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 } } }
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 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; }
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; }
void RenderMesh::ConvertFaces(Mesh *Mesh, int MatIndex, Tab<Vert3> &Verts, Tab<Face3> &Faces, bool NegScale) { Face3 TmpFace; Vert3 TmpVert; BitArray Written; int i,j,k,NumFace; int NumUV,UVCount,Index; int NumVert,Count,VIndex; Face *aFace; Tab<BasisVert> FNormals; Tab<VNormal> Normals; UVVert *UVVert; TVFace *UVFace; Point3 S,T,SxT; unsigned long Sg; bool useMeshNorms = false; if(NegScale) { gVIndex[0] = 2; gVIndex[1] = 1; gVIndex[2] = 0; } else { gVIndex[0] = 0; gVIndex[1] = 1; gVIndex[2] = 2; } // Do we have an EditNormal modifier present - if so we use those normals instead. // We only use this if they have been applied on a face with smoothing groups, otherwise // it messes up the tangent space calculation. Probably not the most obtmized route, but it // works... MeshNormalSpec * meshNorm = Mesh->GetSpecifiedNormals(); if(meshNorm && meshNorm->GetNumNormals()) useMeshNorms = true; NumFace = 0; for(i=0; i < Mesh->getNumFaces(); i++) { if(!Mesh->faces[i].Hidden()) { Index = Mesh->getFaceMtlIndex(i) + 1; if(Index == MatIndex || MatIndex == 0) { NumFace++; } } } NumVert = Mesh->getNumVerts(); Verts.SetCount(NumVert); Faces.SetCount(NumFace); if(NumVert == 0 || NumFace == 0) { return; } ComputeVertexNormals(Mesh,FNormals,Normals,NegScale); Written.SetSize(Mesh->getNumVerts()); Written.ClearAll(); NumUV = Mesh->getNumMaps(); if(NumUV) { Count = 0; if(NumUV > MAX_TMUS + 1) { NumUV = MAX_TMUS + 1; } for(i=0; i < Mesh->getNumFaces(); i++) { aFace = &Mesh->faces[i]; TmpFace.m_Num[0] = aFace->v[gVIndex[0]]; TmpFace.m_Num[1] = aFace->v[gVIndex[1]]; TmpFace.m_Num[2] = aFace->v[gVIndex[2]]; Sg = aFace->smGroup; for(j=0; j < 3; j++) { VIndex = aFace->v[gVIndex[j]]; TmpVert.m_Pos = Mesh->verts[VIndex]; if(Sg) { if(useMeshNorms) { int normID = meshNorm->Face(i).GetNormalID(gVIndex[j]); TmpVert.m_Normal = meshNorm->Normal(normID).Normalize(); Normals[VIndex].GetNormal(Sg,S,T,SxT); } else TmpVert.m_Normal = Normals[VIndex].GetNormal(Sg,S,T,SxT); TmpVert.m_S = S; TmpVert.m_T = T; TmpVert.m_SxT = SxT; } else { TmpVert.m_Normal = FNormals[i].m_Normal; TmpVert.m_S = FNormals[i].m_S; TmpVert.m_T = FNormals[i].m_T; TmpVert.m_SxT = FNormals[i].m_SxT; } UVCount = 0; TmpVert.m_Sg = Sg; for(k=0;k<m_MapChannels.Count();k++) { int index = m_MapChannels[k]; if(Mesh->getNumMapVerts(index)) { UVVert = Mesh->mapVerts(index); UVFace = Mesh->mapFaces(index); TmpVert.m_UV[k].x = UVVert[UVFace[i].t[gVIndex[j]]].x; TmpVert.m_UV[k].y = UVVert[UVFace[i].t[gVIndex[j]]].y; } else { TmpVert.m_UV[k].x = 0.0f; TmpVert.m_UV[k].y = 0.0f; } } if(Written[VIndex]) { if((Sg == 0) || (Verts[VIndex].m_Sg != TmpVert.m_Sg) || (!UVVertEqual(Verts[VIndex].m_UV[0],TmpVert.m_UV[0]))) { TmpFace.m_Num[j] = Verts.Count(); Verts.Append(1,&TmpVert,10); } } else { Verts[VIndex] = TmpVert; Written.Set(VIndex); } } if(!Mesh->faces[i].Hidden()) { Index = Mesh->getFaceMtlIndex(i) + 1; if(Index == MatIndex || MatIndex == 0) { Faces[Count++] = TmpFace; } } } } else { for(i=0; i < Mesh->getNumFaces(); i++) { aFace = &Mesh->faces[i]; Faces[i].m_Num[0] = aFace->v[gVIndex[0]]; Faces[i].m_Num[1] = aFace->v[gVIndex[1]]; Faces[i].m_Num[2] = aFace->v[gVIndex[2]]; for(j=0; j < 3; j++) { VIndex = aFace->v[gVIndex[j]]; Verts[VIndex].m_Pos = Mesh->verts[VIndex]; Verts[VIndex].m_Normal = Normals[VIndex].GetNormal(aFace->smGroup,S,T,SxT); Verts[VIndex].m_S = Point3(0.0f,0.0f,0.0f); Verts[VIndex].m_T = Point3(0.0f,0.0f,0.0f); Verts[VIndex].m_SxT = Point3(0.0f,0.0f,0.0f); for(k=0; k < MAX_TMUS; k++) { Verts[VIndex].m_UV[k].x = 0.0f; Verts[VIndex].m_UV[k].y = 0.0f; } } } } Verts.Shrink(); }
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; }
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); }
/* * Get vertex normal using smooth group with normal method.(using RVertex information) * FaceVertexIdx is between 0 and 2 local to a triangle */ Point3 SGP_MaxInterface::GetVertexNormal( Mesh* pMesh, int faceId, int vertexId, int FaceVertexIdx ) { ////////////////////////////////////////////////////////////////////////// // Below is the way if someone has used "edit normals modifier" to change vertex normal MeshNormalSpec *pNormalSpec = pMesh->GetSpecifiedNormals(); if( pNormalSpec ) { const int NumFaces = pNormalSpec->GetNumFaces(); const int NumNormals = pNormalSpec->GetNumNormals(); if( NumFaces != 0 && NumNormals != 0 ) { const int NormalID = pNormalSpec->Face(faceId).GetNormalID(FaceVertexIdx); return pNormalSpec->Normal(NormalID).Normalize(); } } ////////////////////////////////////////////////////////////////////////// RVertex *pRVertex; pRVertex = pMesh->getRVertPtr(vertexId); // get the face Face *pFace; pFace = &pMesh->faces[faceId]; // get the smoothing group of the face DWORD smGroup; smGroup = pFace->smGroup; // get the number of normals int normalCount; normalCount = pRVertex->rFlags & NORCT_MASK; // check if the normal is specified ... if(pRVertex->rFlags & SPECIFIED_NORMAL) { return pRVertex->rn.getNormal(); } // ... otherwise, check for a smoothing group else if((normalCount > 0) && (smGroup != 0)) { // If there is only one vertex is found in the rn member. if(normalCount == 1) { return pRVertex->rn.getNormal(); } else { int normalId; Point3 n(0,0,0); for(normalId = 0; normalId < normalCount; normalId++) { if(pRVertex->ern[normalId].getSmGroup() & smGroup) { n = n+pRVertex->ern[normalId].getNormal(); } } n = n.Normalize(); return n; } } // if all fails, return the face normal return pMesh->getFaceNormal(faceId); }
BOOL GetVertexNormalUsingSmoothGroup(Point3& VN, Mesh& mesh, int faceId, int globalvertexId, int _FaceVertexIdx) { //_FaceVertexIdx is between 0 and 2 local to a triangle //THIS IS WHAT YOU NEED IF SOMEONE HAS USED THE EDIT NORMAL MODIFIER MeshNormalSpec * normalspec = mesh.GetSpecifiedNormals(); if (normalspec) { const int NumFaces = normalspec->GetNumFaces (); const int NumNormals = normalspec->GetNumNormals (); if (NumFaces && NumNormals) { const int normID = normalspec->Face(faceId).GetNormalID(_FaceVertexIdx); VN = normalspec->Normal(normID).Normalize(); return TRUE; } } // get the "rendered" vertex RVertex *pRVertex = mesh.getRVertPtr(globalvertexId); if(! pRVertex)return FALSE; // get the face const Face& Face = mesh.faces[faceId]; // get the smoothing group of the face const DWORD smGroup = Face.smGroup; // get the number of normals const int normalCount = pRVertex->rFlags & NORCT_MASK; // check if the normal is specified ... if(pRVertex->rFlags & SPECIFIED_NORMAL) { VN = pRVertex->rn.getNormal(); return TRUE; } // ... otherwise, check for a smoothing group else if((normalCount > 0) && (smGroup != 0)) { // If there is only one vertex is found in the rn member. if(normalCount == 1) { VN = pRVertex->rn.getNormal(); return TRUE; } else { for(int normalId = 0; normalId < normalCount; normalId++) { if(pRVertex->ern[normalId].getSmGroup() & smGroup) { VN = pRVertex->ern[normalId].getNormal(); return TRUE; } } } } // if all failed, return the face normal VN = mesh.getFaceNormal(faceId); return TRUE; }