NewtonMesh* DemoMesh::CreateNewtonMesh(NewtonWorld* const world, const dMatrix& meshMatrix)
{
	NewtonMesh* const mesh = NewtonMeshCreate(world);

	NewtonMeshBeginBuild (mesh);
	dMatrix rotation ((meshMatrix.Inverse4x4()).Transpose4X4());

	for (dListNode* node = GetFirst(); node; node = node->GetNext()) {
		DemoSubMesh& segment = node->GetInfo();
		for (int i = 0; i < segment.m_indexCount; i += 3) {
			NewtonMeshBeginFace(mesh);
			for (int j = 0; j < 3; j ++) {
				int index = segment.m_indexes[i + j];
				dVector p (meshMatrix.TransformVector(dVector (m_vertex[index * 3 + 0], m_vertex[index * 3 + 1], m_vertex[index * 3 + 2], 0.0f)));
				dVector n (rotation.RotateVector(dVector (m_normal[index * 3 + 0], m_normal[index * 3 + 1], m_normal[index * 3 + 2], 0.0f)));
				dAssert ((n.DotProduct3(n)) > 0.0f);
				n = n.Scale (1.0f / dSqrt (n.DotProduct3(n)));
				
				NewtonMeshAddPoint(mesh, p.m_x, p.m_y, p.m_z);
				NewtonMeshAddNormal(mesh, n.m_x, n.m_y, n.m_z);
				NewtonMeshAddMaterial(mesh, segment.m_textureHandle);
				NewtonMeshAddUV0(mesh, m_uv[index * 2 + 0], m_uv[index * 2 + 1]);
			}
			NewtonMeshEndFace(mesh);
//			NewtonMeshAddFace(mesh, 3, &point[0][0], sizeof (point) / 3, segment.m_textureHandle);
		}
	}

	NewtonMeshEndBuild(mesh);
	return mesh;
}
NewtonMesh* CreateCollisionTreeDoubleFaces (NewtonWorld* world, NewtonCollision* optimizedDoubelFacesTree)
{
	NewtonMesh* mesh = NewtonMeshCreate(world);
	dMatrix matrix (dGetIdentityMatrix());

	NewtonMeshBeginFace(mesh);
	NewtonCollisionForEachPolygonDo (optimizedDoubelFacesTree, &matrix[0][0], ExtrudeFaces, mesh);	
	NewtonMeshEndFace(mesh);

	return mesh;
}
	void AddTetra (NewtonMesh* const tetrahedra, int i0, int i1, int i2, int i3, const dVector* const tetra, int layer)
	{
		NewtonMeshBeginFace(tetrahedra);
			NewtonMeshAddPoint(tetrahedra, tetra[i0].m_x, tetra[i0].m_y, tetra[i0].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
			NewtonMeshAddPoint(tetrahedra, tetra[i1].m_x, tetra[i1].m_y, tetra[i1].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
			NewtonMeshAddPoint(tetrahedra, tetra[i2].m_x, tetra[i2].m_y, tetra[i2].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
		NewtonMeshEndFace(tetrahedra);

		NewtonMeshBeginFace(tetrahedra);
			NewtonMeshAddPoint(tetrahedra, tetra[i3].m_x, tetra[i3].m_y, tetra[i3].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
			NewtonMeshAddPoint(tetrahedra, tetra[i0].m_x, tetra[i0].m_y, tetra[i0].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
			NewtonMeshAddPoint(tetrahedra, tetra[i2].m_x, tetra[i2].m_y, tetra[i2].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
		NewtonMeshEndFace(tetrahedra);

		NewtonMeshBeginFace(tetrahedra);
			NewtonMeshAddPoint(tetrahedra, tetra[i3].m_x, tetra[i3].m_y, tetra[i3].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
			NewtonMeshAddPoint(tetrahedra, tetra[i1].m_x, tetra[i1].m_y, tetra[i1].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
			NewtonMeshAddPoint(tetrahedra, tetra[i0].m_x, tetra[i0].m_y, tetra[i0].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
		NewtonMeshEndFace(tetrahedra);

		NewtonMeshBeginFace(tetrahedra);
			NewtonMeshAddPoint(tetrahedra, tetra[i3].m_x, tetra[i3].m_y, tetra[i3].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
			NewtonMeshAddPoint(tetrahedra, tetra[i2].m_x, tetra[i2].m_y, tetra[i2].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
			NewtonMeshAddPoint(tetrahedra, tetra[i1].m_x, tetra[i1].m_y, tetra[i1].m_z);
			NewtonMeshAddLayer(tetrahedra, layer);
		NewtonMeshEndFace(tetrahedra);
	}
void ConvexApproximationObject::BuildMesh()
{

	// since max does no provide the iNode that will own this mesh I have no choice bu to apply the root matrix to all vertex
	ConvexApproximationClassDesc* const desc = (ConvexApproximationClassDesc*) ConvexApproximationClassDesc::GetDescriptor();
	INode* const sourceNode = desc->m_sourceNode;
	//dMatrix rootMatrix1 (GetMatrixFromMaxMatrix (sourceNode->GetNodeTM (0)));
	dMatrix rootMatrix (GetMatrixFromMaxMatrix (sourceNode->GetObjectTM(0)));

	dVector scale;
	dMatrix stretchAxis;
	dMatrix orthogonalRootTransform;
	rootMatrix.PolarDecomposition (orthogonalRootTransform, scale, stretchAxis);
	orthogonalRootTransform = orthogonalRootTransform.Inverse();

	// create a Newton world, as a manager of everything Newton related stuff
	NewtonWorld* const world = NewtonCreate ();

	// create an empty mesh and load the max mesh to it
	NewtonMesh* const sourceMesh = NewtonMeshCreate (world);

	// load all faces
	NewtonMeshBeginFace(sourceMesh);
	LoadGeometries (sourceMesh, orthogonalRootTransform);
	NewtonMeshEndFace(sourceMesh);


	// make a convex approximation form this newton mesh effect
	desc->m_progress = -1;
	Interface* const inteface = desc->m_currentInterface;
	
	inteface->ProgressStart("Creation Convex approx ...", TRUE, ConvexApproximationClassDesc::ReportMaxProgress, NULL);
	NewtonMesh* approximationMesh = NewtonMeshApproximateConvexDecomposition (sourceMesh, m_currentConcavity, 0.2f, m_currentMaxCount, 1000, ConvexApproximationClassDesc::ReportProgress);
	inteface->ProgressEnd();

	NewtonMeshDestroy (sourceMesh);



	// now convert the new mesh to a max poly Object
	MNMesh& maxMesh = GetMesh();
	maxMesh.ClearAndFree();

	int faceCount = 0;
	int vertexCount = NewtonMeshGetVertexCount(approximationMesh);
	for (void* face = NewtonMeshGetFirstFace(approximationMesh); face; face = NewtonMeshGetNextFace(approximationMesh, face)) {
		if (!NewtonMeshIsFaceOpen(approximationMesh, face)) {
			faceCount ++;
		}
	}

	//maxMesh.Clear();
	maxMesh.setNumVerts(vertexCount);
	maxMesh.setNumFaces(faceCount);

	// add all vertex
	int vertexStride = NewtonMeshGetVertexStrideInByte(approximationMesh) / sizeof (dFloat64);
	dFloat64* const vertex = NewtonMeshGetVertexArray (approximationMesh); 
	for (int j = 0; j < vertexCount; j ++) {
		dVector p (orthogonalRootTransform.TransformVector(dVector (float (vertex[vertexStride * j + 0]), float (vertex[vertexStride * j + 1]), float (vertex[vertexStride * j + 2]), float(1.0f))));
		maxMesh.P(j) = Point3 (p.m_x, p.m_y, p.m_z);
	}

	// count the number of face and make a face map
	int faceIndex = 0;
	for (void* face = NewtonMeshGetFirstFace(approximationMesh); face; face = NewtonMeshGetNextFace(approximationMesh, face)) {
		if (!NewtonMeshIsFaceOpen(approximationMesh, face)) {
			int faceIndices[256];
			int indexCount = NewtonMeshGetFaceIndexCount (approximationMesh, face);

			NewtonMeshGetFaceIndices (approximationMesh, face, faceIndices);
			MNFace* const face = maxMesh.F(faceIndex);
			face->MakePoly(indexCount, faceIndices, NULL, NULL);
			face->material = 0;
			faceIndex ++;
		}
	}

	maxMesh.InvalidateGeomCache();
	maxMesh.InvalidateTopoCache();
	maxMesh.FillInMesh();
	maxMesh.AutoSmooth(45.0f * 3.1416f / 160.0f, false, false);


	NewtonMeshDestroy (approximationMesh);
	NewtonDestroy (world);
}
Exemple #5
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void dMeshNodeInfo::EndBuild ()
{
	NewtonMeshEndFace(m_mesh);
}
Exemple #6
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        mesh::mesh(const std::string &mn, const mat4 &tf, const world &_world):
        /** Don't know if world() is the best thing to pass but it works for now **/
            _mesh(NewtonMeshCreate(_world))
        {
            Ogre::MeshPtr meshPtr;
            try
            {
                meshPtr = Ogre::MeshPtr(Ogre::MeshManager::getSingleton().load(mn,
                    Ogre::ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME));
            }
            catch(...)
            {
                return;
            }

            const Ogre::Mesh &mesh = *meshPtr;

            NewtonMeshBeginFace(_mesh);

            for (unsigned smi = 0; smi < mesh.getNumSubMeshes(); smi++) {
                Ogre::SubMesh *subMesh = mesh.getSubMesh(smi);

                Ogre::VertexData *vertexData =
                    (subMesh->useSharedVertices) ?
                        vertexData = mesh.sharedVertexData : vertexData = subMesh->vertexData;

                Ogre::VertexDeclaration *vertexDecl = vertexData->vertexDeclaration;
                const Ogre::VertexElement *element = vertexDecl->findElementBySemantic(Ogre::VES_POSITION);

                Ogre::HardwareVertexBufferSharedPtr vertexHVBSP =
                    vertexData->vertexBufferBinding->getBuffer(element->getSource());
                unsigned char *vPtr = (unsigned char*)(vertexHVBSP->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));

                Ogre::IndexData *indexData = subMesh->indexData;
                size_t numIndices = indexData->indexCount;
                size_t numTris = numIndices / 3;

                // get pointer!
                Ogre::HardwareIndexBufferSharedPtr indexHIBSP = indexData->indexBuffer;

                // 16 or 32 bit indices?
                bool indicesAre32Bit = (indexHIBSP->getType() == Ogre::HardwareIndexBuffer::IT_32BIT);
                unsigned long *longPtr = NULL;
                unsigned short *shortPtr = NULL;

                if (indicesAre32Bit)
                    longPtr = static_cast<unsigned long*>(
                        indexHIBSP->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));
                else
                    shortPtr = static_cast<unsigned short*>(
                        indexHIBSP->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));

                //now loop through the indices, getting polygon info!
                int iOffset = 0;

                for (size_t i = 0; i < numTris; i++) {
                    vec3 triVertices[3];
                    unsigned char *vOffset = NULL;
                    float *vertexPosPtr = NULL;
                    int idx = 0;

                    for (int j = 0; j < 3; j++) {
                        if (indicesAre32Bit)
                            idx = longPtr[iOffset + j];
                        else
                            idx = shortPtr[iOffset + j];

                        vOffset = vPtr + (idx * vertexHVBSP->getVertexSize());
                        element->baseVertexPointerToElement(vOffset, &vertexPosPtr);

                        triVertices[j].x = *vertexPosPtr; vertexPosPtr++;
                        triVertices[j].y = *vertexPosPtr; vertexPosPtr++;
                        triVertices[j].z = *vertexPosPtr; vertexPosPtr++;

                        triVertices[j] = tf * triVertices[j];
                    }

                    // _mesh, 3 vertices (triangle), (float = 4 bytes) * 3
                    // index = index of sub mesh (easy to recognize)
                    NewtonMeshAddFace(_mesh, 3, &triVertices[0].x, sizeof(float) * 3, smi);

                    iOffset += 3;
                }

                //unlock the buffers!
                vertexHVBSP->unlock();
                indexHIBSP->unlock();
            }

            NewtonMeshEndFace(_mesh);
        }