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146 lines
5.5 KiB
146 lines
5.5 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plMeshConverter Class Header //
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// Static class that converts a Max triMesh object into the geometrySpans //
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// necessary for a plDrawableIce object. //
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// //
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//// Version History /////////////////////////////////////////////////////////
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// //
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// Created 4.18.2001 mcn //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plMeshConverter_h
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#define _plMeshConverter_h
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#include "Max.h"
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#include "HeadSpin.h"
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#include "hsTemplates.h"
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class plMaxNode;
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class plErrorMsg;
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class hsConverterUtils;
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class plMaxNode;
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class plGeometrySpan;
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struct hsPoint3;
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struct hsVector3;
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struct hsMatrix44;
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class ISkin;
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class plConvexVolume;
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class plMAXVertNormal;
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class BitmapTex;
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class hsGMaterial;
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class plExportMaterialData;
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//// Class Definition ////////////////////////////////////////////////////////
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class plMeshConverter
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{
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private:
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plMeshConverter();
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static hsBool fWarnBadNormals;
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static char fWarnBadNormalsMsg[];
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static hsBool fWarnBadUVs;
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static char fWarnBadUVsMsg[];
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static hsBool fWarnSuspiciousUVs;
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static char fWarnSuspiciousUVsMsg[];
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static char fTooManyVertsMsg[];
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static char fTooManyFacesMsg[];
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public:
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~plMeshConverter();
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static plMeshConverter& Instance();
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void Init( hsBool save, plErrorMsg *msg );
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void DeInit( hsBool deInitLongRecur = true );
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void StuffPositionsAndNormals(plMaxNode *node, hsTArray<hsPoint3> *pos, hsTArray<hsVector3> *normals);
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plConvexVolume *CreateConvexVolume( plMaxNode *node );
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// doPreshading - If true, do crappy flat shading now (since we won't do any shading later)
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hsBool CreateSpans( plMaxNode *node, hsTArray<plGeometrySpan *> &spanArray, bool doPreshading );
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private:
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bool IValidateUVs(plMaxNode* node);
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void ISetBumpUvs(Int16 uvChan, hsTArray<plMAXVertNormal>& vertDPosDuvCache, TVFace* tvFace, UInt32 smGroup,
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hsPoint3* uvs1, hsPoint3* uvs2, hsPoint3* uvs3);
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void ISetBumpUvSrcs(hsTArray<hsTArray<plExportMaterialData> *>& ourMaterials,
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hsTArray<Int16>& bumpLayIdx, hsTArray<Int16>& bumpLayChan, hsTArray<Int16>& bumpDuChan, hsTArray<Int16>& bumpDvChan);
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void ISetWaterDecEnvUvSrcs(hsTArray<hsTArray<plExportMaterialData> *>& ourMaterials,
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hsTArray<Int16>& bumpLayIdx, hsTArray<Int16>& bumpLayChan, hsTArray<Int16>& bumpDuChan, hsTArray<Int16>& bumpDvChan);
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void ISmoothUVGradients(plMaxNode* node, Mesh* mesh,
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hsTArray<hsTArray<plExportMaterialData> *>& ourMaterials,
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hsTArray<Int16>& bumpLayIdx, hsTArray<Int16>& bumpLayChan,
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hsTArray<plMAXVertNormal>* vertDPosDuCache, hsTArray<plMAXVertNormal>* vertDPosDvCache);
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Point3 IGetUvGradient(plMaxNode* node, const hsMatrix44& uvXform44, Int16 bmpUvwSrc,
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Mesh *mesh, int faceIdx,
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int iUV);
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int IGenerateUVs( plMaxNode *node, Mtl *maxMtl, Mesh *mesh, int faceIdx, int numChan, int numBlend,
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hsPoint3 *uvs1, hsPoint3 *uvs2, hsPoint3 *uvs3 );
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void IGetUVTransform( plMaxNode *node, Mtl *mtl, Matrix3 *uvTransform, int which );
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UInt32 ICreateHexColor( float r, float g, float b );
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UInt32 ISetHexAlpha( UInt32 color, float alpha );
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Mesh* IGetNodeMesh(plMaxNode *node);
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void IDeleteTempGeometry();
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Mesh* IDuplicate2Sided(plMaxNode *node, Mesh* mesh);
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Interface *fInterface;
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hsConverterUtils& fConverterUtils;
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plErrorMsg *fErrorMsg;
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hsBool fIsInitialized;
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// Non-nil if we converted the MAX object and have to delete it when we're done
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TriObject *fTriObjToDelete;
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// Non-nil if we made a copy to mess with that we need to delete when we're done
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Mesh *fMeshToDelete;
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};
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#endif // _plMeshConverter_h
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