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; }
bool NifImporter::ImportMultipleGeometry(NiNodeRef parent, vector<NiTriBasedGeomRef>& glist) { bool ok = true; if (glist.empty()) return false; ImpNode *node = i->CreateNode(); if(!node) return false; INode *inode = node->GetINode(); TriObject *triObject = CreateNewTriObject(); node->Reference(triObject); string name = parent->GetName(); node->SetName(wide(name).c_str()); // Texture Mesh& mesh = triObject->GetMesh(); vector< pair<int, int> > vert_range, tri_range; vector<Triangle> tris; vector<Vector3> verts; int submats = glist.size(); // Build list of vertices and triangles. Optional components like normals will be handled later. for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr) { NiTriBasedGeomDataRef triGeomData = StaticCast<NiTriBasedGeomData>((*itr)->GetData()); // Get verts and collapse local transform into them int nVertices = triGeomData->GetVertexCount(); vector<Vector3> subverts = triGeomData->GetVertices(); Matrix44 transform = (*itr)->GetLocalTransform(); //Apply the transformations if (transform != Matrix44::IDENTITY) { for ( unsigned int i = 0; i < subverts.size(); ++i ) subverts[i] = transform * subverts[i]; } vert_range.push_back( pair<int,int>( verts.size(), verts.size() + subverts.size()) ); verts.insert(verts.end(), subverts.begin(), subverts.end()); vector<Triangle> subtris = triGeomData->GetTriangles(); for (vector<Triangle>::iterator itr = subtris.begin(), end = subtris.end(); itr != end; ++itr) { (*itr).v1 += nVertices, (*itr).v2 += nVertices, (*itr).v3 += nVertices; } tri_range.push_back( pair<int,int>( tris.size(), tris.size() + subtris.size()) ); tris.insert(tris.end(), subtris.begin(), subtris.end()); } // Transform up-to-parent Matrix44 baseTM = (importBones) ? Matrix44::IDENTITY : parent->GetWorldTransform(); node->SetTransform(0,TOMATRIX3(baseTM)); // Set vertices and triangles mesh.setNumVerts(verts.size()); mesh.setNumTVerts(verts.size(), TRUE); for (int i=0, n=verts.size(); i < n; ++i){ Vector3 &v = verts[i]; mesh.verts[i].Set(v.x, v.y, v.z); } mesh.setNumFaces(tris.size()); mesh.setNumTVFaces(tris.size()); for (int submat=0; submat<submats; ++submat) { int t_start = tri_range[submat].first, t_end = tri_range[submat].second; for (int i=t_start; i<t_end; ++i) { Triangle& t = tris[i]; Face& f = mesh.faces[i]; f.setVerts(t.v1, t.v2, t.v3); f.Show(); f.setEdgeVisFlags(EDGE_VIS, EDGE_VIS, EDGE_VIS); f.setMatID(-1); TVFace& tf = mesh.tvFace[i]; tf.setTVerts(t.v1, t.v2, t.v3); } } mesh.buildNormals(); bool bSpecNorms = false; MultiMtl *mtl = NULL; int igeom = 0; for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr, ++igeom) { NiTriBasedGeomDataRef triGeomData = StaticCast<NiTriBasedGeomData>((*itr)->GetData()); int v_start = vert_range[igeom].first, v_end = vert_range[igeom].second; int t_start = tri_range[igeom].first, t_end = tri_range[igeom].second; // Normals vector<Vector3> subnorms = triGeomData->GetNormals(); Matrix44 rotation = (*itr)->GetLocalTransform().GetRotation(); if (rotation != Matrix44::IDENTITY) { for ( unsigned int i = 0; i < subnorms.size(); ++i ) subnorms[i] = rotation * subnorms[i]; } if (!subnorms.empty()) { #if VERSION_3DSMAX > ((5000<<16)+(15<<8)+0) // Version 5 // Initialize normals if necessary if (!bSpecNorms) { bSpecNorms = true; mesh.SpecifyNormals(); MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals(); if (NULL != specNorms) { specNorms->BuildNormals(); //specNorms->ClearAndFree(); //specNorms->SetNumFaces(tris.size()); //specNorms->SetNumNormals(n.size()); } } MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals(); if (NULL != specNorms) { Point3* norms = specNorms->GetNormalArray(); for (int i=0, n=subnorms.size(); i<n; i++){ Vector3& v = subnorms[i]; norms[i+v_start] = Point3(v.x, v.y, v.z); } //MeshNormalFace* pFaces = specNorms->GetFaceArray(); //for (int i=0; i<tris.size(); i++){ // Triangle& tri = tris[i]; // MeshNormalFace& face = pFaces[i+t_start]; // face.SpecifyNormalID(0, tri.v1); // face.SpecifyNormalID(1, tri.v2); // face.SpecifyNormalID(2, tri.v3); //} #if VERSION_3DSMAX > ((7000<<16)+(15<<8)+0) // Version 7+ specNorms->SetAllExplicit(true); #endif specNorms->CheckNormals(); } #endif } // uv texture info if (triGeomData->GetUVSetCount() > 0) { vector<TexCoord> texCoords = triGeomData->GetUVSet(0); for (int i=0, n = texCoords.size(); i<n; ++i) { TexCoord& texCoord = texCoords[i]; mesh.tVerts[i+v_start].Set(texCoord.u, (flipUVTextures) ? 1.0f-texCoord.v : texCoord.v, 0); } } vector<Color4> cv = triGeomData->GetColors(); ImportVertexColor(inode, triObject, tris, cv, v_start); if ( StdMat2* submtl = ImportMaterialAndTextures(node, (*itr)) ) { if (mtl == NULL) { mtl = NewDefaultMultiMtl(); gi->GetMaterialLibrary().Add(mtl); inode->SetMtl(mtl); } // SubMatIDs do not have to be contiguous so we just use the offset mtl->SetSubMtlAndName(igeom, submtl, submtl->GetName()); for (int i=t_start; i<t_end; ++i) mesh.faces[i].setMatID(igeom); } if (enableSkinSupport) ImportSkin(node, (*itr)); } this->i->AddNodeToScene(node); inode = node->GetINode(); inode->EvalWorldState(0); for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr) { // attach child if (INode *parent = GetNode((*itr)->GetParent())) parent->AttachChild(inode, 1); inode->Hide((*itr)->GetVisibility() ? FALSE : TRUE); } if (removeDegenerateFaces) mesh.RemoveDegenerateFaces(); if (removeIllegalFaces) mesh.RemoveIllegalFaces(); if (weldVertices) WeldVertices(mesh); if (enableAutoSmooth) mesh.AutoSmooth(TORAD(autoSmoothAngle), FALSE, FALSE); return ok; }