Пример #1
0
bool Exporter::splitMesh(INode *node, Mesh& mesh, FaceGroups &grps, TimeValue t, vector<Color4>& vertColors, bool noSplit)
{
	Mtl* nodeMtl = node->GetMtl();
	Matrix3 tm = node->GetObjTMAfterWSM(t);

	// Order of the vertices. Get 'em counter clockwise if the objects is
	// negatively scaled.
	int vi[3];
	if (TMNegParity(tm)) {
		vi[0] = 2; vi[1] = 1; vi[2] = 0;
	} else {
		vi[0] = 0; vi[1] = 1; vi[2] = 2;
	}

	Matrix3 flip;
	flip.IdentityMatrix();
	flip.Scale(Point3(1, -1, 1));

   int nv = mesh.getNumVerts();
   int nf = mesh.getNumFaces();

	if (noSplit)
	{
		int nv = mesh.getNumVerts();
		int nf = mesh.getNumFaces();
		// Dont split the mesh at all.  For debugging purposes.
		FaceGroup& grp = grps[0];
		grp.vidx.resize(nv, -1);
		grp.verts.resize(nv);
		grp.faces.resize(nf);
		grp.uvs.resize(nv);
		grp.vnorms.resize(nv);
      grp.fidx.resize(nf);

		Matrix3 texm;
		getTextureMatrix(texm, getMaterial(node, 0));
		texm *= flip;

		for (int face=0; face<nf; ++face) {
         grp.fidx[face] = face;
			for (int vi=0; vi<3; ++vi) {
				int idx = mesh.faces[face].getVert(vi);
				grp.faces[face][vi] = idx;

				// Calculate normal
				Point3 norm;
#if VERSION_3DSMAX <= ((5000<<16)+(15<<8)+0) // Version 5
				norm = getVertexNormal(&mesh, face, mesh.getRVertPtr(idx));
#else
				MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals ();
				if (NULL != specNorms && specNorms->GetNumNormals() != 0)
					norm = specNorms->GetNormal(face, vi);
				else
					norm = getVertexNormal(&mesh, face, mesh.getRVertPtr(idx));
#endif
				Point3 uv;
				if (mesh.tVerts && mesh.tvFace) {
					uv = mesh.tVerts[ mesh.tvFace[ face ].t[ vi ]] * texm;
					uv.y += 1.0f;
				}

				if (grp.vidx[idx] == idx){
					ASSERT(grp.verts[idx] == TOVECTOR3(mesh.getVert(idx)));
					//ASSERT(vg.norm == norm);
					//Point3 uv = mesh.getTVert(idx);
					//if (mesh.getNumTVerts() > 0)
					//{
					//	ASSERT(grp.uvs[idx].u == uv.x && grp.uvs[idx].v == uv.y);
					//}
				} else {
					grp.vidx[idx] = idx;
					grp.verts[idx] = TOVECTOR3(mesh.getVert(idx));
					//grp.uvs[idx].u = uv.x;
					//grp.uvs[idx].v = uv.y;
					grp.vnorms[idx] = TOVECTOR3(norm);
				}
			}
		}
		for (int i=0; i<nv; ++i) {
			ASSERT(grp.vidx[i] != -1);
		}
	}
	else
	{
		int face, numSubMtls = nodeMtl?nodeMtl->NumSubMtls():0;
		for (face=0; face<mesh.getNumFaces(); face++) 
		{
			int mtlID = (numSubMtls!=0) ? (mesh.faces[face].getMatID() % numSubMtls) : 0;
         Mtl *mtl = getMaterial(node, mtlID);
			Matrix3 texm;
			getTextureMatrix(texm, mtl);
			texm *= flip;

         FaceGroup& grp = grps[mtlID];

		 if (grp.uvMapping.size() == 0) // Only needs to be done once per face group
		 {
			 int nmaps = 0;
			 int nmapsStart = max(1, mesh.getNumMaps() - (mesh.mapSupport(0) ? 1 : 0)); // Omit vertex color map.
			 for (int ii = 1; ii <= nmapsStart; ii++) // Winnow out the unsupported maps.
			 {
				 if (!mesh.mapSupport(ii)) continue;
				 grp.uvMapping[ii] = nmaps++;
			 }
			 grp.uvs.resize(nmaps == 0 ? 1 : nmaps);
		 }
         if (nv > int(grp.verts.capacity()))
         {
            grp.vgrp.reserve(nv);
            grp.verts.reserve(nv);
            grp.vnorms.reserve(nv);
            for (int i=0; i<grp.uvs.size(); ++i)
               grp.uvs[i].reserve(nv);
            grp.vcolors.reserve(nv);
            grp.vidx.reserve(nv);
         }
         if (nf > int(grp.faces.capacity()))
         {
            grp.faces.reserve(nf);
            grp.fidx.reserve(nf);
         }

         Triangle tri;
         for (int i=0; i<3; i++)
            tri[i] = addVertex(grp, face, vi[i], &mesh, texm, vertColors);
         grp.faces.push_back(tri);

         if (grp.fidx.size() < nf)
            grp.fidx.resize(nf,-1);
         grp.fidx[face] = grp.faces.size() - 1;
		}
	}

	return true;
}
Пример #2
0
int ExportQuake3Model(const TCHAR *filename, ExpInterface *ei, Interface *gi, int start_time, std::list<ExportNode> lTags, std::list<ExportNode> lMeshes)
{
	FILE *file;
	int i, j, totalTags, totalMeshes, current_time = 0;
	long pos_current, totalTris = 0, totalVerts = 0;
	std::list<FrameRange>::iterator range_i;
	std::vector<Point3> lFrameBBoxMin;
	std::vector<Point3> lFrameBBoxMax;
	long pos_tagstart;
	long pos_tagend;
	long pos_filesize;
	long pos_framestart;
	int lazynamesfixed = 0;
	const Point3 x_axis(1, 0, 0);
	const Point3 z_axis(0, 0, 1);

	SceneEnumProc checkScene(ei->theScene, start_time, gi);
	totalTags = (int)lTags.size();
	if (g_tag_for_pivot)
		totalTags++;
	totalMeshes = (int)lMeshes.size();

	// open file
	file = _tfopen(filename, _T("wb"));
	if (!file)
	{
		ExportError("Cannot open file '%s'.", filename);
		return FALSE;
	}
	ExportDebug("%s:", filename);

	// sync pattern and version
	putChars("IDP3", 4, file);
	put32(15, file);
	putChars("Darkplaces MD3 Exporter", 64, file);
	put32(0, file);   // flags
	
	// MD3 header
	ExportState("Writing MD3 header");
	put32(g_total_frames, file);      // how many frames
	put32(totalTags, file);	  // tagsnum
	put32(totalMeshes, file); // meshnum
	put32(1, file);   // maxskinnum
	put32(108, file); // headersize
	pos_tagstart = ftell(file); put32(0, file);   // tagstart
	pos_tagend	= ftell(file);  put32(256, file); // tagend
	pos_filesize = ftell(file); put32(512, file); // filesize
	ExportDebug("    %i frames, %i tags, %i meshes", g_total_frames, totalTags, totalMeshes);

	// frame info
	// bbox arrays get filled while exported mesh and written back then
	ExportState("Writing frame info");
	pos_framestart = ftell(file);
	lFrameBBoxMin.resize(g_total_frames);
	lFrameBBoxMax.resize(g_total_frames);
	for (i = 0; i < g_total_frames; i++)
	{
		// init frame data
		lFrameBBoxMin[i].Set(0, 0, 0);
		lFrameBBoxMax[i].Set(0, 0, 0);
		// put data
		putFloat(-1.0f, file); // bbox min vector
		putFloat(-1.0f, file);
		putFloat(-1.0f, file);	
		putFloat( 1.0f, file); // bbox max vector
		putFloat(1.0f, file);
		putFloat(1.0f, file);
		putFloat(0.0f, file);  // local origin (usually 0 0 0)
		putFloat(0.0f, file);
		putFloat(0.0f, file);
		putFloat(1.0f, file);  // radius of bounding sphere
		putChars("", 16, file);
	}

	// tags
	pos_current = ftell(file);
	fseek(file, pos_tagstart, SEEK_SET);
	put32(pos_current, file);
	fseek(file, pos_current, SEEK_SET);
	
	// for each frame range cycle all frames and write out each tag
	long pos_tags = pos_current;
	if (totalTags)
	{
		long current_frame = 0;
		ExportState("Writing %i tags", totalTags);
		for (range_i = g_frame_ranges.begin(); range_i != g_frame_ranges.end(); range_i++)
		{
			for (i = (*range_i).first; i <= (int)(*range_i).last; i++, current_frame++)
			{
				SceneEnumProc current_scene(ei->theScene, i * g_ticks_per_frame, gi);
				current_time = current_scene.time;

				// write out tags
				if (lTags.size())
				{
					for (std::list<ExportNode>::iterator tag_i = lTags.begin(); tag_i != lTags.end(); tag_i++)
					{
						INode *node	= current_scene[tag_i->i]->node;
						Matrix3	tm = node->GetObjTMAfterWSM(current_time);

						ExportState("Writing '%s' frame %i of %i", tag_i->name, i, g_total_frames);

						// tagname
						putChars(tag_i->name, 64, file);
						// origin, rotation matrix
						Point3 row = tm.GetRow(3);
						putFloat(row.x, file);
						putFloat(row.y, file);
						putFloat(row.z, file);
						row = tm.GetRow(0);
						putFloat(row.x, file);
						putFloat(row.y, file);
						putFloat(row.z, file);
						row = tm.GetRow(1);
						putFloat(row.x, file);
						putFloat(row.y, file);
						putFloat(row.z, file);
						row = tm.GetRow(2);
						putFloat(row.x, file);
						putFloat(row.y, file);
						putFloat(row.z, file);
					}
				}

				// write the center of mass tag_pivot which is avg of all objects's pivots
				if (g_tag_for_pivot)
				{
					ExportState("Writing 'tag_pivot' frame %i of %i", i, g_total_frames);

					// write the null data as tag_pivot need to be written after actual geometry
					// (it needs information on frame bound boxes to get proper blendings)
					putChars("tag_pivot", 64, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(1, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(1, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(0, file);
					putFloat(1, file);
				}
			}
		}
	}

	// write the tag object offsets
	pos_current = ftell(file);
	fseek(file, pos_tagend, SEEK_SET);
	put32(pos_current, file);
	fseek(file, pos_current, SEEK_SET);

	// allocate the structs used to calculate tag_pivot
	std::vector<Point3> tag_pivot_origin;
	std::vector<double> tag_pivot_volume;
	if (g_tag_for_pivot)
	{
		tag_pivot_origin.resize(g_total_frames);
		tag_pivot_volume.resize(g_total_frames);
	}

	// mesh objects
	// for each mesh object write uv and frames
	SceneEnumProc scratch(ei->theScene, start_time, gi);
	ExportState("Writing %i meshes", (int)lMeshes.size());
	for (std::list<ExportNode>::iterator mesh_i = lMeshes.begin(); mesh_i != lMeshes.end(); mesh_i++)
	{
		bool needsDel;

		ExportState("Start mesh #%i", mesh_i);
		INode *node = checkScene[mesh_i->i]->node;
		Matrix3 tm	= node->GetObjTMAfterWSM(start_time);
		TriObject *tri = GetTriObjectFromNode(node, start_time, needsDel);
		if (!tri)
			continue;

		// get mesh, compute normals
		Mesh &mesh = tri->GetMesh();
		MeshNormalSpec *meshNormalSpec = mesh.GetSpecifiedNormals();
		if (meshNormalSpec)
		{
			if (!meshNormalSpec->GetNumFaces())
				meshNormalSpec = NULL;
			else
			{
				meshNormalSpec->SetParent(&mesh);
				meshNormalSpec->CheckNormals();
			}
		}
		mesh.checkNormals(TRUE);

		// fix lazy object names
		ExportState("Attempt to fix mesh name '%s'", mesh_i->name);
		char  meshname[64];
		size_t meshnamelen = min(63, strlen(mesh_i->name));
		memset(meshname, 0, 64);
		strncpy(meshname, mesh_i->name, meshnamelen);
		meshname[meshnamelen] = 0;
		if (!strncmp("Box", meshname, 3)    || !strncmp("Sphere", meshname, 6)  || !strncmp("Cylinder", meshname, 8) ||
            !strncmp("Torus", meshname, 5)  || !strncmp("Cone", meshname, 4)    || !strncmp("GeoSphere", meshname, 9) ||
			!strncmp("Tube", meshname, 4)   || !strncmp("Pyramid", meshname, 7) || !strncmp("Plane", meshname, 5) ||
			!strncmp("Teapot", meshname, 6) || !strncmp("Object", meshname, 6))
		{
name_conflict:
			lazynamesfixed++;
			if (lazynamesfixed == 1)
				strcpy(meshname, "base");
			else
				sprintf(meshname, "base%i", lazynamesfixed);

			// check if it's not used by another mesh
			for (std::list<ExportNode>::iterator m_i = lMeshes.begin(); m_i != lMeshes.end(); m_i++)
				if (!strncmp(m_i->name, meshname, strlen(meshname)))
					goto name_conflict;
			// approve name
			ExportWarning("Lazy object name '%s' (mesh renamed to '%s').", node->GetName(), meshname);
		}

		// special mesh check
		bool shadow_or_collision = false;
		if (g_mesh_special)
			  if (!strncmp("collision", meshname, 9) || !strncmp("shadow", meshname, 6))
				shadow_or_collision = true;

		// get material
		const char *shadername = NULL;
		Texmap *tex = 0;
		Mtl *mtl = 0;
		if (!shadow_or_collision)
		{
			mtl = node->GetMtl();
			if (mtl)
			{
				// check for multi-material
				if (mtl->IsMultiMtl())
				{
					// check if it's truly multi material
					// we do support multi-material with only one texture (some importers set it)
					bool multi_material = false;
					MtlID matId = mesh.faces[0].getMatID();
					for (i = 1; i < mesh.getNumFaces(); i++)
						if (mesh.faces[i].getMatID() != matId)
							multi_material = true;

					if (multi_material)
						if (g_mesh_multimaterials == MULTIMATERIALS_NONE)
							ExportWarning("Object '%s' is multimaterial and using multiple materials on its faces, that case is not yet supported (truncating to first submaterial).", node->GetName());
					
					// switch to submaterial
					mtl = mtl->GetSubMtl(matId);
				}

				// get shader from material if supplied
				char *materialname = GetChar(mtl->GetName());
				if (g_mesh_materialasshader && (strstr(materialname, "/") != NULL || strstr(materialname, "\\") != NULL))
					shadername = GetChar(mtl->GetName());
				else
				{
					// get texture
					tex = mtl->GetSubTexmap(ID_DI);
					if (tex)
					{
						if (tex->ClassID() == Class_ID(BMTEX_CLASS_ID, 0x00))
						{
							shadername = GetChar(((BitmapTex *)tex)->GetMapName());
							if (shadername == NULL || !shadername[0])
								ExportWarning("Object '%s' material '%s' has no bitmap.", tex->GetName(), node->GetName());
						}
						else
						{
							tex = NULL;
							ExportWarning("Object '%s' has material with wrong texture type (only Bitmap are supported).", node->GetName());
						}
					}
					else
						ExportWarning("Object '%s' has material but no texture.", node->GetName());
				}
			}
			else
				ExportWarning("Object '%s' has no material.", node->GetName());
		}

		long pos_meshstart = ftell(file);

		// surface object
		ExportState("Writing mesh '%s' header", meshname);
		putChars("IDP3", 4, file);
		putChars(meshname, 64, file);
		put32(0, file); // flags
		put32(g_total_frames, file);                          // framecount
		put32(1, file);                                       // skincount
		long pos_vertexnum = ftell(file); put32(0, file);     // vertexcount
		put32(mesh.getNumFaces(), file);                      // trianglecount
		long pos_trianglestart = ftell(file); put32(0, file); // start triangles
		put32(108, file);                                     // header size
		long pos_texvecstart = ftell(file); put32(0, file);   // texvecstart
		long pos_vertexstart = ftell(file); put32(16, file);  // vertexstart
		long pos_meshsize = ftell(file); put32(32, file);	  // meshsize

		// write out a single 'skin'
		ExportState("Writing mesh %s texture", meshname);
		if (shadow_or_collision)
			putChars(meshname, 64, file);
		else if (shadername) 
			putMaterial(shadername, mtl, tex, file);
		else
			putChars("noshader", 64, file);
		put32(0, file); // flags

		// build geometry
		ExportState("Building vertexes/triangles");
		std::vector<ExportVertex>vVertexes;
		std::vector<ExportTriangle>vTriangles;
		vVertexes.resize(mesh.getNumVerts());
		int vExtraVerts = mesh.getNumVerts();
		for (i = 0; i < mesh.getNumVerts(); i++)
		{
			vVertexes[i].vert = i;
			vVertexes[i].normalfilled = false;
			// todo: check for coincident verts
		}
		int vNumExtraVerts = 0;

		// check normals
		if (!mesh.normalsBuilt && !shadow_or_collision)
			ExportWarning("Object '%s' does not have normals contructed.", node->GetName());

		// get info for triangles
		const float normal_epsilon = 0.01f;
		vTriangles.resize(mesh.getNumFaces());
		for (i = 0; i < mesh.getNumFaces(); i++)
		{
			DWORD smGroup = mesh.faces[i].getSmGroup();
			ExportState("Mesh %s: checking normals for face %i of %i", meshname, i, mesh.getNumFaces());
			for (j = 0; j < 3; j++)
			{
				int vert = mesh.faces[i].getVert(j);
				vTriangles[i].e[j] = vert;
				// find a right normal for this vertex and save its 'address'
				int vni;
				Point3 vn;
				if (!mesh.normalsBuilt || shadow_or_collision)
				{
					vn.Set(0, 0, 0);
					vni = 0;
				}
				else
				{
					int numNormals;
					RVertex *rv = mesh.getRVertPtr(vert);
					if (meshNormalSpec)
					{  
						ExportState("face %i vert %i have normal specified", i, j);
						// mesh have explicit normals (i.e. Edit Normals modifier)
						vn = meshNormalSpec->GetNormal(i, j);
						vni = meshNormalSpec->GetNormalIndex(i, j);
					}
					else if (rv && rv->rFlags & SPECIFIED_NORMAL)
					{
						ExportState("face %i vert %i have SPECIFIED_NORMAL flag", i, j);
						// SPECIFIED_NORMAL flag
						vn = rv->rn.getNormal();
						vni = 0;
					}
					else if (rv && (numNormals = rv->rFlags & NORCT_MASK) && smGroup)
					{
						// If there is only one vertex is found in the rn member.
						if (numNormals == 1)
						{
							ExportState("face %i vert %i have solid smooth group", i, j);
							vn = rv->rn.getNormal();
							vni = 0;
							
						}
						else
						{
							ExportState("face %i vert %i have mixed smoothing groups", i, j);
							// If two or more vertices are there you need to step through them
							// and find the vertex with the same smoothing group as the current face.
							// You will find multiple normals in the ern member.
							for (int k = 0; k < numNormals; k++)
							{
								if (rv->ern[k].getSmGroup() & smGroup)
								{
									vn = rv->ern[k].getNormal();
									vni = 1 + k;
								}
							}
						}
					}
					else
					{
						ExportState("face %i vert %i flat shaded", i, j);
						// Get the normal from the Face if no smoothing groups are there
						vn = mesh.getFaceNormal(i);
						vni = 0 - (i + 1);
					}
				}

				// subdivide to get all normals right
				if (!vVertexes[vert].normalfilled)
				{
					vVertexes[vert].normal = vn;
					vVertexes[vert].normalindex = vni;
					vVertexes[vert].normalfilled = true;
				}
				else if ((vVertexes[vert].normal - vn).Length() >= normal_epsilon)
				{
					// current vertex not matching normal - it was already filled by different smoothing group
					// find a vert in extra verts in case it was already created
					bool vert_found = false;
					for (int ev = vExtraVerts; ev < (int)vVertexes.size(); ev++)
					{
						if (vVertexes[ev].vert == vert && (vVertexes[ev].normal - vn).Length() < normal_epsilon)
						{
							vert_found = true;
							vTriangles[i].e[j] = ev;
							break;
						}
					}
					// we havent found a vertex, create new
					if (!vert_found)
					{
						ExportVertex NewVert;
						NewVert.vert = vVertexes[vert].vert;
						NewVert.normal = vn;
						NewVert.normalindex = vni;
						NewVert.normalfilled = true;
						vTriangles[i].e[j] = (int)vVertexes.size();
						vVertexes.push_back(NewVert);
						vNumExtraVerts++;
					}
				}
			}
		}
		int vNumExtraVertsForSmoothGroups = vNumExtraVerts;

		// generate UV map
		// VorteX: use direct maps reading since getNumTVerts()/getTVert is deprecated
		//  max sets two default mesh maps: 0 - vertex color, 1 : UVW, 2 & up are custom ones
		ExportState("Building UV map");
		std::vector<ExportUV>vUVMap;
		vUVMap.resize(vVertexes.size());
		int meshMap = 1;
		if (!mesh.mapSupport(meshMap) || !mesh.getNumMapVerts(meshMap) || shadow_or_collision)
		{
			for (i = 0; i < mesh.getNumVerts(); i++)
			{
				vUVMap[i].u = 0.5;
				vUVMap[i].v = 0.5;
			}
			if (!shadow_or_collision)
				ExportWarning("No UV mapping was found on object '%s'.", node->GetName());
		}
		else
		{
			UVVert *meshUV = mesh.mapVerts(meshMap);
			for (i = 0; i < (int)vTriangles.size(); i++)
			{
				ExportState("Mesh %s: converting tvert for face %i of %i", meshname, i, (int)vTriangles.size());
				// for 3 face vertexes
				for (j = 0; j < 3; j++)
				{
					int vert = vTriangles[i].e[j];
					int tv = mesh.tvFace[i].t[j];
					UVVert &UV = meshUV[tv];

					if (!vUVMap[vert].filled)
					{
						// fill uvMap vertex
						vUVMap[vert].u = UV.x;
						vUVMap[vert].v = UV.y;
						vUVMap[vert].filled = true;
						vUVMap[vert].tvert = tv;
					}
					else if (tv != vUVMap[vert].tvert)
					{
						// uvMap slot for this vertex has been filled
						// we should arrange triangle to other vertex, which not filled and having same shading and uv
						// check if any of the extra vertices can fit
						bool vert_found = false;
						for (int ev = vExtraVerts; ev < (int)vVertexes.size(); ev++)
						{
							if (vVertexes[ev].vert == vert && vUVMap[vert].u == UV.x &&vUVMap[vert].v == UV.y  && (vVertexes[ev].normal - vVertexes[vert].normal).Length() < normal_epsilon)
							{
								vert_found = true;
								vTriangles[i].e[j] = vVertexes[ev].vert;
								break;
							}
						}
						if (!vert_found)
						{
							// create new vert
							ExportVertex NewVert;
							NewVert.vert = vVertexes[vert].vert;
							NewVert.normal = vVertexes[vert].normal;
							NewVert.normalindex = vVertexes[vert].normalindex;
							NewVert.normalfilled = vVertexes[vert].normalfilled;
							vTriangles[i].e[j] = (int)vVertexes.size();
							vVertexes.push_back(NewVert);
							vNumExtraVerts++;
							// create new TVert
							ExportUV newUV;
							newUV.filled = true;
							newUV.u = UV.x;
							newUV.v = UV.y;
							newUV.tvert = tv;
							vUVMap.push_back(newUV);
						}
					}
				}
			}
		}
		int vNumExtraVertsForUV = (vNumExtraVerts - vNumExtraVertsForSmoothGroups);

		// print some debug stats
		ExportDebug("    mesh %s: %i vertexes +%i %s +%i UV, %i triangles", meshname, ((int)vVertexes.size() - vNumExtraVerts), vNumExtraVertsForSmoothGroups, meshNormalSpec ? "EditNormals" : "SmoothGroups", vNumExtraVertsForUV, (int)vTriangles.size());

		// fill in triangle start
		pos_current = ftell(file);
		fseek(file, pos_trianglestart, SEEK_SET);
		put32(pos_current - pos_meshstart, file);
		fseek(file, pos_current, SEEK_SET);

		// detect if object have negative scale (mirrored)
		// in this canse we should rearrange triangles counterclockwise
		// so stuff will not be inverted
		ExportState("Mesh %s: writing %i triangles", meshname, (int)vTriangles.size());
		if (DotProd(CrossProd(tm.GetRow(0), tm.GetRow(1)), tm.GetRow(2)) < 0.0)
		{
			ExportWarning("Object '%s' is mirrored (having negative scale on it's transformation)", node->GetName());
			for (i = 0; i < (int)vTriangles.size(); i++)
			{
				put32(vTriangles[i].b, file);	// vertex index
				put32(vTriangles[i].c, file);	// for 3 vertices
				put32(vTriangles[i].a, file);	// of triangle
			}
		}
		else
		{
			for (i = 0; i < (int)vTriangles.size(); i++)
			{
				put32(vTriangles[i].a, file);	// vertex index
				put32(vTriangles[i].c, file);	// for 3 vertices
				put32(vTriangles[i].b, file);	// of triangle
			}
		}

		// fill in texvecstart
		// write out UV mapping coords.
		ExportState("Mesh %s: writing %i UV vertexes", meshname, (int)vUVMap.size());
		pos_current = ftell(file);
		fseek(file, pos_texvecstart, SEEK_SET);
		put32(pos_current - pos_meshstart, file);
		fseek(file, pos_current, SEEK_SET);
		for (i = 0; i < (int)vUVMap.size(); i++)
		{
			putFloat(vUVMap[i].u, file); // texture coord u,v
			putFloat(1.0f - vUVMap[i].v, file);	// for vertex
		}
		vUVMap.clear();

		// fill in vertexstart
		pos_current = ftell(file);
		fseek(file, pos_vertexstart, SEEK_SET);
		put32(pos_current - pos_meshstart, file);
		fseek(file, pos_current, SEEK_SET);

		// fill in vertexnum
		pos_current = ftell(file);
		fseek(file, pos_vertexnum, SEEK_SET);
		put32((int)vVertexes.size(), file);
		fseek(file, pos_current, SEEK_SET);

		// write out for each frame the position of each vertex
		long current_frame = 0;
		ExportState("Mesh %s: writing %i frames", meshname, g_total_frames);
		for (range_i = g_frame_ranges.begin(); range_i != g_frame_ranges.end(); range_i++)
		{
			for (i = (*range_i).first; i <= (int)(*range_i).last; i++, current_frame++)
			{
				bool _needsDel;

				// get triobject for current frame
				SceneEnumProc current_scene(ei->theScene, i * g_ticks_per_frame, gi);
				current_time = current_scene.time;
				INode *_node = current_scene[mesh_i->i]->node;
				TriObject *_tri	= GetTriObjectFromNode(_node, current_time, _needsDel);
				if (!_tri)
					continue;

				// get mesh, compute normals
				Mesh &_mesh	= _tri->GetMesh();
				MeshNormalSpec *_meshNormalSpec = _mesh.GetSpecifiedNormals();
				if (_meshNormalSpec)
				{
					if (!_meshNormalSpec->GetNumFaces())
						_meshNormalSpec = NULL;
					else
					{
						_meshNormalSpec->SetParent(&_mesh);
						_meshNormalSpec->CheckNormals();
					}
				}
				_mesh.checkNormals(TRUE);

				// get transformations for current frame
				Matrix3 _tm	= _node->GetObjTMAfterWSM(current_time);

				ExportState("Mesh %s: writing frame %i of %i", meshname, current_frame, g_total_frames);

				Point3 BoxMin(0, 0, 0);
				Point3 BoxMax(0, 0, 0);
				for (j = 0; j < (int)vVertexes.size(); j++) // number of vertices
				{
					ExportState("Mesh %s: transform vertex %i of %i", meshname, j, (int)vVertexes.size());

					int vert = vVertexes[j].vert;
					Point3 &v = _tm.PointTransform(_mesh.getVert(vert));
					
					// populate bbox data
					if (!shadow_or_collision)
					{
						BoxMin.x = min(BoxMin.x, v.x);
						BoxMin.y = min(BoxMin.y, v.y);
						BoxMin.z = min(BoxMin.z, v.z);
						BoxMax.x = max(BoxMax.x, v.x);
						BoxMax.y = max(BoxMax.y, v.y);
						BoxMax.z = max(BoxMax.z, v.z);
					}

					// write vertex
					double f;
					f = v.x * 64.0f; if (f < -32768.0) f = -32768.0; if (f > 32767.0) f = 32767.0; put16((short)f, file);
					f = v.y * 64.0f; if (f < -32768.0) f = -32768.0; if (f > 32767.0) f = 32767.0; put16((short)f, file);
					f = v.z * 64.0f; if (f < -32768.0) f = -32768.0; if (f > 32767.0) f = 32767.0; put16((short)f, file);

					// get normal
					ExportState("Mesh %s: transform vertex normal %i of %i", meshname, j, (int)vVertexes.size());
					Point3 n;
					if (_meshNormalSpec) // mesh have explicit normals (i.e. Edit Normals modifier)
						n = _meshNormalSpec->Normal(vVertexes[j].normalindex);
					else if (!vVertexes[j].normalfilled || !_mesh.normalsBuilt)
						n = _mesh.getNormal(vert);
					else
					{
						RVertex *rv = _mesh.getRVertPtr(vert);
						if (vVertexes[j].normalindex < 0)
							n = _mesh.getFaceNormal((0 - vVertexes[j].normalindex) - 1);
						else if (vVertexes[j].normalindex == 0)
							n = rv->rn.getNormal();
						else 
							n = rv->ern[vVertexes[j].normalindex - 1].getNormal();
					}

					// transform normal
					Point3 &nt = _tm.VectorTransform(n).Normalize();

					// encode a normal vector into a 16-bit latitude-longitude value
					double lng = acos(nt.z) * 255 / (2 * pi);
					double lat = atan2(nt.y, nt.x) * 255 / (2 * pi);
					put16((((int)lat & 0xFF) << 8) | ((int)lng & 0xFF), file);
				}

				// blend the pivot positions for tag_pivot using mesh's volumes for blending power
				if (g_tag_for_pivot && !shadow_or_collision)
				{
					ExportState("Mesh %s: writing tag_pivot", meshname);

					Point3 Size = BoxMax - BoxMin;
					double BoxVolume = pow(Size.x * Size.y * Size.z, 0.333f);

					// blend matrices
					float blend = (float)(BoxVolume / (BoxVolume + tag_pivot_volume[current_frame]));
					float iblend = 1 - blend;
					tag_pivot_volume[current_frame]   = tag_pivot_volume[current_frame] + BoxVolume;
					Point3 row = _tm.GetRow(3) - _node->GetObjOffsetPos();
					tag_pivot_origin[current_frame].x = tag_pivot_origin[current_frame].x * iblend + row.x * blend;
					tag_pivot_origin[current_frame].y = tag_pivot_origin[current_frame].y * iblend + row.y * blend;
					tag_pivot_origin[current_frame].z = tag_pivot_origin[current_frame].z * iblend + row.z * blend;
				}

				// populate bbox data for frames
				lFrameBBoxMin[current_frame].x = min(lFrameBBoxMin[current_frame].x, BoxMin.x);
				lFrameBBoxMin[current_frame].y = min(lFrameBBoxMin[current_frame].y, BoxMin.y);
				lFrameBBoxMin[current_frame].z = min(lFrameBBoxMin[current_frame].z, BoxMin.z);
				lFrameBBoxMax[current_frame].x = max(lFrameBBoxMax[current_frame].x, BoxMax.x);
				lFrameBBoxMax[current_frame].y = max(lFrameBBoxMax[current_frame].y, BoxMax.y);
				lFrameBBoxMax[current_frame].z = max(lFrameBBoxMax[current_frame].z, BoxMax.z);

				// delete the working object, if necessary.
				if (_needsDel)
					delete _tri;
			}
		}

		// delete if necessary
		if (needsDel)
			delete tri;

		// fill in meshsize
		pos_current = ftell(file);
		fseek(file, pos_meshsize, SEEK_SET);
		put32(pos_current - pos_meshstart, file);
		fseek(file, pos_current, SEEK_SET);  

		// reset back to first frame
		SceneEnumProc scratch(ei->theScene, start_time, gi);
		totalTris += (long)vTriangles.size();
		totalVerts += (long)vVertexes.size();
		vTriangles.clear();
		vVertexes.clear();
	}

	// write tag_pivot
	ExportState("Writing tag_pivot positions");
	if (g_tag_for_pivot)
	{
		pos_current = ftell(file);
		long current_frame = 0;
		for (range_i = g_frame_ranges.begin(); range_i != g_frame_ranges.end(); range_i++)
		{
			for (i = (*range_i).first; i <= (int)(*range_i).last; i++, current_frame++)
			{
				fseek(file, pos_tags + totalTags*112*current_frame + (int)lTags.size()*112 + 64, SEEK_SET);
				// origin
				putFloat(tag_pivot_origin[current_frame].x, file);
				putFloat(tag_pivot_origin[current_frame].y, file);
				putFloat(tag_pivot_origin[current_frame].z, file);
			}
		}
		fseek(file, pos_current, SEEK_SET);
	}
	tag_pivot_volume.clear();
	tag_pivot_origin.clear();

	// write frame data
	ExportState("Writing culling info");
	long current_frame = 0;
	pos_current = ftell(file);
	for (range_i = g_frame_ranges.begin(); range_i != g_frame_ranges.end(); range_i++)
	{
		for (i = (*range_i).first; i <= (int)(*range_i).last; i++, current_frame++)
		{
			fseek(file, pos_framestart + current_frame*56, SEEK_SET);
			putFloat(lFrameBBoxMin[current_frame].x, file);	// bbox min vector
			putFloat(lFrameBBoxMin[current_frame].y, file);
			putFloat(lFrameBBoxMin[current_frame].z, file);	
			putFloat(lFrameBBoxMax[current_frame].x, file); // bbox max vector
			putFloat(lFrameBBoxMax[current_frame].y, file);
			putFloat(lFrameBBoxMax[current_frame].z, file);
			putFloat(0, file); // local origin (usually 0 0 0)
			putFloat(0, file);
			putFloat(0, file);
			putFloat(max(lFrameBBoxMin[current_frame].Length(), lFrameBBoxMax[current_frame].Length()) , file); // radius of bounding sphere
		}
	}
	fseek(file, pos_current, SEEK_SET);
	lFrameBBoxMin.clear();
	lFrameBBoxMax.clear();

	// fill in filesize
	pos_current = ftell(file);
	fseek(file, pos_filesize, SEEK_SET);
	put32(pos_current, file);
	fseek(file, pos_current, SEEK_SET);

	fclose(file);

	ExportDebug("    total: %i vertexes, %i triangles", totalVerts, totalTris);

	return TRUE;
}
Пример #3
0
int Exporter::addVertex(FaceGroup &grp, int face, int vi, Mesh *mesh, const Matrix3 &texm, vector<Color4>& vertColors)
{
   VertexGroup vg;
   int vidx;
   vidx = vg.idx = mesh->faces[ face ].v[ vi ];
	vg.pt = mesh->verts[ vidx ];
#if VERSION_3DSMAX <= ((5000<<16)+(15<<8)+0) // Version 5
   vg.norm = getVertexNormal(mesh, face, mesh->getRVertPtr(vidx));
#else
   MeshNormalSpec *specNorms = mesh->GetSpecifiedNormals ();
   if (NULL != specNorms && specNorms->GetNumNormals() != 0)
      vg.norm = specNorms->GetNormal(face, vi);
   else
      vg.norm = getVertexNormal(mesh, face, mesh->getRVertPtr(vidx));
#endif

   int nmaps = grp.uvMapping.size();
   map<int,int>::iterator UVSetIter;
   vg.uvs.resize(nmaps > 0 ? nmaps : 1);
   if (nmaps > 0) {
	  for (UVSetIter=grp.uvMapping.begin() ; UVSetIter != grp.uvMapping.end(); UVSetIter++ )
      {
		  int maxUVIdx = (*UVSetIter).first;
		  int nifUVIdx = (*UVSetIter).second;
         TexCoord& uvs = vg.uvs[nifUVIdx];
         UVVert *uv = mesh->mapVerts(maxUVIdx); 
         TVFace *tv = mesh->mapFaces(maxUVIdx);
         if (uv && tv) {
            Point3 uvw = uv[ tv[ face ].t[ vi ]] * texm;
            uvs.u = uvw[0];
            uvs.v = uvw[1] + 1.0f;
         }
      }
   } else {
      if (mesh->tVerts && mesh->tvFace) {
         Point3 uvw = mesh->tVerts[ mesh->tvFace[ face ].t[ vi ]] * texm;
         vg.uvs[0].u = uvw[0];
         vg.uvs[0].v = uvw[1] + 1.0f;
      }
   }
   vg.color = Color4(1.0f, 1.0f, 1.0f);
   if (mVertexColors && !vertColors.empty()){
      TVFace *vcFace = mesh->vcFaceData ? mesh->vcFaceData : mesh->vcFace;
      if (vcFace) {
         int vidx = vcFace[ face ].t[ vi ];
         vg.color = vertColors[vidx];
      }
   }

   VertexCompare vc(grp, Exporter::mWeldThresh, Exporter::mNormThresh, Exporter::mUVWThresh);
   int n = grp.verts.size();
#if 0
   IntRange range = std::equal_range(grp.vmap.begin(), grp.vmap.end(), vg, vc);
   if (range.first != range.second) {
      return (*range.first);
   } 
   grp.vmap.insert(range.first, n);
#else
   for (int i=0; i<grp.vgrp.size(); i++) {
      if ( vc.compare(vg, i) == 0 )
         return i;
   }
   grp.vmap.push_back(n);
#endif
   grp.vidx.push_back(vidx);
   grp.vgrp.push_back(vg);
   grp.verts.push_back(TOVECTOR3(vg.pt));
   grp.vnorms.push_back(TOVECTOR3(vg.norm));
   for (int i=0; i< grp.uvs.size(); ++i) {
      TexCoords& uvs = grp.uvs[i];
      uvs.push_back(vg.uvs[i]);
   }
   grp.vcolors.push_back(vg.color);
   return n;
}
void MaxAWDExporter::ExportTriGeom(AWDTriGeom *awdGeom, Object *obj, INode *node, ISkin *skin, IGameMesh * igame_mesh)
{
    if (awdGeom != NULL) {
        if (awdGeom->get_is_created())
            return;
        else {
            awdGeom->set_is_created(true);

            // Extract skinning information (returns number of joints per vertex),
            // and writes the weights and joints array according to the jpv
            int jpv=0;
            awd_float64 *weights=NULL;
            awd_uint32 *joints=NULL;
            jpv = ExportSkin(node, skin, &weights, &joints);
            // Calculate offset matrix from the object TM (which includes geometry offset)
            // this will be used to transform all vertices into node space.
            int time=maxInterface->GetTime();

            // get the neutral pose time from the vertex (using a dedcated cache for this)
            bool hasVertexAnim=vetexAnimNeutralPosecache->hasKey(node);
            if(hasVertexAnim)
                time=vetexAnimNeutralPosecache->Get(node)*GetTicksPerFrame();
            else{
                // get the neutral pose time from the skeleton, if any is used
                if (opts->ExportSkin() && skin && jpv>0) {
                    SkeletonCacheItem *skel = skeletonCache->GetFromBone(skin->GetBone(0));
                    time=skel->awdSkel->get_neutralPose();
                }
            }

            Matrix3 offsMtx = node->GetObjectTM(time) * Inverse(node->GetNodeTM(time));
            bool isInSkinPoseMode=false;
            double *mtxData = (double *)malloc(12*sizeof(double));
            SerializeMatrix3(offsMtx, mtxData);
            /*if (skin && jpv>0) {
                // if the mesh is not in "Skin Pose Mode",
                // we add the bind-matrix to the offset matrix (so that all points are moved accoridingly)
                // and later we set the transform matrix of the mesh to the identity-matrix (no transform)
                ISkinPose * skinPose;
                skinPose=skinPose->GetISkinPose(*node);
                //isInSkinPoseMode=skinPose->SkinPoseMode();
                Matrix3 mtx;
                mtx.IdentityMatrix();
                if (!isInSkinPoseMode){
                    Matrix3 bm;
                    bm.IdentityMatrix();
                    //skin->GetSkinInitTM(node, bm, true);
                    //offsMtx *= bm;
                    //SerializeMatrix3(mtx, mtxData);
                }
                skinPose=NULL;
            }*/

            ObjectState os;
            // Flatten entire modifier stack
            os = node->EvalWorldState(time);
            obj = os.obj;
            // its allready been taken care that the correct obj is submitted to this function, so we can directly convert to TriObject (?)
            TriObject *triObject = (TriObject*)obj->ConvertToType(time, Class_ID(TRIOBJ_CLASS_ID, 0));

            Mesh mesh = triObject->mesh;
            int numTris = mesh.getNumFaces();
            int numVerts = mesh.getNumVerts();
            awdGeom->set_originalPointCnt(numVerts);

            // This could happen for example with splines (No!, this should never happen, because we check for this earlier (?))
            if (numTris==0)
                return;
            /*
            //TODO: optional reorder exported faces, so that quads are stored first
            //we than can store one uint32 as offset into the triangle-list, to reconstruct quads on import

            int * quadDic=(int *)malloc(sizeof(int) * numTris);
            int * isExportedDic=(int *)malloc(sizeof(int) * numTris);
            int cnt1=0;
            for(cnt1=0;cnt1<numTris;cnt1++){
                quadDic[cnt1]=0;
                isExportedDic[cnt1]=0;
            }
            PolyObject *polyObject = (PolyObject*)obj->ConvertToType(time, Class_ID(POLYOBJ_CLASS_ID, 0));
            if (polyObject!=NULL){
                MNMesh mnMesh = polyObject->GetMesh();
                int numFaces = mnMesh.FNum();
                int numtri = mnMesh.TriNum();
                int idxCnt=0;
                for(idxCnt=0;idxCnt<numFaces;idxCnt++){
                    MNFace thisface=mnMesh.f[idxCnt];
                    if(thisface.TriNum()==2){
                        Tab<int> intList;
                        thisface.GetTriangles(intList);
                        //quadDic[intList[0]]=intList[1];
                        //quadDic[intList[1]]=intList[0];
                    }
                }
                //if (polyObject!=obj)
                //    polyObject->DeleteMe();
            }
            */
            bool force_split=opts->SplitByMatID();// if true, the GeomUtils will create a SubGeo for each MaterialID used by a face, no matter if they share materials or not
            bool useUV=opts->ExportUVs();// TODO: check if uvs exists
            bool useSecUVs=useUV; // TODO: check if second UVs exists (and are requested)
            bool useNormals=opts->ExportNormals();

            // ATTENTION:
            // we have collected all meshintsances that are using this geometry.
            // but some material-settings ( UV / SecondUV / explode) can force us to create multiple geometries...

            // the IGAmeMesh gives acces to some handy functions for exporting meshes
            // we still need to use the mesh from the standart api, to have access to the correct UV (?)

            MeshNormalSpec *specificNormals = NULL;
            if(igame_mesh!=NULL){
                int numTrisGameMesh = igame_mesh->GetNumberOfFaces();
                if (numTrisGameMesh!=numTris){
                    return; //ERROR: faceCount of game-mesh is not facecount of api-mesh - should not happen
                }
                AWDBlockList * meshInstanceList = awdGeom->get_mesh_instance_list();
                if (meshInstanceList==NULL){
                    return; //ERROR: faceCount of game-mesh is not facecount of api-mesh - should not happen
                }
                int numMeshInstances=meshInstanceList->get_num_blocks();
                if ((meshInstanceList!=NULL)&&(numMeshInstances==0)){
                    return; //ERROR: faceCount of game-mesh is not facecount of api-mesh - should not happen
                }
                // check if the first UVChannel is available for this mesh ( numTVFaces must be equal to numTris)
                if (useUV) {
                    try{
                        if (mesh.mapSupport(1)){
                            MeshMap * mesh_map;
                            mesh_map = &(mesh.Map(1));
                            int numTrisMap = mesh_map->getNumFaces();
                            if (numTrisMap!=numTris){
                                useUV=false;
                                useSecUVs=false;
                            }
                        }
                        else{
                            useUV=false;
                            useSecUVs=false;
                        }
                    }
                    catch(...){
                        useUV=false;
                        useSecUVs=false;
                    }
                }
                // check if any normals are available for the mesh
                if (useNormals) {
                    mesh.SpecifyNormals();
                    specificNormals = mesh.GetSpecifiedNormals();
                    int  specificNormalCount = specificNormals->GetNumNormals();// for me, this is allways been 0
                    if (specificNormalCount==0){
                        specificNormals=NULL;
                        int numNorms = igame_mesh->GetNumberOfNormals();
                        if (numNorms==0){
                            useNormals=false;
                        }
                    }
                }

                AWD_field_type precision_geo=AWD_FIELD_FLOAT32;
                if (opts->StorageGeometry()==1)
                    precision_geo=AWD_FIELD_FLOAT64;
                AWDGeomUtil * geomUtil=new AWDGeomUtil(awdGeom->get_split_faces(), force_split, useUV, useSecUVs, useNormals, 0.0, jpv, precision_geo);
                // create a list of GUGeom for each Mesh instance.
                // before collecting the actual geom-data,
                // we will reduce the number of GUGeoms to the minimum needed to display all mesh-instances correctly
                geomUtil->createPreGeometries(meshInstanceList);
                Tab<int> MatIDList=igame_mesh->GetActiveMatIDs();
                int matIDCnt;
                Tab<FaceEx *> facelist;
                // for each submesh do:
                for (matIDCnt=0; matIDCnt< MatIDList.Count(); matIDCnt++){
                    facelist=igame_mesh->GetFacesFromMatID(MatIDList[matIDCnt]);
                    int idx;
                    int faceCnt=facelist.Count();
                    if (faceCnt>0){
                        // if the submesh will be used (if the matID is used by any face):
                        AWDBlockList * subMaterialList = new AWDBlockList();
                        int meshInstCnt=0;
                        // for each mesh instance, apply the material
                        for (meshInstCnt=0;meshInstCnt<numMeshInstances; meshInstCnt++){
                            AWDMeshInst * awdMesh=(AWDMeshInst *)meshInstanceList->getByIndex(meshInstCnt);
                            if (awdMesh==NULL){
                                return;
                            }
                            else{
                                AWDBlockList * preMaterials = awdMesh->get_pre_materials();
                                if (preMaterials==NULL){
                                    return;
                                }
                                else{
                                    bool createDefault = false;
                                    AWDMaterial * thisMatBlock = (AWDMaterial *)preMaterials->getByIndex(MatIDList[matIDCnt]);
                                    if (thisMatBlock==NULL){
                                        thisMatBlock=(AWDMaterial *)awdMesh->get_defaultMat();
                                    }
                                    if (useUV){
                                        if (thisMatBlock->get_mappingChannel()>0)
                                            thisMatBlock->set_mappingChannel(checkIfUVMapExists(mesh, numTris, thisMatBlock->get_mappingChannel()));
                                    }
                                    if (useSecUVs){
                                        if (thisMatBlock->get_secondMappingChannel()>0)
                                            thisMatBlock->set_secondMappingChannel(checkIfUVMapExists(mesh, numTris, thisMatBlock->get_secondMappingChannel()));
                                    }
                                    subMaterialList->force_append(thisMatBlock);
                                }
                            }
                        }
                        geomUtil->add_new_sub_geo_to_preGUgeoms(subMaterialList, MatIDList[matIDCnt]);
                        delete subMaterialList;
                    }
                }
                geomUtil->createGeometries();

                for (matIDCnt=0; matIDCnt<MatIDList.Count(); matIDCnt++){
                    facelist=igame_mesh->GetFacesFromMatID(MatIDList[matIDCnt]);
                    int idx;
                    int faceCnt=facelist.Count();
                    if (faceCnt>0){
                        int numGeoms=geomUtil->get_geoList()->get_num_blocks();
                        int geoCnt;
                        for(geoCnt=0; geoCnt<numGeoms; geoCnt++){
                            GUGeo * thisGUGeo = geomUtil->get_geoList()->get_by_idx(geoCnt);
                            // get the uvs using the index stored in the geomUtil
                            // get the secondUV using the index stored in the geomUtil
                            // get the explode (normals) using the index stored in the geomUtil

                            // ATTENTION: its not a Subgeo but a SubgeoGroup, so it contain several Subgeos if the face or vert lists are to big for one subgeo
                            int thisSubGeoIdx=geomUtil->getSubGeoIdxForMatIdx(MatIDList[matIDCnt]);
                            GUSubGeoGroup *thisSubGeoGroup = thisGUGeo->get_subGeomList()->get_by_idx(thisSubGeoIdx);
                            if (thisSubGeoGroup==NULL){
                                return;
                            }
                            AWDMaterial * thisAWDMat=(AWDMaterial *)thisSubGeoGroup->materials->getByIndex(0);
                            bool explode=thisAWDMat->get_is_faceted();

                            MeshMap * mainUVMeshMap=NULL;
                            MeshMap * secondUVMeshMap=NULL;

                            if (thisSubGeoGroup->include_uv){
                                if (thisAWDMat->get_mappingChannel()>0)
                                    mainUVMeshMap = &(mesh.Map(thisAWDMat->get_mappingChannel()));
                            }
                            if (thisSubGeoGroup->include_suv){
                                if (thisAWDMat->get_secondMappingChannel()>0)
                                    secondUVMeshMap = &(mesh.Map(thisAWDMat->get_secondMappingChannel()));
                            }
                            // for each face in the list do:
                            bool hasMultipleUV=false;
                            for (idx=0;idx<faceCnt;idx++){
                                /*if(isExportedDic[idx]==0){
                                    isExportedDic[idx]=1;
                                    if(quadDic[idx]>0){
                                        int yes=0;
                                    }*/
                                    // this will create a new SubGeo inside the SubgeoGroup, if the limits are reached
                                thisSubGeoGroup->check_limits();
                                // create a new vert
                                FaceEx * f=facelist[idx];
                                int apiFaceIdx=f->meshFaceIndex;
                                TVFace tvface;
                                TVFace tvFaceSecond;
                                Face face = mesh.faces[apiFaceIdx];
                                DWORD *inds = face.getAllVerts();
                                if (thisSubGeoGroup->include_uv){
                                    if (mainUVMeshMap!=NULL)
                                        tvface = mainUVMeshMap->tf[apiFaceIdx];
                                    else
                                        tvface = mesh.tvFace[apiFaceIdx];
                                }
                                if (thisSubGeoGroup->include_suv){
                                    if (secondUVMeshMap!=NULL)
                                        tvFaceSecond = secondUVMeshMap->tf[apiFaceIdx];
                                    else
                                        tvFaceSecond = mesh.tvFace[apiFaceIdx];
                                }
                                Point3 faceNormal;
                                if (geomUtil->include_normals) {
                                    // if we want to export normals, but no normals was read, than we need to calculate ourself,
                                    // using the face-normal for the angle-calulation
                                    if ((igame_mesh==NULL && specificNormals==NULL)||(explode)){
                                        // faceNormal = mesh.getFaceNormal(t); // this crashes 3dsmax (why?), so calulate the facenormal manually:
                                            Point3 v0, v1, v2;
                                            Tab<Point3> fnorms;
                                            v0 = mesh.getVert(face.getVert(0));
                                            v1 = mesh.getVert(face.getVert(1));
                                            v2 = mesh.getVert(face.getVert(2));
                                            faceNormal = (v1-v0)^(v2-v1);
                                            faceNormal = Normalize(faceNormal);
                                    }
                                }
                                int v;
                                for (v=2; v>=0; v--) {
                                    int vIdx = face.getVert(v);
                                    Point3 vtx = offsMtx * mesh.getVert(vIdx);

                                    vdata *vd = (vdata *)malloc(sizeof(vdata));
                                    vd->orig_idx = vIdx;
                                    vd->x = vtx.x;
                                    vd->y = vtx.z;
                                    vd->z = vtx.y;
                                    // Might not have UV coords
                                    if (geomUtil->include_uv) {
                                        int tvIdx;
                                        Point3 tvtx;
                                        Point3 stvtx;
                                        if (mainUVMeshMap!=NULL)
                                            tvtx=mainUVMeshMap->tv[tvface.t[v]];
                                        else{
                                            tvIdx = tvface.getTVert(v);
                                            tvtx = mesh.getTVert(tvIdx);
                                        }

                                        if (secondUVMeshMap!=NULL)
                                            stvtx=secondUVMeshMap->tv[tvFaceSecond.t[v]];
                                        else{
                                            tvIdx = tvface.getTVert(v);
                                            stvtx = mesh.getTVert(tvIdx);
                                        }
                                        vd->u = tvtx.x;
                                        vd->v = 1.0-tvtx.y;
                                        vd->su = stvtx.x;
                                        vd->sv = 1.0-stvtx.y;
                                    }

                                    if (geomUtil->include_normals) {
                                        Point3 normal;
                                        // if specific vertex-normals was found, we use it, if the subgeo is not set to explode
                                        if ((specificNormals!=NULL) && (!explode)){
                                            normal = specificNormals->GetNormal(apiFaceIdx, v);
                                        }
                                        // else if a (not specific) vertex-normals was found (on the igame-mesh), we use it, if the subgeo is not set to explode
                                        else if ((igame_mesh!=NULL) && (!explode)){
                                            igame_mesh->GetNormal(f->norm[v], normal, true);
                                        }
                                        // else: since we still want normals exported, we use the face-normal (using facenormal with threshold of 0 will explode the mesh
                                        else{
                                            // i dont think this should really get executed anymore (since the igame-object allways should give access to the normals)
                                            normal=faceNormal;
                                        }
                                        // if the object is skinned, we get the global normals
                                        if (jpv>0){
                                            if (normal)
                                                normal=offsMtx*normal;
                                        }

                                        vd->nx = normal.x;
                                        vd->ny = normal.z;
                                        vd->nz = normal.y;
                                    }

                                    // If there is skinning information, copy it from the weight
                                    // and joint index arrays returned by ExportSkin() above.
                                    vd->num_bindings = jpv;
                                    if (jpv > 0) {
                                        vd->weights = (awd_float64*)malloc(jpv*sizeof(awd_float64));
                                        vd->joints = (awd_uint32*)malloc(jpv*sizeof(awd_uint32));

                                        int memoffs = jpv*vIdx;
                                        memcpy(vd->weights, weights+memoffs, jpv*sizeof(awd_float64));
                                        memcpy(vd->joints, joints+memoffs, jpv*sizeof(awd_uint32));
                                    }

                                    vd->force_hard = false;

                                    // add the new vertex to the subgeo
                                    thisSubGeoGroup->append_vdata(vd);
                                }
                            }
                        }
                    }
                }
                AWDBlockList * returned_geoms =  geomUtil->build_geom(awdGeom);

                AWDBlockIterator * it=NULL;
                AWDMeshInst * block;
                int maxCount=0;
                int geomCnt=0;
                for (geomCnt=0; geomCnt<returned_geoms->get_num_blocks();geomCnt++){
                    AWDTriGeom * thisAWDGeom=(AWDTriGeom *)returned_geoms->getByIndex(geomCnt);
                    it = new AWDBlockIterator(thisAWDGeom->get_mesh_instance_list());
                    AWDSubGeom *sub;
                    sub = thisAWDGeom->get_first_sub();
                    while (sub) {
                        AWDBlockList *subGeoGroupMatList=sub->get_materials();
                        int thisIdx=0;
                        it->reset();
                        while ((block = (AWDMeshInst*)it->next()) != NULL) {
                            block->set_geom(thisAWDGeom);
                            //if (!isInSkinPoseMode){
                            //    block->set_transform(mtxData);
                            //}
                            AWDMaterial * thisMat=(AWDMaterial *)subGeoGroupMatList->getByIndex(thisIdx);
                            if (thisMat==NULL){
                                int test=0;
                                //ERROR - this should never happen
                            }
                            else{
                                AWDLightPicker * lightPicker=(AWDLightPicker *)block->get_lightPicker();
                                AWDBlock * thisAnimator=(AWDBlock *)block->get_animator();
                                if ((lightPicker!=NULL)||(thisAnimator!=NULL)){
                                    thisMat=thisMat->get_unique_material(lightPicker, thisAnimator, NULL);
                                    if(lightPicker!=NULL){
                                        if(opts->SetMultiPass()){
                                            // multipass using the number of lights, that the lightpicker uses
                                            if (lightPicker->get_lights()->get_num_blocks()>4){
                                                thisMat->set_multiPass(true);
                                            }
                                            else{
                                                thisMat->set_multiPass(false);
                                            }
                                        }
                                        if ((lightPicker->get_lights()->get_num_blocks()>4)&&(!thisMat->get_multiPass())){
                                            AWDMessageBlock * newWarning = new AWDMessageBlock(thisMat->get_name(), "AWDMaterial has more than 4 lights assigned, but is set to singlepass. this will cause problems on render.");
                                            awd->get_message_blocks()->append(newWarning);
                                        }
                                        if(opts->IncludeShadows()){
                                            if(thisMat->get_shadowMethod()!=NULL){
                                                bool shadowOK=lightPicker->check_shadowMethod((AWDShadowMethod *)(thisMat->get_shadowMethod()));
                                                if(!shadowOK){
                                                    AWDMessageBlock * newWarning = new AWDMessageBlock(thisMat->get_name(), "Could not find the ShadowMethod thats applied to the material on one of the lights that it assigned to the material.");
                                                    awd->get_message_blocks()->append(newWarning);
                                                    thisMat->set_shadowMethod(NULL);
                                                }
                                                }
                                            if(thisMat->get_shadowMethod()==NULL){
                                                thisMat->set_shadowMethod(lightPicker->get_shadowMethod());
                                            }
                                        }
                                    }
                                }
                                block->add_material((AWDMaterial*)thisMat);
                            }
                            thisIdx++;
                        }
                        sub = sub->next;
                    }
                    delete it;
                }
                delete returned_geoms;
                // If conversion created a new object, dispose it
                if (triObject != obj)
                    triObject->DeleteMe();
                delete geomUtil;
            }
            else{
            }
            //free(quadDic);
            //free(isExportedDic);
            free(mtxData);
            if (weights!=NULL)
                free(weights);
            if (joints!=NULL)
                free(joints);
        }
    }
    return;
}