void MaxAWDExporter::ProcessGeoBlocks() { AWDTriGeom *geoBlock; AWDBlockIterator *it; int proccessed=0; it = new AWDBlockIterator(awd->get_mesh_data_blocks()); UpdateProgressBar(MAXAWD_PHASE_PROCESS_GEOMETRY, (double)proccessed/(double)awd->get_mesh_data_blocks()->get_num_blocks()); INodeTab lNodes; while ((geoBlock = (AWDTriGeom * ) it->next()) != NULL){ INode * node = (INode *)INodeToGeoBlockCache->Get(geoBlock); if (node==NULL){ AWDMessageBlock * newWarning = new AWDMessageBlock(geoBlock->get_name(), "ERROR: Could not find the INode for this AWDGeometry."); awd->get_message_blocks()->append(newWarning); return; } lNodes.AppendNode( node ); } IGameScene* _pIgame = NULL; _pIgame = GetIGameInterface(); _pIgame->InitialiseIGame( lNodes ); it->reset(); while ((geoBlock = (AWDTriGeom * ) it->next()) != NULL){ INode * node = (INode *)INodeToGeoBlockCache->Get(geoBlock); if (node==NULL){ AWDMessageBlock * newWarning = new AWDMessageBlock(geoBlock->get_name(), "ERROR: Could not find the INode for this AWDGeometry."); awd->get_message_blocks()->append(newWarning); } else{ int exportThis=false; IGameObject * gobj = NULL; IGameMesh * igame_mesh = NULL; gobj = GetIGameInterface()->GetIGameNode(node)->GetIGameObject(); if(gobj->GetIGameType()==IGameObject::IGAME_MESH){ igame_mesh = (IGameMesh*)gobj; if (igame_mesh!=NULL){ igame_mesh->InitializeData(); if(igame_mesh->GetNumberOfFaces()>0){ exportThis=true; } } } if (exportThis){ Object *obj; obj = node->GetObjectRef(); int skinIdx; ObjectState os; IDerivedObject *derivedObject = NULL; skinIdx = IndexOfSkinMod(node->GetObjectRef(), &derivedObject); if (skinIdx >= 0) { // Flatten all modifiers up to but not including // the skin modifier. // to do: get the correct time for the neutral-pose os = derivedObject->Eval(0, skinIdx + 1); } else { // Flatten entire modifier stack // to do: get the correct time for the neutral-pose os = node->EvalWorldState(maxInterface->GetTime()); } obj = os.obj; ISkin *skin = NULL; if (derivedObject != NULL && skinIdx >= 0) { Modifier *mod = derivedObject->GetModifier(skinIdx); skin = (ISkin *)mod->GetInterface(I_SKIN); } ExportTriGeom(geoBlock,obj,node,skin, igame_mesh); RETURN_IF_ERROR; } } proccessed++; UpdateProgressBar(MAXAWD_PHASE_PROCESS_GEOMETRY, (double)proccessed/(double)awd->get_mesh_data_blocks()->get_num_blocks()); } delete it; _pIgame->ReleaseIGame(); }
static void extractTriangleGeometry( GmModel* gm, INode* node, Mesh* mesh, Mtl* material ) { #ifdef SGEXPORT_PHYSIQUE Modifier* phyMod = 0; IPhysiqueExport* phyExport = 0; IPhyContextExport* mcExport = 0; #endif Modifier* skinMod = 0; ISkin* skin = 0; String nodeName ( node->GetName() ); try { // vertex transform to left-handed system Matrix3 pivot = TmUtil::getPivotTransform( node ); Matrix3 vertexTM = pivot * s_convtm; bool insideOut = TmUtil::hasNegativeParity( pivot ); /*Matrix4x4 pm = TmUtil::toLH( vertexTM ); Debug::println( "Object {0} vertex local TM is", nodeName ); Debug::println( " {0,#.###} {1,#.###} {2,#.###} {3,#.###}", pm(0,0), pm(0,1), pm(0,2), pm(0,3) ); Debug::println( " {0,#.###} {1,#.###} {2,#.###} {3,#.###}", pm(1,0), pm(1,1), pm(1,2), pm(1,3) ); Debug::println( " {0,#.###} {1,#.###} {2,#.###} {3,#.###}", pm(2,0), pm(2,1), pm(2,2), pm(2,3) ); Debug::println( " {0,#.###} {1,#.###} {2,#.###} {3,#.###}", pm(3,0), pm(3,1), pm(3,2), pm(3,3) );*/ // add vertex positions int vertices = mesh->getNumVerts(); for ( int vi = 0 ; vi < vertices ; ++vi ) { Point3 v = vertexTM * mesh->verts[vi]; mb::Vertex* vert = gm->addVertex(); vert->setPosition( v.x, v.y, v.z ); } // add vertex weights (from Physique modifier) #ifdef SGEXPORT_PHYSIQUE phyMod = PhyExportUtil::findPhysiqueModifier( node ); if ( phyMod ) { Debug::println( " Found Physique modifier: {0}", gm->name ); // get (possibly shared) Physique export interface phyExport = (IPhysiqueExport*)phyMod->GetInterface( I_PHYINTERFACE ); if( !phyExport ) throw Exception( Format("No Physique modifier export interface") ); // export from initial pose? phyExport->SetInitialPose( false ); // get (unique) context dependent export inteface mcExport = (IPhyContextExport*)phyExport->GetContextInterface( node ); if( !mcExport ) throw Exception( Format("No Physique modifier context export interface") ); // convert to rigid for time independent vertex assignment mcExport->ConvertToRigid( true ); // allow blending to export multi-link assignments mcExport->AllowBlending( true ); // list bones Vector<INode*> bones( Allocator<INode*>(__FILE__,__LINE__) ); PhyExportUtil::listBones( mcExport, bones ); // add vertex weight maps for ( int i = 0 ; i < bones.size() ; ++i ) { INode* bone = bones[i]; String name = bone->GetName(); mb::VertexMap* vmap = gm->addVertexMap( 1, name, mb::VertexMapFormat::VERTEXMAP_WEIGHT ); PhyExportUtil::addWeights( vmap, bone, mcExport ); } } #endif // SGEXPORT_PHYSIQUE // add vertex weights (from Skin modifier) skinMod = SkinExportUtil::findSkinModifier( node ); if ( skinMod ) { skin = (ISkin*)skinMod->GetInterface(I_SKIN); require( skin ); ISkinContextData* skincx = skin->GetContextInterface( node ); require( skincx ); Debug::println( " Found Skin modifier: {0} ({1} bones, {2} points)", gm->name, skin->GetNumBones(), skincx->GetNumPoints() ); if ( skincx->GetNumPoints() != gm->vertices() ) throw Exception( Format("Only some vertices ({0}/{1}) of {2} are skinned", skincx->GetNumPoints(), gm->vertices(), gm->name) ); // list bones Vector<INode*> bones( Allocator<INode*>(__FILE__,__LINE__) ); SkinExportUtil::listBones( skin, bones ); // add vertex weight maps for ( int i = 0 ; i < bones.size() ; ++i ) { INode* bone = bones[i]; String name = bone->GetName(); mb::VertexMap* vmap = gm->addVertexMap( 1, name, mb::VertexMapFormat::VERTEXMAP_WEIGHT ); SkinExportUtil::addWeights( vmap, bone, skin, skincx ); //Debug::println( " Bone {0} is affecting {1} vertices", name, vmap->size() ); } // DEBUG: print skin node tm and initial object tm /*Matrix3 tm; int ok = skin->GetSkinInitTM( node, tm ); require( ok == SKIN_OK ); Debug::println( " NodeInitTM of {0}", nodeName ); TmUtil::println( tm, 4 ); ok = skin->GetSkinInitTM( node, tm, true ); require( ok == SKIN_OK ); Debug::println( " NodeObjectTM of {0}", nodeName ); TmUtil::println( tm, 4 );*/ // DEBUG: print bones /*Debug::println( " bones of {0}:", nodeName ); for ( int i = 0 ; i < bones.size() ; ++i ) { Debug::println( " bone ({0}): {1}", i, String(bones[i]->GetName()) ); skin->GetBoneInitTM( bones[i], tm ); Debug::println( " InitNodeTM:" ); TmUtil::println( tm, 6 ); skin->GetBoneInitTM( bones[i], tm, true ); Debug::println( " InitObjectTM:" ); TmUtil::println( tm, 6 ); }*/ // DEBUG: print bones used by the points /*for ( int i = 0 ; i < skincx->GetNumPoints() ; ++i ) { int bonec = skincx->GetNumAssignedBones(i); Debug::println( " point {0} has {1} bones", i, bonec ); for ( int k = 0 ; k < bonec ; ++k ) { int boneidx = skincx->GetAssignedBone( i, k ); float w = skincx->GetBoneWeight( i, k ); Debug::println( " point {0} boneidx ({1}): {2}, weight {3}", i, k, boneidx, w ); } }*/ } // ensure clockwise polygon vertex order int vx[3] = {2,1,0}; if ( insideOut ) { int tmp = vx[0]; vx[0] = vx[2]; vx[2] = tmp; } // list unique materials used by the triangles Vector<ShellMaterial> usedMaterials( Allocator<ShellMaterial>(__FILE__,__LINE__) ); if ( material ) { for ( int fi = 0 ; fi < mesh->getNumFaces() ; ++fi ) { Face& face = mesh->faces[fi]; int mergesubmaterial = -1; int originalsubmaterial = -1; for ( int j = 0; j < material->NumSubMtls(); ++j) { // Get Sub Material Slot name TSTR name = material->GetSubMtlSlotName(j); // Light maps are stored in sub material slot named "Baked Material" if ( strcmp( name, "Baked Material" ) == 0 ) mergesubmaterial = j; else originalsubmaterial = j; } if ( mergesubmaterial != -1 ) // A baked material was found, shell materials will be created { Mtl* mat = material->GetSubMtl( originalsubmaterial ); Mtl* bakedmtl = material->GetSubMtl( mergesubmaterial ); if ( mat->NumSubMtls() > 0 ) // Check for nested multi-material { for ( int j = 0; j < mat->NumSubMtls(); ++j) usedMaterials.add( ShellMaterial( mat->GetSubMtl( face.getMatID() % mat->NumSubMtls() ), bakedmtl ) ); } else usedMaterials.add( ShellMaterial( mat, bakedmtl ) ); } else if ( material->NumSubMtls() > 0 ) // Multi-material without baked material { usedMaterials.add( ShellMaterial( material->GetSubMtl( face.getMatID() % material->NumSubMtls() ), 0 ) ); } else // Single material without baked material { usedMaterials.add( ShellMaterial( material, 0 ) ); } } std::sort( usedMaterials.begin(), usedMaterials.end() ); usedMaterials.setSize( std::unique( usedMaterials.begin(), usedMaterials.end() ) - usedMaterials.begin() ); } // create used materials for ( int mi = 0 ; mi < usedMaterials.size() ; ++mi ) { ShellMaterial shellmtl = usedMaterials[mi]; gm->materials.add( GmUtil::createGmMaterial( shellmtl.original, shellmtl.baked ) ); } // add triangles for ( int fi = 0 ; fi < mesh->getNumFaces() ; ++fi ) { mb::Polygon* poly = gm->addPolygon(); // triangle indices Face& face = mesh->faces[fi]; for ( int vxi = 0 ; vxi < 3 ; ++vxi ) { int vi = face.v[ vx[vxi] ]; require( vi >= 0 && vi < gm->vertices() ); mb::Vertex* vert = gm->getVertex( vi ); poly->addVertex( vert ); } // triangle material int polyMaterialIndex = 0; if ( material ) { ShellMaterial mat( material, 0 ); int numsubmaterials = material->NumSubMtls(); if ( numsubmaterials > 0 ) { mat.original = material->GetSubMtl( face.getMatID() % material->NumSubMtls() ); for ( int j = 0; j < numsubmaterials; ++j) // Is baked material present? { TSTR name = material->GetSubMtlSlotName(j); if ( strcmp( name, "Baked Material" ) == 0 ) mat.baked = material->GetSubMtl( j ); if ( strcmp( name, "Original Material" ) == 0 ) mat.original = material->GetSubMtl( j ); } if ( mat.original->NumSubMtls() > 0 ) // Is there a nested multi-material? { mat.original = mat.original->GetSubMtl( face.getMatID() % mat.original->NumSubMtls() ); } } for ( int mi = 0 ; mi < usedMaterials.size() ; ++mi ) { if ( usedMaterials[mi] == mat ) { polyMaterialIndex = mi; break; } } } poly->setMaterial( polyMaterialIndex ); } // add vertex colors int mp = 0; if ( mesh->mapSupport(mp) && mesh->getNumMapVerts(mp) > 0 ) { mb::DiscontinuousVertexMap* vmad = gm->addDiscontinuousVertexMap( 3, "rgb", mb::VertexMapFormat::VERTEXMAP_RGB ); int tverts = mesh->getNumMapVerts( mp ); UVVert* tvert = mesh->mapVerts( mp ); TVFace* tface = mesh->mapFaces( mp ); //Debug::println( "Vertex colors:" ); for ( int fi = 0 ; fi < mesh->getNumFaces() ; ++fi ) { Face& face = mesh->faces[fi]; mb::Polygon* poly = gm->getPolygon( fi ); for ( int vxi = 0 ; vxi < 3 ; ++vxi ) { int vi = face.v[ vx[vxi] ]; mb::Vertex* vert = gm->getVertex( vi ); Point3 tc = tvert[ tface[fi].t[ vx[vxi] ] % tverts ]; float rgb[3] = {tc.x, tc.y, tc.z}; vmad->addValue( vert->index(), poly->index(), rgb, 3 ); //Debug::println( " vertex[{0}].rgb: {1} {2} {3}", vert->index(), rgb[0], rgb[1], rgb[2] ); } } } // add texcoord layers int lastCoords = MAX_MESHMAPS-2; while ( lastCoords > 0 && (!mesh->mapSupport(lastCoords) || 0 == mesh->getNumMapVerts(lastCoords)) ) --lastCoords; if ( lastCoords > 8 ) throw IOException( Format("Too many texture coordinate sets ({1}) in {0}", gm->name, lastCoords) ); for ( mp = 1 ; mp <= lastCoords ; ++mp ) { mb::DiscontinuousVertexMap* vmad = gm->addDiscontinuousVertexMap( 2, "uv", mb::VertexMapFormat::VERTEXMAP_TEXCOORD ); if ( mesh->mapSupport(mp) && mesh->getNumMapVerts(mp) > 0 ) { int tverts = mesh->getNumMapVerts( mp ); UVVert* tvert = mesh->mapVerts( mp ); TVFace* tface = mesh->mapFaces( mp ); for ( int fi = 0 ; fi < mesh->getNumFaces() ; ++fi ) { Face& face = mesh->faces[fi]; mb::Polygon* poly = gm->getPolygon( fi ); for ( int vxi = 0 ; vxi < 3 ; ++vxi ) { int vi = face.v[ vx[vxi] ]; mb::Vertex* vert = gm->getVertex( vi ); Point3 tc = tvert[ tface[fi].t[ vx[vxi] ] % tverts ]; float uv[2] = {tc.x, 1.f-tc.y}; vmad->addValue( vert->index(), poly->index(), uv, 2 ); } } } } // compute face vertex normals from smoothing groups require( mesh->getNumFaces() == gm->polygons() ); mb::DiscontinuousVertexMap* vmad = gm->addDiscontinuousVertexMap( 3, "vnormals", mb::VertexMapFormat::VERTEXMAP_NORMALS ); for ( int fi = 0 ; fi < gm->polygons() ; ++fi ) { mb::Polygon* poly = gm->getPolygon( fi ); require( poly ); require( poly->index() >= 0 && poly->index() < mesh->getNumFaces() ); Face& face = mesh->faces[ poly->index() ]; require( poly->vertices() == 3 ); for ( int j = 0 ; j < poly->vertices() ; ++j ) { Vector3 vn(0,0,0); mb::Vertex* vert = poly->getVertex( j ); // sum influencing normals for ( int k = 0 ; k < vert->polygons() ; ++k ) { mb::Polygon* vpoly = vert->getPolygon( k ); require( vpoly ); require( vpoly->index() >= 0 && vpoly->index() < mesh->getNumFaces() ); Face& vface = mesh->faces[ vpoly->index() ]; if ( 0 != (face.smGroup & vface.smGroup) || poly == vpoly ) { Vector3 vpolyn; vpoly->getNormal( &vpolyn.x, &vpolyn.y, &vpolyn.z ); vn += vpolyn; } } // normalize float lensqr = vn.lengthSquared(); if ( lensqr > Float::MIN_VALUE ) vn *= 1.f / Math::sqrt(lensqr); else vn = Vector3(0,0,0); vmad->addValue( vert->index(), poly->index(), vn.begin(), 3 ); } } // re-export mesh points in non-deformed pose if Skin modifier present // NOTE: 3ds Mesh must not be used after this, because collapsing can invalidate it if ( skin ) { // evaluate derived object before Skin modifier TimeValue time = 0; bool evalNext = false; bool evalDone = false; ::ObjectState os; ::Object* obj = node->GetObjectRef(); while ( obj->SuperClassID() == GEN_DERIVOB_CLASS_ID && !evalDone ) { IDerivedObject* derivedObj = static_cast<IDerivedObject*>(obj); for ( int modStack = 0 ; modStack < derivedObj->NumModifiers() ; ++modStack ) { if ( evalNext ) { os = derivedObj->Eval( time, modStack ); evalDone = true; break; } Modifier* mod = derivedObj->GetModifier(modStack); if ( mod->ClassID() == SKIN_CLASSID ) evalNext = true; } obj = derivedObj->GetObjRef(); } // evaluate possible non-derived object if ( evalNext && !evalDone ) { os = obj->Eval( time ); evalDone = true; } // convert to TriObject and get points if ( evalDone && os.obj->CanConvertToType( Class_ID(TRIOBJ_CLASS_ID,0) ) ) { Debug::println( " Evaluating object {0} before Skin modifier", nodeName ); // get TriObject std::auto_ptr<TriObject> triAutoDel(0); TriObject* tri = static_cast<TriObject*>( os.obj->ConvertToType( time, Class_ID(TRIOBJ_CLASS_ID,0) ) ); if ( tri != os.obj ) triAutoDel = std::auto_ptr<TriObject>( tri ); // get mesh points before Skin is applied //Debug::println( " Original collapsed mesh has {0} points, before Skin modifier {1} points", mesh->getNumVerts(), tri->mesh.getNumVerts() ); require( gm->vertices() == tri->mesh.getNumVerts() ); Mesh* mesh = &tri->mesh; int vertices = mesh->getNumVerts(); for ( int vi = 0 ; vi < vertices ; ++vi ) { Point3 v = vertexTM * mesh->verts[vi]; mb::Vertex* vert = gm->getVertex( vi ); vert->setPosition( v.x, v.y, v.z ); } } } // split vertices with discontinuous vertex map values for ( int vmi = 0 ; vmi < gm->discontinuousVertexMaps() ; ++vmi ) { mb::DiscontinuousVertexMap* vmad = gm->getDiscontinuousVertexMap( vmi ); gm->splitVertexDiscontinuities( vmad ); } // find base texcoord layer mb::DiscontinuousVertexMap* texcoords = 0; for ( int i = 0 ; i < gm->discontinuousVertexMaps() ; ++i ) { mb::DiscontinuousVertexMap* vmad = gm->getDiscontinuousVertexMap(i); if ( vmad->dimensions() == 2 && vmad->format() == mb::VertexMapFormat::VERTEXMAP_TEXCOORD ) { texcoords = vmad; break; } } if ( !texcoords ) Debug::printlnError( "Object {0} must have texture coordinates", gm->name ); // requires identification of footsteps in MySceneExport::isExportableGeometry //throw IOException( Format("Object {0} must have texture coordinates", gm->name) ); // optimize gm->removeUnusedVertices(); // cleanup export interfaces #ifdef SGEXPORT_PHYSIQUE if ( mcExport ) { require( phyExport ); phyExport->ReleaseContextInterface( mcExport ); mcExport = 0; } if ( phyExport ) { require( phyMod ); phyMod->ReleaseInterface( I_PHYINTERFACE, phyExport ); phyExport = 0; } #endif // SGEXPORT_PHYSIQUE if ( skin ) { skinMod->ReleaseInterface( I_SKIN, skin ); skin = 0; skinMod = 0; } } catch ( ... ) { // cleanup export interfaces #ifdef SGEXPORT_PHYSIQUE if ( mcExport ) { require( phyExport ); phyExport->ReleaseContextInterface( mcExport ); mcExport = 0; } if ( phyExport ) { require( phyMod ); phyMod->ReleaseInterface( I_PHYINTERFACE, phyExport ); phyExport = 0; } #endif // SGEXPORT_PHYSIQUE if ( skin ) { skinMod->ReleaseInterface( I_SKIN, skin ); skin = 0; skinMod = 0; } throw; } }