int CMaxMesh::GetSubmeshMapCount(int submeshId) { // check if the submesh id is valid if((submeshId < 0) || (submeshId >= (int)m_vectorStdMat.size())) { theExporter.SetLastError("Invalid handle.", __FILE__, __LINE__); return -1; } // get the material of the submesh StdMat *pStdMat; pStdMat = m_vectorStdMat[submeshId]; // count all the mapping channels in this material int mapCount; mapCount = 0; int mapId; for(mapId = 0; mapId < pStdMat->NumSubTexmaps(); mapId++) { // get texture map Texmap *pTexMap; pTexMap = pStdMat->GetSubTexmap(mapId); // check if map is valid if((pTexMap != 0) && (pStdMat->MapEnabled(mapId))) { // check if we have a valid texture coordinate if((m_pIMesh->mapSupport(pTexMap->GetMapChannel())) || (m_pIMesh->numTVerts > 0)) { mapCount++; } } } return mapCount; }
CVertexCandidate *CMaxMesh::GetVertexCandidate(CSkeletonCandidate *pSkeletonCandidate, int faceId, int faceVertexId) { // check for valid mesh and physique modifier if((m_pIMesh == 0)) { theExporter.SetLastError("Invalid handle.", __FILE__, __LINE__); return 0; } // check if face id is valid if((faceId < 0) || (faceId >= m_pIMesh->getNumFaces())) { theExporter.SetLastError("Invalid face id found.", __FILE__, __LINE__); return 0; } // check if face vertex id is valid if((faceVertexId < 0) || (faceVertexId >= 3)) { theExporter.SetLastError("Invalid face vertex id found.", __FILE__, __LINE__); return 0; } // allocate a new vertex candidate CVertexCandidate *pVertexCandidate; pVertexCandidate = new CVertexCandidate(); if(pVertexCandidate == 0) { theExporter.SetLastError("Memory allocation failed.", __FILE__, __LINE__); return 0; } // create the new vertex candidate if(!pVertexCandidate->Create()) { delete pVertexCandidate; return 0; } // get vertex id int vertexId; vertexId = m_pIMesh->faces[faceId].v[faceVertexId]; // get the absolute vertex position Point3 vertex; vertex = m_pIMesh->getVert(vertexId) * m_tm; // set the vertex candidate position pVertexCandidate->SetPosition(vertex.x, vertex.y, vertex.z); pVertexCandidate->SetUniqueId(vertexId); // get the absolute vertex normal Point3 normal; normal = GetVertexNormal(faceId, vertexId); normal = normal * Inverse(Transpose(m_tm)); normal = normal.Normalize(); // set the vertex candidate normal pVertexCandidate->SetNormal(normal.x, normal.y, normal.z); if(m_pIMesh->numCVerts > 0) { VertColor vc; vc = m_pIMesh->vertCol[m_pIMesh->vcFace[faceId].t[faceVertexId]]; CalVector vcCal(vc.x, vc.y, vc.z); pVertexCandidate->SetVertColor(vcCal); } // get the vertex weight array float *pVertexWeights; pVertexWeights = m_pIMesh->getVertexWeights(); //if( pVertexWeights == NULL ) { // delete pVertexCandidate; // theExporter.SetLastError("Mesh has no vertex weights", __FILE__, __LINE__); // return 0; //} // get the vertex weight (if possible) float weight; if(pVertexWeights != 0) { weight = pVertexWeights[vertexId]; } else { weight = 0.0f; } // another 3ds max weird behaviour: // zero out epsilon weights if(weight < 0.0005f) weight = 0.0f; // set the vertex candidate weight pVertexCandidate->SetPhysicalProperty(weight); // get the material id of the face int materialId; materialId = GetFaceMaterialId(faceId); if((materialId < 0) || (materialId >= (int)m_vectorStdMat.size())) { delete pVertexCandidate; theExporter.SetLastError("Invalid material id found.", __FILE__, __LINE__); return 0; } // get the material of the face StdMat *pStdMat; pStdMat = m_vectorStdMat[materialId]; // loop through all the mapping channels and extract texture coordinates int mapId; for(mapId = 0; mapId < pStdMat->NumSubTexmaps(); mapId++) { // get texture map Texmap *pTexMap; pTexMap = pStdMat->GetSubTexmap(mapId); // check if map is valid if((pTexMap != 0) && (pStdMat->MapEnabled(mapId))) { // get the mapping channel int channel; channel = pTexMap->GetMapChannel(); bool bValidUV; bValidUV = false; // extract the texture coordinate UVVert uvVert; if(m_pIMesh->mapSupport(channel)) { TVFace *pTVFace; pTVFace = m_pIMesh->mapFaces(channel); UVVert *pUVVert; pUVVert = m_pIMesh->mapVerts(channel); uvVert = pUVVert[pTVFace[faceId].t[faceVertexId]]; bValidUV = true; } else if(m_pIMesh->numTVerts > 0) { uvVert = m_pIMesh->tVerts[m_pIMesh->tvFace[faceId].t[faceVertexId]]; bValidUV = true; } // if we found valid texture coordinates, add them to the vertex candidate if(bValidUV) { // apply a possible uv generator StdUVGen *pStdUVGen; pStdUVGen = (StdUVGen *)pTexMap->GetTheUVGen(); if(pStdUVGen != 0) { Matrix3 tmUV; pStdUVGen->GetUVTransform(tmUV); uvVert = uvVert * tmUV; } // add texture coordinate to the vertex candidate, inverting the y coordinate pVertexCandidate->AddTextureCoordinate(uvVert.x, 1.0f - uvVert.y); } } } // check for physique modifier if(m_modifierType == MODIFIER_PHYSIQUE) { // create a physique export interface IPhysiqueExport *pPhysiqueExport; pPhysiqueExport = (IPhysiqueExport *)m_pModifier->GetInterface(I_PHYINTERFACE); if(pPhysiqueExport == 0) { delete pVertexCandidate; theExporter.SetLastError("Physique modifier interface not found.", __FILE__, __LINE__); return 0; } // create a context export interface IPhyContextExport *pContextExport; pContextExport = (IPhyContextExport *)pPhysiqueExport->GetContextInterface(m_pINode); if(pContextExport == 0) { m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Context export interface not found.", __FILE__, __LINE__); return 0; } // set the flags in the context export interface pContextExport->ConvertToRigid(TRUE); pContextExport->AllowBlending(TRUE); // get the vertex export interface IPhyVertexExport *pVertexExport; pVertexExport = (IPhyVertexExport *)pContextExport->GetVertexInterface(vertexId); if(pVertexExport == 0) { pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Vertex export interface not found.", __FILE__, __LINE__); return 0; } // get the vertex type int vertexType; vertexType = pVertexExport->GetVertexType(); // handle the specific vertex type if(vertexType == RIGID_TYPE) { // typecast to rigid vertex IPhyRigidVertex *pTypeVertex; pTypeVertex = (IPhyRigidVertex *)pVertexExport; // add the influence to the vertex candidate // get the influencing bone if(!AddBoneInfluence(pSkeletonCandidate, pVertexCandidate, pTypeVertex->GetNode(), 1.0f)) { pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Invalid bone assignment.", __FILE__, __LINE__); return 0; } } else if(vertexType == RIGID_BLENDED_TYPE) { // typecast to blended vertex IPhyBlendedRigidVertex *pTypeVertex; pTypeVertex = (IPhyBlendedRigidVertex *)pVertexExport; // loop through all influencing bones int nodeId; for(nodeId = 0; nodeId < pTypeVertex->GetNumberNodes(); nodeId++) { // add the influence to the vertex candidate if(!AddBoneInfluence(pSkeletonCandidate, pVertexCandidate, pTypeVertex->GetNode(nodeId), pTypeVertex->GetWeight(nodeId))) { pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); delete pVertexCandidate; theExporter.SetLastError("Invalid bone assignment.", __FILE__, __LINE__); return 0; } } } // release all interfaces pPhysiqueExport->ReleaseContextInterface(pContextExport); m_pModifier->ReleaseInterface(I_PHYINTERFACE, pPhysiqueExport); } #if MAX_RELEASE >= 4000 // check for skin modifier else if(m_modifierType == MODIFIER_SKIN) { // create a skin interface ISkin *pSkin; pSkin = (ISkin*)m_pModifier->GetInterface(I_SKIN); if(pSkin == 0) { delete pVertexCandidate; theExporter.SetLastError("Skin modifier interface not found.", __FILE__, __LINE__); return 0; } // create a skin context data interface ISkinContextData *pSkinContextData; pSkinContextData = (ISkinContextData *)pSkin->GetContextInterface(m_pINode); if(pSkinContextData == 0) { m_pModifier->ReleaseInterface(I_SKIN, pSkin); delete pVertexCandidate; theExporter.SetLastError("Skin context data interface not found.", __FILE__, __LINE__); return 0; } // loop through all influencing bones int nodeId; for(nodeId = 0; nodeId < pSkinContextData->GetNumAssignedBones(vertexId); nodeId++) { // get the bone id int boneId; boneId = pSkinContextData->GetAssignedBone(vertexId, nodeId); if(boneId < 0) continue; // add the influence to the vertex candidate if(!AddBoneInfluence(pSkeletonCandidate, pVertexCandidate, pSkin->GetBone(boneId), pSkinContextData->GetBoneWeight(vertexId, nodeId))) { m_pModifier->ReleaseInterface(I_SKIN, pSkin); delete pVertexCandidate; theExporter.SetLastError("Invalid bone assignment.", __FILE__, __LINE__); return 0; } } // release all interfaces m_pModifier->ReleaseInterface(I_SKIN, pSkin); } #endif else if( m_modifierType == MODIFIER_MORPHER || m_modifierType == MODIFIER_NONE ) { } else { theExporter.SetLastError("No physique/skin/morpher modifier found.", __FILE__, __LINE__); return 0; } return pVertexCandidate; }