bool Exporter::splitMesh(INode *node, Mesh& mesh, FaceGroups &grps, TimeValue t, vector<Color4>& vertColors, bool noSplit) { Mtl* nodeMtl = node->GetMtl(); Matrix3 tm = node->GetObjTMAfterWSM(t); // Order of the vertices. Get 'em counter clockwise if the objects is // negatively scaled. int vi[3]; if (TMNegParity(tm)) { vi[0] = 2; vi[1] = 1; vi[2] = 0; } else { vi[0] = 0; vi[1] = 1; vi[2] = 2; } Matrix3 flip; flip.IdentityMatrix(); flip.Scale(Point3(1, -1, 1)); int nv = mesh.getNumVerts(); int nf = mesh.getNumFaces(); if (noSplit) { int nv = mesh.getNumVerts(); int nf = mesh.getNumFaces(); // Dont split the mesh at all. For debugging purposes. FaceGroup& grp = grps[0]; grp.vidx.resize(nv, -1); grp.verts.resize(nv); grp.faces.resize(nf); grp.uvs.resize(nv); grp.vnorms.resize(nv); grp.fidx.resize(nf); Matrix3 texm; getTextureMatrix(texm, getMaterial(node, 0)); texm *= flip; for (int face=0; face<nf; ++face) { grp.fidx[face] = face; for (int vi=0; vi<3; ++vi) { int idx = mesh.faces[face].getVert(vi); grp.faces[face][vi] = idx; // Calculate normal Point3 norm; #if VERSION_3DSMAX <= ((5000<<16)+(15<<8)+0) // Version 5 norm = getVertexNormal(&mesh, face, mesh.getRVertPtr(idx)); #else MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals (); if (NULL != specNorms && specNorms->GetNumNormals() != 0) norm = specNorms->GetNormal(face, vi); else norm = getVertexNormal(&mesh, face, mesh.getRVertPtr(idx)); #endif Point3 uv; if (mesh.tVerts && mesh.tvFace) { uv = mesh.tVerts[ mesh.tvFace[ face ].t[ vi ]] * texm; uv.y += 1.0f; } if (grp.vidx[idx] == idx){ ASSERT(grp.verts[idx] == TOVECTOR3(mesh.getVert(idx))); //ASSERT(vg.norm == norm); //Point3 uv = mesh.getTVert(idx); //if (mesh.getNumTVerts() > 0) //{ // ASSERT(grp.uvs[idx].u == uv.x && grp.uvs[idx].v == uv.y); //} } else { grp.vidx[idx] = idx; grp.verts[idx] = TOVECTOR3(mesh.getVert(idx)); //grp.uvs[idx].u = uv.x; //grp.uvs[idx].v = uv.y; grp.vnorms[idx] = TOVECTOR3(norm); } } } for (int i=0; i<nv; ++i) { ASSERT(grp.vidx[i] != -1); } } else { int face, numSubMtls = nodeMtl?nodeMtl->NumSubMtls():0; for (face=0; face<mesh.getNumFaces(); face++) { int mtlID = (numSubMtls!=0) ? (mesh.faces[face].getMatID() % numSubMtls) : 0; Mtl *mtl = getMaterial(node, mtlID); Matrix3 texm; getTextureMatrix(texm, mtl); texm *= flip; FaceGroup& grp = grps[mtlID]; if (grp.uvMapping.size() == 0) // Only needs to be done once per face group { int nmaps = 0; int nmapsStart = max(1, mesh.getNumMaps() - (mesh.mapSupport(0) ? 1 : 0)); // Omit vertex color map. for (int ii = 1; ii <= nmapsStart; ii++) // Winnow out the unsupported maps. { if (!mesh.mapSupport(ii)) continue; grp.uvMapping[ii] = nmaps++; } grp.uvs.resize(nmaps == 0 ? 1 : nmaps); } if (nv > int(grp.verts.capacity())) { grp.vgrp.reserve(nv); grp.verts.reserve(nv); grp.vnorms.reserve(nv); for (int i=0; i<grp.uvs.size(); ++i) grp.uvs[i].reserve(nv); grp.vcolors.reserve(nv); grp.vidx.reserve(nv); } if (nf > int(grp.faces.capacity())) { grp.faces.reserve(nf); grp.fidx.reserve(nf); } Triangle tri; for (int i=0; i<3; i++) tri[i] = addVertex(grp, face, vi[i], &mesh, texm, vertColors); grp.faces.push_back(tri); if (grp.fidx.size() < nf) grp.fidx.resize(nf,-1); grp.fidx[face] = grp.faces.size() - 1; } } return true; }
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; }
int Exporter::addVertex(FaceGroup &grp, int face, int vi, Mesh *mesh, const Matrix3 &texm, vector<Color4>& vertColors) { VertexGroup vg; int vidx; vidx = vg.idx = mesh->faces[ face ].v[ vi ]; vg.pt = mesh->verts[ vidx ]; #if VERSION_3DSMAX <= ((5000<<16)+(15<<8)+0) // Version 5 vg.norm = getVertexNormal(mesh, face, mesh->getRVertPtr(vidx)); #else MeshNormalSpec *specNorms = mesh->GetSpecifiedNormals (); if (NULL != specNorms && specNorms->GetNumNormals() != 0) vg.norm = specNorms->GetNormal(face, vi); else vg.norm = getVertexNormal(mesh, face, mesh->getRVertPtr(vidx)); #endif int nmaps = grp.uvMapping.size(); map<int,int>::iterator UVSetIter; vg.uvs.resize(nmaps > 0 ? nmaps : 1); if (nmaps > 0) { for (UVSetIter=grp.uvMapping.begin() ; UVSetIter != grp.uvMapping.end(); UVSetIter++ ) { int maxUVIdx = (*UVSetIter).first; int nifUVIdx = (*UVSetIter).second; TexCoord& uvs = vg.uvs[nifUVIdx]; UVVert *uv = mesh->mapVerts(maxUVIdx); TVFace *tv = mesh->mapFaces(maxUVIdx); if (uv && tv) { Point3 uvw = uv[ tv[ face ].t[ vi ]] * texm; uvs.u = uvw[0]; uvs.v = uvw[1] + 1.0f; } } } else { if (mesh->tVerts && mesh->tvFace) { Point3 uvw = mesh->tVerts[ mesh->tvFace[ face ].t[ vi ]] * texm; vg.uvs[0].u = uvw[0]; vg.uvs[0].v = uvw[1] + 1.0f; } } vg.color = Color4(1.0f, 1.0f, 1.0f); if (mVertexColors && !vertColors.empty()){ TVFace *vcFace = mesh->vcFaceData ? mesh->vcFaceData : mesh->vcFace; if (vcFace) { int vidx = vcFace[ face ].t[ vi ]; vg.color = vertColors[vidx]; } } VertexCompare vc(grp, Exporter::mWeldThresh, Exporter::mNormThresh, Exporter::mUVWThresh); int n = grp.verts.size(); #if 0 IntRange range = std::equal_range(grp.vmap.begin(), grp.vmap.end(), vg, vc); if (range.first != range.second) { return (*range.first); } grp.vmap.insert(range.first, n); #else for (int i=0; i<grp.vgrp.size(); i++) { if ( vc.compare(vg, i) == 0 ) return i; } grp.vmap.push_back(n); #endif grp.vidx.push_back(vidx); grp.vgrp.push_back(vg); grp.verts.push_back(TOVECTOR3(vg.pt)); grp.vnorms.push_back(TOVECTOR3(vg.norm)); for (int i=0; i< grp.uvs.size(); ++i) { TexCoords& uvs = grp.uvs[i]; uvs.push_back(vg.uvs[i]); } grp.vcolors.push_back(vg.color); return n; }
void MaxAWDExporter::ExportTriGeom(AWDTriGeom *awdGeom, Object *obj, INode *node, ISkin *skin, IGameMesh * igame_mesh) { if (awdGeom != NULL) { if (awdGeom->get_is_created()) return; else { awdGeom->set_is_created(true); // Extract skinning information (returns number of joints per vertex), // and writes the weights and joints array according to the jpv int jpv=0; awd_float64 *weights=NULL; awd_uint32 *joints=NULL; jpv = ExportSkin(node, skin, &weights, &joints); // Calculate offset matrix from the object TM (which includes geometry offset) // this will be used to transform all vertices into node space. int time=maxInterface->GetTime(); // get the neutral pose time from the vertex (using a dedcated cache for this) bool hasVertexAnim=vetexAnimNeutralPosecache->hasKey(node); if(hasVertexAnim) time=vetexAnimNeutralPosecache->Get(node)*GetTicksPerFrame(); else{ // get the neutral pose time from the skeleton, if any is used if (opts->ExportSkin() && skin && jpv>0) { SkeletonCacheItem *skel = skeletonCache->GetFromBone(skin->GetBone(0)); time=skel->awdSkel->get_neutralPose(); } } Matrix3 offsMtx = node->GetObjectTM(time) * Inverse(node->GetNodeTM(time)); bool isInSkinPoseMode=false; double *mtxData = (double *)malloc(12*sizeof(double)); SerializeMatrix3(offsMtx, mtxData); /*if (skin && jpv>0) { // if the mesh is not in "Skin Pose Mode", // we add the bind-matrix to the offset matrix (so that all points are moved accoridingly) // and later we set the transform matrix of the mesh to the identity-matrix (no transform) ISkinPose * skinPose; skinPose=skinPose->GetISkinPose(*node); //isInSkinPoseMode=skinPose->SkinPoseMode(); Matrix3 mtx; mtx.IdentityMatrix(); if (!isInSkinPoseMode){ Matrix3 bm; bm.IdentityMatrix(); //skin->GetSkinInitTM(node, bm, true); //offsMtx *= bm; //SerializeMatrix3(mtx, mtxData); } skinPose=NULL; }*/ ObjectState os; // Flatten entire modifier stack os = node->EvalWorldState(time); obj = os.obj; // its allready been taken care that the correct obj is submitted to this function, so we can directly convert to TriObject (?) TriObject *triObject = (TriObject*)obj->ConvertToType(time, Class_ID(TRIOBJ_CLASS_ID, 0)); Mesh mesh = triObject->mesh; int numTris = mesh.getNumFaces(); int numVerts = mesh.getNumVerts(); awdGeom->set_originalPointCnt(numVerts); // This could happen for example with splines (No!, this should never happen, because we check for this earlier (?)) if (numTris==0) return; /* //TODO: optional reorder exported faces, so that quads are stored first //we than can store one uint32 as offset into the triangle-list, to reconstruct quads on import int * quadDic=(int *)malloc(sizeof(int) * numTris); int * isExportedDic=(int *)malloc(sizeof(int) * numTris); int cnt1=0; for(cnt1=0;cnt1<numTris;cnt1++){ quadDic[cnt1]=0; isExportedDic[cnt1]=0; } PolyObject *polyObject = (PolyObject*)obj->ConvertToType(time, Class_ID(POLYOBJ_CLASS_ID, 0)); if (polyObject!=NULL){ MNMesh mnMesh = polyObject->GetMesh(); int numFaces = mnMesh.FNum(); int numtri = mnMesh.TriNum(); int idxCnt=0; for(idxCnt=0;idxCnt<numFaces;idxCnt++){ MNFace thisface=mnMesh.f[idxCnt]; if(thisface.TriNum()==2){ Tab<int> intList; thisface.GetTriangles(intList); //quadDic[intList[0]]=intList[1]; //quadDic[intList[1]]=intList[0]; } } //if (polyObject!=obj) // polyObject->DeleteMe(); } */ bool force_split=opts->SplitByMatID();// if true, the GeomUtils will create a SubGeo for each MaterialID used by a face, no matter if they share materials or not bool useUV=opts->ExportUVs();// TODO: check if uvs exists bool useSecUVs=useUV; // TODO: check if second UVs exists (and are requested) bool useNormals=opts->ExportNormals(); // ATTENTION: // we have collected all meshintsances that are using this geometry. // but some material-settings ( UV / SecondUV / explode) can force us to create multiple geometries... // the IGAmeMesh gives acces to some handy functions for exporting meshes // we still need to use the mesh from the standart api, to have access to the correct UV (?) MeshNormalSpec *specificNormals = NULL; if(igame_mesh!=NULL){ int numTrisGameMesh = igame_mesh->GetNumberOfFaces(); if (numTrisGameMesh!=numTris){ return; //ERROR: faceCount of game-mesh is not facecount of api-mesh - should not happen } AWDBlockList * meshInstanceList = awdGeom->get_mesh_instance_list(); if (meshInstanceList==NULL){ return; //ERROR: faceCount of game-mesh is not facecount of api-mesh - should not happen } int numMeshInstances=meshInstanceList->get_num_blocks(); if ((meshInstanceList!=NULL)&&(numMeshInstances==0)){ return; //ERROR: faceCount of game-mesh is not facecount of api-mesh - should not happen } // check if the first UVChannel is available for this mesh ( numTVFaces must be equal to numTris) if (useUV) { try{ if (mesh.mapSupport(1)){ MeshMap * mesh_map; mesh_map = &(mesh.Map(1)); int numTrisMap = mesh_map->getNumFaces(); if (numTrisMap!=numTris){ useUV=false; useSecUVs=false; } } else{ useUV=false; useSecUVs=false; } } catch(...){ useUV=false; useSecUVs=false; } } // check if any normals are available for the mesh if (useNormals) { mesh.SpecifyNormals(); specificNormals = mesh.GetSpecifiedNormals(); int specificNormalCount = specificNormals->GetNumNormals();// for me, this is allways been 0 if (specificNormalCount==0){ specificNormals=NULL; int numNorms = igame_mesh->GetNumberOfNormals(); if (numNorms==0){ useNormals=false; } } } AWD_field_type precision_geo=AWD_FIELD_FLOAT32; if (opts->StorageGeometry()==1) precision_geo=AWD_FIELD_FLOAT64; AWDGeomUtil * geomUtil=new AWDGeomUtil(awdGeom->get_split_faces(), force_split, useUV, useSecUVs, useNormals, 0.0, jpv, precision_geo); // create a list of GUGeom for each Mesh instance. // before collecting the actual geom-data, // we will reduce the number of GUGeoms to the minimum needed to display all mesh-instances correctly geomUtil->createPreGeometries(meshInstanceList); Tab<int> MatIDList=igame_mesh->GetActiveMatIDs(); int matIDCnt; Tab<FaceEx *> facelist; // for each submesh do: for (matIDCnt=0; matIDCnt< MatIDList.Count(); matIDCnt++){ facelist=igame_mesh->GetFacesFromMatID(MatIDList[matIDCnt]); int idx; int faceCnt=facelist.Count(); if (faceCnt>0){ // if the submesh will be used (if the matID is used by any face): AWDBlockList * subMaterialList = new AWDBlockList(); int meshInstCnt=0; // for each mesh instance, apply the material for (meshInstCnt=0;meshInstCnt<numMeshInstances; meshInstCnt++){ AWDMeshInst * awdMesh=(AWDMeshInst *)meshInstanceList->getByIndex(meshInstCnt); if (awdMesh==NULL){ return; } else{ AWDBlockList * preMaterials = awdMesh->get_pre_materials(); if (preMaterials==NULL){ return; } else{ bool createDefault = false; AWDMaterial * thisMatBlock = (AWDMaterial *)preMaterials->getByIndex(MatIDList[matIDCnt]); if (thisMatBlock==NULL){ thisMatBlock=(AWDMaterial *)awdMesh->get_defaultMat(); } if (useUV){ if (thisMatBlock->get_mappingChannel()>0) thisMatBlock->set_mappingChannel(checkIfUVMapExists(mesh, numTris, thisMatBlock->get_mappingChannel())); } if (useSecUVs){ if (thisMatBlock->get_secondMappingChannel()>0) thisMatBlock->set_secondMappingChannel(checkIfUVMapExists(mesh, numTris, thisMatBlock->get_secondMappingChannel())); } subMaterialList->force_append(thisMatBlock); } } } geomUtil->add_new_sub_geo_to_preGUgeoms(subMaterialList, MatIDList[matIDCnt]); delete subMaterialList; } } geomUtil->createGeometries(); for (matIDCnt=0; matIDCnt<MatIDList.Count(); matIDCnt++){ facelist=igame_mesh->GetFacesFromMatID(MatIDList[matIDCnt]); int idx; int faceCnt=facelist.Count(); if (faceCnt>0){ int numGeoms=geomUtil->get_geoList()->get_num_blocks(); int geoCnt; for(geoCnt=0; geoCnt<numGeoms; geoCnt++){ GUGeo * thisGUGeo = geomUtil->get_geoList()->get_by_idx(geoCnt); // get the uvs using the index stored in the geomUtil // get the secondUV using the index stored in the geomUtil // get the explode (normals) using the index stored in the geomUtil // ATTENTION: its not a Subgeo but a SubgeoGroup, so it contain several Subgeos if the face or vert lists are to big for one subgeo int thisSubGeoIdx=geomUtil->getSubGeoIdxForMatIdx(MatIDList[matIDCnt]); GUSubGeoGroup *thisSubGeoGroup = thisGUGeo->get_subGeomList()->get_by_idx(thisSubGeoIdx); if (thisSubGeoGroup==NULL){ return; } AWDMaterial * thisAWDMat=(AWDMaterial *)thisSubGeoGroup->materials->getByIndex(0); bool explode=thisAWDMat->get_is_faceted(); MeshMap * mainUVMeshMap=NULL; MeshMap * secondUVMeshMap=NULL; if (thisSubGeoGroup->include_uv){ if (thisAWDMat->get_mappingChannel()>0) mainUVMeshMap = &(mesh.Map(thisAWDMat->get_mappingChannel())); } if (thisSubGeoGroup->include_suv){ if (thisAWDMat->get_secondMappingChannel()>0) secondUVMeshMap = &(mesh.Map(thisAWDMat->get_secondMappingChannel())); } // for each face in the list do: bool hasMultipleUV=false; for (idx=0;idx<faceCnt;idx++){ /*if(isExportedDic[idx]==0){ isExportedDic[idx]=1; if(quadDic[idx]>0){ int yes=0; }*/ // this will create a new SubGeo inside the SubgeoGroup, if the limits are reached thisSubGeoGroup->check_limits(); // create a new vert FaceEx * f=facelist[idx]; int apiFaceIdx=f->meshFaceIndex; TVFace tvface; TVFace tvFaceSecond; Face face = mesh.faces[apiFaceIdx]; DWORD *inds = face.getAllVerts(); if (thisSubGeoGroup->include_uv){ if (mainUVMeshMap!=NULL) tvface = mainUVMeshMap->tf[apiFaceIdx]; else tvface = mesh.tvFace[apiFaceIdx]; } if (thisSubGeoGroup->include_suv){ if (secondUVMeshMap!=NULL) tvFaceSecond = secondUVMeshMap->tf[apiFaceIdx]; else tvFaceSecond = mesh.tvFace[apiFaceIdx]; } Point3 faceNormal; if (geomUtil->include_normals) { // if we want to export normals, but no normals was read, than we need to calculate ourself, // using the face-normal for the angle-calulation if ((igame_mesh==NULL && specificNormals==NULL)||(explode)){ // faceNormal = mesh.getFaceNormal(t); // this crashes 3dsmax (why?), so calulate the facenormal manually: Point3 v0, v1, v2; Tab<Point3> fnorms; v0 = mesh.getVert(face.getVert(0)); v1 = mesh.getVert(face.getVert(1)); v2 = mesh.getVert(face.getVert(2)); faceNormal = (v1-v0)^(v2-v1); faceNormal = Normalize(faceNormal); } } int v; for (v=2; v>=0; v--) { int vIdx = face.getVert(v); Point3 vtx = offsMtx * mesh.getVert(vIdx); vdata *vd = (vdata *)malloc(sizeof(vdata)); vd->orig_idx = vIdx; vd->x = vtx.x; vd->y = vtx.z; vd->z = vtx.y; // Might not have UV coords if (geomUtil->include_uv) { int tvIdx; Point3 tvtx; Point3 stvtx; if (mainUVMeshMap!=NULL) tvtx=mainUVMeshMap->tv[tvface.t[v]]; else{ tvIdx = tvface.getTVert(v); tvtx = mesh.getTVert(tvIdx); } if (secondUVMeshMap!=NULL) stvtx=secondUVMeshMap->tv[tvFaceSecond.t[v]]; else{ tvIdx = tvface.getTVert(v); stvtx = mesh.getTVert(tvIdx); } vd->u = tvtx.x; vd->v = 1.0-tvtx.y; vd->su = stvtx.x; vd->sv = 1.0-stvtx.y; } if (geomUtil->include_normals) { Point3 normal; // if specific vertex-normals was found, we use it, if the subgeo is not set to explode if ((specificNormals!=NULL) && (!explode)){ normal = specificNormals->GetNormal(apiFaceIdx, v); } // else if a (not specific) vertex-normals was found (on the igame-mesh), we use it, if the subgeo is not set to explode else if ((igame_mesh!=NULL) && (!explode)){ igame_mesh->GetNormal(f->norm[v], normal, true); } // else: since we still want normals exported, we use the face-normal (using facenormal with threshold of 0 will explode the mesh else{ // i dont think this should really get executed anymore (since the igame-object allways should give access to the normals) normal=faceNormal; } // if the object is skinned, we get the global normals if (jpv>0){ if (normal) normal=offsMtx*normal; } vd->nx = normal.x; vd->ny = normal.z; vd->nz = normal.y; } // If there is skinning information, copy it from the weight // and joint index arrays returned by ExportSkin() above. vd->num_bindings = jpv; if (jpv > 0) { vd->weights = (awd_float64*)malloc(jpv*sizeof(awd_float64)); vd->joints = (awd_uint32*)malloc(jpv*sizeof(awd_uint32)); int memoffs = jpv*vIdx; memcpy(vd->weights, weights+memoffs, jpv*sizeof(awd_float64)); memcpy(vd->joints, joints+memoffs, jpv*sizeof(awd_uint32)); } vd->force_hard = false; // add the new vertex to the subgeo thisSubGeoGroup->append_vdata(vd); } } } } } AWDBlockList * returned_geoms = geomUtil->build_geom(awdGeom); AWDBlockIterator * it=NULL; AWDMeshInst * block; int maxCount=0; int geomCnt=0; for (geomCnt=0; geomCnt<returned_geoms->get_num_blocks();geomCnt++){ AWDTriGeom * thisAWDGeom=(AWDTriGeom *)returned_geoms->getByIndex(geomCnt); it = new AWDBlockIterator(thisAWDGeom->get_mesh_instance_list()); AWDSubGeom *sub; sub = thisAWDGeom->get_first_sub(); while (sub) { AWDBlockList *subGeoGroupMatList=sub->get_materials(); int thisIdx=0; it->reset(); while ((block = (AWDMeshInst*)it->next()) != NULL) { block->set_geom(thisAWDGeom); //if (!isInSkinPoseMode){ // block->set_transform(mtxData); //} AWDMaterial * thisMat=(AWDMaterial *)subGeoGroupMatList->getByIndex(thisIdx); if (thisMat==NULL){ int test=0; //ERROR - this should never happen } else{ AWDLightPicker * lightPicker=(AWDLightPicker *)block->get_lightPicker(); AWDBlock * thisAnimator=(AWDBlock *)block->get_animator(); if ((lightPicker!=NULL)||(thisAnimator!=NULL)){ thisMat=thisMat->get_unique_material(lightPicker, thisAnimator, NULL); if(lightPicker!=NULL){ if(opts->SetMultiPass()){ // multipass using the number of lights, that the lightpicker uses if (lightPicker->get_lights()->get_num_blocks()>4){ thisMat->set_multiPass(true); } else{ thisMat->set_multiPass(false); } } if ((lightPicker->get_lights()->get_num_blocks()>4)&&(!thisMat->get_multiPass())){ AWDMessageBlock * newWarning = new AWDMessageBlock(thisMat->get_name(), "AWDMaterial has more than 4 lights assigned, but is set to singlepass. this will cause problems on render."); awd->get_message_blocks()->append(newWarning); } if(opts->IncludeShadows()){ if(thisMat->get_shadowMethod()!=NULL){ bool shadowOK=lightPicker->check_shadowMethod((AWDShadowMethod *)(thisMat->get_shadowMethod())); if(!shadowOK){ AWDMessageBlock * newWarning = new AWDMessageBlock(thisMat->get_name(), "Could not find the ShadowMethod thats applied to the material on one of the lights that it assigned to the material."); awd->get_message_blocks()->append(newWarning); thisMat->set_shadowMethod(NULL); } } if(thisMat->get_shadowMethod()==NULL){ thisMat->set_shadowMethod(lightPicker->get_shadowMethod()); } } } } block->add_material((AWDMaterial*)thisMat); } thisIdx++; } sub = sub->next; } delete it; } delete returned_geoms; // If conversion created a new object, dispose it if (triObject != obj) triObject->DeleteMe(); delete geomUtil; } else{ } //free(quadDic); //free(isExportedDic); free(mtxData); if (weights!=NULL) free(weights); if (joints!=NULL) free(joints); } } return; }