
		sprintf(nodeName, "%s_part_%03d", m_groupName.c_str(), i);
		realINode->SetName(nodeName);

		// mesh
		unsigned short vertexCount = renderBatch.vertexEnd - renderBatch.vertexStart + 1;
		unsigned int trigangleCount = renderBatch.indexCount / 3;

		Mesh& mesh = triObject->GetMesh();
		mesh.setNumVerts(vertexCount);
		mesh.setNumTVerts(vertexCount, TRUE);

		mesh.setNumFaces(trigangleCount);
		mesh.setNumTVFaces(trigangleCount);

		// 顶点坐标和UV
		for (int i = 0; i < vertexCount; ++i)
		{
			mesh.verts[i] = *(Point3*)(&(m_vertexData[renderBatch.vertexStart + i]));

			// UV坐标反转
			mesh.tVerts[i].x = m_textureCoords[renderBatch.vertexStart + i].x;
			mesh.tVerts[i].y = 1.0f - m_textureCoords[renderBatch.vertexStart + i].y;
		}

		// 三角形
		for (unsigned int i = 0; i < trigangleCount; ++i)
		{
			Face& face = mesh.faces[i];
			int index1 = m_indexData[renderBatch.indexStart + i*3] - renderBatch.vertexStart;
			int index2 = m_indexData[renderBatch.indexStart + i*3+1] - renderBatch.vertexStart;
			int index3 = m_indexData[renderBatch.indexStart + i*3+2] - renderBatch.vertexStart;

			face.setVerts(index1, index2, index3);
			face.Show();
			face.setEdgeVisFlags(EDGE_VIS, EDGE_VIS, EDGE_VIS);

			TVFace& tface = mesh.tvFace[i];
			tface.setTVerts(index1, index2, index3);
		}

		// 法线
		mesh.SpecifyNormals();
		MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals();
		if (specNorms)
		{
			specNorms->ClearAndFree();
			specNorms->SetNumFaces(trigangleCount);
			specNorms->SetNumNormals(vertexCount);

			Point3* norms = specNorms->GetNormalArray();
			for (int i = 0; i < vertexCount; ++i)
			{
				norms[i] = *(Point3*)(&m_normalData[renderBatch.vertexStart + i]);
			}

			MeshNormalFace* pFaces = specNorms->GetFaceArray();
			for (unsigned int i = 0; i < trigangleCount; ++i)
			{
				int index1 = m_indexData[renderBatch.indexStart + i*3] - renderBatch.vertexStart;
				int index2 = m_indexData[renderBatch.indexStart + i*3+1] - renderBatch.vertexStart;
				int index3 = m_indexData[renderBatch.indexStart + i*3+2] - renderBatch.vertexStart;

				pFaces[i].SpecifyNormalID(0, index1);
				pFaces[i].SpecifyNormalID(1, index2);
				pFaces[i].SpecifyNormalID(2, index3);
			}

			specNorms->SetAllExplicit(true);
			specNorms->CheckNormals();
		}

		// 删除重复的和无效的面
		mesh.RemoveDegenerateFaces();
		mesh.RemoveIllegalFaces();

		realINode->SetMtl(m_wmoImporter->m_materialList[renderBatch.texture]);
		//realINode->BackCull(FALSE);			// 取消背面裁减 不是所有的Node都要取消背面裁减
		realINode->EvalWorldState(0);
	}
}
Example #6
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);
}
Example #7
0
// 1. 加载模型顶点数据
void M2Importer::importGeomObject()
{
	// Group Header Node
	INode* groupHeadNode = createGroupHeaderNode();
	groupHeadNode->SetGroupHead(TRUE);
	groupHeadNode->SetGroupMember(FALSE);

	if (m_modelHeader->nameLength > 1)
	{
		TCHAR* modelName = (TCHAR*)(m_m2FileData + m_modelHeader->nameOfs);
		groupHeadNode->SetName(modelName);
		m_logStream << "ModelName: " << modelName << endl;
	}
	else
		groupHeadNode->SetName("GeomGroup");


	// Geoset
	// 一个Geoset构造一个Node, 并且加入到组中

	unsigned short* verDataIndex = (unsigned short*)(m_m2FileData + m_modelView->ofsIndex);
	unsigned short* triData = (unsigned short*)(m_m2FileData + m_modelView->ofsTris);

	m_geosetNodeList.reserve(m_modelView->nSub);
	m_materialList.reserve(m_modelView->nSub);
	for (unsigned int i = 0; i < m_modelView->nSub; ++i)
		m_materialList.push_back(0);

	for (unsigned int i = 0; i < m_modelView->nSub; ++i)
	{
		ModelGeoset& geosetData = m_modelGeoset[i];

		// Triangle Mesh Object
		// 基本的三角形模型对象
		TriObject* triObject = CreateNewTriObject();

		// 创建Node, 并且设为Group Header Node的子节点
		ImpNode* tmpImpNode = m_impInterface->CreateNode();
		tmpImpNode->Reference(triObject);
		//tmpImpNode->SetPivot(*(Point3*)&(geosetData.v));

		m_impInterface->AddNodeToScene(tmpImpNode);
		INode* realINode = tmpImpNode->GetINode();
		realINode->SetGroupHead(FALSE);
		realINode->SetGroupMember(TRUE);
		groupHeadNode->AttachChild(realINode);

		m_geosetNodeList.push_back(realINode);

		TCHAR nodeName[256];
		sprintf(nodeName, "GeosetPart_%d", i);
		realINode->SetName(nodeName);

		// mesh
		Mesh& mesh = triObject->GetMesh();
		mesh.setNumVerts(geosetData.vcount);
		mesh.setNumTVerts(geosetData.vcount, TRUE);

		unsigned int triangeCount = geosetData.icount / 3;
		mesh.setNumFaces(triangeCount);
		mesh.setNumTVFaces(triangeCount);

		m_logStream << "Model Geoset " << i << " Vertex Count: " << geosetData.vcount << endl;
		m_logStream << "Model Geoset " << i << " Index Count: " << triangeCount << endl;

		// 顶点坐标和UV
		for (unsigned int i = 0; i < geosetData.vcount; ++i)
		{
			ModelVertex& vertexData = m_globalVertices[ verDataIndex[geosetData.vstart + i] ];

			mesh.verts[i] = *(Point3*)(&vertexData.pos);

			// UV坐标反转
			mesh.tVerts[i].x = vertexData.texcoords.x;
			mesh.tVerts[i].y = 1.0f - vertexData.texcoords.y;
		}

		// 三角形
		for (unsigned int i = 0; i < triangeCount; ++i)
		{
			Face& face = mesh.faces[i];
			face.setVerts(triData[geosetData.istart + i*3] - m_indexCount, 
						  triData[geosetData.istart + i*3+1] - m_indexCount, 
						  triData[geosetData.istart + i*3+2] - m_indexCount);
			face.Show();
			face.setEdgeVisFlags(EDGE_VIS, EDGE_VIS, EDGE_VIS);

			TVFace& tface = mesh.tvFace[i];
			tface.setTVerts(triData[geosetData.istart + i*3] - m_indexCount, 
							triData[geosetData.istart + i*3+1] - m_indexCount, 
							triData[geosetData.istart + i*3+2] - m_indexCount);
		}

		// 法线
		mesh.SpecifyNormals();
		MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals();
		if (specNorms)
		{
			specNorms->ClearAndFree();
			specNorms->SetNumFaces(triangeCount);
			specNorms->SetNumNormals(geosetData.vcount);

			Point3* norms = specNorms->GetNormalArray();
			for (unsigned int i = 0; i < geosetData.vcount; ++i)
			{
				ModelVertex& vertexData = m_globalVertices[ verDataIndex[geosetData.vstart + i] ];
				norms[i] = *(Point3*)(&vertexData.normal);
			}

			MeshNormalFace* pFaces = specNorms->GetFaceArray();
			for (unsigned int i = 0; i < triangeCount; ++i)
			{
				pFaces[i].SpecifyNormalID(0, triData[geosetData.istart + i*3] - m_indexCount);
				pFaces[i].SpecifyNormalID(1, triData[geosetData.istart + i*3+1] - m_indexCount);
				pFaces[i].SpecifyNormalID(2, triData[geosetData.istart + i*3+2] - m_indexCount);
			}

			specNorms->SetAllExplicit(true);
			specNorms->CheckNormals();
		}

		// 删除重复的和无效的面
		mesh.RemoveDegenerateFaces();
		mesh.RemoveIllegalFaces();

		//realINode->BackCull(FALSE);			// 取消背面裁减 双面绘制与取消背面裁减一起设置
		realINode->EvalWorldState(0);

		// 索引值修正
		m_indexCount += geosetData.vcount;
	}

	// 加载材质
	unsigned short* texLookupData = (unsigned short*)(m_m2FileData + m_modelHeader->ofsTexLookup);
	ModelTextureDef* texUnitDefData = (ModelTextureDef*)(m_m2FileData + m_modelHeader->ofsTextures);
	ModelTexUnit* texUnitData = (ModelTexUnit*)(m_m2FileData + m_modelView->ofsTex);

	for (unsigned int i = 0; i < m_modelView->nTex; ++i)
	{
		ModelTexUnit& texUnit = texUnitData[i];
		unsigned short textureID = texLookupData[texUnit.textureid];
		ModelTextureDef& texDef = texUnitDefData[textureID];

		string textureName;

		if (texDef.type == 0)
			textureName = (LPCSTR)(m_m2FileData + texDef.nameOfs);
		else
			textureName = getReplacableTexture(texDef.type);

		StdMat2* material = m_materialList[texUnit.op];
		if (!material)
			material = createMaterial();

		// 根据混合属性决定加在第几层
		material->SetSubTexmap(ID_DI, createTexture(textureName.c_str()));
		material->EnableMap(ID_DI, TRUE);
		//material->SetTwoSided(TRUE);		// 双面 设置了此标志的才打开

		m_maxInterface->GetMaterialLibrary().Add(material);
		m_geosetNodeList[texUnit.op]->SetMtl(material);
	}

	m_maxInterface->RedrawViews(m_maxInterface->GetTime());
}