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238 lines
7.2 KiB
238 lines
7.2 KiB
/*==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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#include "plMaxMeshExtractor.h" |
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#include "Max.h" |
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#include "plMaxNode.h" |
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#include "dummy.h" |
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static Mesh* ExtractMesh(INode* pNode, TriObject** ppDeleteMe) |
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{ |
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Object *obj = pNode->EvalWorldState(0).obj; |
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Mesh *pRetMesh = nil; |
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if( obj ) { |
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if( obj->CanConvertToType(triObjectClassID) ) { |
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// Convert to triangle object |
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TriObject *tri = (TriObject*)obj->ConvertToType(0, triObjectClassID); |
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if (tri != obj) *ppDeleteMe = tri; // if Convert allocated, pass back so caller can delete. |
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if( tri ) { |
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Mesh *pTMesh = &tri->mesh; |
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if( pTMesh->getNumFaces() ) { |
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pRetMesh = pTMesh; |
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} |
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} |
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} |
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} |
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return pRetMesh; |
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} |
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// Return the two points defining the bounding box for the given vertices. |
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static void MeshMinMax(hsPoint3& min, hsPoint3& max, int numVerts, hsPoint3* pVerts) |
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{ |
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for (int i = 0; i < numVerts; i++) |
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{ |
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hsPoint3* vert = &pVerts[i]; |
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min.fX = hsMinimum(vert->fX, min.fX); |
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min.fY = hsMinimum(vert->fY, min.fY); |
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min.fZ = hsMinimum(vert->fZ, min.fZ); |
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max.fX = hsMaximum(vert->fX, max.fX); |
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max.fY = hsMaximum(vert->fY, max.fY); |
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max.fZ = hsMaximum(vert->fZ, max.fZ); |
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} |
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} |
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static bool MakeNormalMesh(plMaxNode *node, plMaxMeshExtractor::NeutralMesh& mesh, Matrix3* w2l) |
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{ |
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TriObject *pDeleteMe = nil; |
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Mesh *pMesh = ExtractMesh(node, &pDeleteMe); // allocates *sometimes*; check pDeleteMe |
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if (!pMesh) |
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return false; |
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Matrix3 fullTM = node->GetObjectTM(0); |
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int parity = fullTM.Parity(); |
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mesh.fNumVerts = pMesh->numVerts; |
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mesh.fVerts = TRACKED_NEW hsPoint3[mesh.fNumVerts]; |
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for (int i = 0; i < mesh.fNumVerts; i++) |
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{ |
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// convert the vertex to global coordinates |
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Point3 newVert = fullTM * pMesh->verts[i]; |
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// convert the vertex to the new (requested) coordinate system |
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if (w2l) |
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newVert = (*w2l) * newVert; |
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mesh.fVerts[i].Set(newVert.x, newVert.y, newVert.z); |
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} |
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mesh.fNumFaces = pMesh->numFaces; |
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mesh.fFaces = TRACKED_NEW UInt16[mesh.fNumFaces*3]; |
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for (int i = 0; i < mesh.fNumFaces; i++) |
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{ |
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Face* pFace = &pMesh->faces[i]; |
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UInt16* pNFace = &mesh.fFaces[i * 3]; |
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pNFace[0] = pFace->v[ parity ? 2 : 0 ]; // reverse winding if parity backwards |
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pNFace[1] = pFace->v[1]; |
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pNFace[2] = pFace->v[ parity ? 0 : 2 ]; // '' |
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} |
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if (pDeleteMe) |
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delete pDeleteMe; |
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return true; |
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} |
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// BUILDBOXMESH |
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// Build the minimum bounding box (triangles and all) enclosing the given vertices |
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// DELETES the given vertex and face array |
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// ALLOCATES a new vertex and face array |
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// MODIFIES *all* the input parameters. |
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static void MakeBoxMesh(plMaxNode* node, plMaxMeshExtractor::NeutralMesh& mesh, hsPoint3& minV, hsPoint3& maxV) |
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{ |
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hsPoint3* newVerts = TRACKED_NEW hsPoint3[8]; |
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UInt16* newFaces = TRACKED_NEW UInt16[12 * 3]; |
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newVerts[0].Set(minV.fX, minV.fY, minV.fZ); |
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newVerts[1].Set(maxV.fX, minV.fY, minV.fZ); |
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newVerts[2].Set(minV.fX, maxV.fY, minV.fZ); |
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newVerts[3].Set(maxV.fX, maxV.fY, minV.fZ); |
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newVerts[4].Set(minV.fX, minV.fY, maxV.fZ); |
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newVerts[5].Set(maxV.fX, minV.fY, maxV.fZ); |
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newVerts[6].Set(minV.fX, maxV.fY, maxV.fZ); |
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newVerts[7].Set(maxV.fX, maxV.fY, maxV.fZ); |
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UInt16 standardFaces[] = { 0, 2, 1, |
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1, 2, 3, |
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0, 1, 4, |
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1, 5, 4, |
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0, 4, 2, |
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2, 4, 6, |
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1, 3, 7, |
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7, 5, 1, |
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3, 2, 7, |
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2, 6, 7, |
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4, 7, 6, |
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4, 5, 7 }; |
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memcpy(newFaces, standardFaces, sizeof(standardFaces)); |
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delete [] mesh.fVerts; |
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mesh.fVerts = newVerts; |
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delete [] mesh.fFaces; |
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mesh.fFaces = newFaces; |
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mesh.fNumVerts = 8; |
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mesh.fNumFaces = 12; |
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} |
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static void MakeDummyMesh(plMaxNode* node, plMaxMeshExtractor::NeutralMesh& mesh) |
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{ |
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hsPoint3 minV, maxV; |
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Object* thisObj = node->GetObjectRef(); |
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DummyObject* thisDummy = (DummyObject*)thisObj; |
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Box3 thisBoundSurface = thisDummy->GetBox(); |
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minV.fX = thisBoundSurface.Min().x; |
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minV.fY = thisBoundSurface.Min().y; |
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minV.fZ = thisBoundSurface.Min().z; |
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maxV.fX = thisBoundSurface.Max().x; |
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maxV.fY = thisBoundSurface.Max().y; |
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maxV.fZ = thisBoundSurface.Max().z; |
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MakeBoxMesh(node, mesh, minV, maxV); |
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} |
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// CREATEPLHKPHYSICALFROMMESHEASY |
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// Convenience function for getting from a max node to a plHKPhysical and the requisite |
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// Havok objects. |
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// The node and the scene object don't have to correspond to the same Max object. |
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// If the sAltNode is supplied, the node will be moved into the coordinate system of the |
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bool plMaxMeshExtractor::Extract(plMaxMeshExtractor::NeutralMesh& mesh, plMaxNode* node, bool makeAABB, plMaxNode* sOwningNode) |
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{ |
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mesh.fNumVerts = mesh.fNumFaces = 0; |
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mesh.fVerts = nil; |
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mesh.fFaces = nil; |
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// if an alternate node was supplied, get its scene object. otherwise don't... |
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plMaxNode* masterNode = sOwningNode ? sOwningNode : node; |
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mesh.fL2W = masterNode->GetLocalToWorld44(); |
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// |
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// Create the arrays of verts and faces |
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// |
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hsBool isDummy = (node->EvalWorldState(0).obj->ClassID() == Class_ID(DUMMY_CLASS_ID,0)); |
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if (isDummy) |
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{ |
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hsMatrix44 w2l = masterNode->GetWorldToLocal44(); |
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MakeDummyMesh(node, mesh); |
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// Localize the verts |
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//for (int i = 0; i < mesh.fNumVerts; i++) |
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// mesh.fVerts[i] = w2l * mesh.fVerts[i]; |
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} |
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else |
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{ |
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// only get the max world-to-local transform if the node is moveable or instanced. otherwise verts stay global. |
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Matrix3 w2l = masterNode->GetWorldToLocal(); |
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// Matrix3 *localizer = nil; |
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// if (masterNode->IsMovable() || masterNode->GetForceLocal() || masterNode->GetInstanced()) |
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// localizer = &w2l; |
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if (!MakeNormalMesh(node, mesh, &w2l)) |
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return false; |
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if (makeAABB) |
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{ |
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hsPoint3 minV(FLT_MAX, FLT_MAX, FLT_MAX), maxV(-FLT_MAX, -FLT_MAX, -FLT_MAX); |
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MeshMinMax(minV, maxV, mesh.fNumVerts, mesh.fVerts); |
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MakeBoxMesh(node, mesh, minV, maxV); |
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} |
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} |
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return true; |
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}
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