BOOL PFOperatorInstanceShapeMXSValidator::Validate(PB2Value& v)
{
	INode* iNode = (INode*)v.r;
	if (iNode == NULL) return NULL;
	TimeValue t = GetCOREInterface()->GetTime();
	Tab<INode*> stack;

	stack.Append(1, &iNode, 10);
	while (stack.Count())
	{
		INode *node = stack[stack.Count()-1];
		stack.Delete(stack.Count()-1, 1);

		Object *obj = node->EvalWorldState(t).obj;
		if (obj->CanConvertToType(Class_ID(TRIOBJ_CLASS_ID, 0)))
			return TRUE;

		// add children to the stack
		for (int i = 0; i < node->NumberOfChildren(); i++) {
			INode *childNode = node->GetChildNode(i);
			if (childNode)	stack.Append(1, &childNode, 10);
		}
	}
	return FALSE;
}
BOOL SplineData::HitTestCrossSection(GraphicsWindow *gw, HitRegion hr,  SplineMapProjectionTypes projType, Tab<int> &hitSplines, Tab<int> &hitCrossSections)
{
	hitSplines.SetCount(0);
	hitCrossSections.SetCount(0);
	DWORD limit = gw->getRndLimits();
	gw->setRndLimits(( limit | GW_PICK) & ~GW_ILLUM);
	gw->setHitRegion(&hr);
	//loop through splines

	for (int splineIndex = 0; splineIndex < mSplineElementData.Count();splineIndex++)
	{

		if (mSplineElementData[splineIndex]->IsSelected())
		{			
			for (int crossSectionIndex = 0; crossSectionIndex <  NumberOfCrossSections(splineIndex); crossSectionIndex++)
			{
				SplineCrossSection section = mSplineElementData[splineIndex]->GetCrossSection(crossSectionIndex);
				Matrix3 crossSectionTM = section.mTM;
				gw->setTransform(crossSectionTM);

				gw->clearHitCode();
				mSplineElementData[splineIndex]->DisplayCrossSections(gw, crossSectionIndex,projType );
				if (gw->checkHitCode())
				{
					hitSplines.Append(1,&splineIndex,10);
					hitCrossSections.Append(1,&crossSectionIndex,10);
				}

			}
		}

	}

	return hitSplines.Count();
}
예제 #3
0
파일: prism.cpp 프로젝트: artemeliy/inf4715
void PrismObject::GetCollapseTypes(Tab<Class_ID> &clist,Tab<TSTR*> &nlist)
{
    Object::GetCollapseTypes(clist, nlist);
    Class_ID id = EDITABLE_SURF_CLASS_ID;
    TSTR *name = new TSTR(GetString(IDS_SM_NURBS_SURFACE));
    clist.Append(1,&id);
    nlist.Append(1,&name);
}
예제 #4
0
void EditPolyMod::GetPaintHosts( Tab<MeshPaintHost*>& hosts, Tab<INode*>& paintNodes ) {
	ModContextList mcList;
	INodeTab nodes;
	ip->GetModContexts(mcList,nodes);
	EditPolyData* modData = NULL;
	for (int i=0; i<mcList.Count(); i++ ) {
		if( (modData=(EditPolyData*)mcList[i]->localData)== NULL) continue;
		MeshPaintHost* host = modData;
		hosts.Append( 1, &(host) );
		INode *pNode = nodes[i]->GetActualINode();
		paintNodes.Append( 1, &pNode );
	}
	nodes.DisposeTemporary();
}
void Unreal3DExport::ExportNode( IGameNode * child )
{
    DebugPrint( _T("ExportNode: %s\n"), child->GetName() );
    CheckCancel();

    ProgressMsg.printf(GetString(IDS_INFO_ENUM_OBJ),NodeIdx,NodeCount,TSTR(child->GetName()));
    pInt->ProgressUpdate(Progress+((float)NodeIdx/NodeCount*U3D_PROGRESS_ENUM), FALSE, ProgressMsg.data());
    ++NodeIdx;
    
    if( child->IsGroupOwner() )
    {
        // do nothing
    }
    else
    {
        IGameObject * obj = child->GetIGameObject();

        switch(obj->GetIGameType())
        {
            case IGameObject::IGAME_MESH:
            { 
                if( !bIgnoreHidden || !child->IsNodeHidden() )
                {
                    Nodes.Append(1,&child);
                }
                break;
            }
			case IGameObject::IGAME_HELPER:
            {
                if( !bIgnoreHidden || !child->IsNodeHidden() )
                {
                    TrackedNodes.Append(1,&child);
                }
            }
            break;
        }

        child->ReleaseIGameObject();
    }   
    
    for( int i=0; i<child->GetChildCount(); ++i )
    {
        IGameNode * n = child->GetNodeChild(i);
        ExportNode(n);
    }
}
예제 #6
0
bool UnflaggedNodeNamer::Proc(INode * pNode)
{
    if (!m_namelist) return false;
    // otherwise, grab the list of node names and stick them in namelist
    if (! pNode->TestAFlag(A_WORK1)) {
        TSTR * pName = new TSTR(pNode->GetName()); // consumer must delete
        m_namelist->Append(1, &pName, 5);
    }
    return true;
}
void	SplineData::GetSelectedCrossSections(Tab<int> &selSplines, Tab<int> &selCrossSections)
{
	selSplines.SetCount(0);

	for (int i = 0; i < mSplineElementData.Count(); i++)
	{
		if (mSplineElementData[i]->IsSelected())
		{
			for (int j = 0; j < NumberOfCrossSections(i); j++)
			{
				if (CrossSectionIsSelected(i,j))
				{
					selCrossSections.Append(1,&j,10);
					selSplines.Append(1,&i,10);
				}
			}			
		}
	}
}
예제 #8
0
void plDistributor::IFindFaceSet(const Box3& box, Tab<int32_t>& faces) const
{
    Tab<int32_t> distNodes;
    fMeshTree.HarvestBox(box, distNodes);
    int i;
    for( i = 0; i < distNodes.Count(); i++ )
    {
        int32_t iFace = int32_t(fMeshTree.GetBox(distNodes[i]).fIData);
        faces.Append(1, &iFace);
    }
}
void	SplineData::GetSelectedSplines(Tab<int> &selSplines)
{
	selSplines.SetCount(0);

	for (int i = 0; i < mSplineElementData.Count(); i++)
	{
		if (mSplineElementData[i]->IsSelected())
		{
			selSplines.Append(1,&i,10);
		}
	}
}
예제 #10
0
void CModelExporter::CollectMeshFaces( Tab<FaceEx*>& faceList, IGameMesh* pMesh, size_t uMatID, BOOL bMultiMat )
{
    if(!bMultiMat)
    {
        for(int x = 0; x < pMesh->GetNumberOfFaces(); x++)
        {
            FaceEx* pTemp = pMesh->GetFace(x);
            faceList.Append(1, &pTemp);
        }
    }
    else
        faceList = pMesh->GetFacesFromMatID(uMatID);
}
예제 #11
0
//From SpringSysClient
//*************************************************
Tab<Matrix3> Jiggle::GetForceMatrices(TimeValue t)
{
	Tab<Matrix3> tms;
	INode* node;
	Matrix3 parentTM;
	
	parentTM = GetCurrentTM(t);

	tms.Append(1, &parentTM);
	
	for (int x=1;x<dyn_pb->Count(jig_control_node); x++)
	{
		Interval for_ever = FOREVER;
		dyn_pb->GetValue(jig_control_node, 0, node, for_ever, x);
		if (node)
		{
			Matrix3 mat = node->GetNodeTM(t);
			tms.Append(1, &mat);
		}
	}
	return tms;
}
예제 #12
0
void Xrefutil::ConvertSelectedToXrefScene(HWND hWnd)
{
    // *** ConvertSelectedToXrefScene ***
    //
    // Relatively simple -- take the selected nodes, save them out
    // to a new .MAX file, delete the selected nodes from the 
    // current scene, and then do a RootNode->AddNewXRefFile
    // with the just-saved MAX file.
	
    INode * pNode = NULL;
    TSTR filename = _T("");
    int i;
	
    INode * pRootNode = m_pInterface->GetRootNode();
    if (!pRootNode) {
        // well, this is actually _really_ bad, but we just exit
        return;
    }
    if (m_pInterface->GetSelNodeCount() == 0) {
        ::MessageBox(hWnd, GetString(IDS_ERR3), ERROR_TITLE, MB_ICONSTOP | MB_OK);
        return;
    }
	
    Tab<INode *> nodetab;
    nodetab.ZeroCount();
	nodetab.Shrink();
    for (i = 0; i < m_pInterface->GetSelNodeCount(); i++) {
        pNode = m_pInterface->GetSelNode(i);
        nodetab.Append(1, &pNode, 5);
    }
	
    if (!DoOpenSaveDialog(filename)) {
        // either cancel or fail, just return
        return;
    }
	
    m_pInterface->FileSaveSelected(filename);
	
    // delete selected nodes, don't refresh yet
    for (i = 0; i < nodetab.Count(); i++) {
        nodetab[i]->Delete(0,TRUE);
    }

	AssetUser asset = IAssetManager::GetInstance()->GetAsset(filename,kXRefAsset);
    // add in the nodes we saved out as an xref'd scene
    pRootNode->AddNewXRefFile(asset, TRUE);
    
    m_pInterface->RedrawViews(m_pInterface->GetTime());
	
}
예제 #13
0
파일: fp_basics.cpp 프로젝트: ducthangho/3D
Tab<float> FP_Basic::myFunction3(Tab<float>& listRect)
{
	mprintf(L"xin chao mytestfunction3\n");
	mflush();
	for (int i = 0; i < listRect.Count(); ++i) {
		listRect[i]++;
		mprintf(L"listRect[%d] = %f\n", i, listRect[i]);
	};
	float a = 20;
	listRect.Append(1, &a);
	mflush();
	//MessageBox(NULL, _T("Xin chao myFunction3!!!"), _T("Function Publishing Demonstration"), MB_OK);
	return Tab<float>();
}
예제 #14
0
void
UniformGrid::InRadius(Point3 p,  Tab<int> &indexList)
{
	float radius = largestRadius;
	xHitList.ClearAll();
	yHitList.ClearAll();
	zHitList.ClearAll();
	hitList.SetCount(0);

	//find the cell in the XGrid
	TagCells(p,radius, 0);
	//find the cell in the YGrid
	TagCells(p,radius, 1);
	//find the cell in the ZGrid
	TagCells(p,radius, 2);

	BitArray usedList;
	usedList.SetSize(pointBase.Count());
	usedList.ClearAll();

	int closest = -1;
	float d = 0.0f;
	Box3 localBounds;
	localBounds.Init();
	localBounds += p;
	localBounds.EnlargeBy(radius);


	for (int i = 0; i < hitList.Count(); i++)
	{
		int index = hitList[i];
		if (!usedList[index])  //check to see if we have processed this one or not
		{
			if (xHitList[index] && yHitList[index] && zHitList[index])
			{
				usedList.Set(index);
				Point3 source = pointBase[index];
				if (localBounds.Contains(source))
				{
					indexList.Append(1,&index,1000);

				}
			}
		}
	}

}
void Unreal3DExport::Init()
{
    // Init
    CheckCancel();
    pScene = GetIGameInterface();
    GetConversionManager()->SetUserCoordSystem(UnrealCoords);
    if( bExportSelected )
    {
        Tab<INode*> selnodes;;
        for( int i=0; i<pInt->GetSelNodeCount(); ++i )
        {
            INode* n = pInt->GetSelNode(i);
            selnodes.Append(1,&n);
        }
        if( !pScene->InitialiseIGame(selnodes,false)  )
            throw MAXException(GetString(IDS_ERR_IGAME));
    }
    else
    {
        if( !pScene->InitialiseIGame() )
            throw MAXException(GetString(IDS_ERR_IGAME));
    }


    // Enumerate scene
    NodeCount = pScene->GetTotalNodeCount();
    for( int i=0; i<pScene->GetTopLevelNodeCount(); ++i )
    {
        IGameNode * n = pScene->GetTopLevelNode(i);
        ExportNode(n);
    }
    Progress += U3D_PROGRESS_ENUM;


    // Get animation info
    FrameStart = pScene->GetSceneStartTime() / pScene->GetSceneTicks();
    FrameEnd = pScene->GetSceneEndTime() / pScene->GetSceneTicks();
    FrameCount = FrameEnd - FrameStart+1;
    if( FrameCount <= 0 || FrameEnd < FrameStart ) 
    {
        ProgressMsg.printf(GetString(IDS_ERR_FRAMERANGE),FrameStart,FrameEnd);
        throw MAXException(ProgressMsg.data());
    }
    pScene->SetStaticFrame(FrameStart);
}
//////////////////////////////////////////////////////////////////////////
// MNMeshLoopAdvancerEdge
// TODO
int MNMeshLoopAdvancerEdge::SetupFront(int startid, Tab<MNMeshLoopFront> &fronts)
{
  // first previous is root
  // set initial connectors
  MNEdge *edge = m_mesh->E(startid);

  fronts.SetCount(0);
  int outcount = 0;
  for (int o = 0; o < 4; o++){
    if (m_disableFlag & 1<<o) continue;

    int connector = -1;
    int contype;
    int nextid;

    if (o < 2){
      // loop
      contype = 0;
      connector = o ? edge->v1 : edge->v2;
      nextid = MNMeshLoop_nextEdgeLoop(m_mesh,startid,connector);
    }
    else{
      // ring
      contype = 1;
      connector = o%2 ? edge->f1 : edge->f2;
      nextid = connector >= 0 ? MNMeshLoop_nextEdgeRing(m_mesh,startid,connector) : -1;
    }

    if (nextid >= 0){
      MNMeshLoopFront advance;
      advance.previndex = 0;
      advance.nextid = nextid;
      advance.connector = connector;
      advance.contype = contype;
      advance.crossed = FALSE;

      outcount++;

      fronts.Append(1,&advance);
    }
  }

  return outcount;
}
예제 #17
0
static void GetSceneLights(Tab<INode*> & lights)
{
	Interface *ip	  = GetCOREInterface();
	TimeValue t  = ip->GetTime();
	INode * Root  = ip->GetRootNode();
	int Count = Root->NumberOfChildren();
	int i=0;

	for( i=0; i < Count; i++) 
	{
		INode * node = Root->GetChildNode(i);
		ObjectState Os   = node->EvalWorldState(t);

		if(Os.obj && Os.obj->SuperClassID() == LIGHT_CLASS_ID) 
		{
			lights.Append(1, &node);
		}
	}
}
void Unreal3DExport::RegisterMaterial( IGameNode* node, IGameMesh* mesh, FaceEx* f, FJSMeshTri* tri )
{
    tri->TextureNum = f->matID;

    int matid = f->matID;

    IGameMaterial* mat = mesh->GetMaterialFromFace(f);
    if( mat )
    {
        Tab<TSTR*> tokens = TokStr(mat->GetMaterialName(),_T(" \t,;"));
        for( int i=0; i!=tokens.Count(); ++i )
        {
            if( MatchPattern(*tokens[i],TSTR(_T("F=*")),TRUE) )
            {
                SplitStr(*tokens[i],_T('='));
                tri->Flags = static_cast<byte>(_ttoi(tokens[i]->data()));
            }
        }
        tokens.Delete(0,tokens.Count());

        if( Materials.Count() <= matid )
        {
            Materials.Append(matid-Materials.Count()+1,&sMaterial::DefaultMaterial);
        }
        
        if( Materials[matid].Mat != mat )
        {
            Materials[matid].Mat = mat;
        }

        /*for( int i=0; i!=mat->GetSubMaterialCount(); ++i )
        {
            IGameMaterial* sub = mat->GetSubMaterial(i);
            if( sub )
            {
                TSTR matname = sub->GetMaterialName();
                int subid = mat->GetMaterialID(i);
                int x = 0;
            }
        }*/
    }
}
예제 #19
0
파일: wm3_dlg.cpp 프로젝트: 2asoft/xray
	void proc(INodeTab &nodeTab)
	{
		int i;
		Tab<int>	freeC;
		freeC.ZeroCount();


		// find available channels
		for(i=0;i<100;i++)
		{
			int tI = i;
			if(!mp->chanBank[i].mModded) freeC.Append(1,&tI,0);
		}

		// If there are less channels than incoming targets, tell the user and quit out
		if(nodeTab.Count()>freeC.Count())
		{
			TSTR buf1(GetString(IDS_NOFREE));
			TSTR buf2(GetString(IDS_CANNOT));
			MessageBox(mp->hwChannelList,buf1,buf2,MB_ICONSTOP | MB_OK);
			goto leapOut;
		}

		// Do the assignment of nodes
		for(i=0;i<nodeTab.Count();i++)
		{
			UI_MAKEBUSY

			if (theHold.Holding()) 
				theHold.Put(new Restore_FullChannel(mp, i ));

			mp->ReplaceReference(101+freeC[i],nodeTab[i]);
			mp->chanBank[freeC[i]].buildFromNode(nodeTab[i]);
			mp->chanBank[freeC[i]].ReNormalize();

			UI_MAKEFREE
		}

		leapOut:
		i=0;
	}
예제 #20
0
INT_PTR CALLBACK MainDlgProc(
   HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {

   TSTR buf;
   RefWatch *rc = DLGetWindowLongPtr<RefWatch *>(hWnd);
   if (!rc && msg != WM_INITDIALOG ) return FALSE;

   switch (msg) {
      case WM_INITDIALOG:
         rc = (RefWatch *)lParam;
         DLSetWindowLongPtr(hWnd, rc);
         CenterWindow(hWnd, IP->GetMAXHWnd());
         SetWindowText(GetDlgItem(hWnd, IDC_CLASSNAME), _T(""));
         SetWindowText(GetDlgItem(hWnd, IDC_CLIENTNAME), _T(""));
         SetWindowText(GetDlgItem(hWnd, IDC_ITEM_NAME), _T(""));
         SendMessage(GetDlgItem(hWnd, IDC_MSG_LIST), LB_RESETCONTENT, 0, 0L);
         return TRUE;
      case WM_CLOSE:
         DestroyWindow(rc->hMain);
         break;
      case WM_DESTROY:
         rc->DestroyWindow();
         break;
      case WM_COMMAND:
         switch (LOWORD(wParam)) {
            case IDC_CLEAR:
               SendMessage(GetDlgItem(hWnd, IDC_MSG_LIST), LB_RESETCONTENT, 0, 0L);
               break;
            case IDC_TVPICK: {
               TSTR str;
               HWND hIRefList = GetDlgItem(hWnd, IDC_IREF_LIST);
               HWND hRefMeList = GetDlgItem(hWnd, IDC_REFME_LIST);
               TrackViewPick tvp;
               tvp.anim = tvp.client = NULL;
               BOOL ok = IP->TrackViewPickDlg(hWnd, &tvp);
               SetWindowText(GetDlgItem(hWnd, IDC_CLASSNAME), _T(""));
               SetWindowText(GetDlgItem(hWnd, IDC_CLIENTNAME), _T(""));
               if (ok) {
                  if (tvp.anim && tvp.client) {
                     rc->watchMe = tvp.anim;
                     buf.printf(_T("Item Name: %s"), rc->GetName());
                     SetWindowText(GetDlgItem(hWnd, IDC_ITEM_NAME), buf.data());
                     notifyObject.RemoveReference();
                     notifyObject.CreateReference(rc->watchMe);
                     tvp.anim->GetClassName(str);
                     buf.printf(_T("This Target ClassName: %s"), str);
                     SetWindowText(GetDlgItem(hWnd, IDC_CLASSNAME), buf.data());

                     tvp.client->GetClassName(str);
                     buf.printf(_T("Client ClassName: %s"), str);
                     SetWindowText(GetDlgItem(hWnd, IDC_CLIENTNAME), buf.data());
                     Tab<TSTR *> ptStr;
                     TSTR *pTstr, Str(_T(""));
                     pTstr = &Str;
                     ptStr.Append(1, &pTstr);
                     DisplayRefInfo(rc, hWnd, &ptStr);
                     SendMessage(GetDlgItem(hWnd, IDC_MSG_LIST), LB_RESETCONTENT, 0, 0L);
                  }
                  else 
                     ok = FALSE;
               }
               if (!ok) {
                  rc->watchMe = NULL;
                  notifyObject.RemoveReference();
                  SendMessage(hIRefList, LB_RESETCONTENT, 0, 0L);
                  SendMessage(hRefMeList, LB_RESETCONTENT, 0, 0L);
                  SendMessage(GetDlgItem(hWnd, IDC_MSG_LIST), LB_RESETCONTENT, 0, 0L);
                  SetWindowText(GetDlgItem(hWnd, IDC_CLASSNAME), _T(""));
                  SetWindowText(GetDlgItem(hWnd, IDC_CLIENTNAME), _T(""));
                  SetWindowText(GetDlgItem(hWnd, IDC_ITEM_NAME), _T(""));
               }
               break;
            };
            return TRUE;

            case IDC_REFME_LIST:
            case IDC_IREF_LIST:
               if (HIWORD(wParam) == LBN_DBLCLK)
               {
                  TSTR str;
                  HWND hIRefList = GetDlgItem(hWnd, IDC_IREF_LIST);
                  HWND hRefMeList = GetDlgItem(hWnd, IDC_REFME_LIST);
                  BOOL ok = TRUE;

                  // Get list item.
                  HWND listbox = (HWND)lParam;
                  int i = SendMessage(listbox, LB_GETCURSEL, 0, 0);

                  // Change the currently watched object.
                  if (LOWORD(wParam) == IDC_IREF_LIST)
                     rc->watchMe = rc->watchMe->GetReference(i);
                  else
                  {
                     bool fulltree = IsDlgButtonChecked(hWnd, IDC_FULLTREE) ? true : false;
                     if (fulltree)
                     {
                        // Enum dependents.
                        RefCheckFindDepEnumProc rfep(i, rc->watchMe);
                        rc->watchMe->DoEnumDependents(&rfep);
                        if (rfep.rmaker != NULL)
                        {
                           if (!OkToDisplay(hWnd, rfep.rmaker))
                              return TRUE;
                           rc->watchMe = (ReferenceTarget*)rfep.rmaker;
                        }
                        else
                           ok = FALSE;
                     }
                     else
                     {
                        // We only displayed first-level dependents.
                        int count = 0;
                        DependentIterator di(rc->watchMe);
                        ReferenceMaker* maker = NULL;
                        while ((maker = di.Next()) != NULL)
                        {
                           if (count == i)
                           {
                              if (!OkToDisplay(hWnd, maker))
                                 return TRUE;
                              rc->watchMe = (ReferenceTarget*)maker;
                              break;
                           }
                           if (count > i) return TRUE;// not sure how this could happen...
                           ++count;
                        }
                     }
                  }

                  SetWindowText(GetDlgItem(hWnd, IDC_CLASSNAME), _T(""));
                  SetWindowText(GetDlgItem(hWnd, IDC_CLIENTNAME), _T(""));
                  if (ok) {
                     buf.printf(_T("Item Name: %s"), rc->GetName());
                     SetWindowText(GetDlgItem(hWnd, IDC_ITEM_NAME), buf.data());
                     notifyObject.RemoveReference();
                     notifyObject.CreateReference(rc->watchMe);
                     rc->watchMe->GetClassName(str);
                     buf.printf(_T("This Target ClassName: %s"), str);
                     SetWindowText(GetDlgItem(hWnd, IDC_CLASSNAME), buf.data());

                     buf.printf(_T("Client ClassName: %s"), _T("(Unable to determine)"));
                     SetWindowText(GetDlgItem(hWnd, IDC_CLIENTNAME), buf.data());
                     Tab<TSTR *> ptStr;
                     TSTR *pTstr, Str(_T(""));
                     pTstr = &Str;
                     ptStr.Append(1, &pTstr);
                     DisplayRefInfo(rc, hWnd, &ptStr);
                     SendMessage(GetDlgItem(hWnd, IDC_MSG_LIST), LB_RESETCONTENT, 0, 0L);
                  }
                  else {
                     rc->watchMe = NULL;
                     notifyObject.RemoveReference();
                     SendMessage(hIRefList, LB_RESETCONTENT, 0, 0L);
                     SendMessage(hRefMeList, LB_RESETCONTENT, 0, 0L);
                     SendMessage(GetDlgItem(hWnd, IDC_MSG_LIST), LB_RESETCONTENT, 0, 0L);
                     SetWindowText(GetDlgItem(hWnd, IDC_CLASSNAME), _T(""));
                     SetWindowText(GetDlgItem(hWnd, IDC_CLIENTNAME), _T(""));
                     SetWindowText(GetDlgItem(hWnd, IDC_ITEM_NAME), _T(""));
                  }
               }
               break;

         };
         break;

      default:
         return FALSE;
   };
   return TRUE;
}
예제 #21
0
파일: ToolUnfold.cpp 프로젝트: 2asoft/xray
void	UnwrapMod::fnUnfoldSelectedPolygons(int unfoldMethod, BOOL normalize)
	{		
// flatten selected polygons
	BailStart();
	BitArray *polySel = fnGetSelectedPolygons();
	BitArray holdPolySel;
	if (polySel == NULL) 
		return;
	if (TVMaps.f.Count() == 0) return;


	if (!theHold.Holding())
		{
		theHold.SuperBegin();
		theHold.Begin();
		}

	holdPolySel.SetSize(polySel->GetSize());
	holdPolySel = *polySel;

	HoldPointsAndFaces();	

	Point3 normal(0.0f,0.0f,1.0f);

	BitArray oldSel = *fnGetSelectedPolygons();

	Tab<Point3> mapNormal;
	mapNormal.SetCount(0);

	BOOL bContinue = BuildCluster( mapNormal, 5.0f, TRUE, TRUE);
	TSTR statusMessage;

	BitArray sel;
	sel.SetSize(TVMaps.f.Count());

	if (bContinue)
		{
			
		for (int i =0; i < clusterList.Count(); i++)
			{
			sel.ClearAll();
			for (int j = 0; j < clusterList[i]->faces.Count();j++)
				sel.Set(clusterList[i]->faces[j]);
			fnSelectPolygonsUpdate(&sel, FALSE);
			PlanarMapNoScale(clusterList[i]->normal);

			int per = (i * 100)/clusterList.Count();
			statusMessage.printf("%s %d%%.",GetString(IDS_PW_STATUS_MAPPING),per);
			if (Bail(ip,statusMessage))
				{
				i = clusterList.Count();
				bContinue =  FALSE;
				}

			}


		if ( (bContinue) && (clusterList.Count() > 1) )
			{

			if (!ip) return;
			ModContextList mcList;		
			INodeTab nodes;
			ip->GetModContexts(mcList,nodes);

			int objects = mcList.Count();

			MeshTopoData *md = (MeshTopoData*)mcList[0]->localData;

			if (md == NULL) 
				{
				theHold.Cancel();
				theHold.SuperCancel();
				return;
				}

			Tab<Point3> objNormList;
			BuildNormals(md,objNormList);

//remove internal edges
			BitArray *selectedPolygons = fnGetSelectedPolygons();
			Tab<int> clusterGroups;
			clusterGroups.SetCount(TVMaps.f.Count());
			for (i =0; i < clusterGroups.Count(); i++)
				{
				clusterGroups[i] = -1;
				}
		//loop through all tagged edges and remove any that onely have one edhes selected
			for (i = 0; i < clusterList.Count(); i++)
				{
				for (int j = 0; j < clusterList[i]->faces.Count(); j++)
					{
					int faceIndex = clusterList[i]->faces[j];
					clusterGroups[faceIndex] = i;
					}
				}
			BitArray processedClusters;
			processedClusters.SetSize(clusterList.Count());
			processedClusters.ClearAll();

			Tab<BorderClass> edgesToBeProcessed;

			BOOL done = FALSE;
			int currentCluster = 0;

			processedClusters.Set(0);
			clusterList[0]->newX = 0.0f;
			clusterList[0]->newY = 0.0f;
//		clusterList[0]->angle = 0.0f;
			for (int i = 0; i < clusterList[0]->borderData.Count(); i++)
				{
				int outerFaceIndex = clusterList[0]->borderData[i].outerFace;
				int connectedClusterIndex = clusterGroups[outerFaceIndex];
				if ((connectedClusterIndex != 0) && (connectedClusterIndex != -1))
					{
					edgesToBeProcessed.Append(1,&clusterList[0]->borderData[i]);
					}
				}
			BitArray seedFaceList;
			seedFaceList.SetSize(clusterGroups.Count());
			seedFaceList.ClearAll();
			for (i = 0; i < seedFaces.Count(); i++)
				{
				seedFaceList.Set(seedFaces[i]);
				}

			while (!done)
				{
				Tab<int> clustersJustProcessed;
				clustersJustProcessed.ZeroCount();
				done = TRUE;

				int edgeToAlign = -1;
				float angDist = PI*2;
				if (unfoldMethod == 1)
					angDist =  PI*2;
				else if (unfoldMethod == 2) angDist = 0;
				for (i = 0; i < edgesToBeProcessed.Count(); i++)
					{
					int outerFace = edgesToBeProcessed[i].outerFace;
					int connectedClusterIndex = clusterGroups[outerFace];
					if (!processedClusters[connectedClusterIndex])
						{
						int innerFaceIndex = edgesToBeProcessed[i].innerFace;
						int outerFaceIndex = edgesToBeProcessed[i].outerFace;
//get angle
						Point3 innerNorm, outerNorm;
						innerNorm = objNormList[innerFaceIndex];
						outerNorm = objNormList[outerFaceIndex];
						float dot = DotProd(innerNorm,outerNorm);

						float angle = 0.0f;

						if (dot == -1.0f)
							angle = PI;
						else if (dot == 1.0f)
							angle = 0.f;						
						else angle = acos(dot);

						if (unfoldMethod == 1)
							{
							if (seedFaceList[outerFaceIndex])
								angle = 0.0f;
							if (angle < angDist)
								{
								angDist = angle;
								edgeToAlign = i;
								}
							}

						else if (unfoldMethod == 2)
							{
							if (seedFaceList[outerFaceIndex])
								angle = 180.0f;
							if (angle > angDist)
								{
								angDist = angle;
								edgeToAlign = i;
								}
							}

						}
					}
				if (edgeToAlign != -1)
					{
					int innerFaceIndex = edgesToBeProcessed[edgeToAlign].innerFace;
					int outerFaceIndex = edgesToBeProcessed[edgeToAlign].outerFace;
					int edgeIndex = edgesToBeProcessed[edgeToAlign].edge;
					

					int connectedClusterIndex = clusterGroups[outerFaceIndex];

					seedFaceList.Set(outerFaceIndex, FALSE);

					processedClusters.Set(connectedClusterIndex);
					clustersJustProcessed.Append(1,&connectedClusterIndex);
					AlignCluster(i,connectedClusterIndex,innerFaceIndex, outerFaceIndex,edgeIndex);
					done = FALSE;
					}

//build new cluster list
				for (int j = 0; j < clustersJustProcessed.Count(); j++)
					{
					int clusterIndex = clustersJustProcessed[j];
					for (int i = 0; i < clusterList[clusterIndex]->borderData.Count(); i++)
						{
						int outerFaceIndex = clusterList[clusterIndex]->borderData[i].outerFace;
						int connectedClusterIndex = clusterGroups[outerFaceIndex];
						if ((!processedClusters[connectedClusterIndex]) && (connectedClusterIndex != 0) && (connectedClusterIndex != -1))
							{
							edgesToBeProcessed.Append(1,&clusterList[clusterIndex]->borderData[i]);
							}
						}
					}
				}
			}

		vsel.SetSize(TVMaps.v.Count());
		vsel.ClearAll();
		for (i = 0; i < clusterList.Count(); i++)
			{
			for (int j =0; j < clusterList[i]->faces.Count(); j++)
				{
				int faceIndex = clusterList[i]->faces[j];
				for (int k =0; k < TVMaps.f[faceIndex]->count; k++)
					{
					int vertexIndex = TVMaps.f[faceIndex]->t[k];
					vsel.Set(vertexIndex);
					}
				}
			}
//now weld the verts
		if (normalize)
			{
			NormalizeCluster();
			}

		float tempWeld = weldThreshold;
		weldThreshold = 0.001f;
		WeldSelected(FALSE);
		weldThreshold = tempWeld;


		}

	


	FreeClusterList();

	if (bContinue)
		{	
		theHold.Accept(_T(GetString(IDS_PW_PLANARMAP)));
		theHold.SuperAccept(_T(GetString(IDS_PW_PLANARMAP)));

		fnSelectPolygonsUpdate(&holdPolySel, FALSE);
		theHold.Suspend();
		fnSyncTVSelection();
		theHold.Resume();
		}
	else
		{
		theHold.Cancel();
		theHold.SuperCancel();
		}

	RebuildEdges();

	theHold.Suspend();
	fnSyncGeomSelection();
	theHold.Resume();


	NotifyDependents(FOREVER,PART_SELECT,REFMSG_CHANGE);
	InvalidateView();


	}
예제 #22
0
void BlobMesh::BuildMesh(TimeValue t)
{

	//TODO: Implement the code to build the mesh representation of the object
	//    using its parameter settings at the time passed. The plug-in should 
	//    use the data member mesh to store the built mesh.
	int numberOfNodes = pblock2->Count(pb_nodelist);

	float size, tension, renderCoarseness, viewCoarseness,coarseness;

	// Interval valid;
	pblock2->GetValue(pb_size,t,size,ivalid);
	pblock2->GetValue(pb_tension,t,tension,ivalid);
	if (tension < 0.011f) tension = 0.011f;
	if (tension > 1.0f) tension = 1.0f;

	pblock2->GetValue(pb_render,t,renderCoarseness,ivalid);
	pblock2->GetValue(pb_viewport,t,viewCoarseness,ivalid);

	BOOL autoCoarseness;
	pblock2->GetValue(pb_relativecoarseness,t,autoCoarseness,ivalid);

	BOOL largeDataSetOpt;
	pblock2->GetValue(pb_oldmetaballmethod,t,largeDataSetOpt,ivalid);


	BOOL useSoftSel;
	float minSize;
	pblock2->GetValue(pb_usesoftsel,t,useSoftSel,ivalid);
	pblock2->GetValue(pb_minsize,t,minSize,ivalid);

	if (inRender)
		coarseness = renderCoarseness;
	else coarseness = viewCoarseness;

	if (autoCoarseness)
		coarseness = size/coarseness;

	Tab<INode *> pfList;

	BOOL useAllPFEvents;
	pblock2->GetValue(pb_useallpf,0,useAllPFEvents,FOREVER);



	int pfCt = pblock2->Count(pb_pfeventlist);

	BOOL offInView;
	pblock2->GetValue(pb_offinview,0,offInView,FOREVER);



	for (int i = 0; i < pfCt; i++)
	{
		INode* node = NULL;
		pblock2->GetValue(pb_pfeventlist,0,node,FOREVER,i);
		if (node)
			pfList.Append(1,&node);
	}

	float thres = 0.6f;

	//need to get our tm
	if (selfNode == NULL)
	{
		MyEnumProc dep(true);
		DoEnumDependents(&dep);
		if (dep.Nodes.Count() > 0)
			selfNode = dep.Nodes[0];
	}

	Matrix3 baseTM(1);

	if (selfNode != NULL)
		baseTM = Inverse(selfNode->GetObjectTM(t));
	//loop throght the nodes

	if (!inRender)
	{
		if (offInView)
			numberOfNodes = 0;

	}

	std::vector<SphereData> data;
	data.reserve(500);

	for (int i = 0; i < numberOfNodes; i++)
	{
		INode* node = NULL;
		pblock2->GetValue(pb_nodelist,t,node,ivalid,i);

		if (node)
		{
			//get the nodes tm
			Matrix3 objectTM = node->GetObjectTM(t);
			Matrix3 toLocalSpace = objectTM*baseTM;

			ObjectState tos =  node->EvalWorldState(t,TRUE);

			if (tos.obj->IsParticleSystem())
			{
				SimpleParticle* pobj      = NULL;
				IParticleObjectExt* epobj = NULL;
				pobj = static_cast<SimpleParticle*>( tos.obj->GetInterface(I_SIMPLEPARTICLEOBJ) );
				if (pobj)
				{
					pobj->UpdateParticles(t, node);

					int count = pobj->parts.Count();
					data.reserve(data.size() + count);
					float closest = 999999999.9f;
					SphereData d;
					for (int pid = 0; pid < count; pid++)
					{
						TimeValue age  = pobj->ParticleAge(t,pid);
						TimeValue life = pobj->ParticleLife(t,pid);
						if (age != -1)
						{
							float psize = pobj->ParticleSize(t,pid);
							Point3 curval = pobj->parts.points[pid];
							d.center = curval * baseTM;
							d.radius = psize;
							d.oradius = psize;
							d.rsquare = psize * psize;
							d.tover4 = tension * d.rsquare *d.rsquare ;
							data.push_back(d);
						}
					}
				}
				else
				{
					epobj = (IParticleObjectExt*) tos.obj->GetInterface(PARTICLEOBJECTEXT_INTERFACE);
					if (epobj) 
					{
						
						epobj->UpdateParticles(node, t);

						int count = epobj->NumParticles();
						data.reserve(data.size() + count);
						for (int pid = 0; pid < count; pid++)
						{
							TimeValue age  = epobj->GetParticleAgeByIndex(pid);
							if (age!=-1)
							{
								INode *node = epobj->GetParticleGroup(pid);

								Point3 *curval = epobj->GetParticlePositionByIndex(pid);

								BOOL useParticle = TRUE;

								if (!useAllPFEvents)
								{
									useParticle = FALSE;
									for (int k = 0; k < pfList.Count(); k++)
									{
										if (node == pfList[k])
										{
											useParticle = TRUE;
											k = pfList.Count();
										}
									}
								}

								if ((curval) && (useParticle))
								{
									float scale = epobj->GetParticleScaleByIndex(pid) ;
									float psize = scale;

									SphereData d;
									d.center = *curval*baseTM;
									d.radius = psize;
									d.oradius = psize;
									d.rsquare = psize * psize;
									d.tover4 = tension * d.rsquare *d.rsquare ;
									data.push_back(d);
								}
							}
						}
					}

				}
			}
			else if (tos.obj->IsShapeObject()) 
			{
				PolyShape shape;

				ShapeObject *pathOb = (ShapeObject*)tos.obj;
				pathOb->MakePolyShape(t, shape);
				
				// first find out how many points there are:
				size_t num_points = 0;
				for (int i = 0; i < shape.numLines; i++)
				{
					PolyLine& line = shape.lines[i];
					num_points += line.numPts;
				}
				data.reserve(data.size() + num_points);

				for (int i = 0; i < shape.numLines; i++)
				{
					PolyLine line = shape.lines[i];
					for (int j = 0; j < line.numPts; j++)
					{
						SphereData d;
						float tsize = size;
						d.center = line.pts[j].p*toLocalSpace;
						d.radius = tsize;
						d.oradius = tsize;
						d.rsquare = tsize * tsize;
						d.tover4 = tension * d.rsquare *d.rsquare ;
						data.push_back(d);
					}
				}
			}
			else if (tos.obj->SuperClassID()==GEOMOBJECT_CLASS_ID)
			{
				SphereData d;
				BOOL converted = FALSE;

				TriObject *triObj = NULL;


				if(tos.obj->IsSubClassOf(triObjectClassID)) 
				{
					triObj = (TriObject *)tos.obj;
				}

				// If it can convert to a TriObject, do it
				else if(tos.obj->CanConvertToType(triObjectClassID)) 
				{
					triObj = (TriObject *)tos.obj->ConvertToType(t, triObjectClassID);
					converted = TRUE;
				}

				if (triObj != NULL)
				{
					Mesh* mesh = &triObj->GetMesh();
					if (mesh)
					{
						int vcount = mesh->getNumVerts();
						float *vsw = mesh->getVSelectionWeights ();
						BitArray vsel =  mesh->VertSel();
						data.reserve(data.size() + vcount);
						for (int j = 0; j < vcount; j++)
						{
							float tsize = size;
							if (useSoftSel)
							{
								tsize = 0.0f;
								if (vsw)
								{
									float v = 0.0f;
									if (vsel[j]) 
										v = 1.0f;
									else 
									{
										if (vsw)
											v = vsw[j];
									}
									if (v == 0.0f)
										tsize = 0.0f;
									else
									{
										tsize = minSize + (size -minSize)*v;
									}

								}
								else
								{
									float v = 0.0f;
									if (vsel[j]) 
										v = 1.0f;
									tsize = minSize + (size -minSize)*v;
								}
							}
							if (tsize != 0.0f)
							{
								d.center = mesh->getVert(j)*toLocalSpace;
								d.radius = tsize;
								d.oradius = tsize;
								d.rsquare = tsize * tsize;
								d.tover4 = tension * d.rsquare *d.rsquare ;
								data.push_back(d);
							}
						}
					}

					if (converted) triObj->DeleteThis();
				}
			}
			else
			{
				SphereData d;
				d.center = Point3(0.0f,0.0f,0.0f)*toLocalSpace;
				d.radius = size;
				d.oradius = size;
				d.rsquare = size * size;
				d.tover4 = tension * d.rsquare *d.rsquare ;
				data.push_back(d);
			}
		}
	}


	if ((data.size() == 0) && (numberOfNodes==0))
	{
		data.resize(1);
		data[0].center = Point3(0.0f,0.0f,0.0f);
		data[0].radius = size;
		data[0].oradius = size;
		data[0].rsquare = size * size;
		data[0].tover4 = tension * data[0].rsquare *data[0].rsquare ;

	}

	if (data.size() > 0)
	{
		int iRes = 1;
		if (!largeDataSetOpt)
		{
			MetaParticle oldBlob;
			iRes = oldBlob.CreatePodMetas(&data[0],(int)data.size(),&mesh,thres,coarseness);
		}
		else
		{
			MetaParticleFast blob;
			iRes = blob.CreatePodMetas(&data[0],(int)data.size(),&mesh,thres,coarseness);
		}

		// An out of memory error is the only reason iRes would be zero in either case
		if( (iRes == 0) && GetCOREInterface() )
			GetCOREInterface()->DisplayTempPrompt(GetString(IDS_NOT_ENOUGH_MEM), 5000 );
	}
	else
	{
		mesh.setNumFaces(0);
		mesh.setNumVerts(0);
	}

	mesh.InvalidateTopologyCache();

	ivalid.Set(t,t);
}
예제 #23
0
void TVConnectionInfo::OrderLists()
{

	int hiddenVertID = -1;
	for (int i = 0; i < mVertex.Count(); i++)
	{




		if (mVertex[i]->mConnectedFaces.Count() > 0)
		{
		//	DumpVert(i);

			//order our faces
			Tab<int> faceStack;
			Tab<int> finalFaceStack;
			Tab<int> remainingFaces = mVertex[i]->mConnectedFaces;
			faceStack.Append(1,&remainingFaces[0]);
			remainingFaces.Delete(0,1);
			int vert = i;
			
			//gather all the faces that are together and ordered them
			while (remainingFaces.Count() > 0)
			{
				int currentFace = faceStack[0];
				int prevVert = -1;
				int nextVert = -1;
				int deg = mMd->GetFaceDegree(currentFace);
				for (int j = 0; j < deg; j++)
				{
					int a = mMd->GetFaceTVVert(currentFace,j);
					if (a == vert)
					{
						nextVert = mMd->GetFaceTVVert(currentFace,(j+1)%deg);
						prevVert = mMd->GetFaceTVVert(currentFace,(j+deg-1)%deg);
						j = deg;
					}
				}

				int  hit = FALSE;
				for (int j = 0; j < remainingFaces.Count(); j++)
				{
					int faceIndex = remainingFaces[j];
					//see if we have any matching faces
					int ithEdge = mMd->FindUVEdge(faceIndex,vert,nextVert);
					if (ithEdge != -1) //we have a match
					{
						faceStack.Append(1,&faceIndex,8);
						remainingFaces.Delete(j,1);					 
						j = -1;
						hit = TRUE;

						//find the new nextvert
						int deg = mMd->GetFaceDegree(faceIndex);						
						for (int k = 0; k < deg; k++)
						{
							int a = mMd->GetFaceTVVert(faceIndex,k);
							if (a == vert)
							{
								nextVert = mMd->GetFaceTVVert(faceIndex,(k+1)%deg);
								k = deg;
							}
						}
					}
					else
					{
						ithEdge = mMd->FindUVEdge(faceIndex,vert,prevVert);
						if (ithEdge != -1) //we have a match
						{
							faceStack.Insert(0,1,&faceIndex);
							remainingFaces.Delete(j,1);
							j = -1;
							hit = TRUE;

							//find the new prevvert
							int deg = mMd->GetFaceDegree(faceIndex);
							for (int k = 0; k < deg; k++)
							{
								int a = mMd->GetFaceTVVert(faceIndex,k);
								if (a == vert)
								{									
									prevVert = mMd->GetFaceTVVert(faceIndex,(k+deg-1)%deg);
									k = deg;
								}
							}
						}						
					}
				}

				//see if we hit an open edge if so add all the faces we have and add a -1 to mark the gap
				int remainingFacesCount = remainingFaces.Count();
				if (hit == FALSE || (remainingFacesCount == 0))
				{
					for (int j = 0; j < faceStack.Count(); j++)
						finalFaceStack.Append(1,&faceStack[j],8);
					int neg = -1;
					if (remainingFaces.Count() != 0)
						finalFaceStack.Append(1,&neg);

					if (remainingFaces.Count() > 0)
					{											
						faceStack.SetCount(0);
						faceStack.Append(1,&remainingFaces[0],8);
						remainingFaces.Delete(0,1);
					}
				}

			}


			//special condition with 1 face
			if (mVertex[i]->mConnectedFaces.Count() == 1)
			{
				int neg = -1;
				finalFaceStack = mVertex[i]->mConnectedFaces;
				finalFaceStack.Append(1,&neg);
			}		
			//else see if the last and end faces dont connect and if mark it with -1 
			else if (mVertex[i]->mConnectedFaces.Count() > 1)
			{

				int firstFace = finalFaceStack[0];
				int lastFace = finalFaceStack[finalFaceStack.Count()-1];
				int pVert = -1;
				int nVert = -1;
				if ((firstFace != -1) && (lastFace != -1))
				{
					int deg = mMd->GetFaceDegree(firstFace);
					for (int j = 0; j < deg; j++)
					{
						int a = mMd->GetFaceTVVert(firstFace,j);
						if (a == vert)
						{						
							pVert = mMd->GetFaceTVVert(firstFace,(j+deg-1)%deg);
							j = deg;
						}
					}
					deg = mMd->GetFaceDegree(lastFace);
					for (int j = 0; j < deg; j++)
					{
						int a = mMd->GetFaceTVVert(lastFace,j);
						if (a == vert)
						{
							nVert = mMd->GetFaceTVVert(lastFace,(j+1)%deg);
							j = deg;
						}
					}
				}

				//there is a gap add a neg -1 to signify this
				if (nVert != pVert)
				{
					int neg = -1;
					finalFaceStack.Append(1,&neg);
				}
			}



/*
			DebugPrint ("	unordered face list ");
			for (int j = 0; j < mVertex[i]->mConnectedFaces.Count(); j++)
			{
				DebugPrint(_T(" %d"),mVertex[i]->mConnectedFaces[j]);
			}
			DebugPrint (_T("\n"));

*/
			mVertex[i]->mConnectedFaces = finalFaceStack;
/*
			DebugPrint ("	ordered face list ");
			for (int j = 0; j < mVertex[i]->mConnectedFaces.Count(); j++)
			{
				DebugPrint(_T(" %d"),mVertex[i]->mConnectedFaces[j]);
			}
			DebugPrint (_T("\n"));
*/
			
			
			//now order the edges
			//just a temp list to store the verts as we sort them
			Tab<VertexConnectedTo> sortedtVerts;
			
			if (mVertex[i]->mConnectedFaces.Count() == 2)  //special case for corners since they have both the same face IDs
			{
				int faceIndex1 = mVertex[i]->mConnectedFaces[0];
				if (faceIndex1 == -1)
					faceIndex1 = mVertex[i]->mConnectedFaces[1];
								
				int prevVert = -1;
				int nextVert = -1;
				int deg = mMd->GetFaceDegree(faceIndex1);
				for (int j = 0; j < deg; j++)
				{
					int a = mMd->GetFaceTVVert(faceIndex1,j);
					if (a == vert)
					{
						nextVert = mMd->GetFaceTVVert(faceIndex1,(j+1)%deg);
						prevVert = mMd->GetFaceTVVert(faceIndex1,(j+deg-1)%deg);
						j = deg;
					}
				}

				//see if we need to swap edge order
				if (mVertex[i]->mConnectedTo[0].mVert == nextVert)
				{
					
					sortedtVerts.Append(1,&mVertex[i]->mConnectedTo[1],8);
					sortedtVerts.Append(1,&mVertex[i]->mConnectedTo[0],8);
				}
				else
				{
					sortedtVerts.Append(1,&mVertex[i]->mConnectedTo[0],8);
					sortedtVerts.Append(1,&mVertex[i]->mConnectedTo[1],8);
				}
				VertexConnectedTo data(hiddenVertID--,-1,0,-1,-1,FALSE);
				sortedtVerts.Append(1,&data,8);

			}
			else
			{
				int currentEdge = 0;
				//we can just walk around looking for matching faces at the edge
				for (int faceIndex = 0; faceIndex < mVertex[i]->mConnectedFaces.Count(); faceIndex++)
				{
					int fa = finalFaceStack[faceIndex];
					int fb = finalFaceStack[(faceIndex+1)%mVertex[i]->mConnectedFaces.Count()];
					//make sure to add the gap if there is no face 
					if (fa == -1)
					{
						VertexConnectedTo data(hiddenVertID--,-1,0,-1,-1,FALSE);
						sortedtVerts.Append(1,&data,8);  //open edges are not hidden since we want to count them for purpuses of rings and loops
						currentEdge++;
					}
					//find a matching edge
					for (int k = 0; k < mVertex[i]->mConnectedTo.Count(); k++)
					{
						int testa = mVertex[i]->mConnectedTo[k].mFace[0];
						int testb = mVertex[i]->mConnectedTo[k].mFace[1];
						if ( ((testa == fa)  && (testb == fb)) ||
							((testa == fb)  && (testb == fa)) )
						{
							sortedtVerts.Append(1,&mVertex[i]->mConnectedTo[k],8);
	//						sortedtVerts[currentEdge] = mVertex[i]->mConnectedTo[k];
							currentEdge++;
							k =  mVertex[i]->mConnectedTo.Count();
						}
					}
				}
			}
/*
			DebugPrint ("	unordered edge list ");
			for (int j = 0; j < mVertex[i]->mConnectedTo.Count(); j++)
			{
				DebugPrint(_T(" %d"),mVertex[i]->mConnectedTo[j].mVert);
			}
			DebugPrint (_T("\n"));
*/

			mVertex[i]->mConnectedTo = sortedtVerts;

/*
			DebugPrint ("	ordered edge list ");
			for (int j = 0; j < mVertex[i]->mConnectedTo.Count(); j++)
			{
				DebugPrint(_T(" %d"),mVertex[i]->mConnectedTo[j].mVert);
			}
			DebugPrint (_T("\n"));
*/

			int ct = mVertex[i]->mConnectedTo.Count();
			for (int j = 0; j < ct; j++)
			{
				if (mVertex[i]->mConnectedTo[j].mHiddenEdge)
					mVertex[i]->mHiddenEdgeCount++;
				else 
					mVertex[i]->mVisibleEdgeCount++;
			}
		}
	}

//build our opposing edges now
	for (int i = 0; i < mVertex.Count(); i++)
	{
		
		Vertex *v = mVertex[i];
		v->mNumRealEdges = 0;
		int deg = v->mConnectedTo.Count();
		for (int j = 0; j < deg; j++)
		{
			if ( (v->mConnectedTo[j].mVert >= 0) && (v->mConnectedTo[j].mHiddenEdge == FALSE) )
				v->mNumRealEdges++;
		}


		if (v->mNumRealEdges == 3)
		{
			int center = -1;
			for (int j = 0; j < deg; j++)
			{
				if (v->mConnectedTo[j].mVert < 0) 
					center = j;
					
			}

			bool done = false;
			int prevIth = center;
			int nextIth = center;
			int nIndex = -1;
			int pIndex = -1;
			while (!done)
			{
				nextIth++;
				prevIth--;
				nextIth = (nextIth+deg)%deg;
				prevIth = (prevIth+deg)%deg;
				if ((v->mConnectedTo[nextIth].mVert >= 0) && (v->mConnectedTo[nextIth].mHiddenEdge == FALSE) )
				{
					if (nIndex == -1)
						nIndex = nextIth;
				}
				if ((v->mConnectedTo[prevIth].mVert >= 0) && (v->mConnectedTo[prevIth].mHiddenEdge == FALSE) )
				{
					if (pIndex == -1)
						pIndex = prevIth;
				}
				if ((pIndex != -1) && (nIndex != -1))
					done = true;
			}
			//find our -1 edge go left and right of it til hit a real edge
			v->mConnectedTo[pIndex].mIthOpposingEdge = nIndex;
			v->mConnectedTo[nIndex].mIthOpposingEdge = pIndex;

		}
		else if (v->mNumRealEdges > 3)
		{
			BOOL valid = FALSE;
			if ((v->mNumRealEdges%2) == 0)
				valid = TRUE;
			if (valid)
			{
				int halfIth = v->mNumRealEdges/2;
				for (int j = 0; j < deg; j++)
				{
					int startIndex = j;
					BOOL isEdgeHidden = v->mConnectedTo[startIndex].mHiddenEdge;
					
					if ( (v->mConnectedTo[startIndex].mVert < 0) || isEdgeHidden )
						v->mConnectedTo[j].mIthOpposingEdge = -1;
					else
					{
						int ct = 0;
						while (ct != halfIth)
						{
							startIndex++;
							if (startIndex >= deg)
								startIndex = 0;
							if ( (v->mConnectedTo[startIndex].mVert >= 0) && (v->mConnectedTo[startIndex].mHiddenEdge == FALSE) )
								ct++;
						}
						v->mConnectedTo[j].mIthOpposingEdge = startIndex;
					}
				}

			}
			else
				for (int j = 0; j < deg; j++)
					v->mConnectedTo[j].mIthOpposingEdge = -1;
		}
//		DumpVert(i);
	}

}
예제 #24
0
//pelt
void UVW_ChannelClass::EdgeListFromPoints(Tab<int> &selEdges, int source, int target, Point3 vec)
{
	//make sure point a and b are on the same element if not bail
	Tab<VConnections*> ourConnects;
	BOOL del = FALSE;

	BitArray selVerts;
	selVerts.SetSize(geomPoints.Count());
	selVerts.ClearAll();

//	if (TRUE)
	
		//loop through the edges
		Tab<int> numberOfConnections;
		numberOfConnections.SetCount(geomPoints.Count());
		for (int i = 0; i < geomPoints.Count(); i++)
		{
			numberOfConnections[i] = 0;
		}
		//count the number of vertxs connected
		for (int i = 0; i < gePtrList.Count(); i++)
		{
			if (!(gePtrList[i]->flags & FLAG_HIDDENEDGEA))
			{
				int a = gePtrList[i]->a;
				numberOfConnections[a] +=1;
				int b = gePtrList[i]->b;
				numberOfConnections[b] +=1;
			}
		}
		//allocate our connections now

		ourConnects.SetCount(geomPoints.Count());
		for (int i = 0; i < geomPoints.Count(); i++)
		{
			ourConnects[i] = new VConnections();
			ourConnects[i]->closestNode = NULL;
			ourConnects[i]->linkedListChild = NULL;
			ourConnects[i]->linkedListParent = NULL;
			ourConnects[i]->accumDist = 1.0e+9f;
			ourConnects[i]->solved = FALSE;
			ourConnects[i]->vid = i;

			ourConnects[i]->connectingVerts.SetCount(numberOfConnections[i]);
		}

		for (int i = 0; i < geomPoints.Count(); i++)
		{
			numberOfConnections[i] = 0;
		}

		//build our vconnection data
		for (int i = 0; i < gePtrList.Count(); i++)
		{
			if (!(gePtrList[i]->flags & FLAG_HIDDENEDGEA))
			{
				int a = gePtrList[i]->a;
				int b = gePtrList[i]->b;

				int index = numberOfConnections[a];
				ourConnects[a]->connectingVerts[index].vertexIndex = b;
				ourConnects[a]->connectingVerts[index].edgeIndex = i;
				numberOfConnections[a] +=1;

				index = numberOfConnections[b];
				ourConnects[b]->connectingVerts[index].vertexIndex = a;
				ourConnects[b]->connectingVerts[index].edgeIndex = i;
				numberOfConnections[b] +=1;
			}
		}


		del = TRUE;
	
	//	else ourConnects = vConnects;

	//spider out till hit our target or no more left
	BOOL done = FALSE;
	BOOL hit = FALSE;
	Tab<int> vertsToDo;
	BitArray processedVerts;
	processedVerts.SetSize(ourConnects.Count());
	processedVerts.ClearAll();

	//if no more left bail
	int currentVert = source;
	while (!done)
	{
		//	int startingNumberProcessed = processedVerts.NumberSet();

		int ct = ourConnects[currentVert]->connectingVerts.Count();
		processedVerts.Set(currentVert, TRUE);
		for (int j = 0; j < ct; j++)
		{
			int index = ourConnects[currentVert]->connectingVerts[j].vertexIndex;
			if (index == target) 
			{
				done = TRUE;
				hit = TRUE;
			}
			if (!processedVerts[index])
				vertsToDo.Append(1,&index, 10000);
		}

		if (vertsToDo.Count())
		{
			currentVert = vertsToDo[vertsToDo.Count()-1];
			vertsToDo.Delete(vertsToDo.Count()-1,1);
		}

		if (vertsToDo.Count() == 0) done = TRUE;
		//		int endingNumberProcessed = processedVerts.NumberSet();

		if (currentVert == target) 
		{
			done = TRUE;
			hit = TRUE;
		}
		//		if (startingNumberProcessed == endingNumberProcessed)
		//			done = TRUE;
	}
	vertsToDo.ZeroCount();

 	if (hit)
	{
		Tab<VConnections*> solvedNodes;

		ourConnects[source]->accumDist = 0;

		VConnections* unsolvedNodeHead = ourConnects[source];
		VConnections* unsolvedNodeCurrent = unsolvedNodeHead;
		
		//put all our vertices in the unsolved list
		
		for (int i = 0; i < ourConnects.Count(); i++)
		{			
			if (ourConnects[i] != unsolvedNodeHead)
			{
				unsolvedNodeCurrent->linkedListChild = ourConnects[i];
				VConnections *parent = unsolvedNodeCurrent;
				unsolvedNodeCurrent = ourConnects[i];
				unsolvedNodeCurrent->linkedListParent = parent;
			}
		}

		//build our edge distances
		Tab<float> edgeDistances;
		edgeDistances.SetCount(gePtrList.Count());
		for (int i = 0 ; i < gePtrList.Count(); i++)
		{
			int a = gePtrList[i]->a;
			int b = gePtrList[i]->b;
			float d = Length(geomPoints[a] - geomPoints[b]);
			edgeDistances[i] = d;

		}


		BOOL done = FALSE;
		while (!done)
		{
			//pop the top unsolved
			VConnections *top = unsolvedNodeHead;


			unsolvedNodeHead = unsolvedNodeHead->linkedListChild;
			top->linkedListChild = NULL;
			top->linkedListParent = NULL;
			if (unsolvedNodeHead != NULL)
			{
				unsolvedNodeHead->linkedListParent = NULL;
				//mark it as processed
				top->solved = TRUE;
				
				//put it in our solved list
				solvedNodes.Append(1,&top,5000);

				int neighborCount = top->connectingVerts.Count();
				//loop through the neighbors
				for (int i = 0; i < neighborCount; i++)
				{
					int index  = top->connectingVerts[i].vertexIndex;
					int eindex  = top->connectingVerts[i].edgeIndex;
					VConnections *neighbor = ourConnects[index];
					//make sure it is not procssedd
					if (!neighbor->solved)
					{
						//find the distance from the top to this neighbor
						float d = neighbor->accumDist;
						float testAccumDistance = top->accumDist + edgeDistances[eindex];
						//see if it accum dist needs to be relaxed
						if (testAccumDistance<d)
						{
							float originalDist = neighbor->accumDist;
							neighbor->accumDist = testAccumDistance;
							neighbor->closestNode = top;
							//sort this node
							float dist = neighbor->accumDist;


							if (originalDist == 1.0e+9f)
							{
								//start at the top and look down
								VConnections *currentNode = unsolvedNodeHead;
								if (neighbor == currentNode)
								{
									currentNode = currentNode->linkedListChild;
									unsolvedNodeHead = currentNode;
								}
								VConnections *prevNode = NULL;
								//unhook node
								VConnections *parent = neighbor->linkedListParent;
								VConnections *child = neighbor->linkedListChild;
								if (parent)
									parent->linkedListChild = child;
								if (child)
									child->linkedListParent = parent;
									

								while ((currentNode!= NULL) && (currentNode->accumDist < dist))
								{
								
									prevNode = currentNode;
									currentNode = currentNode->linkedListChild;
									SHORT iret = GetAsyncKeyState (VK_ESCAPE);
									if (iret==-32767)
									{
										done = TRUE;
										currentNode= NULL;
									}
								}
								//empty list
								if ((prevNode==NULL) && (currentNode== NULL))
								{
									neighbor->linkedListChild = NULL;
									neighbor->linkedListParent = NULL;
									unsolvedNodeHead = neighbor;
								}
								//at top
								else if (currentNode && (prevNode == NULL))
								{
									unsolvedNodeHead->linkedListParent = neighbor;
									neighbor->linkedListParent = NULL;
									neighbor->linkedListChild =unsolvedNodeHead;
									unsolvedNodeHead = neighbor;

								}
								//at bottom
								else if (currentNode == NULL)
								{
									prevNode->linkedListChild = neighbor;
									neighbor->linkedListParent = currentNode;
									neighbor->linkedListChild = NULL;
								}

								else if (currentNode)
								{
									//insert
									VConnections *parent = currentNode->linkedListParent;
									VConnections *child = currentNode;
		
									parent->linkedListChild = neighbor;
									child->linkedListParent = neighbor;

									neighbor->linkedListParent = parent;
									neighbor->linkedListChild = child;

								}



							}
							else
							{
								//sort smallest to largest
								BOOL moveUp = FALSE;

								if (neighbor->linkedListParent && neighbor->linkedListChild)
								{
									float parentDist = neighbor->linkedListParent->accumDist;
									float childDist = neighbor->linkedListChild->accumDist;
									//walkup up or down the list till find a spot an unlink and relink
									
									if ((dist >= parentDist) && (dist <= childDist))
									{
										//done dont need to move
									}
									else if (dist < parentDist)
										moveUp = FALSE;
								}
								else if (neighbor->linkedListParent && (neighbor->linkedListChild==NULL))
								{
									moveUp = TRUE;
								}
								else if ((neighbor->linkedListParent==NULL) && (neighbor->linkedListChild))
								{
									moveUp = FALSE;
								}

								//unlink the node
								//unhook node
								VConnections *parent = neighbor->linkedListParent;
								VConnections *child = neighbor->linkedListChild;
								if (parent)
									parent->linkedListChild = child;
								else unsolvedNodeHead = child;
								if (child)
									child->linkedListParent = parent;

								VConnections *currentNode = NULL;
								if (moveUp)
									currentNode = neighbor->linkedListParent;
								else currentNode = neighbor->linkedListChild;
								VConnections *prevNode = NULL;

								while ((currentNode!= NULL) && (currentNode->accumDist < dist))
								{							
									prevNode = currentNode;
									if (moveUp)
										currentNode = currentNode->linkedListParent;
									else currentNode = currentNode->linkedListChild;

									SHORT iret = GetAsyncKeyState (VK_ESCAPE);
									if (iret==-32767)
									{
										done = TRUE;
										currentNode= NULL;
									}

								}

								//empty list
								if ((prevNode==NULL) && (currentNode== NULL))
								{
									neighbor->linkedListChild = NULL;
									neighbor->linkedListParent = NULL;
									unsolvedNodeHead = neighbor;
								}
								//at top
								else if (currentNode && (prevNode == NULL))
								{
									unsolvedNodeHead->linkedListParent = neighbor;
									neighbor->linkedListParent = NULL;
									neighbor->linkedListChild =unsolvedNodeHead;
									unsolvedNodeHead = neighbor;

								}
								//at bottom
								else if (currentNode == NULL)
								{
									prevNode->linkedListChild = neighbor;
									neighbor->linkedListParent = currentNode;
									neighbor->linkedListChild = NULL;
								}
								else if (currentNode)
								{
									//insert
									VConnections *parent = currentNode->linkedListParent;
									VConnections *child = currentNode;
		
									parent->linkedListChild = neighbor;
									child->linkedListParent = neighbor;

									neighbor->linkedListParent = parent;
									neighbor->linkedListChild = child;

								}


							}

						}					
					}
				}
			}
			

			if (unsolvedNodeHead == NULL)
				done = TRUE;
			if ((solvedNodes[solvedNodes.Count()-1]) == ourConnects[target])
				done = TRUE;
		}
		//now get our edge list
		selEdges.ZeroCount();
		VConnections *cNode = ourConnects[target];
		while ((cNode->closestNode != NULL) && (cNode != ourConnects[source]))
		{
			VConnections *pNode = cNode->closestNode;
			int ct = cNode->connectingVerts.Count();
			int edgeIndex = -1;
			for (int i = 0; i < ct; i++)
			{
				int vindex = cNode->connectingVerts[i].vertexIndex;
				int eindex = cNode->connectingVerts[i].edgeIndex;
				if (ourConnects[vindex] == pNode)
				{
					edgeIndex = eindex;
					i = ct;
				}
			}
			if (edgeIndex != -1)
				selEdges.Append(1,&edgeIndex,500);

			cNode = pNode;
		}

	}

	if (del)
	{
		for (int i = 0; i < geomPoints.Count(); i++)
		{
			delete ourConnects[i];
		}
	}
}
예제 #25
0
파일: RenderMesh.cpp 프로젝트: 2asoft/xray
void RenderMesh::ConvertFaces(Mesh *Mesh, int MatIndex, Tab<Vert3> &Verts, Tab<Face3> &Faces, bool NegScale)
{
    Face3			TmpFace;
    Vert3			TmpVert;
	BitArray		Written;
	int				i,j,k,NumFace;
	int				NumUV,UVCount,Index;
	int				NumVert,Count,VIndex;
	Face			*aFace;
	Tab<BasisVert>	FNormals;
	Tab<VNormal>	Normals;
	UVVert			*UVVert;
	TVFace			*UVFace;
	Point3			S,T,SxT;
	unsigned long	Sg;

	bool useMeshNorms = false;


	if(NegScale)
	{
		gVIndex[0] = 2;
		gVIndex[1] = 1;
		gVIndex[2] = 0;
	}
	else
	{
		gVIndex[0] = 0;
		gVIndex[1] = 1;
		gVIndex[2] = 2;
	}

	// Do we have an EditNormal modifier present - if so we use those normals instead.
	// We only use this if they have been applied on a face with smoothing groups, otherwise
	// it messes up the tangent space calculation.  Probably not the most obtmized route, but it
	// works...

	MeshNormalSpec * meshNorm = Mesh->GetSpecifiedNormals();
	if(meshNorm && meshNorm->GetNumNormals())
		useMeshNorms = true;

	NumFace = 0;

	for(i=0; i < Mesh->getNumFaces(); i++) 
	{
		if(!Mesh->faces[i].Hidden())
		{
			Index = Mesh->getFaceMtlIndex(i) + 1;

			if(Index == MatIndex || MatIndex == 0)
			{
				NumFace++;
			}
		}

	}

	NumVert = Mesh->getNumVerts();
    Verts.SetCount(NumVert);

    Faces.SetCount(NumFace);

	if(NumVert == 0 || NumFace == 0)
	{
		return;
	}

	ComputeVertexNormals(Mesh,FNormals,Normals,NegScale);

    Written.SetSize(Mesh->getNumVerts());
    Written.ClearAll();

	NumUV = Mesh->getNumMaps();	

	if(NumUV)
	{	
		Count = 0;

		if(NumUV > MAX_TMUS + 1)
		{
			NumUV = MAX_TMUS + 1;
		}

		for(i=0; i < Mesh->getNumFaces(); i++) 
		{
			aFace = &Mesh->faces[i];

			TmpFace.m_Num[0] = aFace->v[gVIndex[0]];
			TmpFace.m_Num[1] = aFace->v[gVIndex[1]];
			TmpFace.m_Num[2] = aFace->v[gVIndex[2]];


			Sg = aFace->smGroup;

			for(j=0; j < 3; j++) 
			{
				VIndex			 = aFace->v[gVIndex[j]];
				TmpVert.m_Pos	 = Mesh->verts[VIndex];

				if(Sg)
				{
					if(useMeshNorms)
					{
						int normID = meshNorm->Face(i).GetNormalID(gVIndex[j]);
						TmpVert.m_Normal = meshNorm->Normal(normID).Normalize();
						Normals[VIndex].GetNormal(Sg,S,T,SxT);
					}
					else
					        TmpVert.m_Normal = Normals[VIndex].GetNormal(Sg,S,T,SxT);
					
					TmpVert.m_S		 = S;
					TmpVert.m_T		 = T;
					TmpVert.m_SxT	 = SxT;

				}
				else
				{
					TmpVert.m_Normal = FNormals[i].m_Normal;
					TmpVert.m_S		 = FNormals[i].m_S;
					TmpVert.m_T		 = FNormals[i].m_T;
					TmpVert.m_SxT	 = FNormals[i].m_SxT;
				}

				UVCount		 = 0;
				TmpVert.m_Sg = Sg;

				for(k=0;k<m_MapChannels.Count();k++)
				{	
					int index = m_MapChannels[k];

					if(Mesh->getNumMapVerts(index))
					{
						UVVert = Mesh->mapVerts(index);
						UVFace = Mesh->mapFaces(index);

						TmpVert.m_UV[k].x = UVVert[UVFace[i].t[gVIndex[j]]].x;
						TmpVert.m_UV[k].y = UVVert[UVFace[i].t[gVIndex[j]]].y;

	
					}
					else
					{
						TmpVert.m_UV[k].x = 0.0f;
						TmpVert.m_UV[k].y = 0.0f;
					}
				}
				
		
				if(Written[VIndex]) 
				{
					if((Sg == 0) || 
					   (Verts[VIndex].m_Sg != TmpVert.m_Sg) ||	
					   (!UVVertEqual(Verts[VIndex].m_UV[0],TmpVert.m_UV[0]))) 
					{
						TmpFace.m_Num[j] = Verts.Count();
						Verts.Append(1,&TmpVert,10);
					}
				} 
				else 
				{
					Verts[VIndex] = TmpVert;
					Written.Set(VIndex);
				}

			}

			if(!Mesh->faces[i].Hidden())
			{
				Index = Mesh->getFaceMtlIndex(i) + 1;

				if(Index == MatIndex || MatIndex == 0)
				{
					Faces[Count++] = TmpFace;
				}

			}

		}

	}
	else
	{
		for(i=0; i < Mesh->getNumFaces(); i++) 
		{
			aFace = &Mesh->faces[i];

			Faces[i].m_Num[0] = aFace->v[gVIndex[0]];
			Faces[i].m_Num[1] = aFace->v[gVIndex[1]];
			Faces[i].m_Num[2] = aFace->v[gVIndex[2]];

			for(j=0; j < 3; j++) 
			{
				VIndex					= aFace->v[gVIndex[j]];
				Verts[VIndex].m_Pos		= Mesh->verts[VIndex];
				Verts[VIndex].m_Normal	= Normals[VIndex].GetNormal(aFace->smGroup,S,T,SxT);
				Verts[VIndex].m_S		= Point3(0.0f,0.0f,0.0f);
				Verts[VIndex].m_T		= Point3(0.0f,0.0f,0.0f);
				Verts[VIndex].m_SxT		= Point3(0.0f,0.0f,0.0f);

				for(k=0; k < MAX_TMUS; k++)
				{
					Verts[VIndex].m_UV[k].x = 0.0f;
					Verts[VIndex].m_UV[k].y = 0.0f;
				}

			}

		}

	}
	Verts.Shrink();
	

}
예제 #26
0
void
ParticleMesherObject::PickPFEvents(HWND hWnd)
{
   Tab<INode *> pfEvents;
   int numberOfNodes = 1;;

   TimeValue t = GetCOREInterface()->GetTime();


   pfNodes.ZeroCount();
   addPFNodes.ZeroCount();
   

   for (int i = 0; i < numberOfNodes; i++)
      {
      INode *node;
      pblock2->GetValue(particlemesher_pick,t,node,ivalid,i);

      if (node)
         {
         ObjectState tos =  node->EvalWorldState(t,TRUE);

         if (tos.obj->IsParticleSystem())
            {
            IParticleObjectExt* epobj;
            epobj = (IParticleObjectExt*) tos.obj->GetInterface(PARTICLEOBJECTEXT_INTERFACE);
   
            if (epobj) 
               {
               MyEnumProc dep;              
               tos.obj->DoEnumDependents(&dep);
               for (int i = 0; i < dep.Nodes.Count(); i++)
                  {
                  Interval valid;
                  INode *node = dep.Nodes[i];

                  Object *obj = node->GetObjectRef();
				  IParticleGroup* iPGroup = ParticleGroupInterface(obj);
				  if (iPGroup != nullptr)
					  {
						 // we need to filter out the global action list events since
						 // they do not carry any actual particle shape geometry
						 if (iPGroup->GetParticleSystem() != iPGroup->GetActionList())
						 {
							 pfNodes.Append(1, &node);
						 }
					  }
			      }
               }

            }

         }
      }
   if (pfNodes.Count() > 0)
      {
      int iret = DialogBoxParam(hInstance,MAKEINTRESOURCE(IDD_ADD_DIALOG),
            hWnd,AddDlgProc,(LPARAM)this);
      if ((iret) && (addPFNodes.Count() > 0))
         {
         theHold.Begin();
         for (int i = 0; i < addPFNodes.Count(); i++)
            {
            int index = addPFNodes[i];
            INode *node = pfNodes[index];
            pblock2->Append(particlemesher_pfeventlist,1,&node);
            }
         theHold.Accept(GetString(IDS_ADDEVENTS));

         }
      }  

}
bool NifImporter::ImportSkin(ImpNode *node, NiTriBasedGeomRef triGeom, int v_start/*=0*/)
{
   bool ok = true;
   NiSkinInstanceRef nifSkin = triGeom->GetSkinInstance();
   if (!nifSkin) 
      return false;

   INode *tnode = node->GetINode();

   NiSkinDataRef data = nifSkin->GetSkinData();
   NiSkinPartitionRef part = nifSkin->GetSkinPartition();

   vector<NiNodeRef> nifBones = nifSkin->GetBones();

   //create a skin modifier and add it
   Modifier *skinMod = GetOrCreateSkin(tnode);
   TriObject *triObject = GetTriObject(tnode->GetObjectRef());
   Mesh& m = triObject->GetMesh();

   //get the skin interface
   if (ISkin *skin = (ISkin *) skinMod->GetInterface(I_SKIN)){
      ISkinImportData* iskinImport = (ISkinImportData*) skinMod->GetInterface(I_SKINIMPORTDATA);

      // Set the num weights to 4.  Yes its in the nif but Shon doesn't like to expose those values 
      //   and the value always seems to be 4 anyway.  I'd also this be more dynamic than hard coded numbers
      //   but I cant figure out the correct values to pass the scripting engine from here so I'm giving up.
      int numWeightsPerVertex = 4;
#if VERSION_3DSMAX >= ((5000<<16)+(15<<8)+0) // Version 5+
      IParamBlock2 *params = skinMod->GetParamBlockByID(2/*advanced*/);
      params->SetValue(0x7/*bone_Limit*/, 0, numWeightsPerVertex);
#endif

      // Can get some truly bizarre animations without this in MAX with Civ4 Leaderheads
#if VERSION_3DSMAX > ((5000<<16)+(15<<8)+0) // Version 6+
      BOOL ignore = TRUE;
      params->SetValue(0xE/*ignoreBoneScale*/, 0, ignore);
#endif

      //RefTargetHandle advanced = skinMod->GetReference(3);
      //setMAXScriptValue(advanced, "bone_Limit", 0, numWeightsPerVertex);

      Matrix3 geom = TOMATRIX3(triGeom->GetLocalTransform());
      Matrix3 m3 = TOMATRIX3(data->GetOverallTransform());
      Matrix3 im3 = Inverse(m3);
      Matrix3 nm3 = im3 * geom;
      iskinImport->SetSkinTm(tnode, nm3, nm3); // ???
      // Create Bone List
      Tab<INode*> bones;
      for (size_t i=0; i<nifBones.size(); ++i){
         NiNodeRef bone = nifBones[i];
         if (INode *boneRef = FindNode(bone)) {
            bones.Append(1, &boneRef);
            iskinImport->AddBoneEx(boneRef, TRUE);

            //// Set Bone Transform
            Matrix3 b3 = TOMATRIX3(data->GetBoneTransform(i));
            Matrix3 ib3 = Inverse(b3);
            ib3 *= geom;
            iskinImport->SetBoneTm(boneRef, ib3, ib3);
         }
      }
      if (bones.Count() != data->GetBoneCount())
         return false;

      ObjectState os = tnode->EvalWorldState(0);

      // Need to get a list of bones and weights for each vertex.
      vector<VertexHolder> vertexHolders;
      vertexHolders.resize(m.numVerts);
      for (int i=0, n=data->GetBoneCount();i<n; ++i){
         if (INode *boneRef = bones[i]){
            vector<SkinWeight> weights = data->GetBoneWeights(i);
            for (vector<SkinWeight>::iterator itr=weights.begin(), end=weights.end(); itr != end; ++itr){
               VertexHolder& h = vertexHolders[itr->index];
               h.vertIndex = itr->index;
               ++h.count;
               h.weights.Append(1, &itr->weight);
               h.boneNodeList.Append(1, &boneRef);
            }
         }
      }

      tnode->EvalWorldState(0);
      skinMod->DisableModInViews();
      skinMod->EnableModInViews();
#if VERSION_3DSMAX < ((5000<<16)+(15<<8)+0) // Version 4
      gi->SetCommandPanelTaskMode(TASK_MODE_MODIFY);
      gi->SelectNode(tnode);
#endif
      // Assign the weights 
      for (vector<VertexHolder>::iterator itr=vertexHolders.begin(), end=vertexHolders.end(); itr != end; ++itr){
         VertexHolder& h = (*itr);
         if (h.count){
            float sum = 0.0f;
			for (int i = 0; i < h.count; ++i)
				sum += h.weights[i];
            ASSERT(fabs(sum-1.0f) < 0.001f);
            BOOL add = iskinImport->AddWeights(tnode, h.vertIndex, h.boneNodeList, h.weights);
            add = add;		//	What was the purpose of this?
         }
      }
      //	This is a kludge to get skin transforms to update and avoid jumping around after modifying the transforms.
      //	Initially they show up incorrectly but magically fix up if you go to the modifier roll up.
      //	There is still an outstanding issue with skeleton and GetObjectTMBeforeWSM.
      skinMod->DisableModInViews();
      skinMod->EnableModInViews();


      // If BSDismembermentSkinInstance, ...
      if ( BSDismemberSkinInstanceRef bsdsi = DynamicCast<BSDismemberSkinInstance>(nifSkin) )
      {
         Modifier *dismemberSkinMod = GetOrCreateBSDismemberSkin(tnode);
         if (IBSDismemberSkinModifier *disSkin = (IBSDismemberSkinModifier *) dismemberSkinMod->GetInterface(I_BSDISMEMBERSKINMODIFIER)){
            //	Evaluate node ensure the modifier data is created
            //	ObjectState os = tnode->EvalWorldState(0);

            FaceMap faceMap;
            int nfaces = m.getNumFaces();
            for ( int i=0; i<nfaces; ++i ){
               Face f = m.faces[i];
               faceMap[ rotate(f) ] = i;
            }

            Tab<IBSDismemberSkinModifierData*> modData = disSkin->GetModifierData();
            for (int i=0; i<modData.Count(); ++i) {
               IBSDismemberSkinModifierData* bsdsmd = modData[i];

               Tab<BSDSPartitionData> &flags = bsdsmd->GetPartitionFlags();
               vector<BodyPartList> partitions = bsdsi->GetPartitions();
               if (partitions.empty())
                  continue;

               //bsdsmd->SetActivePartition( partitions.size() - 1 );				// Old Code

			   for (unsigned int j = 0; j < (partitions.size() - 1); ++j){
				   bsdsmd->AddPartition();
			   }

               for (unsigned int j=0; j < partitions.size(); ++j ) {
				   flags[j].bodyPart = (DismemberBodyPartType)partitions[j].bodyPart;
				   flags[j].partFlag = partitions[j].partFlag;
               }

               for (int j=0; j < part->GetNumPartitions(); ++j) {
                  bsdsmd->SetActivePartition( j );
                  dismemberSkinMod->SelectAll(3); // ensures bitarrays are properly synced to mesh
                  dismemberSkinMod->ClearSelection(3);
                  vector<Triangle> triangles = part->GetTriangles(j);
                  vector<unsigned short> map = part->GetVertexMap(j);
                  GenericNamedSelSetList& fselSet = bsdsmd->GetFaceSelList();
                  if ( BitArray* fsel = fselSet.GetSetByIndex(j) )
                  {
                     for (vector<Triangle>::iterator itrtri = triangles.begin(); itrtri != triangles.end(); ++itrtri) {
                        Face f;
						f.setVerts( map[(*itrtri).v1], map[(*itrtri).v2], map[(*itrtri).v3] );
                        FaceMap::iterator fitr = faceMap.find( rotate(f) );
                        if (fitr != faceMap.end())
                           fsel->Set((*fitr).second);
                     }
                  }
               }
               bsdsmd->SetActivePartition( 0 );
               disSkin->LocalDataChanged();
            }
         }
      }
   }
   return ok;
}
예제 #28
0
void ParticleMesherObject::BuildMesh(TimeValue t)
   {
//check if render time
//get node
//mkae ivalid interesect with the 
   int isRendering = 0;
   ivalid = FOREVER;

   TimeValue offset;
   float foffset;
   Interval iv;
   pblock2->GetValue(particlemesher_time, 0, foffset, iv);
   foffset = -foffset;
   pblock2->GetValue(particlemesher_radius, 0, radius, iv);
   foffset *= GetTicksPerFrame();
   offset = (TimeValue) foffset;

// pblock2->GetValue(particlemesher_time, 0, foffset, iv);
   if ((lastTime == t)  )
      {
      ivalid.Set(t,t);
      return;
      }


   pblock2->GetValue(particlemesher_rendertimeonly, 0, isRendering, ivalid);
   isRendering = !isRendering;
    if ((isRendering) || (TestAFlag(A_RENDER)))
      {
      INode *node=NULL;
      pblock2->GetValue(particlemesher_pick, 0, node, ivalid);

      
      BOOL reevalGroup = FALSE;
      if ((node != NULL) && (node->IsGroupHead()) )
         {  
         for (int ch=0;ch<node->NumberOfChildren();ch++)
            {  
            INode *cnode= node->GetChildNode(ch);
            Interval iv;
            Matrix3 tm=cnode->GetObjectTM(t,&iv);
      

            if (cnode->IsGroupMember())
               {
               reevalGroup = TRUE;
               for (int groupCount = 0; groupCount < pblock2->Count(particlemesher_extranodes); groupCount++)
                  {
                  INode *extraNode = pblock2->GetINode(particlemesher_extranodes,t,ch);
                  if (cnode == extraNode)
                     {
                     reevalGroup = FALSE;
                     groupCount = pblock2->Count(particlemesher_extranodes);
                     }
                  }
               if (reevalGroup)
                  ch=node->NumberOfChildren();

               }
            }

         if (reevalGroup)
            {
            tmList.ZeroCount();
   
            pblock2->ZeroCount(particlemesher_extranodes);
            for (int ch=0;ch<node->NumberOfChildren();ch++)
               {  
               INode *cnode= node->GetChildNode(ch);
               Interval iv;
               Matrix3 tm=cnode->GetObjectTM(t,&iv);
      

               if (cnode->IsGroupMember())
                  {
                  pblock2->Append(particlemesher_extranodes,1,&cnode);
                  tmList.Append(1,&tm);
                  }
               }

            }
         }

      if (node) 
         {

         if ( (node->IsGroupHead()) && (pblock2->Count(particlemesher_extranodes)!=0))
            {

            int ct = 0;
            Matrix3 ident(1), inverseTm(1);
            mesh.setNumVerts(0);
            mesh.setNumFaces(0);
            for (int ch=0;ch<pblock2->Count(particlemesher_extranodes);ch++)
               {  
               INode *cnode = pblock2->GetINode(particlemesher_extranodes,t,ch);
               if (cnode)
                  {
                  Object *pobj = cnode->EvalWorldState(t+offset).obj;
               
                  if ( (pobj->SuperClassID() == GEOMOBJECT_CLASS_ID) ||
                      (pobj->SuperClassID() == SHAPE_CLASS_ID) )                    
                     {  


                     BOOL needDel;
                     NullView nullView;
                     Mesh *msh = ((GeomObject*)pobj)->GetRenderMesh(t+offset,cnode,nullView,needDel);

                     Mesh tmsh = *msh;

                     ivalid &= pobj->ObjectValidity(t+offset);

                     Matrix3 tm(1);
                     if (ch < tmList.Count())
                        tm = tmList[ch];
                     for (int v = 0; v < msh->numVerts; v++)
                        {
                        tmsh.verts[v] = tmsh.verts[v] * tm;
                        }
                     if (tmsh.numVerts != 0)
                        {
                        if (ct ==0)
                           {
                           mesh = tmsh;
                           }
                        else 
                           mesh = mesh + tmsh;
                  
                        ct++;
                        }

                     if (needDel) delete msh;
                     }

                     
               
                  }
                  
               }
            mesh.InvalidateTopologyCache();

            }
         else
            {
//          Object *tobj =  node->GetObjectRef();
//          macroRecorder->FunctionCall(_T("time"), 1, 0, mr_int, t);
//          macroRecorder->EmitScript();
            ObjectState os = node->EvalWorldState(t+offset);

            IParticleObjectExt* epobj;
            epobj = (IParticleObjectExt*) os.obj->GetInterface(PARTICLEOBJECTEXT_INTERFACE);
            
            if (os.obj->IsParticleSystem() && epobj)
               {
      
               if (epobj) 
                  {
                  BOOL useAllPFEvents;
                  pblock2->GetValue(particlemesher_useallpf,0,useAllPFEvents,FOREVER);
                  
                  pfNodes.ZeroCount();
                  
                  INode *basenode=NULL;
                  pblock2->GetValue(particlemesher_pick, 0, basenode, ivalid);                  

                  tmList.ZeroCount();

                  if (useAllPFEvents)
                     {
                     MyEnumProc dep;              
                     os.obj->DoEnumDependents(&dep);
                     
                     for (int i = 0; i < dep.Nodes.Count(); i++)
                        {
                        Interval valid;
                        INode *node = dep.Nodes[i];

                        Object *obj = node->GetObjectRef();

                        
                        if (ParticleGroupInterface(obj) != nullptr)
                           {
                           pfNodes.Append(1,&node);
                           Matrix3 tm = node->GetNodeTM(t+offset);
                           tmList.Append(1,&tm);
                           }
                        }                 
                     }
                  else
                     {
                     int ct = pblock2->Count(particlemesher_pfeventlist);
                     for (int i = 0; i < ct; i++)
                        {
                        INode *node;
                        pblock2->GetValue(particlemesher_pfeventlist,t,node,FOREVER,i);
                        if (node)
                           {

                           Object *obj = node->GetObjectRef();
                           if (ParticleGroupInterface(obj) != nullptr)
                              {
                              pfNodes.Append(1,&node);
                              Matrix3 tm(1);// = basenode->GetNodeTM(t+offset);
                              Matrix3 ntm = node->GetObjectTM(t+offset);
                              tm = ntm;
                              tmList.Append(1,&ntm);
                              
                              }                          
                           }
                        }
                     }
                     
                  mesh.setNumVerts(0);
                  mesh.setNumFaces(0);
                  int ct = 0;
                  for (int ch=0;ch< pfNodes.Count();ch++)
                     {  
                     INode *cnode = pfNodes[ch];
                     if (cnode)
                        {
                        Object *pobj = cnode->EvalWorldState(t+offset).obj;
                     
                        if ( (pobj->SuperClassID() == GEOMOBJECT_CLASS_ID) ||
                           (pobj->SuperClassID() == SHAPE_CLASS_ID) )                     
                           {  


                           BOOL needDel;
                           NullView nullView;
                           Mesh *msh = ((GeomObject*)pobj)->GetRenderMesh(t+offset,cnode,nullView,needDel);

                           Mesh tmsh = *msh;

                           ivalid &= pobj->ObjectValidity(t+offset);

                           Matrix3 tm(1);
                           if (ch < tmList.Count())
                              tm = tmList[ch];
                           for (int v = 0; v < msh->numVerts; v++)
                              {
                              tmsh.verts[v] = tmsh.verts[v] * tm;
                              }
                           if (tmsh.numVerts != 0)
                              {
                              if (ct ==0)
                                 {
                                 mesh = tmsh;
                                 }
                              else 
                                 {
                                 Mesh tempMesh = mesh;
                                 CombineMeshes(mesh, tempMesh, tmsh);
                                 }
                        
                              ct++;
                              }

                           if (needDel) delete msh;
                           }

                           
                     
                        }
                        
                     }
                  mesh.InvalidateTopologyCache();
                     
                     
                                       
                  }
               }
            else if ( (os.obj->SuperClassID() == GEOMOBJECT_CLASS_ID) ||
             (os.obj->SuperClassID() == SHAPE_CLASS_ID) )
               {

               BOOL needDel;
               NullView nullView;
               Mesh *msh = ((GeomObject*)os.obj)->GetRenderMesh(t+offset,node,nullView,needDel);
               ivalid &= os.obj->ObjectValidity(t);

               if (msh)
                  {
                  mesh = *msh;
                  mesh.InvalidateTopologyCache();
         
                  if (needDel) delete msh;
                  }
               }
            }
         lastTime = t;
         }
      else
         {
//build proxy mesh
         if (node == NULL)
            {
            mesh.setNumVerts(5);
            mesh.setNumFaces(8);

            mesh.setNumMaps(2);
            mesh.setNumMapVerts(0, 0);
            mesh.setNumMapVerts(1, 0);
            mesh.setNumMapFaces(0, 0);
            mesh.setNumMapFaces(1, 0);

            mesh.setVert(0, Point3(-radius,-radius, 0.0f));
            mesh.setVert(1, Point3( radius,-radius, 0.0f));
            mesh.setVert(2, Point3( radius, radius, 0.0f));
            mesh.setVert(3, Point3(-radius, radius, 0.0f));

//          mesh.setVert(4, Point3(0.0f, 0.0f, 0.0f));
            mesh.setVert(4, Point3(0.0f, 0.0f, radius));
   
            mesh.faces[0].setEdgeVisFlags(1,0,1);
            mesh.faces[0].setSmGroup(1);
            mesh.faces[0].setVerts(0,1,3);

            mesh.faces[1].setEdgeVisFlags(1,1,0);
            mesh.faces[1].setSmGroup(1);
            mesh.faces[1].setVerts(1,2,3);   

            mesh.faces[2].setEdgeVisFlags(1,1,1);
            mesh.faces[2].setSmGroup(1);
            mesh.faces[2].setVerts(0,4,1);   

            mesh.faces[3].setEdgeVisFlags(1,1,1);
            mesh.faces[3].setSmGroup(1);
            mesh.faces[3].setVerts(1,4,0);   

            mesh.faces[4].setEdgeVisFlags(1,1,1);
            mesh.faces[4].setSmGroup(1);
            mesh.faces[4].setVerts(2,4,3);   

            mesh.faces[5].setEdgeVisFlags(1,1,1);
            mesh.faces[5].setSmGroup(1);
            mesh.faces[5].setVerts(3,4,2);   

            mesh.faces[6].setEdgeVisFlags(1,0,1);
            mesh.faces[6].setSmGroup(1);
            mesh.faces[6].setVerts(3,1,0);

            mesh.faces[7].setEdgeVisFlags(1,1,0);
            mesh.faces[7].setSmGroup(1);
            mesh.faces[7].setVerts(3,2,1);   


            }

         }
      }  
   else
      {
//build proxy mesh
//build proxy mesh
      INode *node=NULL;
      pblock2->GetValue(particlemesher_pick, 0, node, ivalid);
   // if (node == NULL)
         {
            mesh.setNumVerts(5);
            mesh.setNumFaces(8);

            mesh.setNumMaps(2);
            mesh.setNumMapVerts(0, 0);
            mesh.setNumMapVerts(1, 0);
            mesh.setNumMapFaces(0, 0);
            mesh.setNumMapFaces(1, 0);

            mesh.setVert(0, Point3(-radius,-radius, 0.0f));
            mesh.setVert(1, Point3( radius,-radius, 0.0f));
            mesh.setVert(2, Point3( radius, radius, 0.0f));
            mesh.setVert(3, Point3(-radius, radius, 0.0f));

//          mesh.setVert(4, Point3(0.0f, 0.0f, 0.0f));
            mesh.setVert(4, Point3(0.0f, 0.0f, radius));
   
            mesh.faces[0].setEdgeVisFlags(1,0,1);
            mesh.faces[0].setSmGroup(1);
            mesh.faces[0].setVerts(0,1,3);

            mesh.faces[1].setEdgeVisFlags(1,1,0);
            mesh.faces[1].setSmGroup(1);
            mesh.faces[1].setVerts(1,2,3);   

            mesh.faces[2].setEdgeVisFlags(1,1,1);
            mesh.faces[2].setSmGroup(1);
            mesh.faces[2].setVerts(0,4,1);   

            mesh.faces[3].setEdgeVisFlags(1,1,1);
            mesh.faces[3].setSmGroup(1);
            mesh.faces[3].setVerts(1,4,0);   

            mesh.faces[4].setEdgeVisFlags(1,1,1);
            mesh.faces[4].setSmGroup(1);
            mesh.faces[4].setVerts(2,4,3);   

            mesh.faces[5].setEdgeVisFlags(1,1,1);
            mesh.faces[5].setSmGroup(1);
            mesh.faces[5].setVerts(3,4,2);   

            mesh.faces[6].setEdgeVisFlags(1,0,1);
            mesh.faces[6].setSmGroup(1);
            mesh.faces[6].setVerts(3,1,0);

            mesh.faces[7].setEdgeVisFlags(1,1,0);
            mesh.faces[7].setSmGroup(1);
            mesh.faces[7].setVerts(3,2,1);   

         }
      }

   mesh.InvalidateTopologyCache();
}
예제 #29
0
bool DxStdMtl2::CreateAndLoadEffectData()
{
	ResetDXStates();

	if(IsDxMaterialEnabled(map))
	{
		bool useLPRT;
		TCHAR filename[MAX_PATH];
		_tcscpy(filename,GetCOREInterface()->GetDir(APP_PLUGCFG_DIR));
		_tcscat(filename,"\\DXDisplay.ini");

		useLPRT = GetPrivateProfileInt(_T("Settings"),_T("LPRTEnabled"),0,filename) ? true : false;
			
		if(!pd3dDevice)
			pd3dDevice = GetDevice();

		if(!pd3dDevice)
			return false;

		if(pEffectParser)
		{
			pEffectParser->DestroyParser();
			pEffectParser = NULL;
		}

		elementContainer.DeleteAllElements();

		UpdateSceneLights();
		DWORD numberOfPSinst = 0;
		
		//lets make sure we get the correct code for the GFX card..
		IHLSLCodeGenerator::CodeVersion code = GetPixelShaderSupport(pd3dDevice,numberOfPSinst);

		if(code == IHLSLCodeGenerator::PS_1_X)
			return false;

		IHLSLCodeGenerator * codeGen = IHLSLCodeGenerator::GetHLSLCodeGenerator();

		Tab<INode*> lights;
		for(int j=0;j<sceneLights.Count();j++){
			INode * Light = sceneLights[j]->GetLightNode();
			lights.Append(1, &Light);
		}

		TCHAR * effectString = codeGen->GenerateEffectFile(map,lights,code,bTransparency,numberOfPSinst,useLPRT);

		if(!pEffectParser)
			CreateEffectParser();
		if(pEffectParser && effectString){
			pEffectParser->SetUseLPRT(useLPRT);
			pEffectParser->LoadEffect(pd3dDevice,this,effectString,false,true);
			pEffectParser->ParseEffectFile(pd3dDevice,NULL,this);
			PatchInLightNodes();
			LoadTextureData(codeGen);
		}
		delete codeGen;

		IRenderMesh * rm = mpMeshCache->GetActiveRenderMesh(m_CurCache);
		if(rm) rm->Invalidate();

		GetCOREInterface()->ForceCompleteRedraw(FALSE);

	}

	return true;
}
예제 #30
0
파일: fp_basics.cpp 프로젝트: ducthangho/3D
void xref_low_error(std::wstring project_path, std::wstring pname) {

	//Tab<const MCHAR*> sourceFile_Files;
	Tab<const MCHAR*>* pointer_sourceFile_Files = new Tab<const MCHAR*>();

	std::wstring filename = (project_path + L"\\" + pname + L"_low0.max");
	const wchar_t* file = filename.c_str();
	sourceFile_Files.Append(1, &file);
	sourceFile_Files.Shrink();
	pointer_sourceFile_Files->Init();
	pointer_sourceFile_Files->Append(1, &file);

	Tab<MSTR*> tstr_tab;
	MSTR str(filename.c_str());
	MSTR* a = &str;
	tstr_tab.Append(1, &a);
	tstr_tab.Shrink();

	Tab<MSTR*> tstr_tab_dynamic_allocate_items;
	MSTR* str_dynamic_allocate_items = new MSTR(filename.c_str());
	tstr_tab_dynamic_allocate_items.Append(1, &str_dynamic_allocate_items);
	tstr_tab_dynamic_allocate_items.Shrink();


	//FPValue param1;
	//int i = 10;
	////param1.LoadPtr(FILENAME_ADDXREFITEMSFROMFILE_IOBJXREFMGR_PARAM1_TYPE, filename.data());	
	//param1.type = FILENAME_ADDXREFITEMSFROMFILE_IOBJXREFMGR_PARAM1_TYPE;
	//param1.s = filename.data();
	//param1.LoadPtr(ParamType2::TYPE_INT_BP, &i);	
	//LOG("param1.s here= "); LOG(param1.s); LOG("\n");

	//  	FPValue param1_FPValue;
	//  	TCHAR* param1_TCHAR = _T("Test Track View");
	// 	param1_FPValue.type = TYPE_STRING,
	// 	param1_FPValue.s = param1_TCHAR;
	//  	param1.type = (ParamType2)TYPE_FPVALUE;
	//  	param1.fpv = &param1_FPValue;
	try
	{
		{
			//std::lock_guard<std::mutex> lock(mymutex);
			//FPValue param3;
			param3.type = ParamType2::TYPE_STRING_TAB;
			//param3.s_tab = pointer_sourceFile_Files;
			param3.s_tab = &sourceFile_Files;
			
			//OBJNAMES_ADDXREFITEMSFROMFILE_IOBJXREFMGR_PARAM3_TYPE;
			//param3.InitTab(ParamType2::TYPE_STRING_TAB, sourceFile_Files.Count());
			//param3.LoadPtr(ParamType2::TYPE_STRING_TAB_BV, &sourceFile_Files);
			//param3.Load(ParamType2::TYPE_STRING_TAB_BV,&sourceFile_Files);
			//param3.LoadPtr(ParamType2::TYPE_STRING_TAB, &sourceFile_Files);
			//param3.LoadPtr(ParamType2::TYPE_STRING_TAB_BV, tstr_tab);
			//param3.LoadPtr(ParamType2::TYPE_STRING_TAB_BV, &tstr_tab_dynamic_allocate_items);
			//SYSTEM_CALL(param3.LoadPtr(ParamType2::TYPE_STRING_TAB_BV, &sourceFile_Files);)
			//param3.Load(ParamType2::TYPE_STRING_TAB, &sourceFile_Files);
			mprintf((*param3.s_tab)[0]);
			//LOG();
		}
	}
	catch (const std::exception&)
	{
		//LOG("Why this is error, tell me pls");
	};


	
	//  	FPValue param4;
	//  	param4.type = ParamType2::TYPE_FPVALUE_TAB_BV;
	// 	Tab<FPValue*> param4_fpvalues;
	// 	FPValue param4_fpvalue;
	// 	FPValue* pointer_param4_fpvalue;
	// 	param4_fpvalue.type = (ParamType2)1;
	// 	param4_fpvalue.i = 10;
	// 	param4_fpvalues.Append(1, &pointer_param4_fpvalue);
	// 	param4.fpv_tab = &param4_fpvalues;

	FPValue param4;
	//param4.type = ParamType2::TYPE_INT_TAB;
	//param4.type = ParamType2::TYPE_INT_TAB_BV;
	//param4.type = ParamType2::TYPE_INT_TAB_BR;
	Tab<int> xrefoptions;
	xrefoptions.Resize(1);
	int h = 1;
	xrefoptions.Append(1, &h);

	//param4.i_tab = &xrefoptions;

	//LOG("type is {0}", param4.type);




	//FPParams fnParams;
	//FPValue result, param1;
	//FPValue param1_FPValue;
	//TCHAR* param1_TCHAR = _T("Test Track View");
	//param1_FPValue.type = TYPE_STRING,
	//	param1_FPValue.s = param1_TCHAR;

	//param1.type = (ParamType2)TYPE_FPVALUE,
	//	param1.fpv = &param1_FPValue;
	//fnParams.params.append(&param1,1);

	//LOG("type is {0}", param1.type);

	// 	auto s_tab = param3.s_tab;
	// 	auto count = s_tab->Count();
	// 	LOG("count here is {}\n", count);
	// 	for (int i = 0; i < count; i++)
	// 	{
	// 		auto sp = (*s_tab)[i];
	// 		LOG("Name {} from param3.s_tab ", i); LOG(sp); LOG("\n");
	// 	}
	// 	if (s_tab == nullptr)
	// 		LOG("this not good\n");
	// 	else
	// 		LOG("uha\n");
}