コード例 #1
0
ファイル: extrude.cpp プロジェクト: artemeliy/inf4715
void ExtrudeMod::BuildPatchFromShape(TimeValue t,ModContext &mc, ObjectState * os, PatchMesh &pmesh) {
	ShapeObject *shape = (ShapeObject *)os->obj;

	float amount;
	int levels,capStart,capEnd,capType;

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

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

	LimitValue(amount, -1000000.0f, 1000000.0f);

	// Get the basic dimension stuff
	float zSize = (float)fabs(amount);
	float baseZ = 0.0f;
	if(amount < 0.0f)
		baseZ = amount;

	// If the shape can convert itself to a BezierShape, have it do so!
	BezierShape bShape;
	if(shape->CanMakeBezier())
		shape->MakeBezier(t, bShape);
	else {
		PolyShape pShape;
		shape->MakePolyShape(t, pShape);
		bShape = pShape;	// UGH -- Convert it from a PolyShape -- not good!
		}
	
//DebugPrint(_T("Extrude organizing shape\n"));
	ShapeHierarchy hier;
	bShape.OrganizeCurves(t, &hier);
	// Need to flip the reversed polys...
	bShape.Reverse(hier.reverse);
	// ...and tell the hierarchy they're no longer reversed!
	hier.reverse.ClearAll();

	// Our shapes are now organized for patch-making -- Let's do the sides!
	int polys = bShape.splineCount;
	int poly, knot;
	int levelVerts = 0, levelVecs = 0, levelPatches = 0, nverts = 0, nvecs = 0, npatches = 0;
	int TVlevels = levels + 1, levelTVerts = 0, ntverts = 0, ntpatches = 0;
	BOOL anyClosed = FALSE;
	for(poly = 0; poly < polys; ++poly) {
		Spline3D *spline = bShape.splines[poly];
		if(!spline->KnotCount())
			continue;
		if(spline->Closed())
			anyClosed = TRUE;
		levelVerts += spline->KnotCount();
		levelTVerts += (spline->Segments() + 1);
		levelVecs += (spline->Segments() * 2);
		levelPatches += spline->Segments();
		}
	nverts = levelVerts * (levels + 1);
	npatches = levelPatches * levels;
	nvecs = (levelVecs * (levels + 1)) + levels * levelVerts * 2 + npatches * 4;
	if(texturing) {
		ntverts = levelTVerts * TVlevels;
		ntpatches = npatches;
		}

	pmesh.setNumVerts(nverts);
	pmesh.setNumVecs(nvecs);
	pmesh.setNumPatches(npatches);
	pmesh.setNumTVerts(ntverts);
	pmesh.setNumTVPatches(ntpatches);

	// Create the vertices!
	int vert = 0;
	int level;
	Point3 offset1, offset2;
	for(poly = 0; poly < polys; ++poly) {
		Spline3D *spline = bShape.splines[poly];
		if(!spline->KnotCount())
			continue;
		int knots = spline->KnotCount();
		for(level = 0; level <= levels; ++level) {
			Point3 offset = Point3(0.0f, 0.0f, baseZ + (float)level / (float)levels * zSize);
			if(level == 0)
				offset1 = offset;
			else
			if(level == levels)
				offset2 = offset;
			for(knot = 0; knot < knots; ++knot) {
				Point3 p = spline->GetKnotPoint(knot);
				pmesh.setVert(vert++, p + offset);
				}
			}
		}
	assert(vert == nverts);

    BOOL usePhysUVs = GetUsePhysicalScaleUVs();
	// Maybe create the texture vertices
	if(texturing) {
		int tvert = 0;
		int level;
		for(poly = 0; poly < polys; ++poly) {
			Spline3D *spline = bShape.splines[poly];
			if(!spline->KnotCount())
				continue;
			// Make it a polyline
			PolyLine pline;
			spline->MakePolyLine(pline, 10);
			int knots = spline->KnotCount();
			for(level = 0; level < TVlevels; ++level) {
				float tV = (float)level / (float)(TVlevels - 1);
                float vScale = usePhysUVs ? amount : 1.0f;
				int lverts = pline.numPts;
				int tp = 0;
				int texPts = spline->Segments() + 1;
				float cumLen = 0.0f;
				float totLen = pline.CurveLength();
                float uScale = usePhysUVs ? totLen : 1.0f;
				Point3 prevPt = pline.pts[0].p;
				int plix = 0;
				while(tp < texPts) {
					Point3 &pt = pline[plix].p;
					cumLen += Length(pt - prevPt);
					prevPt = pt;
					if(pline[plix].flags & POLYPT_KNOT) {
						float tU;
						if(tp == (texPts - 1))
							tU = 1.0f;
						else
							tU = cumLen / totLen;
						pmesh.setTVert(tvert++, UVVert(uScale*tU, vScale*tV, 0.0f));
						tp++;
						}
					plix = (plix + 1) % pline.numPts;
					}
				}
			}
		assert(tvert == ntverts);
		}

	// Create the vectors!
	int seg;
	int vec = 0;
	for(poly = 0; poly < polys; ++poly) {
		Spline3D *spline = bShape.splines[poly];
		if(!spline->KnotCount())
			continue;
		int segs = spline->Segments();
		int knots = spline->KnotCount();
		// First, the vectors on each level
		for(level = 0; level <= levels; ++level) {
			Point3 offset = Point3(0.0f, 0.0f, baseZ + (float)level / (float)levels * zSize);
			for(seg = 0; seg < segs; ++seg) {
				int seg2 = (seg + 1) % knots;
				if(spline->GetLineType(seg) == LTYPE_CURVE) {
					Point3 p = spline->GetOutVec(seg);
					pmesh.setVec(vec++, p + offset);
					p = spline->GetInVec(seg2);
					pmesh.setVec(vec++, p + offset);
					}
				else {
					Point3 p = spline->InterpBezier3D(seg, 0.333333f);
					pmesh.setVec(vec++, p + offset);
					p = spline->InterpBezier3D(seg, 0.666666f);
					pmesh.setVec(vec++, p + offset);
					}
				}
			}
		// Now, the vectors between the levels
		int baseVec = vec;
		for(level = 0; level < levels; ++level) {
			Point3 offsetA = Point3(0.0f, 0.0f, baseZ + (float)level / (float)levels * zSize);
			Point3 offsetB = Point3(0.0f, 0.0f, baseZ + (float)(level + 1) / (float)levels * zSize);
			Point3 offset1 = offsetA + (offsetB - offsetA) * 0.333333333f;
			Point3 offset2 = offsetA + (offsetB - offsetA) * 0.666666666f;
			for(knot = 0; knot < knots; ++knot) {
				Point3 p = spline->GetKnotPoint(knot);
				pmesh.setVec(vec++, p + offset1);
				pmesh.setVec(vec++, p + offset2);
				}
			}
		}

	// Create the patches!
	int np = 0;
	int baseVert = 0;
	int baseVec = 0;
	for(poly = 0; poly < polys; ++poly) {
		Spline3D *spline = bShape.splines[poly];
		if(!spline->KnotCount())
			continue;
		int knots = spline->KnotCount();
		int segs = spline->Segments();
		int baseVec1 = baseVec;	// Base vector index for this level
		int baseVec2 = baseVec + segs * 2 * (levels + 1);	// Base vector index for between levels
		for(level = 0; level < levels; ++level) {
			int sm = 0;
			BOOL firstSmooth = (spline->GetLineType(0) == LTYPE_CURVE && spline->GetLineType(segs-1) == LTYPE_CURVE && (spline->GetKnotType(0) == KTYPE_AUTO || spline->GetKnotType(0) == KTYPE_BEZIER)) ? TRUE : FALSE;
			for(seg = 0; seg < segs; ++seg, vec += 4) {
				int prevseg = (seg + segs - 1) % segs;
				int seg2 = (seg + 1) % knots;
				int a,b,c,d,ab,ba,bc,cb,cd,dc,da,ad;
				MtlID mtl = useShapeIDs ? spline->GetMatID(seg) : 2;
				a = baseVert + seg;
				b = baseVert + seg2;
				c = b + knots;
				d = a + knots;
				ab = baseVec1 + seg * 2;
				ba = ab + 1;
				bc = baseVec2 + seg2 * 2;
				cb = bc + 1;
				cd = ba + (segs * 2);
				dc = ab + (segs * 2);
				da = baseVec2 + seg * 2 + 1;
				ad = da - 1;
//DebugPrint(_T("Making patch %d: %d (%d %d) %d (%d %d) %d (%d %d) %d (%d %d)\n"),np, a, ab, ba, b, bc, cb, c, cd, dc, d, da, ad);
				// If the vertex is not smooth, go to the next group!
				if(seg > 0 && !(spline->GetLineType(prevseg) == LTYPE_CURVE && spline->GetLineType(seg) == LTYPE_CURVE && (spline->GetKnotType(seg) == KTYPE_AUTO || spline->GetKnotType(seg) == KTYPE_BEZIER))) {
					sm++;
					if(sm > 2)
						sm = 1;
					}
				DWORD smoothGroup = 1 << sm;
				if(seg == segs - 1 && firstSmooth) {
					smoothGroup |= 1;
					}
				pmesh.MakeQuadPatch(np, a, ab, ba, b, bc, cb, c, cd, dc, d, da, ad, vec, vec+1, vec+2, vec+3, smooth ? smoothGroup : 0);
				pmesh.setPatchMtlIndex(np++, genMatIDs ? mtl : 0);
				}
			baseVert += knots;
			baseVec1 += (segs * 2);
			baseVec2 += (knots * 2);
			}
		baseVert += knots;
		baseVec += (segs * 2 * (levels + 1) + knots * 2 * levels);
		}
	assert(vec == nvecs);
	assert(np == npatches);

 	// Maybe create the texture patches!
	if(texturing) {
		int ntp = 0;
		int baseTVert = 0;
		for(poly = 0; poly < polys; ++poly) {
			Spline3D *spline = bShape.splines[poly];
			if(!spline->KnotCount())
				continue;
			int pknots = spline->Segments() + 1;
			int pverts = pknots * TVlevels;
			int segs = spline->Segments();
			for(level = 0; level < levels; ++level) {
				for(seg = 0; seg < segs; ++seg) {
					int prevseg = (seg + segs - 1) % segs;
					int seg2 = seg + 1;
					int a,b,c,d;
					a = baseTVert + seg;
					b = baseTVert + seg2;
					c = b + pknots;
					d = a + pknots;
					TVPatch &tp = pmesh.getTVPatch(ntp++);
					tp.setTVerts(a, b, c, d);
					
					}
				baseTVert += pknots;
				}
			baseTVert += pknots;
			}
		assert(ntp == ntpatches);
		}

	// If capping, do it!
	if(anyClosed && (capStart || capEnd)) {
		PatchCapInfo capInfo;
		bShape.MakeCap(t, capInfo);

		// Build information for capping
		PatchCapper capper(bShape);
		if(capStart) {
			vert = 0;
			int baseVec = 0;
			for(poly = 0; poly < polys; ++poly) {
				Spline3D *spline = bShape.splines[poly];
				if(!spline->KnotCount())
					continue;
				PatchCapPoly &capline = capper[poly];
				int lverts = spline->KnotCount();
				for(int v = 0; v < lverts; ++v)
					capline.SetVert(v, vert++);			// Gives this vert's location in the mesh!
				vert += lverts * levels;
				vec = baseVec;
				int lvecs = spline->Segments() * 2;
				for(int v = 0; v < lvecs; ++v)
					capline.SetVec(v, vec++);			// Gives this vec's location in the mesh!
				baseVec += lvecs * (levels + 1) + spline->KnotCount() * levels * 2;
				}
			// Create a work matrix for capping
			Matrix3 mat = TransMatrix(offset1);
			int oldPatches = pmesh.numPatches;
			capper.CapPatchMesh(pmesh, capInfo, TRUE, 16, &mat, genMatIDs ? -1 : 0);
			// If texturing, create the texture patches and vertices
			if(texturing)
				MakePatchCapTexture(pmesh, Inverse(mat), oldPatches, pmesh.numPatches, usePhysUVs);
			}
		if(capEnd) {
			int baseVert = 0;
			int baseVec = 0;
			for(poly = 0; poly < polys; ++poly) {
				Spline3D *spline = bShape.splines[poly];
				if(!spline->KnotCount())
					continue;
				PatchCapPoly &capline = capper[poly];
				int lverts = spline->KnotCount();
				int vert = baseVert + lverts * levels;
				for(int v = 0; v < lverts; ++v)
					capline.SetVert(v, vert++);			// Gives this vert's location in the mesh!
				baseVert += lverts * (levels + 1);
				int lvecs = spline->Segments()*2;
				int vec = baseVec + lvecs * levels;
				for(int v = 0; v < lvecs; ++v)
					capline.SetVec(v, vec++);			// Gives this vec's location in the mesh!
				baseVec += lvecs * (levels + 1) + spline->KnotCount() * levels * 2;
				}
			// Create a work matrix for grid capping
			Matrix3 mat = TransMatrix(offset2);
			int oldPatches = pmesh.numPatches;
			capper.CapPatchMesh(pmesh, capInfo, FALSE, 16, &mat, genMatIDs ? -1 : 0);
			// If texturing, create the texture patches and vertices
			if(texturing)
				MakePatchCapTexture(pmesh, Inverse(mat), oldPatches, pmesh.numPatches, usePhysUVs);
			}
		}

	//watje new mapping
	if(texturing)
		{
		if (ver < 4)
			{
			for (int i = 0; i < pmesh.numPatches; i++)
				pmesh.patches[i].flags |= PATCH_LINEARMAPPING;
			}
		}


	// Ready the patch representation!
	if( !pmesh.buildLinkages() )
   {
      assert(0);
   }
	pmesh.computeInteriors();
	}
コード例 #2
0
bool AlembicCurves::Save(double time, bool bLastFrame)
{
    ESS_PROFILE_FUNC();

    //TimeValue ticks = GET_MAX_INTERFACE()->GetTime();
    TimeValue ticks = GetTimeValueFromFrame(time);
	Object *obj = mMaxNode->EvalWorldState(ticks).obj;
	if(mNumSamples == 0){
		bForever = CheckIfObjIsValidForever(obj, ticks);
	}
	else{
		bool bNewForever = CheckIfObjIsValidForever(obj, ticks);
		if(bForever && bNewForever != bForever){
			ESS_LOG_INFO( "bForever has changed" );
		}
	}

	SaveMetaData(mMaxNode, this);

    // check if the spline is animated
    if(mNumSamples > 0) 
    {
        if(bForever)
        {
            return true;
        }
    }

    AbcG::OCurvesSchema::Sample curvesSample;

	std::vector<AbcA::int32_t> nbVertices;
    std::vector<Point3> vertices;
    std::vector<float> knotVector;
    std::vector<Abc::uint16_t> orders;

    if(obj->ClassID() == EDITABLE_SURF_CLASS_ID){

       NURBSSet nurbsSet;   
       BOOL success = GetNURBSSet(obj, ticks, nurbsSet, TRUE);   

       AbcG::CurvePeriodicity cPeriod = AbcG::kNonPeriodic;
       AbcG::CurveType cType = AbcG::kCubic;
       AbcG::BasisType cBasis = AbcG::kNoBasis;

       int n = nurbsSet.GetNumObjects();
       for(int i=0; i<n; i++){
          NURBSObject* pObject = nurbsSet.GetNURBSObject((int)i);

          //NURBSType type = pObject->GetType();
          if(!pObject){
             continue;
          }

          if( pObject->GetKind() == kNURBSCurve ){
             NURBSCurve* pNurbsCurve = (NURBSCurve*)pObject;

             int degree;
             int numCVs;
             NURBSCVTab cvs;
			 int numKnots;
		     NURBSKnotTab knots;
             pNurbsCurve->GetNURBSData(ticks, degree, numCVs, cvs, numKnots, knots);

             orders.push_back(degree+1);

             const int cvsCount = cvs.Count();
             const int knotCount = knots.Count();

             for(int j=0; j<cvs.Count(); j++){
                NURBSControlVertex cv = cvs[j];
                double x, y, z;
                cv.GetPosition(ticks, x, y, z);
                vertices.push_back( Point3((float)x, (float)y, (float)z) );
             }

             nbVertices.push_back(cvsCount);

             //skip the first and last entry because Maya and XSI use this format
             for(int j=1; j<knots.Count()-1; j++){
                knotVector.push_back((float)knots[j]);
             }

             if(i == 0){
                if(pNurbsCurve->IsClosed()){
                   cPeriod = AbcG::kPeriodic;
                }  
             }
             else{
                if(pNurbsCurve->IsClosed()){
                   if(cPeriod != AbcG::kPeriodic){
                      ESS_LOG_WARNING("Mixed curve wrap types not supported.");
                   }
                }
                else{
                   if(cPeriod != AbcG::kNonPeriodic){
                      ESS_LOG_WARNING("Mixed curve wrap types not supported.");
                   }
                }
             }

          }
          
       }
       

       curvesSample.setType(cType);
       curvesSample.setWrap(cPeriod);
       curvesSample.setBasis(cBasis);
    }
    else
    {
          BezierShape beziershape;
          PolyShape polyShape;
          bool bBezier = false;

          // Get a pointer to the spline shpae
          ShapeObject *pShapeObject = NULL;
          if (obj->IsShapeObject())
          {
              pShapeObject = reinterpret_cast<ShapeObject *>(obj);
          }
          else
          {
              return false;
          }

          // Determine if we are a bezier shape
          if (pShapeObject->CanMakeBezier())
          {
              pShapeObject->MakeBezier(ticks, beziershape);
              bBezier = true;
          }
          else
          {
              pShapeObject->MakePolyShape(ticks, polyShape);
              bBezier = false;
          }

          // Get the control points

          //std::vector<Point3> inTangents;
	      //std::vector<Point3> outTangents;
          if (bBezier)
          {
              int oldVerticesCount = (int)vertices.size();
              for (int i = 0; i < beziershape.SplineCount(); i += 1)
              {
                  Spline3D *pSpline = beziershape.GetSpline(i);
                  int knots = pSpline->KnotCount();
                  for(int ix = 0; ix < knots; ++ix) 
                  {
                      Point3 in = pSpline->GetInVec(ix);
                      Point3 p = pSpline->GetKnotPoint(ix);
                      Point3 out = pSpline->GetOutVec(ix);

                      vertices.push_back( p );
				      //inTangents.push_back( in );
				      //outTangents.push_back( out );
                  }

                  int nNumVerticesAdded = (int)vertices.size() - oldVerticesCount;
                  nbVertices.push_back( nNumVerticesAdded );
                  oldVerticesCount = (int)vertices.size();
              }
          }
          else
          {
              for (int i = 0; i < polyShape.numLines; i += 1)
              {
                  PolyLine &refLine = polyShape.lines[i];
                  nbVertices.push_back(refLine.numPts);
                  for (int j = 0; j < refLine.numPts; j += 1)
                  {
                      Point3 p = refLine.pts[j].p;
                      vertices.push_back(p);
                  }
              }
          }

          // set the type + wrapping
	      curvesSample.setType(bBezier ? AbcG::kCubic : AbcG::kLinear);
          curvesSample.setWrap(pShapeObject->CurveClosed(ticks, 0) ? AbcG::kPeriodic : AbcG::kNonPeriodic);
          curvesSample.setBasis(AbcG::kNoBasis);
    }

    if(nbVertices.size() == 0 || vertices.size() == 0){
       ESS_LOG_WARNING("No curve data to export.");
       return false;
    }
 

    const int vertCount = (int)vertices.size();

    // prepare the bounding box
    Abc::Box3d bbox;

    // allocate the points and normals
    std::vector<Abc::V3f> posVec(vertCount);
    Matrix3 wm = mMaxNode->GetObjTMAfterWSM(ticks);

    for(int i=0;i<vertCount;i++)
    {
        posVec[i] = ConvertMaxPointToAlembicPoint(vertices[i] );
        bbox.extendBy(posVec[i]);

        // Set the archive bounding box
        if (mJob)
        {
            Point3 worldMaxPoint = wm * vertices[i];
            Abc::V3f alembicWorldPoint = ConvertMaxPointToAlembicPoint(worldMaxPoint);
            mJob->GetArchiveBBox().extendBy(alembicWorldPoint);
        }
    }

    if(knotVector.size() > 0 && orders.size() > 0){
       if(!mKnotVectorProperty.valid()){
          mKnotVectorProperty = Abc::OFloatArrayProperty(mCurvesSchema.getArbGeomParams(), ".knot_vector", mCurvesSchema.getMetaData(), mJob->GetAnimatedTs() );
       }
       mKnotVectorProperty.set(Abc::FloatArraySample(knotVector));

       if(!mOrdersProperty.valid()){
          mOrdersProperty = Abc::OUInt16ArrayProperty(mCurvesSchema.getArbGeomParams(), ".orders", mCurvesSchema.getMetaData(), mJob->GetAnimatedTs() );
       }
       mOrdersProperty.set(Abc::UInt16ArraySample(orders));
    }

    // store the bbox
    curvesSample.setSelfBounds(bbox);
	mCurvesSchema.getChildBoundsProperty().set(bbox);

 
    Abc::Int32ArraySample nbVerticesSample(&nbVertices.front(),nbVertices.size());
    curvesSample.setCurvesNumVertices(nbVerticesSample);


 
    // allocate for the points and normals
    Abc::P3fArraySample posSample(&posVec.front(),posVec.size());
	curvesSample.setPositions(posSample);


    mCurvesSchema.set(curvesSample);

   mNumSamples++;

   return true;
}
コード例 #3
0
ファイル: mirror.cpp プロジェクト: 2asoft/xray
void MirrorMod::ModifyObject(
		TimeValue t, ModContext &mc, ObjectState *os, INode *node)
	{	
	Matrix3 itm = CompMatrix(t,NULL,&mc);
	Matrix3 tm  = Inverse(itm);
	Interval iv = FOREVER;
	int axis, copy;
	float offset;
	pblock->GetValue(PB_AXIS,t,axis,iv);
	pblock->GetValue(PB_COPY,t,copy,iv);
	pblock->GetValue(PB_OFFSET,t,offset,iv);
	DWORD oldLevel;
	BOOL convertedShape = FALSE;
	BitArray oldFaceSelections;

	// support for TriObjects
	if (os->obj->IsSubClassOf(triObjectClassID)) {
		TriObject *tobj = (TriObject*)os->obj;
		Mesh &mesh = tobj->GetMesh();		
		switch (mesh.selLevel) {
			case MESH_OBJECT: mesh.faceSel.SetAll(); break;			
			case MESH_VERTEX: {
				for (int i=0; i<mesh.getNumFaces(); i++) {
					for (int j=0; j<3; j++) {
						if (mesh.vertSel[mesh.faces[i].v[j]]) {
							mesh.faceSel.Set(i);
							}
						}
					}
				break;
				}
			
			case MESH_EDGE:	{
				for (int i=0; i<mesh.getNumFaces(); i++) {
					for (int j=0; j<3; j++) {
						if (mesh.edgeSel[i*3+j]) {
							mesh.faceSel.Set(i);
							}
						}
					}
				break;
				}		
			}		
		oldLevel = mesh.selLevel;
		mesh.selLevel = MESH_FACE;
		if (copy) {
			mesh.CloneFaces(mesh.faceSel);
			mesh.ClearVSelectionWeights ();
		}
		if (axis<3) {
			for (int i=0; i<mesh.getNumFaces(); i++) {
				if (mesh.faceSel[i]) mesh.FlipNormal(i);
			}
		}
	}

#ifndef NO_PATCHES
	// support for PatchObjects
	if (os->obj->IsSubClassOf(patchObjectClassID)) {
		PatchObject *pobj = (PatchObject*)os->obj;
		PatchMesh &pmesh = pobj->GetPatchMesh(t);
		switch (pmesh.selLevel) {
			case PATCH_OBJECT: pmesh.patchSel.SetAll(); break;			
			case PATCH_VERTEX: {
				for (int i=0; i<pmesh.getNumPatches(); i++) {
					Patch &p = pmesh.patches[i];
					for (int j=0; j<p.type; j++) {
						if (pmesh.vertSel[p.v[j]]) {
							pmesh.patchSel.Set(i);
							break;
							}
						}
					}
				break;
				}
			
			case PATCH_EDGE:	{
				for (int i=0; i<pmesh.getNumPatches(); i++) {
					Patch &p = pmesh.patches[i];
					for (int j=0; j<p.type; j++) {
						if (pmesh.edgeSel[p.edge[j]]) {
							pmesh.patchSel.Set(i);
							break;
							}
						}
					}
				break;
				}		
			}		
		oldLevel = pmesh.selLevel;
		pmesh.selLevel = PATCH_PATCH;
		if (copy)
			pmesh.ClonePatchParts();	// Copy the selected patches
		if (axis<3)
			pmesh.FlipPatchNormal(-1);	// Flip selected normals
	}
#endif // NO_PATCHES

	// support for PolyObjects
	else if (os->obj->IsSubClassOf(polyObjectClassID)) {
		PolyObject * pPolyOb = (PolyObject*)os->obj;
		MNMesh &mesh = pPolyOb->GetMesh();

		// Luna task 747
		// We don't support specified normals here because it would take special code
		mesh.ClearSpecifiedNormals ();

		BitArray faceSelections;
		mesh.getFaceSel (faceSelections);
		switch (mesh.selLevel) {
			case MNM_SL_OBJECT: faceSelections.SetAll(); break;			
			case MNM_SL_VERTEX: {
				faceSelections.ClearAll ();
				for (int i=0; i<mesh.FNum(); i++) {
					for (int j=0; j<mesh.F(i)->deg; j++) {
						int vertIndex = mesh.F(i)->vtx[j];
						if (mesh.V(vertIndex)->GetFlag(MN_SEL)) {
							faceSelections.Set(i);
							break;
						}
					}
				}
				break;
			}
			
			case MNM_SL_EDGE:	{
				faceSelections.ClearAll ();
				for (int i=0; i<mesh.FNum(); i++) {
					for (int j=0; j<mesh.F(i)->deg; j++) {
						int edgeIndex = mesh.F(i)->edg[j];
						if (mesh.E(edgeIndex)->GetFlag(MN_SEL)) {
							faceSelections.Set(i);
							break;
						}
					}
				}
				break;
			}
		}

		// preserve the existing selection settings
		oldLevel = mesh.selLevel;
		mesh.getFaceSel (oldFaceSelections);

		// set the face selections
		mesh.ClearFFlags (MN_SEL);
		mesh.FaceSelect(faceSelections);
		mesh.selLevel = MNM_SL_FACE;

		// copy the selected faces and flip Normal direction as needed
		if (copy) {
			mesh.CloneFaces();
			mesh.freeVSelectionWeights ();
		}

		// Now, note that by PolyMesh rules, we can only flip entire selected elements.
		// So we broaden our selection to include entire elements that are only partially selected:
		for (int i=0; i<mesh.numf; i++) {
			if (mesh.f[i].GetFlag (MN_DEAD)) continue;
			if (!mesh.f[i].GetFlag (MN_SEL)) continue;
			mesh.PaintFaceFlag (i, MN_SEL);
		}

		if (axis<3) {
			for (i=0; i<mesh.FNum(); i++) {
				if (mesh.F(i)->GetFlag(MN_SEL)) mesh.FlipNormal(i);
			}
			if (mesh.GetFlag (MN_MESH_FILLED_IN)) {
				// We also need to flip edge normals:
				for (i=0; i<mesh.ENum(); i++) {
					if (mesh.f[mesh.e[i].f1].GetFlag (MN_SEL)) {
						int hold = mesh.e[i].v1;
						mesh.e[i].v1 = mesh.e[i].v2;
						mesh.e[i].v2 = hold;
					}
				}
			}
		}
	}

	// support for shape objects
	else
	if (os->obj->IsSubClassOf(splineShapeClassID)) {
		SplineShape *ss = (SplineShape*)os->obj;
		BezierShape &shape = ss->shape;		
		oldLevel = shape.selLevel;
		switch (shape.selLevel) {
			case SHAPE_OBJECT:			
			case SHAPE_VERTEX:
				shape.selLevel = SHAPE_SPLINE;
				shape.polySel.SetAll();
				break;
				 
			case SHAPE_SPLINE:
			case SHAPE_SEGMENT:
				break;
			}		
		if (copy)
			shape.CloneSelectedParts((axis < 3 && splineMethod == SPLINE_REVERSE) ? TRUE : FALSE);
		}
	else
	if(os->obj->SuperClassID() == SHAPE_CLASS_ID) {
		ShapeObject *so = (ShapeObject *)os->obj;
		if(so->CanMakeBezier()) {
			SplineShape *ss = new SplineShape();
			so->MakeBezier(t, ss->shape);
			ss->SetChannelValidity(GEOM_CHAN_NUM, GetValidity(t) & so->ObjectValidity(t));
			os->obj = ss;
			os->obj->UnlockObject();
			convertedShape = TRUE;
			BezierShape &shape = ss->shape;		
			oldLevel = shape.selLevel;
			switch (shape.selLevel) {
				case SHAPE_OBJECT:			
				case SHAPE_VERTEX:
					shape.selLevel = SHAPE_SPLINE;
					shape.polySel.SetAll();
					break;
					 
				case SHAPE_SPLINE:
				case SHAPE_SEGMENT:
					break;
				}		
			if (copy)
				shape.CloneSelectedParts((axis < 3 && splineMethod == SPLINE_REVERSE) ? TRUE : FALSE);
			}
		}

	MirrorDeformer deformer(axis,offset,tm,itm);


	os->obj->Deform(&deformer, TRUE);	

//	if (axis < 3 && splineMethod == SPLINE_REVERSE)
		{
		if (os->obj->IsSubClassOf(splineShapeClassID)) {
			SplineShape *ss = (SplineShape*)os->obj;
			BezierShape &shape = ss->shape;		
			for (int i = 0; i < shape.bindList.Count(); i++)
				{
				int index = 0;
				int spindex = shape.bindList[i].pointSplineIndex;
//			Point3 p=shape.splines[spindex]->GetKnot(index).Knot();
				if (shape.bindList[i].isEnd)
					index = shape.splines[spindex]->KnotCount()-1;
				shape.bindList[i].bindPoint = shape.splines[spindex]->GetKnotPoint(index);
				shape.bindList[i].segPoint = shape.splines[spindex]->GetKnotPoint(index);
				}
			shape.UpdateBindList(TRUE);
	
			}
		else
		if(os->obj->SuperClassID() == SHAPE_CLASS_ID) {
			ShapeObject *so = (ShapeObject *)os->obj;
			if(so->CanMakeBezier()) {
				SplineShape *ss = new SplineShape();
				so->MakeBezier(t, ss->shape);
				ss->SetChannelValidity(GEOM_CHAN_NUM, GetValidity(t) & so->ObjectValidity(t));
				os->obj = ss;
				os->obj->UnlockObject();
				convertedShape = TRUE;
				BezierShape &shape = ss->shape;		
				for (int i = 0; i < shape.bindList.Count(); i++)
					{
					int index = 0;
					int spindex = shape.bindList[i].pointSplineIndex;
//				Point3 p;
					if (shape.bindList[i].isEnd)
						index = shape.splines[spindex]->KnotCount()-1;
					shape.bindList[i].bindPoint = shape.splines[spindex]->GetKnotPoint(index);
					shape.bindList[i].segPoint = shape.splines[spindex]->GetKnotPoint(index);
					}
				shape.UpdateBindList(TRUE);

				}

			}
		}

	os->obj->UpdateValidity(GEOM_CHAN_NUM,GetValidity(t));	
	
	// restore the original selections
	if (os->obj->IsSubClassOf(triObjectClassID)) {
		TriObject *tobj = (TriObject*)os->obj;
		tobj->GetMesh().selLevel = oldLevel;
		}
#ifndef NO_PATCHES
	else if (os->obj->IsSubClassOf(patchObjectClassID)) {
		PatchObject *pobj = (PatchObject*)os->obj;
		pobj->GetPatchMesh(t).selLevel = oldLevel;
		}
#endif // NO_PATCHES
	else if (os->obj->IsSubClassOf(polyObjectClassID)) {
		PolyObject *pPolyOb = (PolyObject*)os->obj;
		pPolyOb->GetMesh().selLevel = oldLevel;
		pPolyOb->GetMesh().dispFlags = 0;
		switch (oldLevel) {
		case MNM_SL_VERTEX:
			pPolyOb->GetMesh().dispFlags = MNDISP_SELVERTS | MNDISP_VERTTICKS;
			break;
		case MNM_SL_EDGE:
			pPolyOb->GetMesh().dispFlags = MNDISP_SELEDGES;
			break;
		case MNM_SL_FACE:
			pPolyOb->GetMesh().dispFlags = MNDISP_SELFACES;
			break;
		}
		pPolyOb->GetMesh().FaceSelect(oldFaceSelections);
		}
	else
	if(os->obj->IsSubClassOf(splineShapeClassID) || convertedShape) {
		SplineShape *ss = (SplineShape*)os->obj;
		ss->shape.selLevel = oldLevel;
		}
	}