void U2MaxCameraExport::ExtractFromViewport(Interface* pIf)
{
	ViewExp* viewport = pIf->GetActiveViewport();
	if(viewport)
	{
		Matrix3 modelView, invModelView;

		viewport->GetAffineTM(modelView);

		invModelView = Inverse(modelView);

		Point3 up = invModelView.GetRow(0);	// up
		Point3 right = invModelView.GetRow(1); // right
		Point3 look = invModelView.GetRow(2);
		Point3 eye = invModelView.GetRow(3);

		float fFov = viewport->GetFOV();
		BOOL bIsPerp = viewport->IsPerspView();

		pIf->ReleaseViewport(viewport);

		if(bIsPerp)
		{
			;
		}
		else 
		{
			;
		}
	}
}
Example #2
0
/**
 * This method will be called from the max system when the user
 * has choosen to export to the OpenSceneGraph format.
 * This method is the entry point to the exporter plugin.
 */
int	OSGExp::DoExport(const TCHAR *name, ExpInterface *ei,
					 Interface *i, BOOL suppressPrompts, DWORD MAXOptions){

	// Only support "one at the time" exporting.
	if(isExporting){
		return FALSE;
	}
	isExporting = TRUE;

	// Grab the interface pointer and save it for later use.
	_ip = i;

	// Set export path in options class
	TCHAR p[300];
	TCHAR f[100];
	TCHAR e[10];
	BMMSplitFilename(name, p, f, e);
	_options->setExportPath(p);
	_options->setExportFilename(f);
	_options->setExportExtension(e);

	// Get filename to config file.
	TSTR cfgfilename = _ip->GetDir(APP_PLUGCFG_DIR);;
	cfgfilename += _T("\\OSGEXP.CFG");

	// Load options from config file
	_options->load(cfgfilename);

	// Should we only export selected nodes?
	_onlyExportSelected = (MAXOptions & SCENE_EXPORT_SELECTED) ? TRUE : FALSE;

	// Show option dialog to user and retrive any possible plugin choices.
	if(!suppressPrompts)
		if(!DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_EXPORTBOX), 
				           GetActiveWindow(), OptionsDlgProc,
						   (LPARAM)_options)){
			// If user closed or canceled export box then shutdown plugin.
			isExporting = FALSE;
			return TRUE;
		}

	// Write options to config file.
	_options->write(cfgfilename);

	// Create OSG root transform to hold the scene.
{	
	osg::ref_ptr<osg::MatrixTransform> rootTransform = new osg::MatrixTransform();
	//osg::MatrixTransform* rootTransform = new osg::MatrixTransform();
	rootTransform->setName(std::string(_ip->GetRootNode()->GetName()));
	// Set static datavariance for better performance
	rootTransform->setDataVariance(osg::Object::STATIC);
	// Set NodeMask
	if(_options->getUseDefaultNodeMaskValue())
		rootTransform->setNodeMask(_options->getDefaultNodeMaskValue());
	osg::Matrix rootMat = getNodeTransform(_ip->GetRootNode(), _ip->GetTime());
	rootTransform->setMatrix(rootMat);
    // Create root stateset for the lights.
	osg::ref_ptr<osg::StateSet> rootStateSet = new osg::StateSet();
	// Turn of lighting if set by the user.
	if(_options->getTurnOffLighting())
		rootStateSet->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
	else
		rootStateSet->setMode(GL_LIGHTING,osg::StateAttribute::ON);
	//osg::StateSet* rootStateSet = new osg::StateSet();
    rootTransform->setStateSet(rootStateSet.get());


	// We will make two progress bars. The first one will show
	// the exporting of materials, wheras the second one will show
	// the exporting of nodes. To get the total number of nodes in the
	// scene graph we will accumulate the total node count while
	// preprocessing the scenegraph for materials.
	_nTotalNodeCount = 0;
	_nCurNode = 0;
	_nTotalMtlCount = _ip->GetSceneMtls()->Count();
	_nCurMtl = 0;

	// Starting up the material exporting progress bar.
	_ip->ProgressStart(_T("Exporting materials..."), TRUE, fn, NULL);
	// Export materials by preprocessing the scenegraph. 
	if(!preProcess(_ip->GetRootNode(), _ip->GetTime())){
		// If user cancels we stop progress bar and return.
		_ip->ProgressEnd();
		isExporting = FALSE;
		return TRUE;
	}
	// We're done exporting materials. Finish the progress bar.
	_ip->ProgressEnd();

	// Starting up the node exporting progress bar.
	_ip->ProgressStart(_T("Exporting scene..."), TRUE, fn, NULL);

	// Get number of children for the root node in the interface.
	int numChildren = _ip->GetRootNode()->NumberOfChildren();
	
	// Call our node enumerator.
	// The nodeEnum function will recurse into itself and 
	// export each object found in the scene.
	for (int idx=0; idx<numChildren; idx++) {
		if (_ip->GetCancel() || !nodeEnum(rootTransform.get(), _ip->GetRootNode()->GetChildNode(idx), rootTransform.get())){
			// If user cancels we stop progress bar and return
			_ip->ProgressEnd();
			isExporting = FALSE;
			return TRUE;
		}
	}
	// Finish exporting progress bar
	_ip->ProgressEnd();


	// If optimize scene graph
	unsigned int optimizeMask = 0;
	if(_options->getTriStripGeometry())
		optimizeMask |= osgUtil::Optimizer::TRISTRIP_GEOMETRY;
	if(_options->getMergeGeometry())
		optimizeMask |= osgUtil::Optimizer::MERGE_GEOMETRY;
	if(_options->getFlattenStaticTransform())
		optimizeMask |= osgUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS;
	if(_options->getShareDuplicateStates())
		optimizeMask |= osgUtil::Optimizer::SHARE_DUPLICATE_STATE;
	if(_options->getSpatializeGroups())
		optimizeMask |= osgUtil::Optimizer::SPATIALIZE_GROUPS;
	if(optimizeMask){
		_ip->ProgressStart(_T("Optimizing scenegraph..."), FALSE, fn, NULL);
		_ip->ProgressUpdate(0.5f); 
		osgUtil::Optimizer optimizer;
		optimizer.optimize(rootTransform.get(), optimizeMask);
		_ip->ProgressEnd();
	}
	 
	// Save file to disk.
	if(_options->getSaveFile()){
		_ip->ProgressStart(_T("Writing file..."), FALSE, fn, NULL);
		_ip->ProgressUpdate(0.5f); 
		if(_options->getExportExtension().compare(".osg")==0 ||
		   _options->getExportExtension().compare(".OSG")==0 ||
		   _options->getExportExtension().compare(".ive")==0 ||
		   _options->getExportExtension().compare(".IVE")==0   ){

			std::string filename(name);

			// Exclude image data from ive file if this options has been choosen
			if(!_options->getIncludeImageDataInIveFile()){
				osgDB::ReaderWriter::Options* opt = new osgDB::ReaderWriter::Options("noTexturesInIVEFile");
				osgDB::Registry::instance()->setOptions(opt);
			}


#if defined(OPENSCENEGRAPH_MAJOR_VERSION) && OPENSCENEGRAPH_MAJOR_VERSION >= 2 && defined(OPENSCENEGRAPH_MINOR_VERSION) && OPENSCENEGRAPH_MINOR_VERSION >= 4
            osgDB::ReaderWriter::WriteResult res = 
               osgDB::Registry::instance()->writeNode(*rootTransform, filename, NULL);
#else
            osgDB::ReaderWriter::WriteResult res = 
               osgDB::Registry::instance()->writeNode(*rootTransform, filename);
#endif

			if(res.error() && _options->getShowErrMsg()){
				static TCHAR szBuffer[256];
				wsprintf(szBuffer,TEXT("Error writing file %s:\n%s"), 
					     TEXT(filename.c_str()),res.message());
				MessageBox (GetActiveWindow(), szBuffer, TEXT("Warning"),
					        MB_OK | MB_ICONWARNING) ;
			}

			if(!_options->getIncludeImageDataInIveFile()){
                // Turn readerwriter options off again.
				osgDB::ReaderWriter::Options* opt = new osgDB::ReaderWriter::Options();
				osgDB::Registry::instance()->setOptions(opt);
            }
		}
		else{
			if(_options->getShowErrMsg()){
				std::string error("Can not find plugin to save file: ");
				error.append(name);
				MessageBox (GetActiveWindow(), error.c_str() , TEXT("Warning"), MB_OK | MB_ICONWARNING) ;
			}
		}
		_ip->ProgressEnd();
	}

	// Show quick preview
	if(_options->getQuickView()){

		float fNear = 1.0f;
		float fFar = 1000.0f;

		// Get the active viewport and the win32 window within it.
		// The position and size will be retreive from this.
		ViewExp* viewExp = _ip->GetActiveViewport();
		float fov = viewExp->GetFOV();
		HWND hWnd = viewExp->getGW()->getHWnd();
		RECT sRect;
		BOOL ok = GetWindowRect(hWnd, &sRect);
		int width = 100;
		int height = 100;
		int x =100;
		int y =100;
		if(ok){
			x = sRect.left;
			y = sRect.top;
			width = sRect.right - sRect.left;
			height = sRect.bottom - sRect.top;
		}

		// Create previewer window and set size.
		Previewer previewer;
		previewer.setWindowSize(x, y, width, height);


		// The affine TM transforms from world coords to view coords
		// so we need the inverse of this matrix
		Matrix3 aTM, camTM, coordSysTM;
		Point3 viewDir, viewPos, lookAtPos, upVector;
		INode* camera;
		float dist = 100;

		Point3 upperLeft = viewExp->MapScreenToView(IPoint2(0, 0), fFar);
		Point3 lowerRight = viewExp->MapScreenToView(IPoint2(width, height), fFar);
		
		viewExp->GetAffineTM(aTM);
		coordSysTM = Inverse(aTM);	

		viewDir = coordSysTM.VectorTransform(Point3(0.0f, 0.0f, -1.0f));
		viewPos = coordSysTM.GetRow(3);
		lookAtPos = viewPos + viewDir;
		upVector.Set(0.0f, 0.0f, 1.0f);

		switch(viewExp->GetViewType()){
			case VIEW_ISO_USER:
			case VIEW_PERSP_USER:
				previewer.setProjectionMatrixAsFrustum(lowerRight.x, upperLeft.x,  upperLeft.y, lowerRight.y, fFar, -fFar);
				break;
			case VIEW_CAMERA:
				previewer.setProjectionMatrixAsFrustum(upperLeft.x, lowerRight.x, lowerRight.y, upperLeft.y, fFar, -fFar);
				camera = viewExp->GetViewCamera();
				camTM = camera->GetObjTMBeforeWSM(_ip->GetTime());
				viewDir = camTM.VectorTransform(Point3(0.0f, 0.0f, -1.0f));
				viewPos = camTM.GetRow(3);
				lookAtPos = viewPos + viewDir;
				break;
			case VIEW_LEFT:
			case VIEW_RIGHT:
			case VIEW_TOP:
			case VIEW_BOTTOM:
			case VIEW_FRONT:
			case VIEW_BACK:
				previewer.setProjectionMatrixAsOrtho(upperLeft.x, lowerRight.x, lowerRight.y, upperLeft.y, -fFar, fFar);
				//cam->setOrtho(upperLeft.x, lowerRight.x, lowerRight.y, upperLeft.y, -fFar, fFar);
				// Go far away from the viewing point in the negative viewing direction.
				viewPos = coordSysTM.PointTransform(Point3(0.0f, 0.0f, fFar));
				lookAtPos = viewPos + viewDir;
				// In top view the up vector on the camera is the positive y-axis.
				if(viewExp->GetViewType() == VIEW_TOP)
					upVector.Set(0.0f, 1.0f, 0.0f);
				// In bottom view the up vector on the camera is the negative y-axis.
				if(viewExp->GetViewType() == VIEW_BOTTOM)
					upVector.Set(0.0f, -1.0f, 0.0f);
				break;
		}
		// When we are done with the viewport we should release it.
		_ip->ReleaseViewport(viewExp);

		// Set scene data.
		previewer.setSceneData(rootTransform.get());

		// set the view - OpenGL look at
		previewer.setViewMatrixAsLookAt(osg::Vec3( viewPos.x, viewPos.y, viewPos.z),
										 osg::Vec3(lookAtPos.x, lookAtPos.y, lookAtPos.z),
										 osg::Vec3(upVector.x, upVector.y, upVector.z) );
 		previewer.run();

		isExporting = FALSE;
		return TRUE;
	}
}
	isExporting = FALSE;
	return TRUE;
}
Example #3
0
// *****************************************************************
void	VertexPaint::fillSelectionGradientColor()
{
	int		mci;

	// Put Data in Undo/Redo List.
	if(!theHold.Holding())
		theHold.Begin();
	
	ModContextList	modContexts;
	INodeTab		nodeTab;
	
	GetCOREInterface()->GetModContexts(modContexts, nodeTab);
	
	for (mci=0; mci<modContexts.Count(); mci++) 
	{
		ModContext *mc = modContexts[mci];
		if(mc && mc->localData)
			theHold.Put(new VertexPaintRestore((VertexPaintData*)mc->localData, this));
	}

	theHold.Accept(GetString(IDS_RESTORE_GRADIENT));


	// Which Component to change??
	VertexPaintData::TComponent	whichComponent;
	switch(getEditionType())
	{
	case 0: whichComponent= VertexPaintData::Red; break;
	case 1: whichComponent= VertexPaintData::Green; break;
	case 2: whichComponent= VertexPaintData::Blue; break;
	}
	COLORREF	grad0= iColorGradient[0]->GetColor();
	COLORREF	grad1= iColorGradient[1]->GetColor();


	// Get Matrix to viewport.
	Matrix3		viewMat;
	{
		ViewExp *ve = GetCOREInterface()->GetActiveViewport();
		// The affine TM transforms from world coords to view coords
		ve->GetAffineTM(viewMat);
		GetCOREInterface()->ReleaseViewport(ve);
	}


	// Modify all meshes.
	for (mci=0; mci<modContexts.Count(); mci++) 
	{
		ModContext *mc = modContexts[mci];
		if(mc && mc->localData)
		{
			VertexPaintData* d = (VertexPaintData*)mc->localData;
			Mesh*		mesh = 	d->GetMesh();
			if (mesh && mesh->vertCol) 
			{
				float	yMini= FLT_MAX;
				float	yMaxi= -FLT_MAX;

				// 1st, For all faces of the mesh, comute BBox of selection.
				int fi;
				for(fi=0; fi<mesh->getNumFaces(); fi++)
				{
					Face* f = &mesh->faces[fi];

					for (int i=0; i<3; i++) 
					{
						// Skip painting because not selected??
						if(mesh->selLevel == MESH_VERTEX && !mesh->VertSel()[f->v[i]] )
							continue;
						if(mesh->selLevel == MESH_FACE && !mesh->FaceSel()[fi])
							continue;
						// Also skip if face is hidden.
						if(f->Hidden())
							continue;

						// Transform to viewSpace.
						Point3	p= viewMat*mesh->getVert(f->v[i]);
						// extend bbox.
						yMini= p.y<yMini?p.y:yMini;
						yMaxi= p.y>yMaxi?p.y:yMaxi;
					}
				}

				// 2nd, For all faces of the mesh, fill with gradient
				for(fi=0; fi<mesh->getNumFaces(); fi++)
				{
					Face* f = &mesh->faces[fi];

					for (int i=0; i<3; i++) 
					{
						// Skip painting because not selected??
						if(mesh->selLevel == MESH_VERTEX && !mesh->VertSel()[f->v[i]] )
							continue;
						if(mesh->selLevel == MESH_FACE && !mesh->FaceSel()[fi])
							continue;
						// Also skip if face is hidden.
						if(f->Hidden())
							continue;

						// Compute gradientValue.
						float	gradValue;
						Point3	p= viewMat*mesh->getVert(f->v[i]);
						gradValue= (p.y-yMini)/(yMaxi-yMini);
						// Modifie with bendPower. 1->6.
						float	pow= 1 + fGradientBend * 5;
						gradValue= powf(gradValue, pow);

						// Apply painting
						// Reset To 0.
						d->SetColor(f->v[i],  1, grad0, whichComponent);
						// Blend with gradientValue.
						d->SetColor(f->v[i],  gradValue, grad1, whichComponent);
					}
				}

			}
		}
	}

	// refresh
	NotifyDependents(FOREVER, PART_VERTCOLOR, REFMSG_CHANGE);
	ip->RedrawViews(ip->GetTime());
}