/** * This method will sample the node at each frame to get any possible change * of position, rotation and scaling. The posible changes is inserted into an * OSG AnimationPath and returned. */ osg::AnimationPath* OSGExp::sampleNode(INode* node){ // Create the animation path. osg::AnimationPath* animationPath = new osg::AnimationPath(); animationPath->setLoopMode(osg::AnimationPath::LOOP); TimeValue start = _ip->GetAnimRange().Start(); TimeValue end = _ip->GetAnimRange().End(); int val; if (node->GetUserPropInt("startFrame",val)) start= val; if (node->GetUserPropInt("endFrame",val)) end= val; TimeValue t; int delta = GetTicksPerFrame(); Matrix3 tm; AffineParts ap; for (t=start; t<=end; t+=delta) { tm = node->GetNodeTM(t) * Inverse(node->GetParentTM(t)); decomp_affine(tm, &ap); Point3 pos = ap.t; Point3 sca = ap.k; // Note: OSG wants absolute rotations Quat rot = ap.q; // Convert from Max's left-handed rotation to right-handed float ang; Point3 axis; AngAxisFromQ(rot, &ang, axis); ang = -ang; rot = QFromAngAxis(ang, axis); // Insert the sample point into animation path addControlPoint(animationPath, (t/(float)TIME_TICKSPERSEC), pos, rot, sca); } return animationPath; }
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]); } }