You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
238 lines
7.8 KiB
238 lines
7.8 KiB
/*==LICENSE==* |
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools |
|
Copyright (C) 2011 Cyan Worlds, Inc. |
|
|
|
This program is free software: you can redistribute it and/or modify |
|
it under the terms of the GNU General Public License as published by |
|
the Free Software Foundation, either version 3 of the License, or |
|
(at your option) any later version. |
|
|
|
This program is distributed in the hope that it will be useful, |
|
but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
GNU General Public License for more details. |
|
|
|
You should have received a copy of the GNU General Public License |
|
along with this program. If not, see <http://www.gnu.org/licenses/>. |
|
|
|
Additional permissions under GNU GPL version 3 section 7 |
|
|
|
If you modify this Program, or any covered work, by linking or |
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
|
(or a modified version of those libraries), |
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
|
licensors of this Program grant you additional |
|
permission to convey the resulting work. Corresponding Source for a |
|
non-source form of such a combination shall include the source code for |
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
|
work. |
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com |
|
or by snail mail at: |
|
Cyan Worlds, Inc. |
|
14617 N Newport Hwy |
|
Mead, WA 99021 |
|
|
|
*==LICENSE==*/ |
|
#include "plMaxMeshExtractor.h" |
|
#include "Max.h" |
|
#include "plMaxNode.h" |
|
#include "dummy.h" |
|
|
|
static Mesh* ExtractMesh(INode* pNode, TriObject** ppDeleteMe) |
|
{ |
|
Object *obj = pNode->EvalWorldState(0).obj; |
|
Mesh *pRetMesh = nil; |
|
|
|
if( obj ) { |
|
|
|
if( obj->CanConvertToType(triObjectClassID) ) { |
|
|
|
// Convert to triangle object |
|
TriObject *tri = (TriObject*)obj->ConvertToType(0, triObjectClassID); |
|
|
|
if (tri != obj) *ppDeleteMe = tri; // if Convert allocated, pass back so caller can delete. |
|
|
|
if( tri ) { |
|
Mesh *pTMesh = &tri->mesh; |
|
|
|
if( pTMesh->getNumFaces() ) { |
|
pRetMesh = pTMesh; |
|
} |
|
} |
|
} |
|
} |
|
return pRetMesh; |
|
} |
|
|
|
// Return the two points defining the bounding box for the given vertices. |
|
static void MeshMinMax(hsPoint3& min, hsPoint3& max, int numVerts, hsPoint3* pVerts) |
|
{ |
|
for (int i = 0; i < numVerts; i++) |
|
{ |
|
hsPoint3* vert = &pVerts[i]; |
|
min.fX = hsMinimum(vert->fX, min.fX); |
|
min.fY = hsMinimum(vert->fY, min.fY); |
|
min.fZ = hsMinimum(vert->fZ, min.fZ); |
|
max.fX = hsMaximum(vert->fX, max.fX); |
|
max.fY = hsMaximum(vert->fY, max.fY); |
|
max.fZ = hsMaximum(vert->fZ, max.fZ); |
|
} |
|
} |
|
|
|
static bool MakeNormalMesh(plMaxNode *node, plMaxMeshExtractor::NeutralMesh& mesh, Matrix3* w2l) |
|
{ |
|
TriObject *pDeleteMe = nil; |
|
Mesh *pMesh = ExtractMesh(node, &pDeleteMe); // allocates *sometimes*; check pDeleteMe |
|
|
|
if (!pMesh) |
|
return false; |
|
|
|
Matrix3 fullTM = node->GetObjectTM(0); |
|
int parity = fullTM.Parity(); |
|
|
|
mesh.fNumVerts = pMesh->numVerts; |
|
mesh.fVerts = TRACKED_NEW hsPoint3[mesh.fNumVerts]; |
|
|
|
for (int i = 0; i < mesh.fNumVerts; i++) |
|
{ |
|
// convert the vertex to global coordinates |
|
Point3 newVert = fullTM * pMesh->verts[i]; |
|
// convert the vertex to the new (requested) coordinate system |
|
if (w2l) |
|
newVert = (*w2l) * newVert; |
|
|
|
mesh.fVerts[i].Set(newVert.x, newVert.y, newVert.z); |
|
} |
|
|
|
mesh.fNumFaces = pMesh->numFaces; |
|
mesh.fFaces = TRACKED_NEW uint16_t[mesh.fNumFaces*3]; |
|
for (int i = 0; i < mesh.fNumFaces; i++) |
|
{ |
|
Face* pFace = &pMesh->faces[i]; |
|
uint16_t* pNFace = &mesh.fFaces[i * 3]; |
|
|
|
pNFace[0] = pFace->v[ parity ? 2 : 0 ]; // reverse winding if parity backwards |
|
pNFace[1] = pFace->v[1]; |
|
pNFace[2] = pFace->v[ parity ? 0 : 2 ]; // '' |
|
} |
|
|
|
if (pDeleteMe) |
|
delete pDeleteMe; |
|
|
|
return true; |
|
} |
|
|
|
// BUILDBOXMESH |
|
// Build the minimum bounding box (triangles and all) enclosing the given vertices |
|
// DELETES the given vertex and face array |
|
// ALLOCATES a new vertex and face array |
|
// MODIFIES *all* the input parameters. |
|
static void MakeBoxMesh(plMaxNode* node, plMaxMeshExtractor::NeutralMesh& mesh, hsPoint3& minV, hsPoint3& maxV) |
|
{ |
|
hsPoint3* newVerts = TRACKED_NEW hsPoint3[8]; |
|
uint16_t* newFaces = TRACKED_NEW uint16_t[12 * 3]; |
|
|
|
newVerts[0].Set(minV.fX, minV.fY, minV.fZ); |
|
newVerts[1].Set(maxV.fX, minV.fY, minV.fZ); |
|
newVerts[2].Set(minV.fX, maxV.fY, minV.fZ); |
|
newVerts[3].Set(maxV.fX, maxV.fY, minV.fZ); |
|
newVerts[4].Set(minV.fX, minV.fY, maxV.fZ); |
|
newVerts[5].Set(maxV.fX, minV.fY, maxV.fZ); |
|
newVerts[6].Set(minV.fX, maxV.fY, maxV.fZ); |
|
newVerts[7].Set(maxV.fX, maxV.fY, maxV.fZ); |
|
|
|
uint16_t standardFaces[] = { 0, 2, 1, |
|
1, 2, 3, |
|
0, 1, 4, |
|
1, 5, 4, |
|
0, 4, 2, |
|
2, 4, 6, |
|
1, 3, 7, |
|
7, 5, 1, |
|
3, 2, 7, |
|
2, 6, 7, |
|
4, 7, 6, |
|
4, 5, 7 }; |
|
|
|
memcpy(newFaces, standardFaces, sizeof(standardFaces)); |
|
|
|
delete [] mesh.fVerts; |
|
mesh.fVerts = newVerts; |
|
delete [] mesh.fFaces; |
|
mesh.fFaces = newFaces; |
|
mesh.fNumVerts = 8; |
|
mesh.fNumFaces = 12; |
|
} |
|
|
|
static void MakeDummyMesh(plMaxNode* node, plMaxMeshExtractor::NeutralMesh& mesh) |
|
{ |
|
hsPoint3 minV, maxV; |
|
|
|
Object* thisObj = node->GetObjectRef(); |
|
DummyObject* thisDummy = (DummyObject*)thisObj; |
|
Box3 thisBoundSurface = thisDummy->GetBox(); |
|
minV.fX = thisBoundSurface.Min().x; |
|
minV.fY = thisBoundSurface.Min().y; |
|
minV.fZ = thisBoundSurface.Min().z; |
|
maxV.fX = thisBoundSurface.Max().x; |
|
maxV.fY = thisBoundSurface.Max().y; |
|
maxV.fZ = thisBoundSurface.Max().z; |
|
|
|
MakeBoxMesh(node, mesh, minV, maxV); |
|
} |
|
|
|
// CREATEPLHKPHYSICALFROMMESHEASY |
|
// Convenience function for getting from a max node to a plHKPhysical and the requisite |
|
// Havok objects. |
|
// The node and the scene object don't have to correspond to the same Max object. |
|
// If the sAltNode is supplied, the node will be moved into the coordinate system of the |
|
bool plMaxMeshExtractor::Extract(plMaxMeshExtractor::NeutralMesh& mesh, plMaxNode* node, bool makeAABB, plMaxNode* sOwningNode) |
|
{ |
|
mesh.fNumVerts = mesh.fNumFaces = 0; |
|
mesh.fVerts = nil; |
|
mesh.fFaces = nil; |
|
|
|
// if an alternate node was supplied, get its scene object. otherwise don't... |
|
plMaxNode* masterNode = sOwningNode ? sOwningNode : node; |
|
|
|
mesh.fL2W = masterNode->GetLocalToWorld44(); |
|
|
|
// |
|
// Create the arrays of verts and faces |
|
// |
|
hsBool isDummy = (node->EvalWorldState(0).obj->ClassID() == Class_ID(DUMMY_CLASS_ID,0)); |
|
if (isDummy) |
|
{ |
|
hsMatrix44 w2l = masterNode->GetWorldToLocal44(); |
|
MakeDummyMesh(node, mesh); |
|
// Localize the verts |
|
//for (int i = 0; i < mesh.fNumVerts; i++) |
|
// mesh.fVerts[i] = w2l * mesh.fVerts[i]; |
|
} |
|
else |
|
{ |
|
// only get the max world-to-local transform if the node is moveable or instanced. otherwise verts stay global. |
|
Matrix3 w2l = masterNode->GetWorldToLocal(); |
|
// Matrix3 *localizer = nil; |
|
// if (masterNode->IsMovable() || masterNode->GetForceLocal() || masterNode->GetInstanced()) |
|
// localizer = &w2l; |
|
|
|
if (!MakeNormalMesh(node, mesh, &w2l)) |
|
return false; |
|
|
|
if (makeAABB) |
|
{ |
|
hsPoint3 minV(FLT_MAX, FLT_MAX, FLT_MAX), maxV(-FLT_MAX, -FLT_MAX, -FLT_MAX); |
|
MeshMinMax(minV, maxV, mesh.fNumVerts, mesh.fVerts); |
|
MakeBoxMesh(node, mesh, minV, maxV); |
|
} |
|
} |
|
|
|
return true; |
|
}
|
|
|