int CMaxMesh::GetSubmeshMaterialThreadId(int submeshId) { // check if the submesh id is valid if((submeshId < 0) || (submeshId >= (int)m_vectorStdMat.size())) { theExporter.SetLastError("Invalid handle.", __FILE__, __LINE__); return -1; } // get the material of the submesh StdMat *pStdMat; pStdMat = m_vectorStdMat[submeshId]; // get name of the material std::tstring tname(pStdMat->GetName()); std::string strName(tname.begin(), tname.end()); // get positions of the material thread id std::string::size_type openPos; openPos = strName.find_last_of("["); std::string::size_type closePos; closePos = strName.find_last_of("]"); if((openPos == std::string::npos) || (closePos == std::string::npos) || (++openPos >= closePos)) { theExporter.SetLastError("Invalid material thread id in material.", __FILE__, __LINE__); return -1; } // extract material thread id from material name std::string strMaterialThreadId; strMaterialThreadId = strName.substr(openPos, closePos - openPos); int materialThreadId; materialThreadId = atoi(strMaterialThreadId.c_str()); return materialThreadId; }
int CMaxMesh::GetSubmeshMapCount(int submeshId) { // check if the submesh id is valid if((submeshId < 0) || (submeshId >= (int)m_vectorStdMat.size())) { theExporter.SetLastError("Invalid handle.", __FILE__, __LINE__); return -1; } // get the material of the submesh StdMat *pStdMat; pStdMat = m_vectorStdMat[submeshId]; // count all the mapping channels in this material int mapCount; mapCount = 0; int mapId; for(mapId = 0; mapId < pStdMat->NumSubTexmaps(); mapId++) { // get texture map Texmap *pTexMap; pTexMap = pStdMat->GetSubTexmap(mapId); // check if map is valid if((pTexMap != 0) && (pStdMat->MapEnabled(mapId))) { // check if we have a valid texture coordinate if((m_pIMesh->mapSupport(pTexMap->GetMapChannel())) || (m_pIMesh->numTVerts > 0)) { mapCount++; } } } return mapCount; }
void Exporter::DumpMaterial(MaxMaterial *maxm,Mtl* mtl, int mtlID, int subNo, int indentLevel) { int i; TimeValue t = GetStaticFrame(); if (!mtl) return; // for(i=0;i<indentLevel;i++) { log(" "); } // log("material %s adding. type : ",mtl->GetName()); // We know the Standard material, so we can get some extra info if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { // top level & standard material // log("standard \n"); StdMat* std = (StdMat*)mtl; MaxStdMaterial *stdm=new MaxStdMaterial; strcpy(stdm->name,mtl->GetName()); stdm->Ambient=rvector(std->GetAmbient(t)); stdm->Ambient.x=-stdm->Ambient.x; stdm->Diffuse=rvector(std->GetDiffuse(t)); stdm->Diffuse.x=-stdm->Diffuse.x; stdm->Specular=rvector(std->GetSpecular(t)); stdm->Specular.x=-stdm->Specular.x; // 축의 바뀜때문에 만들어 놓은.. 으흑.. stdm->TwoSide=std->GetTwoSided(); if(std->GetTransparencyType()==TRANSP_ADDITIVE) stdm->ShadeMode=RSSHADEMODE_ADD; else stdm->ShadeMode=RSSHADEMODE_NORMAL; if(rsm->MaxStdMaterialList.GetByName(stdm->name)==-1) // 이미 있는 standard material 이면 더하지 않음. { rsm->MaxStdMaterialList.Add(stdm); stdm->RMLIndex=rsm->MaxStdMaterialList.GetCount()-1; for (i=0; i<mtl->NumSubTexmaps(); i++) { Texmap* subTex = mtl->GetSubTexmap(i); float amt = 1.0f; if (subTex) { // If it is a standard material we can see if the map is enabled. if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { if (!((StdMat*)mtl)->MapEnabled(i)) continue; amt = ((StdMat*)mtl)->GetTexmapAmt(i, 0); } DumpTexture(stdm, subTex, mtl->ClassID(), i, amt, indentLevel+1); } } } else { delete stdm; } maxm->nSubMaterial=1; maxm->SubMaterials=new int[1]; maxm->SubMaterials[0]=rsm->MaxStdMaterialList.GetByName(mtl->GetName()); } if (mtl->NumSubMtls() > 0) { // log("multi/sub ( count : %d )\n",mtl->NumSubMtls()); maxm->nSubMaterial=mtl->NumSubMtls(); maxm->SubMaterials=new int[maxm->nSubMaterial]; maxm->pSubMaterials=new MaxMaterial*[maxm->nSubMaterial]; for (i=0; i<mtl->NumSubMtls(); i++) { Mtl* subMtl = mtl->GetSubMtl(i); if (subMtl) { maxm->pSubMaterials[i]=new MaxMaterial; DumpMaterial(maxm->pSubMaterials[i],subMtl, 0, i, indentLevel+1); if(subMtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { maxm->SubMaterials[i]= rsm->MaxStdMaterialList.GetByName(subMtl->GetName()); } else maxm->SubMaterials[i]= maxm->pSubMaterials[i]->SubMaterials[0]; } else { maxm->pSubMaterials[i]=NULL; maxm->SubMaterials[i]=-1; } } } }
bool sMaterial::ConvertMTL(Mtl *mtl) { char filename[64]; char file_ext[16]; char filename_with_ext[128]; m_EmissiveColor = mtl->GetSelfIllumColor(); m_AmbientColor = mtl->GetAmbient(); m_DiffuseColor = mtl->GetDiffuse(); m_SpecularColor = mtl->GetSpecular(); m_fShininess = mtl->GetShininess(); m_iNumTextures = 0; m_BlendMode = "replace"; if ( mtl->ClassID()==Class_ID(DMTL_CLASS_ID, 0) ) { StdMat* std = (StdMat*)mtl; float fOpacity = std->GetOpacity(0); if ( fOpacity < 1.0f ) { switch (std->GetTransparencyType()) { case TRANSP_FILTER: m_BlendMode = "blend"; break; case TRANSP_SUBTRACTIVE: m_BlendMode = "subtract"; break; case TRANSP_ADDITIVE: m_BlendMode = "add"; break; default: m_BlendMode = "replace"; break; } } m_bCullFace = !std->GetTwoSided(); } for (int i=0; i<mtl->NumSubTexmaps(); i++) { Texmap *tex = mtl->GetSubTexmap(i); if ( tex && tex->ClassID() == Class_ID(BMTEX_CLASS_ID, 0x00) ) { bool valid_channel = false; int texture_type = -1; switch(i) { case 0: // ambientmap/lightmap texture_type = TEXTURE_LIGHTMAP; break; case 1: // diffusemap texture_type = TEXTURE_DIFFUSE; break; case 9: // environment texture_type = TEXTURE_ENVIRONMENT; break; default: // not supported by fixed pipeline 3D rendering break; } if ( texture_type >= 0 ) { TSTR mapName = ((BitmapTex *)tex)->GetMapName(); _splitpath(mapName, NULL, NULL, filename, file_ext); sprintf(filename_with_ext, "%s%s", filename, file_ext); m_Textures[texture_type] = filename_with_ext; m_MapChannel[texture_type] = tex->GetMapChannel()-1; } } } return true; }
P(GmMaterial) GmUtil::createGmMaterial( Mtl* material, Mtl* bakedmaterial ) { require( material ); P(GmMaterial) s = new GmMaterial; // get name static int unnamedCount = 0; if ( material->GetName().data() ) s->name = material->GetName().data(); else s->name = "noname #"+String::valueOf( ++unnamedCount ); // Standard material (+Diffuse) (+ Reflection) if ( material->ClassID() == Class_ID(DMTL_CLASS_ID,0) ) { StdMat* stdmat = static_cast<StdMat*>(material); StdMat* bakedmat = static_cast<StdMat*>(bakedmaterial); // StdMat2? StdMat2* stdmat2 = 0; if ( stdmat->SupportsShaders() ) stdmat2 = static_cast<StdMat2*>( stdmat ); // uniform transparency s->opacity = stdmat->GetOpacity(0); // self illumination s->selfIllum = stdmat->GetSelfIllum(0); // two-sided material? s->twosided = ( 0 != stdmat->GetTwoSided() ); // blending mode s->blend = GmMaterial::BLEND_COPY; if ( s->opacity < 1.f ) s->blend = GmMaterial::BLEND_MULTIPLY; if ( stdmat->GetTransparencyType() == TRANSP_ADDITIVE ) s->blend = GmMaterial::BLEND_ADD; // diffuse color s->diffuseColor = toColorf( stdmat->GetDiffuse(0) ); // specular highlights float shinStr = stdmat->GetShinStr(0); s->specular = (shinStr > 0.f); if ( s->specular ) { float shininess = stdmat->GetShininess(0); s->specularExponent = Math::pow( 2.f, shininess*10.f + 2.f ); s->specularColor = toColorf( stdmat->GetSpecular(0) ) * shinStr; } if ( bakedmat ) { shinStr = bakedmat->GetShinStr(0); s->specular = (shinStr > 0.f); if ( s->specular ) { float shininess = bakedmat->GetShininess(0); s->specularExponent = Math::pow( 2.f, shininess*10.f + 2.f ); s->specularColor = toColorf( bakedmat->GetSpecular(0) ) * shinStr; } } // diffuse texture layer BitmapTex* tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_DI ); if ( tex ) { GmMaterial::TextureLayer& layer = s->diffuseLayer; setLayerTex( layer, tex, s->name ); } // opacity texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_OP ); if ( tex ) { GmMaterial::TextureLayer& layer = s->opacityLayer; setLayerTex( layer, tex, s->name ); // check alpha channel validity Bitmap* bmp = tex->GetBitmap(0); if ( bmp && !bmp->HasAlpha() ) Debug::printlnError( "Material \"{0}\" opacity map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName() ); //throw IOException( Format("Material \"{0}\" opacity map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName()) ); s->blend = GmMaterial::BLEND_MULTIPLY; // check that opacity map is the same as diffuse map if ( s->opacityLayer.filename != s->diffuseLayer.filename ) throw IOException( Format("Material \"{0}\" diffuse bitmap needs to be the same in opacity map.(diffuse map is \"{1}\" and opacity map is \"{2}\")", s->name, s->diffuseLayer.filename, s->opacityLayer.filename) ); if ( s->opacityLayer.coordset != s->diffuseLayer.coordset ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate set needs to be the same in opacity map.", s->name) ); if ( s->opacityLayer.env != s->diffuseLayer.env ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate generator needs to be the same in opacity map.", s->name) ); } // reflection texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_RL ); if ( tex ) { GmMaterial::TextureLayer& layer = s->reflectionLayer; setLayerTex( layer, tex, s->name ); } // glossiness (shininess strength, SS) texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SS ); if ( tex ) { GmMaterial::TextureLayer& layer = s->glossinessLayer; setLayerTex( layer, tex, s->name ); // check alpha channel validity Bitmap* bmp = tex->GetBitmap(0); //if ( bmp && !bmp->HasAlpha() ) // throw IOException( Format("Material \"{0}\" glossiness map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName()) ); if ( bmp && !bmp->HasAlpha() ) Debug::printlnError("Material \"{0}\" glossiness map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName() ); // check that glossiness map is the same as diffuse map if ( s->glossinessLayer.filename != s->diffuseLayer.filename ) throw IOException( Format("Material \"{0}\" diffuse bitmap needs to be the same in glossiness map.(diffuse map is \"{1}\" and glossiness map is \"{2}\")", s->name, s->diffuseLayer.filename, s->glossinessLayer.filename) ); if ( s->glossinessLayer.coordset != s->diffuseLayer.coordset ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate set needs to be the same in glossiness map.", s->name) ); if ( s->glossinessLayer.env != s->diffuseLayer.env ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate generator needs to be the same in glossiness map.", s->name) ); // check that reflection map has been set if ( s->reflectionLayer.filename.length() == 0 ) throw IOException( Format("Material \"{0}\" glossiness map requires reflection map to be set.", s->name) ); } // bump texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_BU ); if ( tex ) { GmMaterial::TextureLayer& layer = s->bumpLayer; setLayerTex( layer, tex, s->name ); } // specular color texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SP ); if ( tex ) { GmMaterial::TextureLayer& layer = s->specularColorLayer; setLayerTex( layer, tex, s->name ); } // specular level texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SH ); if ( tex ) { GmMaterial::TextureLayer& layer = s->specularLevelLayer; setLayerTex( layer, tex, s->name ); } // lightmap texture layer ( from self-illumination map of baked material ) tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SI ); BitmapTex* tex2 = 0; if ( bakedmat ) tex2 = SceneExportUtil::getStdMatBitmapTex( bakedmat, ID_SI ); if ( tex || tex2 ) { GmMaterial::TextureLayer& layer = s->lightMapLayer; if ( tex && !tex2 ) setLayerTex( layer, tex, s->name ); else if ( tex2 ) setLayerTex( layer, tex2, s->name ); } } return s; }
CVertexCandidate *CMaxMesh::GetVertexCandidate(CSkeletonCandidate *pSkeletonCandidate, int faceId, int faceVertexId) { // check for valid mesh and physique modifier if((m_pIMesh == 0)) { theExporter.SetLastError("Invalid handle.", __FILE__, __LINE__); return 0; } // check if face id is valid if((faceId < 0) || (faceId >= m_pIMesh->getNumFaces())) { theExporter.SetLastError("Invalid face id found.", __FILE__, __LINE__); return 0; } // check if face vertex id is valid if((faceVertexId < 0) || (faceVertexId >= 3)) { theExporter.SetLastError("Invalid face vertex id found.", __FILE__, __LINE__); return 0; } // allocate a new vertex candidate CVertexCandidate *pVertexCandidate; pVertexCandidate = new CVertexCandidate(); if(pVertexCandidate == 0) { theExporter.SetLastError("Memory allocation failed.", __FILE__, __LINE__); return 0; } // create the new vertex candidate if(!pVertexCandidate->Create()) { delete pVertexCandidate; return 0; } // get vertex id int vertexId; vertexId = m_pIMesh->faces[faceId].v[faceVertexId]; // get the absolute vertex position Point3 vertex; vertex = m_pIMesh->getVert(vertexId) * m_tm; // set the vertex candidate position pVertexCandidate->SetPosition(vertex.x, vertex.y, vertex.z); pVertexCandidate->SetUniqueId(vertexId); // get the absolute vertex normal Point3 normal; normal = GetVertexNormal(faceId, vertexId); normal = normal * Inverse(Transpose(m_tm)); normal = normal.Normalize(); // set the vertex candidate normal pVertexCandidate->SetNormal(normal.x, normal.y, normal.z); if(m_pIMesh->numCVerts > 0) { VertColor vc; vc = m_pIMesh->vertCol[m_pIMesh->vcFace[faceId].t[faceVertexId]]; CalVector vcCal(vc.x, vc.y, vc.z); pVertexCandidate->SetVertColor(vcCal); } // get the vertex weight array float *pVertexWeights; pVertexWeights = m_pIMesh->getVertexWeights(); //if( pVertexWeights == NULL ) { // delete pVertexCandidate; // theExporter.SetLastError("Mesh has no vertex weights", __FILE__, __LINE__); // return 0; //} // get the vertex weight (if possible) float weight; if(pVertexWeights != 0) { weight = pVertexWeights[vertexId]; } else { weight = 0.0f; } // another 3ds max weird behaviour: // zero out epsilon weights if(weight < 0.0005f) weight = 0.0f; // set the vertex candidate weight pVertexCandidate->SetPhysicalProperty(weight); // get the material id of the face int materialId; materialId = GetFaceMaterialId(faceId); if((materialId < 0) || (materialId >= (int)m_vectorStdMat.size())) { delete pVertexCandidate; theExporter.SetLastError("Invalid material id found.", __FILE__, __LINE__); return 0; } // get the material of the face StdMat *pStdMat; pStdMat = m_vectorStdMat[materialId]; // loop through all the mapping channels and extract texture coordinates int mapId; for(mapId = 0; mapId < pStdMat->NumSubTexmaps(); mapId++) { // get texture map Texmap *pTexMap; pTexMap = pStdMat->GetSubTexmap(mapId); // check if map is valid if((pTexMap != 0) && (pStdMat->MapEnabled(mapId))) { // get the mapping channel int channel; channel = pTexMap->GetMapChannel(); bool bValidUV; bValidUV = false; // extract the texture coordinate UVVert uvVert; if(m_pIMesh->mapSupport(channel)) { TVFace *pTVFace; pTVFace = m_pIMesh->mapFaces(channel); UVVert *pUVVert; pUVVert = m_pIMesh->mapVerts(channel); uvVert = pUVVert[pTVFace[faceId].t[faceVertexId]]; bValidUV = true; } else if(m_pIMesh->numTVerts > 0) { uvVert = m_pIMesh->tVerts[m_pIMesh->tvFace[faceId].t[faceVertexId]]; bValidUV = true; } // if we found valid texture coordinates, add them to the vertex candidate if(bValidUV) { // apply a possible uv generator StdUVGen *pStdUVGen; pStdUVGen = (StdUVGen *)pTexMap->GetTheUVGen(); if(pStdUVGen != 0) { Matrix3 tmUV; pStdUVGen->GetUVTransform(tmUV); uvVert = uvVert * tmUV; } // add texture coordinate to the vertex candidate, inverting the y coordinate pVertexCandidate->AddTextureCoordinate(uvVert.x, 1.0f - uvVert.y); } } } // check for physique modifier if(m_modifierType == MODIFIER_PHYSIQUE) { // create a physique export interface IPhysiqueExport *pPhysiqueExport; pPhysiqueExport = (IPhysiqueExport *)m_pModifier->GetInterface(I_PHYINTERFACE); if(pPhysiqueExport == 0) { delete pVertexCandidate; theExporter.SetLastError("Physique modifier interface not found.", __FILE__, __LINE__); return 0; } // create a context export interface IPhyContextExport *pContextExport; pContextExport = (IPhyContextExport *)pPhysiqueExport->GetContextInterface(m_pINode); if(pContextExport == 0) { m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Context export interface not found.", __FILE__, __LINE__); return 0; } // set the flags in the context export interface pContextExport->ConvertToRigid(TRUE); pContextExport->AllowBlending(TRUE); // get the vertex export interface IPhyVertexExport *pVertexExport; pVertexExport = (IPhyVertexExport *)pContextExport->GetVertexInterface(vertexId); if(pVertexExport == 0) { pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Vertex export interface not found.", __FILE__, __LINE__); return 0; } // get the vertex type int vertexType; vertexType = pVertexExport->GetVertexType(); // handle the specific vertex type if(vertexType == RIGID_TYPE) { // typecast to rigid vertex IPhyRigidVertex *pTypeVertex; pTypeVertex = (IPhyRigidVertex *)pVertexExport; // add the influence to the vertex candidate // get the influencing bone if(!AddBoneInfluence(pSkeletonCandidate, pVertexCandidate, pTypeVertex->GetNode(), 1.0f)) { pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Invalid bone assignment.", __FILE__, __LINE__); return 0; } } else if(vertexType == RIGID_BLENDED_TYPE) { // typecast to blended vertex IPhyBlendedRigidVertex *pTypeVertex; pTypeVertex = (IPhyBlendedRigidVertex *)pVertexExport; // loop through all influencing bones int nodeId; for(nodeId = 0; nodeId < pTypeVertex->GetNumberNodes(); nodeId++) { // add the influence to the vertex candidate if(!AddBoneInfluence(pSkeletonCandidate, pVertexCandidate, pTypeVertex->GetNode(nodeId), pTypeVertex->GetWeight(nodeId))) { pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Invalid bone assignment.", __FILE__, __LINE__); return 0; } } } // release all interfaces pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); } #if MAX_RELEASE >= 4000 // check for skin modifier else if(m_modifierType == MODIFIER_SKIN) { // create a skin interface ISkin *pSkin; pSkin = (ISkin*)m_pModifier->GetInterface(I_SKIN); if(pSkin == 0) { delete pVertexCandidate; theExporter.SetLastError("Skin modifier interface not found.", __FILE__, __LINE__); return 0; } // create a skin context data interface ISkinContextData *pSkinContextData; pSkinContextData = (ISkinContextData *)pSkin->GetContextInterface(m_pINode); if(pSkinContextData == 0) { m_pModifier->ReleaseInterface(I_SKIN, pSkin); delete pVertexCandidate; theExporter.SetLastError("Skin context data interface not found.", __FILE__, __LINE__); return 0; } // loop through all influencing bones int nodeId; for(nodeId = 0; nodeId < pSkinContextData->GetNumAssignedBones(vertexId); nodeId++) { // get the bone id int boneId; boneId = pSkinContextData->GetAssignedBone(vertexId, nodeId); if(boneId < 0) continue; // add the influence to the vertex candidate if(!AddBoneInfluence(pSkeletonCandidate, pVertexCandidate, pSkin->GetBone(boneId), pSkinContextData->GetBoneWeight(vertexId, nodeId))) { m_pModifier->ReleaseInterface(I_SKIN, pSkin); delete pVertexCandidate; theExporter.SetLastError("Invalid bone assignment.", __FILE__, __LINE__); return 0; } } // release all interfaces m_pModifier->ReleaseInterface(I_SKIN, pSkin); } #endif else if( m_modifierType == MODIFIER_MORPHER || m_modifierType == MODIFIER_NONE ) { } else { theExporter.SetLastError("No physique/skin/morpher modifier found.", __FILE__, __LINE__); return 0; } return pVertexCandidate; }
//================================================================= // Methods for DumpModelTEP // int DumpModelTEP::callback(INode *pnode) { Object* pobj; int fHasMat = TRUE; // clear physique export parameters m_mcExport = NULL; m_phyExport = NULL; m_phyMod = NULL; ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!"); if (::FNodeMarkedToSkip(pnode)) return TREE_CONTINUE; int iNode = ::GetIndexOfINode(pnode); TSTR strNodeName(pnode->GetName()); // The Footsteps node apparently MUST have a dummy mesh attached! Ignore it explicitly. if (FStrEq((char*)strNodeName, "Bip01 Footsteps")) return TREE_CONTINUE; // Helper nodes don't have meshes pobj = pnode->GetObjectRef(); if (pobj->SuperClassID() == HELPER_CLASS_ID) return TREE_CONTINUE; // The model's root is a child of the real "scene root" INode *pnodeParent = pnode->GetParentNode(); BOOL fNodeIsRoot = pnodeParent->IsRootNode( ); // Get node's material: should be a multi/sub (if it has a material at all) Mtl *pmtlNode = pnode->GetMtl(); if (pmtlNode == NULL) { return TREE_CONTINUE; fHasMat = FALSE; } else if (!(pmtlNode->ClassID() == Class_ID(MULTI_CLASS_ID, 0) && pmtlNode->IsMultiMtl())) { // sprintf(st_szDBG, "ERROR--Material on node %s isn't a Multi/Sub-Object", (char*)strNodeName); // ASSERT_AND_ABORT(FALSE, st_szDBG); fHasMat = FALSE; } // Get Node's object, convert to a triangle-mesh object, so I can access the Faces ObjectState os = pnode->EvalWorldState(m_tvToDump); pobj = os.obj; TriObject *ptriobj; BOOL fConvertedToTriObject = pobj->CanConvertToType(triObjectClassID) && (ptriobj = (TriObject*)pobj->ConvertToType(m_tvToDump, triObjectClassID)) != NULL; if (!fConvertedToTriObject) return TREE_CONTINUE; Mesh *pmesh = &ptriobj->mesh; // Shouldn't have gotten this far if it's a helper object if (pobj->SuperClassID() == HELPER_CLASS_ID) { sprintf(st_szDBG, "ERROR--Helper node %s has an attached mesh, and it shouldn't.", (char*)strNodeName); ASSERT_AND_ABORT(FALSE, st_szDBG); } // Ensure that the vertex normals are up-to-date pmesh->buildNormals(); // We want the vertex coordinates in World-space, not object-space Matrix3 mat3ObjectTM = pnode->GetObjectTM(m_tvToDump); // initialize physique export parameters m_phyMod = FindPhysiqueModifier(pnode); if (m_phyMod) { // Physique Modifier exists for given Node m_phyExport = (IPhysiqueExport *)m_phyMod->GetInterface(I_PHYINTERFACE); if (m_phyExport) { // create a ModContext Export Interface for the specific node of the Physique Modifier m_mcExport = (IPhyContextExport *)m_phyExport->GetContextInterface(pnode); if (m_mcExport) { // convert all vertices to Rigid m_mcExport->ConvertToRigid(TRUE); } } } // Dump the triangle face info int cFaces = pmesh->getNumFaces(); for (int iFace = 0; iFace < cFaces; iFace++) { Face* pface = &pmesh->faces[iFace]; TVFace* ptvface = &pmesh->tvFace[iFace]; DWORD smGroupFace = pface->getSmGroup(); // Get face's 3 indexes into the Mesh's vertex array(s). DWORD iVertex0 = pface->getVert(0); DWORD iVertex1 = pface->getVert(1); DWORD iVertex2 = pface->getVert(2); ASSERT_AND_ABORT((int)iVertex0 < pmesh->getNumVerts(), "Bogus Vertex 0 index"); ASSERT_AND_ABORT((int)iVertex1 < pmesh->getNumVerts(), "Bogus Vertex 1 index"); ASSERT_AND_ABORT((int)iVertex2 < pmesh->getNumVerts(), "Bogus Vertex 2 index"); // Get the 3 Vertex's for this face Point3 pt3Vertex0 = pmesh->getVert(iVertex0); Point3 pt3Vertex1 = pmesh->getVert(iVertex1); Point3 pt3Vertex2 = pmesh->getVert(iVertex2); // Get the 3 RVertex's for this face // NOTE: I'm using getRVertPtr instead of getRVert to work around a 3DSMax bug RVertex *prvertex0 = pmesh->getRVertPtr(iVertex0); RVertex *prvertex1 = pmesh->getRVertPtr(iVertex1); RVertex *prvertex2 = pmesh->getRVertPtr(iVertex2); // Find appropriate normals for each RVertex // A vertex can be part of multiple faces, so the "smoothing group" // is used to locate the normal for this face's use of the vertex. Point3 pt3Vertex0Normal; Point3 pt3Vertex1Normal; Point3 pt3Vertex2Normal; if (smGroupFace) { pt3Vertex0Normal = Pt3GetRVertexNormal(prvertex0, smGroupFace); pt3Vertex1Normal = Pt3GetRVertexNormal(prvertex1, smGroupFace); pt3Vertex2Normal = Pt3GetRVertexNormal(prvertex2, smGroupFace); } else { pt3Vertex0Normal = pmesh->getFaceNormal( iFace ); pt3Vertex1Normal = pmesh->getFaceNormal( iFace ); pt3Vertex2Normal = pmesh->getFaceNormal( iFace ); } ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus orig normal 0" ); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus orig normal 1" ); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus orig normal 2" ); // Get Face's sub-material from node's material, to get the bitmap name. // And no, there isn't a simpler way to get the bitmap name, you have to // dig down through all these levels. TCHAR szBitmapName[256] = "null.bmp"; if (fHasMat) { MtlID mtlidFace = pface->getMatID(); if (mtlidFace >= pmtlNode->NumSubMtls()) { sprintf(st_szDBG, "ERROR--Bogus sub-material index %d in node %s; highest valid index is %d", mtlidFace, (char*)strNodeName, pmtlNode->NumSubMtls()-1); // ASSERT_AND_ABORT(FALSE, st_szDBG); mtlidFace = 0; } Mtl *pmtlFace = pmtlNode->GetSubMtl(mtlidFace); ASSERT_AND_ABORT(pmtlFace != NULL, "NULL Sub-material returned"); if ((pmtlFace->ClassID() == Class_ID(MULTI_CLASS_ID, 0) && pmtlFace->IsMultiMtl())) { // it's a sub-sub material. Gads. pmtlFace = pmtlFace->GetSubMtl(mtlidFace); ASSERT_AND_ABORT(pmtlFace != NULL, "NULL Sub-material returned"); } if (!(pmtlFace->ClassID() == Class_ID(DMTL_CLASS_ID, 0))) { sprintf(st_szDBG, "ERROR--Sub-material with index %d (used in node %s) isn't a 'default/standard' material [%x].", mtlidFace, (char*)strNodeName, pmtlFace->ClassID()); ASSERT_AND_ABORT(FALSE, st_szDBG); } StdMat *pstdmtlFace = (StdMat*)pmtlFace; Texmap *ptexmap = pstdmtlFace->GetSubTexmap(ID_DI); // ASSERT_AND_ABORT(ptexmap != NULL, "NULL diffuse texture") if (ptexmap != NULL) { if (!(ptexmap->ClassID() == Class_ID(BMTEX_CLASS_ID, 0))) { sprintf(st_szDBG, "ERROR--Sub-material with index %d (used in node %s) doesn't have a bitmap as its diffuse texture.", mtlidFace, (char*)strNodeName); ASSERT_AND_ABORT(FALSE, st_szDBG); } BitmapTex *pbmptex = (BitmapTex*)ptexmap; strcpy(szBitmapName, pbmptex->GetMapName()); TSTR strPath, strFile; SplitPathFile(TSTR(szBitmapName), &strPath, &strFile); strcpy(szBitmapName,strFile); } } UVVert UVvertex0( 0, 0, 0 ); UVVert UVvertex1( 1, 0, 0 ); UVVert UVvertex2( 0, 1, 0 ); // All faces must have textures assigned to them if (pface->flags & HAS_TVERTS) { // Get TVface's 3 indexes into the Mesh's TVertex array(s). DWORD iTVertex0 = ptvface->getTVert(0); DWORD iTVertex1 = ptvface->getTVert(1); DWORD iTVertex2 = ptvface->getTVert(2); ASSERT_AND_ABORT((int)iTVertex0 < pmesh->getNumTVerts(), "Bogus TVertex 0 index"); ASSERT_AND_ABORT((int)iTVertex1 < pmesh->getNumTVerts(), "Bogus TVertex 1 index"); ASSERT_AND_ABORT((int)iTVertex2 < pmesh->getNumTVerts(), "Bogus TVertex 2 index"); // Get the 3 TVertex's for this TVFace // NOTE: I'm using getRVertPtr instead of getRVert to work around a 3DSMax bug UVvertex0 = pmesh->getTVert(iTVertex0); UVvertex1 = pmesh->getTVert(iTVertex1); UVvertex2 = pmesh->getTVert(iTVertex2); } else { //sprintf(st_szDBG, "ERROR--Node %s has a textureless face. All faces must have an applied texture.", (char*)strNodeName); //ASSERT_AND_ABORT(FALSE, st_szDBG); } /* const char *szExpectedExtension = ".bmp"; if (stricmp(szBitmapName+strlen(szBitmapName)-strlen(szExpectedExtension), szExpectedExtension) != 0) { sprintf(st_szDBG, "Node %s uses %s, which is not a %s file", (char*)strNodeName, szBitmapName, szExpectedExtension); ASSERT_AND_ABORT(FALSE, st_szDBG); } */ // Determine owning bones for the vertices. int iNodeV0, iNodeV1, iNodeV2; if (m_mcExport) { // The Physique add-in allows vertices to be assigned to bones arbitrarily iNodeV0 = InodeOfPhyVectex( iVertex0 ); iNodeV1 = InodeOfPhyVectex( iVertex1 ); iNodeV2 = InodeOfPhyVectex( iVertex2 ); } else { // Simple 3dsMax model: the vertices are owned by the object, and hence the node iNodeV0 = iNode; iNodeV1 = iNode; iNodeV2 = iNode; } // Rotate the face vertices out of object-space, and into world-space space Point3 v0 = pt3Vertex0 * mat3ObjectTM; Point3 v1 = pt3Vertex1 * mat3ObjectTM; Point3 v2 = pt3Vertex2 * mat3ObjectTM; Matrix3 mat3ObjectNTM = mat3ObjectTM; mat3ObjectNTM.NoScale( ); ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus pre normal 0" ); pt3Vertex0Normal = VectorTransform(mat3ObjectNTM, pt3Vertex0Normal); ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus post normal 0" ); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus pre normal 1" ); pt3Vertex1Normal = VectorTransform(mat3ObjectNTM, pt3Vertex1Normal); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus post normal 1" ); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus pre normal 2" ); pt3Vertex2Normal = VectorTransform(mat3ObjectNTM, pt3Vertex2Normal); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus post normal 2" ); // Finally dump the bitmap name and 3 lines of face info fprintf(m_pfile, "%s\n", szBitmapName); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV0, v0.x, v0.y, v0.z, pt3Vertex0Normal.x, pt3Vertex0Normal.y, pt3Vertex0Normal.z, UVvertex0.x, UVvertex0.y); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV1, v1.x, v1.y, v1.z, pt3Vertex1Normal.x, pt3Vertex1Normal.y, pt3Vertex1Normal.z, UVvertex1.x, UVvertex1.y); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV2, v2.x, v2.y, v2.z, pt3Vertex2Normal.x, pt3Vertex2Normal.y, pt3Vertex2Normal.z, UVvertex2.x, UVvertex2.y); } cleanup( ); return TREE_CONTINUE; }
void AWDExporter::ExportMaterial( AWD *awd, awd_ncache *ncache, Mtl* mtl, int mtlID, int subNo) { TimeValue t = GetStaticFrame(); int i; BOOL usediffusemap = FALSE; const char *name = mtl->GetName(); int namelen = strlen( name ); AWDMaterial *material = new AWDMaterial( AWD_MATTYPE_COLOR, name, namelen ); AWDTexture *tex; for (i=0; i<mtl->NumSubTexmaps(); i++) { Texmap* subTex = mtl->GetSubTexmap(i); float amt = 1.0f; if (subTex) { // If it is a standard material we can see if the map is enabled. if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { if (!((StdMat*)mtl)->MapEnabled(i)) continue; amt = ((StdMat*)mtl)->GetTexmapAmt(i, 0); } tex = ExportTexture(awd, ncache, subTex, mtl->ClassID(), i, material ); if( tex && i == ID_DI ) { usediffusemap = true; } } } if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { StdMat* std = (StdMat*)mtl; material->color = get_awd_color( std->GetDiffuse(t), 1.0f ); } else { material->color = get_awd_color( mtl->GetDiffuse(), 1.0f ); } AWD_mat_type mattype; if( usediffusemap ) mattype = AWD_MATTYPE_BITMAP; else mattype = AWD_MATTYPE_COLOR; material->set_type( mattype ); awd_ncache_add(ncache, (InterfaceServer*)mtl, material); awd->add_material( material ); if (mtl->NumSubMtls() > 0) { for (i=0; i<mtl->NumSubMtls(); i++) { Mtl* subMtl = mtl->GetSubMtl(i); if (subMtl && mtlList.GetMtlID( subMtl ) == -1 ) { ExportMaterial(awd, ncache, subMtl, 0, i); } } } }
//---------------------------------------------------------------------------------- void DumpMaterial(IGameMaterial *pGMaxMat) { m_material *pMat = NULL; if (!pGMaxMat->IsMultiType()) // check not a mix material { pMat = new m_material; // set the name of the material... pMat->name = pGMaxMat->GetMaterialName(); // add the new material to the TOC(Table Of Contants) and set its id... pMat->id = ExporterMAX::GetExporter()->AddMaterial(pGMaxMat, pMat); Mtl *pMaxMaterial = pGMaxMat->GetMaxMaterial(); if (pMaxMaterial->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { StdMat *pStandardMaterial = (StdMat*)pMaxMaterial; Color col; // diffuse color... col = pStandardMaterial->GetDiffuse(ExporterMAX::GetExporter()->GetStaticFrame()); pMat->diffuse = Vector4f(col.r, col.g, col.b, 1.f); // ambient color... col = pStandardMaterial->GetAmbient(ExporterMAX::GetExporter()->GetStaticFrame()); pMat->ambient = Vector4f(col.r, col.g, col.b, 1.f); // specular color... col = pStandardMaterial->GetSpecular(ExporterMAX::GetExporter()->GetStaticFrame()); pMat->specular = Vector4f(col.r, col.g, col.b, 1.f); // emissive color... pMat->emission = Vector4f(0.f, 0.f, 0.f, 1.f); // level of transparency pMat->transparent = pStandardMaterial->GetOpacity(ExporterMAX::GetExporter()->GetStaticFrame()); // specular exponent... pMat->shininess = pStandardMaterial->GetShininess(ExporterMAX::GetExporter()->GetStaticFrame()); // transparency if (pMat->transparent < 1.f){ pMat->diffuse.z = pMat->transparent; } }// 3dsmax6 HLSL Material support. (IDxMaterial) else if (IsDynamicDxMaterial((MtlBase*)pMaxMaterial)) { IDxMaterial *idxm = (IDxMaterial*)pMaxMaterial->GetInterface(IDXMATERIAL_INTERFACE); int lightParams = idxm->GetNumberOfLightParams(); for (int i = 0; i < lightParams; ++i) { INode *pNode = idxm->GetLightNode(i); if (pNode){ TCHAR *paramName = idxm->GetLightParameterName(i); } } // Other attributes are located in paramblk 0... IParamBlock2 *pParamBlk2 = (IParamBlock2*)(pMaxMaterial->GetParamBlock(0)); TimeValue t0 = ExporterMAX::GetExporter()->GetIGame()->GetSceneStartTime(); TimeValue t1 = ExporterMAX::GetExporter()->GetIGame()->GetSceneEndTime(); TimeValue DeltaTime = ExporterMAX::GetExporter()->GetIGame()->GetSceneTicks(); const int SamplingRate = 1; int numkeys = (t1 - t0) / (DeltaTime * SamplingRate) + 1; for (int i = 0; i < pParamBlk2->NumParams(); ++i) { ParamID id = pParamBlk2->IndextoID(i); ParamDef paramDef = pParamBlk2->GetParamDef(id); // we want the variable name not the UI Name... OutputDebugString(paramDef.int_name); } } //do the textures if they are there DumpTexture(pMat, pGMaxMat); } }