Esempio n. 1
0
void GR2ImportImpl::ImportAnimations()
{
	if (info.Animations.size() == 0 || !enableAnimation)
		return;

	ClearAnimation();

	//for (int anim=0, nanim=info.Animations.size(); anim<nanim; ++anim)
	//{
	//	Animation& anim = (*info.Animations[anim]);
	//}
	Interval range; range.SetInstant(0);

	float time = FrameToTime(0);
	for (int ianim=0, nanim=info.Animations.size(); ianim<nanim; ++ianim)
	{
		Animation& anim = (*info.Animations[ianim]);
		TimeValue animEnd = TimeToFrame(time + anim.Duration);
		if (animEnd > range.End())
			range.SetEnd(animEnd);
		// Build Default Time
		int nkeys = anim.Duration / anim.TimeStep;
		GR2Array<granny_real32> defaultKeys(nkeys);
		granny_real32 curtime = 0.0f;
		for (int ikeys=0; ikeys<nkeys; ++ikeys, curtime += anim.TimeStep)
			defaultKeys[ikeys] = curtime;

		for (int grp=0, ngrp=anim.TrackGroups.size(); grp<ngrp; ++grp)
		{
			TrackGroup& group = (*anim.TrackGroups[grp]);
			if (INode *root = o->gi->GetINodeByName(group.Name))
			{
				Point3 s( group.InitialPlacement.Scale.m[0][0]
						, group.InitialPlacement.Scale.m[1][1]
						, group.InitialPlacement.Scale.m[2][2] );
				for (int itrack=0, ntrack=group.TransformTracks.size(); itrack<ntrack; ++itrack)
				{
					TransformTrack& track = group.TransformTracks[itrack];
					if (INode *node = o->gi->GetINodeByName(track.Name))
					{
						if (Control *c = node->GetTMController())
						{
							DWORD flags=INHERIT_ALL;
							c->SetInheritanceFlags(INHERIT_ALL,FALSE);

							ImportPosition(c, track, time, defaultKeys);
							ImportRotation(c, track, time, defaultKeys);
							ImportScale(c, track, time, defaultKeys);
						}
					}
				}
				Matrix3 rot(true); group.InitialPlacement.Rotation.MakeMatrix(rot);
				Matrix3 m = TransMatrix(group.InitialPlacement.Origin) * Inverse(rot) * ScaleMatrix( s );
				PosRotScaleNode(root, m);
				// TODO: Move to initial transform
			}
		}
	}
	o->gi->SetAnimRange(range);
}
Esempio n. 2
0
void AudioPositionControl::GetValueLocalTime(TimeValue t, void *val, Interval &valid,
	GetSetMethod method)
{
	valid.SetInstant(t); // This controller is always changing.

	// Multiply the target-base with sample and add base
	*((Point3*)val) = basePoint + (targetPoint - basePoint) * SampleAtTime(t - range.Start(), 0, FALSE);
}
Esempio n. 3
0
void PFTestGoToRotation::UpdatePViewUI(ParamID updateID) const
{
	for(int i=0; i<NumPViewParamMaps(); i++) {
		IParamMap2* map = GetPViewParamMap(i);
		map->Invalidate(updateID);
		Interval currentTimeInterval;
		currentTimeInterval.SetInstant(GetCOREInterface()->GetTime());
		map->Validity() = currentTimeInterval;
	}
}
//+--------------------------------------------------------------------------+
//|							From ReferenceMaker								 |
//+--------------------------------------------------------------------------+
void PFOperatorForceSpaceWarp::UpdatePViewUI(IParamBlock2* pblock, ParamID updateID)
{
	for(int i=0; i<NumPViewParamMaps(); i++) {
		IParamMap2* map = GetPViewParamMap(i);
		if (pblock != map->GetParamBlock()) continue;
		map->Invalidate(updateID);
		Interval currentTimeInterval;
		currentTimeInterval.SetInstant(GetCOREInterface()->GetTime());
		map->Validity() = currentTimeInterval;
	}
}
Esempio n. 5
0
void	LinkTimeControl::GetValueLocalTime(TimeValue t, void *val, Interval &valid, GetSetMethod method)
{
	*(float*)val = 0.0f;
	if ( !fOwner )
		return;
	const int num = fOwner->GetNumTargets();
	if ( num == 0 )
		return;
	for ( int i=1; i<num; ++i )
	{
		if ( fOwner->GetLinkTime( i ) > t )
		{
			*(float*)val = (float)(i-1);
			return;
		}
	}
	*(float*)val = (float)(num-1);

	valid.SetInstant(t);
}
Esempio n. 6
0
void ExtrudeMod::ModifyObject(TimeValue t, ModContext &mc, ObjectState * os, INode *node) 
	{	
//DebugPrint(_T("Extrude modifying object\n"));

	// Get our personal validity interval...
	Interval valid = GetValidity(t);
	// and intersect it with the channels we use as input (see ChannelsUsed)
	valid &= os->obj->ChannelValidity(t,TOPO_CHAN_NUM);
	valid &= os->obj->ChannelValidity(t,GEOM_CHAN_NUM);
	
	int output;
	pblock->GetValue(PB_OUTPUT, TimeValue(0), output, FOREVER);

	switch (output) {
	case NURBS_OUTPUT:
#ifndef NO_NURBS
		{
		// Here is where all the fun stuff happens -- GenerateExtrudeSurface fills in the EM,
		// then we stuff the EditableSurface into the pipeline.
		ShapeObject *shape = (ShapeObject *)os->obj;
			float amount;

		BOOL texturing, genMatIds, useShapeIDs;
		pblock->GetValue(PB_MAPPING, TimeValue(0), texturing, FOREVER);
		pblock->GetValue(PB_GEN_MATIDS, TimeValue(0), genMatIds, FOREVER);
		pblock->GetValue(PB_USE_SHAPEIDS, TimeValue(0), useShapeIDs, FOREVER);

		int levels,capStart,capEnd,capType;

		pblock->GetValue(PB_SEGS,t,levels,FOREVER);
		if (levels<1) levels = 1;
		pblock->GetValue(PB_CAPSTART,t,capStart,FOREVER);
		pblock->GetValue(PB_CAPEND,t,capEnd,FOREVER);
		pblock->GetValue(PB_CAPTYPE,t,capType,FOREVER);

		pblock->GetValue(PB_AMOUNT,t,amount,FOREVER);
		LimitValue(amount, -1000000.0f, 1000000.0f);


		BOOL suspended = FALSE;
		if (theHold.Holding()) {
			theHold.Suspend();
			suspended = TRUE;
		}
		Object *nobj = CreateNURBSExtrudeShape(ip, GetString(IDS_RB_EXTRUDE), t, shape, amount,
								capStart, capEnd, capType, texturing, genMatIds, useShapeIDs);
		if (suspended) {
			theHold.Resume();
		}

        // We only set geom validity because we preserve animation on clone
        // and copying other cahnnels causes problems -- SCM 9/2/97
		nobj->SetChannelValidity(GEOM_CHAN_NUM, valid);

		os->obj = nobj;
		break;}
#endif
#ifndef NO_PATCHES
	case PATCH_OUTPUT: {
		// Here is where all the fun stuff happens -- BuildPatchFromShape fills in the PatchObject's patch mesh,
		// then we stuff the PatchObject into the pipeline.
		PatchObject *pat = new PatchObject;
		BuildPatchFromShape(t, mc, os, pat->patch);

		pat->SetChannelValidity(TOPO_CHAN_NUM, valid);
		pat->SetChannelValidity(GEOM_CHAN_NUM, valid);
		pat->SetChannelValidity(TEXMAP_CHAN_NUM, valid);
		pat->SetChannelValidity(MTL_CHAN_NUM, valid);
		pat->SetChannelValidity(SELECT_CHAN_NUM, valid);
		pat->SetChannelValidity(SUBSEL_TYPE_CHAN_NUM, valid);
		pat->SetChannelValidity(DISP_ATTRIB_CHAN_NUM, valid);

		os->obj = pat;
		break;}
#endif // NO_PATCHES
	case MESH_OUTPUT: {
		// Here is where all the fun stuff happens -- BuildMeshFromShape fills in the TriObject's mesh,
		// then we stuff the TriObj into the pipeline.
		TriObject *tri = CreateNewTriObject();
		BuildMeshFromShape(t, mc, os, tri->GetMesh());

		tri->SetChannelValidity(TOPO_CHAN_NUM, valid);
		tri->SetChannelValidity(GEOM_CHAN_NUM, valid);
		tri->SetChannelValidity(TEXMAP_CHAN_NUM, valid);
		tri->SetChannelValidity(MTL_CHAN_NUM, valid);
		tri->SetChannelValidity(SELECT_CHAN_NUM, valid);
		tri->SetChannelValidity(SUBSEL_TYPE_CHAN_NUM, valid);
		tri->SetChannelValidity(DISP_ATTRIB_CHAN_NUM, valid);

		os->obj = tri;
		break; }
#ifdef XXDESIGN_VER
	case AMSOLID_OUTPUT: {
		//Create an extrusion solid using Facet Modeler
		Object* solid = (Object*)CreateInstance(GEOMOBJECT_CLASS_ID, GENERIC_AMSOLID_CLASS_ID);
		assert(solid);
		if(solid)
		{
			IGeomImp* cacheptr = (IGeomImp*)(solid->GetInterface(I_GEOMIMP));
			assert(cacheptr);
			if(cacheptr)
			{
				bool res = BuildAMSolidFromShape(t, mc, os, cacheptr);
				solid->ReleaseInterface(I_GEOMIMP, cacheptr);
				if(!res)
				{
					valid.SetInstant(t);
//					assert(!cacheptr->isNull());
				}
				for(int i=0; i<NUM_OBJ_CHANS;i++)
					solid->SetChannelValidity(i, valid);
				os->obj = solid;
			}

		}

		break; }
#endif
	}

	os->obj->UnlockObject();
	}
Esempio n. 7
0
void BombMod::ModifyObject(
		TimeValue t, ModContext &mc, ObjectState *os, INode *node)
	{	
	BombObject *bobj = GetWSMObject(t);

   if (bobj && nodeRef && (bobj->ClassID() == Class_ID(BOMB_OBJECT_CLASS_ID,0))) {
		assert(os->obj->IsSubClassOf(triObjectClassID));
		TriObject *triOb = (TriObject *)os->obj;
		Interval valid = FOREVER;

		if (os->GetTM()) {
			Matrix3 tm = *(os->GetTM());
			for (int i=0; i<triOb->GetMesh().getNumVerts(); i++) {
				triOb->GetMesh().verts[i] = triOb->GetMesh().verts[i] * tm;
				}			
			os->obj->UpdateValidity(GEOM_CHAN_NUM,os->tmValid());
			os->SetTM(NULL,FOREVER);
			}
		
		if (waitPostLoad) {
			valid.SetInstant(t);
			triOb->UpdateValidity(GEOM_CHAN_NUM,valid);
			triOb->UpdateValidity(TOPO_CHAN_NUM,valid);
			return;
			}		

		Matrix3 tm;		
		TimeValue det  = bobj->GetDetonation(t,valid);	
		float strength = bobj->GetStrength(t,valid) * STRENGTH_CONSTANT;
		float grav     = bobj->GetGravity(t,valid);		
		float chaos    = bobj->GetChaos(t,valid);
		float chaosBase = (float(1)-chaos/2);
		float rotSpeed = bobj->GetSpin(t,valid) * TWOPI/float(TIME_TICKSPERSEC);
		int minClust = bobj->GetMinFrag(t,valid), maxClust = bobj->GetMaxFrag(t,valid);
		if (minClust<1) minClust = 1;
		if (maxClust<1) maxClust = 1;
		int clustVar = maxClust-minClust+1;
		float falloff = bobj->GetFalloff(t,valid);
		int useFalloff = bobj->GetFalloffOn(t,valid);
		int seed = bobj->GetSeed(t,valid);		

		//tm = nodeRef->GetNodeTM(t,&valid);		
		tm = nodeRef->GetObjectTM(t,&valid);
		
		if (t<det) {
			valid.Set(TIME_NegInfinity,det-1);
			triOb->UpdateValidity(GEOM_CHAN_NUM,valid);
			triOb->UpdateValidity(TOPO_CHAN_NUM,valid);
			triOb->PointsWereChanged();		
			return;		
			}

		float dt = float(t-det);
		valid.SetInstant(t);

		int n0=0,n1=1,n2=2,nv;
		Point3 v, p0, p1, g(0.0f,0.0f,grav*GRAVITY_CONSTANT);
		Tab<Point3> l_newVerts ; 

		Face *f = triOb->GetMesh().faces;
		float dot;		

		Mesh &mesh = triOb->GetMesh();

		// First, segment the faces.
		srand((unsigned int)seed);		
		Tab<DWORD> vclust;
		Tab<DWORD> vmap;
		Tab<Point3> nverts;
		vclust.SetCount(mesh.getNumVerts());
		vmap.SetCount(mesh.getNumVerts());		
		int numClust = 0;

		if (minClust==1 && maxClust==1) {
			// Simple case... 1 face per cluster
			nv = triOb->GetMesh().getNumFaces() * 3;
			l_newVerts.SetCount(nv);
			vclust.SetCount(nv);
			for (int i=0; i<nv; i++) {
				vclust[i] = i/3;
				}
         for (int i=0,j=0; i<mesh.getNumFaces(); i++) {
				l_newVerts[j]   = mesh.verts[mesh.faces[i].v[0]];
				l_newVerts[j+1] = mesh.verts[mesh.faces[i].v[1]];
				l_newVerts[j+2] = mesh.verts[mesh.faces[i].v[2]];
				mesh.faces[i].v[0] = j;
				mesh.faces[i].v[1] = j+1;
				mesh.faces[i].v[2] = j+2;
				j += 3;
				}
			numClust = triOb->GetMesh().getNumFaces();
		} else {
			// More complex case... clusters are randomely sized
			for (int i=0; i<mesh.getNumVerts(); i++) {
				vclust[i] = UNDEFINED;
				vmap[i] = i;
				}
			int cnum = 0;
         for (int i=0; i<mesh.getNumFaces(); ) {
				int csize = int(Rand1()*float(clustVar)+float(minClust));
				if (i+csize>mesh.getNumFaces()) {
					csize = mesh.getNumFaces()-i;					
					}
				
				// Make sure each face in the cluster has at least 2 verts in common with another face.
				BOOL verified = FALSE;
				while (!verified) {
					verified = TRUE;
					if (csize<2) break;

					for (int j=0; j<csize; j++) {
						BOOL match = FALSE;
						for (int k=0; k<csize; k++) {
							if (k==j) continue;
							int common = 0;
							for (int i1=0; i1<3; i1++) {
								for (int i2=0; i2<3; i2++) {
									if (mesh.faces[i+j].v[i1]==
										mesh.faces[i+k].v[i2]) common++;
									}
								}
							if (common>=2) {
								match = TRUE;
								break;
								}
							}
						if (!match) {
							csize = j;
							verified = FALSE; // Have to check again
							break;
							}
						}
					}
				if (csize==0) csize = 1;

				// Clear the vert map
				for (int j=0; j<mesh.getNumVerts(); j++) vmap[j] = UNDEFINED;			

				// Go through the cluster and remap verts.
            for (int j=0;j<csize; j++) {
					for (int k=0; k<3; k++) {
						if (vclust[mesh.faces[i+j].v[k]]==UNDEFINED) {
							vclust[mesh.faces[i+j].v[k]] = cnum;
						} else
						if (vclust[mesh.faces[i+j].v[k]]!=(DWORD)cnum) {
							if (vmap[mesh.faces[i+j].v[k]]==UNDEFINED) {
								vclust.Append(1,(DWORD*)&cnum,50);
								nverts.Append(1,&mesh.verts[mesh.faces[i+j].v[k]],50);
								mesh.faces[i+j].v[k] =
									vmap[mesh.faces[i+j].v[k]] = 
										mesh.getNumVerts()+nverts.Count()-1;
							} else {
								mesh.faces[i+j].v[k] =
									vmap[mesh.faces[i+j].v[k]];
								}
							}
						}
					}
				
				cnum++;
				numClust++;
				i += csize;
				}

			nv = mesh.getNumVerts() + nverts.Count();
			l_newVerts.SetCount(nv);

         int i;
			for (i=0; i<mesh.getNumVerts(); i++) 
				l_newVerts[i] = mesh.verts[i];
			for (   ; i<mesh.getNumVerts()+nverts.Count(); i++) 
				l_newVerts[i] = nverts[i-mesh.getNumVerts()];

		}

		// Find the center of all clusters
		Tab<Point3> clustCent;
		Tab<DWORD> clustCounts;
		clustCent.SetCount(numClust);
		clustCounts.SetCount(numClust);
		for (int i=0; i<numClust; i++) {
			clustCent[i]   = Point3(0,0,0);
			clustCounts[i] = 0;
			}
      for (int i=0; i<nv; i++) {
			if (vclust[i]==UNDEFINED) continue;
			clustCent[vclust[i]] += l_newVerts[i];
			clustCounts[vclust[i]]++;
			}

		// Build transformations for all clusters
		Tab<Matrix3> mats;
		mats.SetCount(numClust);
		srand((unsigned int)seed);
      for (int i=0; i<numClust; i++) {
			if (clustCounts[i]) clustCent[i] /= float(clustCounts[i]);

			v   = clustCent[i] - tm.GetTrans();
			float u = 1.0f;
			if (useFalloff) {
				u = 1.0f - Length(v)/falloff;
				if (u<0.0f) u = 0.0f;
				}
			dot = DotProd(v,v);
			if (dot==0.0f) dot = 0.000001f;
			v  = v / dot * strength * u;
			v.x *= chaosBase + chaos * Rand1();
			v.y *= chaosBase + chaos * Rand1();
			v.z *= chaosBase + chaos * Rand1();
			p1 = v*dt + 0.5f*g*dt*dt; // projectile motion

			// Set rotation
			Point3 axis;
			axis.x = -1.0f + 2.0f*Rand1();
			axis.y = -1.0f + 2.0f*Rand1();
			axis.z = -1.0f + 2.0f*Rand1();
			axis = Normalize(axis);
			float angle = dt*rotSpeed*(chaosBase + chaos * Rand1())*u;
			Quat q = QFromAngAxis(angle, axis);
			q.MakeMatrix(mats[i]);
			
			mats[i].PreTranslate(-clustCent[i]);
			mats[i].Translate(clustCent[i]+p1);			
			}

		// Now transform the clusters
      for (int i=0; i<nv; i++) {
			if (vclust[i]==UNDEFINED) continue;
			l_newVerts[i] = l_newVerts[i] * mats[vclust[i]];
			}
			
		triOb->UpdateValidity(GEOM_CHAN_NUM,valid);
		triOb->UpdateValidity(TOPO_CHAN_NUM,valid);
		triOb->PointsWereChanged();		

		triOb->GetMesh().setNumVerts(nv,FALSE,TRUE);

		//assign the new vertices to the mesh
      for ( int i=0; i < nv; i++)
			triOb->GetMesh().setVert( i,l_newVerts[i]);
		}		 
	}