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/*==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 "HeadSpin.h"
#include "pnKeyedObject/plKey.h"
#include "hsMatrix44.h"
#include "plMaxNode.h"
#include <dummy.h>
#pragma hdrstop
#include "plMaxMeshExtractor.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 = std::min(vert->fX, min.fX);
min.fY = std::min(vert->fY, min.fY);
min.fZ = std::min(vert->fZ, min.fZ);
max.fX = std::max(vert->fX, max.fX);
max.fY = std::max(vert->fY, max.fY);
max.fZ = std::max(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 = 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 = 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 = new hsPoint3[8];
uint16_t* newFaces = 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
//
bool 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;
}