コード例 #1
0
void MeshTopoData::SetCache(PatchMesh &patch, int mapChannel)
{
	FreeCache();
	this->patch = new PatchMesh(patch);
	//build TVMAP and edge data

	
	mFSelPrevious.SetSize(patch.patchSel.GetSize());
	mFSelPrevious = patch.patchSel;
	

	if ( (patch.selLevel==PATCH_PATCH) && (patch.patchSel.NumberSet() == 0) ) 
	{
		TVMaps.SetCountFaces(0);
		TVMaps.v.SetCount(0);
		TVMaps.FreeEdges();
		TVMaps.FreeGeomEdges();
		mVSel.SetSize(0);
		mESel.SetSize(0);
		mFSel.SetSize(0);
		mGESel.SetSize(0);
		mGVSel.SetSize(0);
		return;
	}


	//loop through all maps
	//get channel from mesh
	TVMaps.channel = mapChannel;


	//get from mesh based on cahne
	PatchTVert *tVerts = NULL;
	TVPatch *tvFace = NULL;
	if (!patch.getMapSupport(mapChannel))
	{
		patch.setNumMaps(mapChannel+1);
	}

	tVerts = patch.tVerts[mapChannel];
	tvFace = patch.tvPatches[mapChannel];




	if (patch.selLevel!=PATCH_PATCH ) 
	{
		//copy into our structs
		TVMaps.SetCountFaces(patch.getNumPatches());
		TVMaps.v.SetCount(patch.getNumMapVerts(mapChannel));

		mVSel.SetSize(patch.getNumMapVerts (mapChannel));

		TVMaps.geomPoints.SetCount(patch.getNumVerts()+patch.getNumVecs());

		for (int j=0; j<TVMaps.f.Count(); j++) 
		{
			TVMaps.f[j]->flags = 0;


			int pcount = 3;
			if (patch.patches[j].type == PATCH_QUAD) 
			{
				pcount = 4;
			}

			TVMaps.f[j]->t = new int[pcount];
			TVMaps.f[j]->v = new int[pcount];


			if (tvFace == NULL)
			{
				TVMaps.f[j]->t[0] = 0;
				TVMaps.f[j]->t[1] = 0;
				TVMaps.f[j]->t[2] = 0;
				if (pcount ==4) TVMaps.f[j]->t[3] = 0;
				TVMaps.f[j]->FaceIndex = j;
				TVMaps.f[j]->MatID = patch.getPatchMtlIndex(j);
				TVMaps.f[j]->flags = 0;
				TVMaps.f[j]->count = pcount;

				TVMaps.f[j]->vecs = NULL;
				UVW_TVVectorClass *tempv = NULL;
				//new an instance
				if (!(patch.patches[j].flags & PATCH_AUTO))
					TVMaps.f[j]->flags |= FLAG_INTERIOR;

				if (!(patch.patches[j].flags & PATCH_LINEARMAPPING))
				{
					tempv = new UVW_TVVectorClass();
					TVMaps.f[j]->flags |= FLAG_CURVEDMAPPING;
				}
				TVMaps.f[j]->vecs = tempv;	 

				for (int k = 0; k < pcount; k++)
				{
					int index = patch.patches[j].v[k];
					TVMaps.f[j]->v[k] = index;
					TVMaps.geomPoints[index] = patch.verts[index].p;
					//do handles and interiors
					//check if linear
					if (!(patch.patches[j].flags & PATCH_LINEARMAPPING))
					{
						//do geometric points
						index = patch.patches[j].interior[k];
						TVMaps.f[j]->vecs->vinteriors[k] =patch.getNumVerts()+index;
						index = patch.patches[j].vec[k*2];
						TVMaps.f[j]->vecs->vhandles[k*2] =patch.getNumVerts()+index;
						index = patch.patches[j].vec[k*2+1];
						TVMaps.f[j]->vecs->vhandles[k*2+1] =patch.getNumVerts()+index;
						// do texture points do't need to since they don't exist in this case

						TVMaps.f[j]->vecs->interiors[k] =0;								
						TVMaps.f[j]->vecs->handles[k*2] =0;
						TVMaps.f[j]->vecs->handles[k*2+1] =0;

					}

				}

			}
			else
			{
				TVMaps.f[j]->t[0] = tvFace[j].tv[0];
				TVMaps.f[j]->t[1] = tvFace[j].tv[1];
				TVMaps.f[j]->t[2] = tvFace[j].tv[2];
				if (pcount ==4) TVMaps.f[j]->t[3] = tvFace[j].tv[3];
				TVMaps.f[j]->FaceIndex = j;
				TVMaps.f[j]->MatID = patch.getPatchMtlIndex(j);

				TVMaps.f[j]->flags = 0;
				TVMaps.f[j]->count = pcount;


				TVMaps.f[j]->vecs = NULL;
				UVW_TVVectorClass *tempv = NULL;

				if (!(patch.patches[j].flags & PATCH_AUTO))
					TVMaps.f[j]->flags |= FLAG_INTERIOR;
				//new an instance
				if (!(patch.patches[j].flags & PATCH_LINEARMAPPING))
				{
					BOOL mapLinear = FALSE;		
					for (int tvCount = 0; tvCount < patch.patches[j].type*2; tvCount++)
					{
						if (tvFace[j].handles[tvCount] < 0) mapLinear = TRUE;
					}
					if (!(patch.patches[j].flags & PATCH_AUTO))
					{
						for (int tvCount = 0; tvCount < patch.patches[j].type; tvCount++)
						{
							if (tvFace[j].interiors[tvCount] < 0) mapLinear = TRUE;
						}
					}
					if (!mapLinear)
					{
						tempv = new UVW_TVVectorClass();
						TVMaps.f[j]->flags |= FLAG_CURVEDMAPPING;
					}
				}
				TVMaps.f[j]->vecs = tempv;	 


				if ((patch.selLevel==PATCH_PATCH ) && (patch.patchSel[j] == 0))
					TVMaps.f[j]->flags |= FLAG_DEAD;

				for (int k = 0; k < pcount; k++)
				{
					int index = patch.patches[j].v[k];
					TVMaps.f[j]->v[k] = index;
					TVMaps.geomPoints[index] = patch.verts[index].p;
					//							TVMaps.f[j].pt[k] = patch.verts[index].p;
					//do handles and interiors
					//check if linear
					if (TVMaps.f[j]->flags & FLAG_CURVEDMAPPING)
					{
						//do geometric points
						index = patch.patches[j].interior[k];
						TVMaps.f[j]->vecs->vinteriors[k] =patch.getNumVerts()+index;
						index = patch.patches[j].vec[k*2];
						TVMaps.f[j]->vecs->vhandles[k*2] =patch.getNumVerts()+index;
						index = patch.patches[j].vec[k*2+1];
						TVMaps.f[j]->vecs->vhandles[k*2+1] =patch.getNumVerts()+index;
						// do texture points do't need to since they don't exist in this case
						if (TVMaps.f[j]->flags & FLAG_INTERIOR)
						{
							index = tvFace[j].interiors[k];
							TVMaps.f[j]->vecs->interiors[k] =index;
						}
						index = tvFace[j].handles[k*2];
						TVMaps.f[j]->vecs->handles[k*2] =index;
						index = tvFace[j].handles[k*2+1];
						TVMaps.f[j]->vecs->handles[k*2+1] =index;

					}

				}



			}

		}
		for (int geomvecs =0; geomvecs < patch.getNumVecs(); geomvecs++)
		{
			TVMaps.geomPoints[geomvecs+patch.getNumVerts()] = patch.vecs[geomvecs].p;
		}

		for ( int j=0; j<TVMaps.v.Count(); j++) 
		{
			TVMaps.v[j].SetFlag(0);
			if (tVerts)
				TVMaps.v[j].SetP(tVerts[j]);
			else TVMaps.v[j].SetP(Point3(0.0f,0.0f,0.0f));
			TVMaps.v[j].SetInfluence(0.0f);
			TVMaps.v[j].SetControlID(-1);
		}
		if (tvFace == NULL) BuildInitialMapping(&patch);

		TVMaps.mSystemLockedFlag.SetSize(TVMaps.v.Count());
		TVMaps.mSystemLockedFlag.ClearAll();


	}
	else
	{

		//copy into our structs
		TVMaps.SetCountFaces(patch.getNumPatches());

		TVMaps.v.SetCount(patch.getNumMapVerts (mapChannel));

		mVSel.SetSize(patch.getNumMapVerts (mapChannel));

		TVMaps.geomPoints.SetCount(patch.getNumVerts()+patch.getNumVecs());


		for (int j=0; j<TVMaps.f.Count(); j++) 
		{
			TVMaps.f[j]->flags = 0;

			int pcount = 3;

			if (patch.patches[j].type == PATCH_QUAD) 
			{
				pcount = 4;
			}

			TVMaps.f[j]->t = new int[pcount];
			TVMaps.f[j]->v = new int[pcount];

			if (tvFace == NULL)
			{
				TVMaps.f[j]->t[0] = 0;
				TVMaps.f[j]->t[1] = 0;
				TVMaps.f[j]->t[2] = 0;
				if (pcount == 4) TVMaps.f[j]->t[3] = 0;
				TVMaps.f[j]->FaceIndex = j;
				TVMaps.f[j]->MatID = patch.patches[j].getMatID();
				if (patch.patchSel[j])
					TVMaps.f[j]->flags = 0;
				else TVMaps.f[j]->flags = FLAG_DEAD;
				TVMaps.f[j]->count = pcount;

				TVMaps.f[j]->vecs = NULL;
				UVW_TVVectorClass *tempv = NULL;

				if (!(patch.patches[j].flags & PATCH_AUTO))
					TVMaps.f[j]->flags |= FLAG_INTERIOR;

				//new an instance
				if (!(patch.patches[j].flags & PATCH_LINEARMAPPING))
				{
					tempv = new UVW_TVVectorClass();
					TVMaps.f[j]->flags |= FLAG_CURVEDMAPPING;
				}
				TVMaps.f[j]->vecs = tempv;	 


				for (int k = 0; k < pcount; k++)
				{
					int index = patch.patches[j].v[k];
					TVMaps.f[j]->v[k] = index;
					TVMaps.geomPoints[index] = patch.verts[index].p;
					//							TVMaps.f[j].pt[k] = patch.verts[index].p;
					//check if linear
					if (!(patch.patches[j].flags & PATCH_LINEARMAPPING))
					{
						//do geometric points
						index = patch.patches[j].interior[k];
						TVMaps.f[j]->vecs->vinteriors[k] =patch.getNumVerts()+index;
						index = patch.patches[j].vec[k*2];
						TVMaps.f[j]->vecs->vhandles[k*2] =patch.getNumVerts()+index;
						index = patch.patches[j].vec[k*2+1];
						TVMaps.f[j]->vecs->vhandles[k*2+1] =patch.getNumVerts()+index;
						// do texture points do't need to since they don't exist in this case

						TVMaps.f[j]->vecs->interiors[k] =0;								
						TVMaps.f[j]->vecs->handles[k*2] =0;
						TVMaps.f[j]->vecs->handles[k*2+1] =0;

					}

				}

			}
			else
			{
				TVMaps.f[j]->t[0] = tvFace[j].tv[0];
				TVMaps.f[j]->t[1] = tvFace[j].tv[1];
				TVMaps.f[j]->t[2] = tvFace[j].tv[2];
				if (pcount == 4) TVMaps.f[j]->t[3] = tvFace[j].tv[3];
				TVMaps.f[j]->FaceIndex = j;
				TVMaps.f[j]->MatID = patch.patches[j].getMatID();


				if (patch.patchSel[j])
					TVMaps.f[j]->flags = 0;
				else TVMaps.f[j]->flags = FLAG_DEAD;

				int pcount = 3;
				if (patch.patches[j].type == PATCH_QUAD) 
				{
					pcount = 4;
				}
				TVMaps.f[j]->count = pcount;

				TVMaps.f[j]->vecs = NULL;
				UVW_TVVectorClass *tempv = NULL;
				if (!(patch.patches[j].flags & PATCH_AUTO))
					TVMaps.f[j]->flags |= FLAG_INTERIOR;
				//new an instance
				if (!(patch.patches[j].flags & PATCH_LINEARMAPPING))
				{
					BOOL mapLinear = FALSE;		
					for (int tvCount = 0; tvCount < patch.patches[j].type*2; tvCount++)
					{
						if (tvFace[j].handles[tvCount] < 0) mapLinear = TRUE;
					}
					if (!(patch.patches[j].flags & PATCH_AUTO))
					{
						for (int tvCount = 0; tvCount < patch.patches[j].type; tvCount++)
						{
							if (tvFace[j].interiors[tvCount] < 0) mapLinear = TRUE;
						}
					}
					if (!mapLinear)
					{
						tempv = new UVW_TVVectorClass();
						TVMaps.f[j]->flags |= FLAG_CURVEDMAPPING;
					}
				}
				TVMaps.f[j]->vecs = tempv;	 


				for (int k = 0; k < pcount; k++)
				{
					int index = patch.patches[j].v[k];
					TVMaps.f[j]->v[k] = index;
					TVMaps.geomPoints[index] = patch.verts[index].p;
					//							TVMaps.f[j].pt[k] = patch.verts[index].p;
					//do handles and interiors
					//check if linear
					if (TVMaps.f[j]->flags & FLAG_CURVEDMAPPING)
					{
						//do geometric points
						index = patch.patches[j].interior[k];
						TVMaps.f[j]->vecs->vinteriors[k] =patch.getNumVerts()+index;
						index = patch.patches[j].vec[k*2];
						TVMaps.f[j]->vecs->vhandles[k*2] =patch.getNumVerts()+index;
						index = patch.patches[j].vec[k*2+1];
						TVMaps.f[j]->vecs->vhandles[k*2+1] =patch.getNumVerts()+index;
						// do texture points do't need to since they don't exist in this case
						if (TVMaps.f[j]->flags & FLAG_INTERIOR)
						{
							index = tvFace[j].interiors[k];
							TVMaps.f[j]->vecs->interiors[k] =index;
						}
						index = tvFace[j].handles[k*2];
						TVMaps.f[j]->vecs->handles[k*2] =index;
						index = tvFace[j].handles[k*2+1];
						TVMaps.f[j]->vecs->handles[k*2+1] =index;

					}
				}

			}
		}
		for (int j =0; j < patch.getNumVecs(); j++)
		{
			TVMaps.geomPoints[j+patch.getNumVerts()] = patch.vecs[j].p;
		}



		for (int j=0; j<TVMaps.v.Count(); j++) 
		{
//			TVMaps.v[j].SystemLocked(TRUE);
			if (tVerts)
				TVMaps.v[j].SetP(tVerts[j]);
			else TVMaps.v[j].SetP(Point3(.0f,0.0f,0.0f));
			//check if vertex for this face selected
			TVMaps.v[j].SetInfluence(0.0f);
			TVMaps.v[j].SetControlID(-1);

		}


		if (tvFace == NULL) BuildInitialMapping(&patch);
		TVMaps.mSystemLockedFlag.SetSize(TVMaps.v.Count());
		TVMaps.mSystemLockedFlag.SetAll();

		for (int j=0; j<TVMaps.f.Count(); j++) 
		{
			if (!(TVMaps.f[j]->flags & FLAG_DEAD))
			{
				
				int a;
				a = TVMaps.f[j]->t[0];
				TVMaps.v[a].SetFlag(0);
				TVMaps.mSystemLockedFlag.Set(a,FALSE);
				a = TVMaps.f[j]->t[1];
				TVMaps.v[a].SetFlag(0);
				TVMaps.mSystemLockedFlag.Set(a,FALSE);
				a = TVMaps.f[j]->t[2];
				TVMaps.v[a].SetFlag(0);
				TVMaps.mSystemLockedFlag.Set(a,FALSE);

				if (TVMaps.f[j]->count > 3)
				{
					a = TVMaps.f[j]->t[3];
					TVMaps.v[a].SetFlag(0);
					TVMaps.mSystemLockedFlag.Set(a,FALSE);
				}
				if ( (TVMaps.f[j]->flags & FLAG_CURVEDMAPPING) && (TVMaps.f[j]->vecs))
				{
					for (int m =0; m < TVMaps.f[j]->count; m++) 
					{
						int hid = TVMaps.f[j]->vecs->handles[m*2];
						TVMaps.v[hid].SetFlag(0) ;
						TVMaps.mSystemLockedFlag.Set(hid,FALSE);

						hid = TVMaps.f[j]->vecs->handles[m*2+1];
						TVMaps.v[hid].SetFlag(0) ;
						TVMaps.mSystemLockedFlag.Set(hid,FALSE);
					}
					if (TVMaps.f[j]->flags & FLAG_INTERIOR) 
					{
						for (int m =0; m < TVMaps.f[j]->count; m++) 
						{
							int iid = TVMaps.f[j]->vecs->interiors[m];
							TVMaps.v[iid].SetFlag(0);
							TVMaps.mSystemLockedFlag.Set(iid,FALSE);
						}

					}


				}
			}
		}

	}

}
コード例 #2
0
int EditPatchMod::DoAttach(INode *node, PatchMesh *attPatch, RPatchMesh *rattPatch, bool & canUndo)
{
    ModContextList mcList;
    INodeTab nodes;

    if (!ip)
        return 0;

    ip->GetModContexts(mcList, nodes);

    if (mcList.Count() != 1)
    {
        nodes.DisposeTemporary();
        return 0;
    }

    EditPatchData *patchData =(EditPatchData*)mcList[0]->localData;
    if (!patchData)
    {
        nodes.DisposeTemporary();
        return 0;
    }
    patchData->BeginEdit(ip->GetTime());

    // If the mesh isn't yet cached, this will cause it to get cached.
    RPatchMesh *rpatch;
    PatchMesh *patch = patchData->TempData(this)->GetPatch(ip->GetTime(), rpatch);
    if (!patch)
    {
        nodes.DisposeTemporary();
        return 0;
    }
    patchData->RecordTopologyTags(patch);
    RecordTopologyTags();

    // Transform the shape for attachment:
    // If reorienting, just translate to align pivots
    // Otherwise, transform to match our transform
    Matrix3 attMat(1);
    if (attachReorient)
    {
        Matrix3 thisTM = nodes[0]->GetNodeTM(ip->GetTime());
        Matrix3 thisOTMBWSM = nodes[0]->GetObjTMBeforeWSM(ip->GetTime());
        Matrix3 thisPivTM = thisTM * Inverse(thisOTMBWSM);
        Matrix3 otherTM = node->GetNodeTM(ip->GetTime());
        Matrix3 otherOTMBWSM = node->GetObjTMBeforeWSM(ip->GetTime());
        Matrix3 otherPivTM = otherTM * Inverse(otherOTMBWSM);
        Point3 otherObjOffset = node->GetObjOffsetPos();
        attMat = Inverse(otherPivTM) * thisPivTM;
    }
    else
    {
        attMat = node->GetObjectTM(ip->GetTime()) *
                 Inverse(nodes[0]->GetObjectTM(ip->GetTime()));
    }

    // RB 3-17-96 : Check for mirroring
    AffineParts parts;
    decomp_affine(attMat, &parts);
    if (parts.f < 0.0f)
    {
        int v[8], ct, ct2, j;
        Point3 p[9];

        for (int i = 0; i < attPatch->numPatches; i++)
        {

            // Re-order rpatch
            if (attPatch->patches[i].type == PATCH_QUAD)
            {
                UI_PATCH rpatch=rattPatch->getUIPatch (i);
                int ctU=rpatch.NbTilesU<<1;
                int ctV=rpatch.NbTilesV<<1;
                int nU;
                for (nU=0; nU<ctU; nU++)
                {
                    for (int nV=0; nV<ctV; nV++)
                    {
                        rattPatch->getUIPatch (i).getTileDesc (nU+nV*ctU)=rpatch.getTileDesc (ctU-1-nU+(ctV-1-nV)*ctU);
                    }
                }
                for (nU=0; nU<ctU+1; nU++)
                {
                    for (int nV=0; nV<ctV+1; nV++)
                    {
                        rattPatch->getUIPatch (i).setColor (nU+nV*(ctU+1), rpatch.getColor (ctU-nU+(ctV-nV)*ctU));
                    }
                }
            }

            // Re-order vertices
            ct = attPatch->patches[i].type == PATCH_QUAD ? 4 : 3;
            for (j = 0; j < ct; j++)
            {
                v[j] = attPatch->patches[i].v[j];
            }
            for (j = 0; j < ct; j++)
            {
                attPatch->patches[i].v[j] = v[ct - j - 1];
            }

            // Re-order vecs
            ct  = attPatch->patches[i].type == PATCH_QUAD ? 8 : 6;
            ct2 = attPatch->patches[i].type == PATCH_QUAD ? 5 : 3;
            for (j = 0; j < ct; j++)
            {
                v[j] = attPatch->patches[i].vec[j];
            }
            for (j = 0; j < ct; j++, ct2--)
            {
                if (ct2 < 0)
                    ct2 = ct - 1;
                attPatch->patches[i].vec[j] = v[ct2];
            }

            // Re-order enteriors
            if (attPatch->patches[i].type == PATCH_QUAD)
            {
                ct = 4;
                for (j = 0; j < ct; j++)
                {
                    v[j] = attPatch->patches[i].interior[j];
                }
                for (j = 0; j < ct; j++)
                {
                    attPatch->patches[i].interior[j] = v[ct - j - 1];
                }
            }

            // Re-order aux
            if (attPatch->patches[i].type == PATCH_TRI)
            {
                ct = 9;
                for (j = 0; j < ct; j++)
                {
                    p[j] = attPatch->patches[i].aux[j];
                }
                for (j = 0; j < ct; j++)
                {
                    attPatch->patches[i].aux[j] = p[ct - j - 1];
                }
            }

            // Re-order TV faces if present
            for (int chan = 0; chan < patch->getNumMaps(); ++chan)
            {
                if (attPatch->tvPatches[chan])
                {
                    ct = 4;
                    for (j = 0; j < ct; j++)
                    {
                        v[j] = attPatch->tvPatches[chan][i].tv[j];
                    }
                    for (j = 0; j < ct; j++)
                    {
                        attPatch->tvPatches[chan][i].tv[j] = v[ct - j - 1];
                    }
                }
            }
        }
    }

    int i;
    for (i = 0; i < attPatch->numVerts; ++i)
        attPatch->verts[i].p = attPatch->verts[i].p * attMat;
    for (i = 0; i < attPatch->numVecs; ++i)
        attPatch->vecs[i].p = attPatch->vecs[i].p * attMat;
    attPatch->computeInteriors();

    theHold.Begin();

    // Combine the materials of the two nodes.
    int mat2Offset = 0;
    Mtl *m1 = nodes[0]->GetMtl();
    Mtl *m2 = node->GetMtl();
    bool condenseMe = FALSE;
    if (m1 && m2 &&(m1 != m2))
    {
        if (attachMat == ATTACHMAT_IDTOMAT)
        {
            int ct = 1;
            if (m1->IsMultiMtl())
                ct = m1->NumSubMtls();
            for (int i = 0; i < patch->numPatches; ++i)
            {
                int mtid = patch->getPatchMtlIndex(i);
                if (mtid >= ct)
                    patch->setPatchMtlIndex(i, mtid % ct);
            }
            FitPatchIDsToMaterial(*attPatch, m2);
            if (condenseMat)
                condenseMe = TRUE;
        }
        // the theHold calls here were a vain attempt to make this all undoable.
        // This should be revisited in the future so we don't have to use the SYSSET_CLEAR_UNDO.
        theHold.Suspend();
        if (attachMat == ATTACHMAT_MATTOID)
        {
            m1 = FitMaterialToPatchIDs(*patch, m1);
            m2 = FitMaterialToPatchIDs(*attPatch, m2);
        }

        Mtl *multi = CombineMaterials(m1, m2, mat2Offset);
        if (attachMat == ATTACHMAT_NEITHER)
            mat2Offset = 0;
        theHold.Resume();
        // We can't be in face subobject mode, else we screw up the materials:
        DWORD oldSL = patch->selLevel;
        DWORD roldSL = patch->selLevel;
        patch->selLevel = PATCH_OBJECT;
        rpatch->SetSelLevel (EP_OBJECT);
        nodes[0]->SetMtl(multi);
        patch->selLevel = oldSL;
        rpatch->SetSelLevel (roldSL);
        m1 = multi;
        canUndo = FALSE;	// Absolutely cannot undo material combinations.
    }
    if (!m1 && m2)
    {
        // We can't be in face subobject mode, else we screw up the materials:
        DWORD oldSL = patch->selLevel;
        DWORD roldSL = rpatch->GetSelLevel();
        patch->selLevel = PATCH_OBJECT;
        rpatch->SetSelLevel (EP_OBJECT);
        nodes[0]->SetMtl(m2);
        patch->selLevel = oldSL;
        rpatch->SetSelLevel (roldSL);
        m1 = m2;
    }

    // Start a restore object...
    if (theHold.Holding())
        theHold.Put(new PatchRestore(patchData, this, patch, rpatch, "DoAttach"));

    // Do the attach
    patch->Attach(attPatch, mat2Offset);
    rpatch->Attach(rattPatch, *patch);
    patchData->UpdateChanges(patch, rpatch);
    patchData->TempData(this)->Invalidate(PART_TOPO | PART_GEOM);

    // Get rid of the original node
    ip->DeleteNode(node);

    ResolveTopoChanges();
    theHold.Accept(GetString(IDS_TH_ATTACH));

    if (m1 && condenseMe)
    {
        // Following clears undo stack.
        patch = patchData->TempData(this)->GetPatch(ip->GetTime(), rpatch);
        m1 = CondenseMatAssignments(*patch, m1);
    }

    nodes.DisposeTemporary();
    ClearPatchDataFlag(mcList, EPD_BEENDONE);
    NotifyDependents(FOREVER, PART_TOPO | PART_GEOM, REFMSG_CHANGE);
    ip->RedrawViews(ip->GetTime(), REDRAW_NORMAL);
    return 1;
}