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;
}
bool NifImporter::ImportMesh(ImpNode *node, TriObject *o, NiTriBasedGeomRef triGeom, NiTriBasedGeomDataRef triGeomData, vector<Triangle>& tris)
{
   Mesh& mesh = o->GetMesh();
   INode *tnode = node->GetINode();

   Matrix44 baseTM = (importBones) ? triGeom->GetLocalTransform() : triGeom->GetWorldTransform();
   node->SetTransform(0,TOMATRIX3(baseTM));  

   // Vertex info
   {
      int nVertices = triGeomData->GetVertexCount();
      vector<Vector3> vertices = triGeomData->GetVertices();
      mesh.setNumVerts(nVertices);
      for (int i=0; i < nVertices; ++i){
         Vector3 &v = vertices[i];
         mesh.verts[i].Set(v.x, v.y, v.z);
      }
   }
   // uv texture info
   {
      int nUVSet = triGeomData->GetUVSetCount();
      mesh.setNumMaps(nUVSet + 1, TRUE);
      int n = 0, j = 0;
      for (int j=0; j<nUVSet; j++){
         vector<TexCoord> texCoords = triGeomData->GetUVSet(j);
         n = texCoords.size();
         if (j == 0)
         {
            mesh.setNumTVerts(n, TRUE);
            for (int i=0; i<n; ++i) {
               TexCoord& texCoord = texCoords[i];
               mesh.tVerts[i].Set(texCoord.u, (flipUVTextures) ? 1.0f-texCoord.v : texCoord.v, 0);
            }
         }
         mesh.setMapSupport (j + 1, TRUE);
         mesh.setNumMapVerts(j + 1, n, TRUE);
         if ( UVVert *tVerts = mesh.mapVerts(j+1) ) {
            for (int i=0; i<n; ++i) {
               TexCoord& texCoord = texCoords[i];
               tVerts[i].Set(texCoord.u, (flipUVTextures) ? 1.0f-texCoord.v : texCoord.v, 0);
            }
         }
      }
   }
   // Triangles and texture vertices
   SetTriangles(mesh, tris);
   SetNormals(mesh, tris, triGeomData->GetNormals() );

   vector<Color4> cv = triGeomData->GetColors();
   ImportVertexColor(tnode, o, tris, cv, 0);

   if (Mtl* m = ImportMaterialAndTextures(node, triGeom))
   {
      gi->GetMaterialLibrary().Add(m);
      node->GetINode()->SetMtl(m);
   }

   if (removeDegenerateFaces)
      mesh.RemoveDegenerateFaces();
   if (removeIllegalFaces)
      mesh.RemoveIllegalFaces();
   if (enableSkinSupport)
      ImportSkin(node, triGeom);
   if (weldVertices)
	   WeldVertices(mesh);

   i->AddNodeToScene(node);   

   INode *inode = node->GetINode();
   inode->EvalWorldState(0);

   // attach child
   if (INode *parent = GetNode(triGeom->GetParent()))
      parent->AttachChild(inode, 1);

   inode->Hide(triGeom->GetVisibility() ? FALSE : TRUE);

   if (enableAutoSmooth){
      mesh.AutoSmooth(TORAD(autoSmoothAngle), FALSE, FALSE);
   }

   RegisterNode(triGeom, inode);
   return true;
}
Пример #3
0
/*---------------------------------------------------------------------------*/
unsigned int NifCollisionUtility::getGeometryFromShapeData(vector<Vector3>& vertices, vector<Triangle>& triangles, NiTriBasedGeomRef pShape, vector<hkGeometry>& geometryMap, vector<Matrix44>& transformAry)
{
	hkGeometry						tmpGeo;
	hkArray<hkVector4>&				vertAry (tmpGeo.m_vertices);
	hkArray<hkGeometry::Triangle>&	triAry  (tmpGeo.m_triangles);
	Vector3							tVector;
	float							factor  (0.0143f);
	unsigned int					material(_defaultMaterial);

	//@TODO:  modify factor depending on _nifVersion if necessary

	//  add local transformation to list
	transformAry.push_back(pShape->GetLocalTransform());

	//  clear arrays
	vertAry.clear();
	triAry.clear();

	//  get vertices
	for (unsigned int idx(0); idx < vertices.size(); ++idx)
	{
		//  get vertex
		tVector = vertices[idx];

		//  transform vertex to global coordinates
		for (int t((int) (transformAry.size())-1); t >= 0; --t)
		{
			tVector = transformAry[t] * tVector;
		}

		//  scale final vertex
		tVector *= factor;

		//  add vertex to tmp. array
		vertAry.pushBack(hkVector4(tVector.x, tVector.y, tVector.z));

	}  //  for (unsigned int idx(0); idx < vertices.size(); ++idx)

	//  map material to geometry/triangles
	switch (_mtHandling)
	{
		case NCU_MT_SINGLE:				//  one material for all
		{
			material = _mtMapping[-1];
			break;
		}

		case NCU_MT_MATMAP:				//  material defined by node id
		{
			material = _mtMapping[pShape->internal_block_number];
			break;
		}

		case NCU_MT_NITRISHAPE_NAME:	//  material defined by node name
		{
			material = _materialList.getMaterialCode(pShape->GetName());
			break;
		}
	}

	//  get triangles
	for (unsigned int idx(0); idx < triangles.size(); ++idx)
	{
		hkGeometry::Triangle	tTri;

		tTri.set(triangles[idx].v1, triangles[idx].v2, triangles[idx].v3, material);
		triAry.pushBack(tTri);
	}

	//  add geometry to result array
	geometryMap.push_back(tmpGeo);

	//  remove local transformation from array
	transformAry.pop_back();

	return geometryMap.size();
}