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.
 
 
 
 
 

2543 lines
89 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/>.
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==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plMeshConverter Class Functions //
// //
//// Version History /////////////////////////////////////////////////////////
// //
// Created 4.18.2001 mcn //
// //
//////////////////////////////////////////////////////////////////////////////
#include "hsTypes.h"
#include "Max.h"
#include "iparamb2.h"
#include "modstack.h"
#include "ISkin.h"
#include "meshdlib.h"
#include "HeadSpin.h"
#include "../CoreLib/hsBitVector.h"
#include "plMeshConverter.h"
#include "hsResMgr.h"
#include "../MaxMain/plMaxNode.h"
#include "../MaxExport/plErrorMsg.h"
#include "../plSurface/hsGMaterial.h"
#include "../plSurface/plLayerInterface.h"
#include "../plDrawable/plGeometrySpan.h"
#include "hsConverterUtils.h"
#include "hsMaterialConverter.h"
#include "hsControlConverter.h"
#include "hsExceptionStack.h"
#include "../MaxPlasmaMtls/Materials/plCompositeMtl.h"
#include "../MaxPlasmaMtls/Materials/plPassMtl.h"
#include "../MaxPlasmaMtls/Materials/plCompositeMtlPB.h"
#include "../MaxPlasmaMtls/Materials/plPassMtlBasicPB.h"
#include "../plPipeline/plGBufferGroup.h"
#include "../plParticleSystem/plConvexVolume.h"
#include "../plDrawable/plGeoSpanDice.h"
#include "../plDrawable/plAccessGeometry.h"
#include "../plDrawable/plAccessSpan.h"
#include "../plDrawable/plAccessTriSpan.h"
#include "../plDrawable/plAccessVtxSpan.h"
#include "../plStatusLog/plStatusLog.h"
#include "plTweak.h"
//// Static Members //////////////////////////////////////////////////////////
hsBool plMeshConverter::fWarnBadNormals = true;
char plMeshConverter::fWarnBadNormalsMsg[] = "Bad normal autogeneration - please deliver Max file to QA";
hsBool plMeshConverter::fWarnBadUVs = true;
char plMeshConverter::fWarnBadUVsMsg[] = "The object \"%s\" does not have enough valid UVW mapping channels \
for the material(s) applied to it. This might produce unwanted rendering artifacts at runtime";
hsBool plMeshConverter::fWarnSuspiciousUVs = true;
char plMeshConverter::fWarnSuspiciousUVsMsg[] = "The object \"%s\" has suspicious UVW coordinates on it. \
You should apply an Unwrap UVW modifier to it.";
char plMeshConverter::fTooManyVertsMsg[] = "The mesh \"%s\" has too many vertices to fit into a single buffer. \
Please break up the mesh into pieces with no more than %u vertices each\
or apply optimize terrain.";
char plMeshConverter::fTooManyFacesMsg[] = "The mesh \"%s\" has too many faces to fit into a single buffer. \
Please break up the mesh into pieces with no more than %u faces each\
or apply optimize terrain.";
//// Local Helper Class Definitions //////////////////////////////////////////
class TempWeightInfo
{
public:
float fWeights[ 4 ];
UInt32 fIndices;
};
class plMAXVertexAccNode
{
public:
hsPoint3 fPoint; // Inefficient space-wise, I know, but it makes this a lot simpler...
hsVector3 fNormal;
hsColorRGBA fColor, fIllum;
UInt32 fIndex;
hsPoint3 fUVs[ plGeometrySpan::kMaxNumUVChannels ];
UInt32 fNumChannels;
plMAXVertexAccNode *fNext;
plMAXVertexAccNode( const hsPoint3 *point, const hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, int numChannels, const hsPoint3 *uvs, UInt32 index );
hsBool IsEqual( const hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, const hsPoint3 *uvs );
};
typedef plMAXVertexAccNode *plMAXVertexAccNodePtr;
class plMAXVertexAccumulator
{
protected:
int fNumPoints, fNumChannels, fNumVertices;
plMAXVertexAccNode **fPointList;
hsTArray<UInt32> fIndices;
hsTArray<UInt32> fInverseVertTable;
void IFindSkinWeights( ISkinContextData *skinData, int vertex, float *weights, UInt32 *indices );
void IFindUserSkinWeights( plMaxNode* node, Mesh* mesh, int vertex, float *weights, UInt32 *indices );
void IFindAllUserSkinWeights( plMaxNode* node, Mesh* mesh, TempWeightInfo weights[]);
public:
plMAXVertexAccumulator( int numOrigPoints, int numChannels );
~plMAXVertexAccumulator();
void AddVertex( int index, hsPoint3 *point, hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, hsPoint3 uvs[ plGeometrySpan::kMaxNumUVChannels ] );
void StuffMyData( plMaxNode* node, plGeometrySpan *span, Mesh* mesh, ISkinContextData* skinData );
int GetVertexCount();
UInt32 GetIndexCount( void ) { return fIndices.GetCount(); }
};
class plMAXVertNormal
{
public:
Point3 fNormal;
DWORD fSmGroup;
bool fInited;
plMAXVertNormal *fNext;
plMAXVertNormal() { fSmGroup = 0; fNext = nil; fInited = false; fNormal = Point3( 0, 0, 0 ); }
plMAXVertNormal( Point3 &n, DWORD s ) { fNext = nil; fInited = true; fNormal = n; fSmGroup = s; }
~plMAXVertNormal() { /*delete fNext; */}
void DestroyChain( void ) { if( fNext != nil ) fNext->DestroyChain(); delete fNext; fNext = nil; }
// Adding normalization of input n. Input is usually just crossproduct of face edges. Non-normalized,
// large faces will overwhelm small faces on summation, which is the opposite of what we want, since
// curvature is most accurately captured in the small faces. mf.
void AddNormal( Point3 &n, DWORD s )
{
if( !( s & fSmGroup ) && fInited )
{
if( fNext )
fNext->AddNormal( n, s );
else
fNext = TRACKED_NEW plMAXVertNormal( ::Normalize(n), s );
}
else
{
fNormal += ::Normalize(n);
fSmGroup |= s;
fInited = true;
}
}
Point3 &GetNormal( DWORD s )
{
if( ( fSmGroup & s ) || ( fNext == nil ) )
return fNormal;
else
return fNext->GetNormal( s );
}
/// Relies on static variable, values will be destroyed between calls
hsVector3 &GetPlNormal( DWORD s )
{
Point3 n = GetNormal( s );
static hsVector3 pt;
pt.Set( n.x, n.y, n.z );
return pt;
}
void Normalize( void )
{
plMAXVertNormal *ptr = fNext, *prev = this;
while( ptr != nil )
{
if( ptr->fSmGroup & fSmGroup )
{
fNormal += ptr->fNormal;
prev->fNext = ptr->fNext;
delete ptr;
ptr = prev->fNext;
}
else
{
prev = ptr;
ptr = ptr->fNext;
}
}
fNormal = ::Normalize( fNormal );
if( fNext )
fNext->Normalize();
}
};
//// Instance and Constructor/Destructor /////////////////////////////////////
plMeshConverter& plMeshConverter::Instance()
{
static plMeshConverter the_instance;
return the_instance;
}
plMeshConverter::plMeshConverter() :
fInterface(nil),
fConverterUtils(hsConverterUtils::Instance()),
fIsInitialized(false)
{
hsGuardBegin("plMeshConverter::plMeshConverter");
hsGuardEnd;
}
plMeshConverter::~plMeshConverter()
{
hsGuardBegin("plMeshConverter::~plMeshConverter");
hsGuardEnd;
}
//// Init and DeInit /////////////////////////////////////////////////////////
void plMeshConverter::Init( hsBool save, plErrorMsg *msg )
{
hsGuardBegin( "plMeshConverter::Init" );
if( fIsInitialized )
DeInit( false );
fIsInitialized = true;
fInterface = GetCOREInterface();
fErrorMsg = msg;
fWarnBadUVs = true;
fWarnSuspiciousUVs = true;
fWarnBadNormals = true;
hsGuardEnd;
}
void plMeshConverter::DeInit( hsBool deInitLongRecur )
{
hsGuardBegin( "plMeshConverter::DeInit" );
fIsInitialized = false;
hsGuardEnd;
}
void plMeshConverter::StuffPositionsAndNormals(plMaxNode *node, hsTArray<hsPoint3> *pos, hsTArray<hsVector3> *normals)
{
hsGuardBegin( "plMeshConverter::BuildNormalsArray" );
const char* dbgNodeName = node->GetName();
Mesh *mesh;
Int32 numVerts;
hsMatrix44 l2wMatrix, vert2LMatrix, vertInvTransMatrix, tempMatrix;
/// Get da mesh
mesh = IGetNodeMesh( node );
if( mesh == nil )
return ;
numVerts = mesh->getNumVerts();
/// Get transforms
l2wMatrix = node->GetLocalToWorld44();
vert2LMatrix = node->GetVertToLocal44(); // vert2LMatrix is the transform we apply
// now to the verts, to get into *our* object-local-space
vert2LMatrix.GetInverse( &tempMatrix );
tempMatrix.GetTranspose( &vertInvTransMatrix ); // Inverse-transpose of the vert2Local matrix,
// for xforming the normals
mesh->buildNormals();
normals->SetCount(numVerts);
pos->SetCount(numVerts);
int i;
for (i = 0; i < numVerts; i++)
{
// positions
hsPoint3 currPos;
currPos.Set(mesh->verts[i].x, mesh->verts[i].y, mesh->verts[i].z);
pos->Set(i, vert2LMatrix * currPos);
// normals
RVertex &rv = mesh->getRVert(i);
Point3& norm = rv.rn.getNormal();
hsVector3 currNorm(norm.x, norm.y, norm.z);
currNorm.Normalize();
normals->Set(i, vertInvTransMatrix * currNorm);
}
IDeleteTempGeometry();
hsGuardEnd;
}
plConvexVolume *plMeshConverter::CreateConvexVolume(plMaxNode *node)
{
hsGuardBegin( "plMeshConverter::CreateConvexVolume" );
const char* dbgNodeName = node->GetName();
Mesh *mesh;
Int32 numFaces, i, j, numVerts;
hsMatrix44 l2wMatrix, vert2LMatrix, vertInvTransMatrix, tempMatrix;
hsBool flipOrder, checkForOverflow = false;
/// Get da mesh
mesh = IGetNodeMesh( node );
if( mesh == nil )
return nil;
numFaces = mesh->getNumFaces();
numVerts = mesh->getNumVerts();
plConvexVolume *bounds = TRACKED_NEW plConvexVolume();
/// Get transforms
l2wMatrix = node->GetLocalToWorld44();
vert2LMatrix = node->GetVertToLocal44();
flipOrder = vert2LMatrix.GetParity(); // vert2LMatrix is the transform we apply
// now to the verts, to get into *our* object-local-space
vert2LMatrix.GetInverse( &tempMatrix );
tempMatrix.GetTranspose( &vertInvTransMatrix ); // Inverse-transpose of the vert2Local matrix,
// for xforming the normals
//mesh->buildNormals();
for( i = 0; i < numFaces; i++ )
{
Face *maxFace = &mesh->faces[ i ];
TVFace *maxColorFace = ( mesh->vcFace != nil ) ? &mesh->vcFace[ i ] : nil;
hsPoint3 pos[ 3 ];
hsPoint3 testPt1, testPt2, testPt3;
hsVector3 normal;
UInt32 vertIdx[ 3 ];
/// Add the 3 vertices to the correct vertex accumulator object
// Get positions
if( flipOrder )
{
for( j = 0; j < 3; j++ )
{
vertIdx[ j ] = maxFace->getVert( 2 - j );
pos[ j ].fX = mesh->verts[ vertIdx[ j ] ].x;
pos[ j ].fY = mesh->verts[ vertIdx[ j ] ].y;
pos[ j ].fZ = mesh->verts[ vertIdx[ j ] ].z;
}
}
else
{
for( j = 0; j < 3; j++ )
{
vertIdx[ j ] = maxFace->getVert( j );
pos[ j ].fX = mesh->verts[ vertIdx[ j ] ].x;
pos[ j ].fY = mesh->verts[ vertIdx[ j ] ].y;
pos[ j ].fZ = mesh->verts[ vertIdx[ j ] ].z;
}
}
// Look for degenerate triangles (why MAX even gives us these I have no clue...)
testPt1 = pos[ 1 ] - pos[ 0 ];
testPt2 = pos[ 2 ] - pos[ 0 ];
testPt3 = pos[ 2 ] - pos[ 1 ];
if( ( testPt1.fX == 0.0f && testPt1.fY == 0.0f && testPt1.fZ == 0.0f ) ||
( testPt2.fX == 0.0f && testPt2.fY == 0.0f && testPt2.fZ == 0.0f ) ||
( testPt3.fX == 0.0f && testPt3.fY == 0.0f && testPt3.fZ == 0.0f ) )
{
continue;
}
// Translate to local space
for( j = 0; j < 3; j++ )
pos[ j ] = vert2LMatrix * pos[ j ];
// Calculate normal for face
hsVector3 v1, v2;
v1.Set( &pos[ 1 ], &pos[ 0 ] );
v2.Set( &pos[ 2 ], &pos[ 0 ] );
normal = (v1 % v2);
normal.Normalize();
hsPlane3 plane(&normal, normal.InnerProduct(pos[0]));
bounds->AddPlane(plane); // auto-checks for redundant planes.
}
IDeleteTempGeometry();
return bounds;
hsGuardEnd;
}
//
// Sometimes objects can have faces without UV coordinates. These faces will
// export random UV values each time we export, changing the data and forcing
// patches when they aren't necessary. To detect these, we put a Unwrap UVW mod
// on the object and see if it changes the UV values.
//
bool plMeshConverter::IValidateUVs(plMaxNode* node)
{
if (node->GetObjectRef()->SuperClassID() != GEN_DERIVOB_CLASS_ID)
return true;
Mesh* mesh = IGetNodeMesh(node);
if (!mesh)
return true;
if (mesh->getNumMaps() < 2)
return true;
// Cache the original UV verts
int numVerts = mesh->getNumMapVerts(1);
int vertBufSize = sizeof(UVVert)*numVerts;
UVVert* origVerts = TRACKED_NEW UVVert[vertBufSize];
memcpy(origVerts, mesh->mapVerts(1), vertBufSize);
IDeleteTempGeometry();
// Add an Unwrap UVW mod onto the stack
IDerivedObject* derivedObject = (IDerivedObject*)node->GetObjectRef();
#define UNWRAP_UVW_CID Class_ID(0x02df2e3a, 0x72ba4e1f)
Modifier* mod = (Modifier*)GetCOREInterface()->CreateInstance(OSM_CLASS_ID, UNWRAP_UVW_CID);
derivedObject->AddModifier(mod);
mesh = IGetNodeMesh(node);
bool uvsAreBad = false;
UVVert* newVerts = mesh->mapVerts(1);
for (int i = 0; i < numVerts; i++)
{
UVVert uvDiff = newVerts[i] - origVerts[i];
float diff = uvDiff.Length();
if (diff > 0.01)
{
uvsAreBad = true;
break;
}
}
delete [] origVerts;
IDeleteTempGeometry();
derivedObject->DeleteModifier();
if (uvsAreBad)
{
TSTR logfile = "UV_";
logfile += GetCOREInterface()->GetCurFileName();
logfile += ".log";
plStatusLog::AddLineS(logfile, "%s has suspicious UVs", node->GetName());
if (fWarnSuspiciousUVs)
{
/// We're missing some UV channels on our object. We'll handle it later; warn the user here
if (fErrorMsg->Set(true, "UVW Warning", fWarnSuspiciousUVsMsg, node->GetName()).CheckAskOrCancel())
fWarnSuspiciousUVs = false;
fErrorMsg->Set(false);
}
}
return uvsAreBad;
}
//// CreateSpans /////////////////////////////////////////////////////////////
// Main function. Takes a maxNode's object and creates geometrySpans from it
// suitable for drawing as ice.
hsBool plMeshConverter::CreateSpans( plMaxNode *node, hsTArray<plGeometrySpan *> &spanArray, bool doPreshading )
{
hsGuardBegin( "plMeshConverter::CreateSpans" );
const char* dbgNodeName = node->GetName();
Mesh *mesh;
Int32 numFaces, i, j, k, numVerts, maxNumBones, maxUVWSrc;
Int32 numMaterials = 1, numSubMaterials = 1;
hsMatrix44 l2wMatrix, vert2LMatrix, vertInvTransMatrix, tempMatrix;
Mtl *maxMaterial = nil;
hsBool isComposite, isMultiMat, flipOrder, checkForOverflow = false, includesComp;
UInt8 ourFormat, numChannels, maxBlendChannels;
hsColorRGBA *colorArray = nil;
hsColorRGBA *illumArray = nil;
UInt32 sharedSpanProps = 0;
hsBitVector usedSubMtls;
hsBool makeAlphaLayer = node->VtxAlphaNotAvailable();
ISkinContextData *skinData;
hsTArray<hsTArray<plExportMaterialData> *> ourMaterials;
hsTArray<hsTArray<plMAXVertexAccumulator *> *> ourAccumulators;
hsTArray<plMAXVertNormal> vertNormalCache;
hsTArray<plMAXVertNormal>* vertDPosDuCache = nil;
hsTArray<plMAXVertNormal>* vertDPosDvCache = nil;
//// Setup ///////////////////////////////////////////////////////////////
plLocation nodeLoc = node->GetLocation();
TimeValue timeVal = fConverterUtils.GetTime(fInterface);
Class_ID cid = node->EvalWorldState(timeVal).obj->ClassID();
if( node->EvalWorldState(timeVal).obj->ClassID() == BONE_OBJ_CLASSID )
return false;
IValidateUVs(node);
/// Get da mesh
mesh = IGetNodeMesh( node );
if( mesh == nil )
return false;
numFaces = mesh->getNumFaces();
numVerts = mesh->getNumVerts();
/// Get the material
maxMaterial = hsMaterialConverter::Instance().GetBaseMtl( node );
isMultiMat = hsMaterialConverter::Instance().IsMultiMat( maxMaterial );
const hsBool smoothAll = node->GetSmoothAll();
includesComp = false;
if (isMultiMat)
{
for (i = 0; i < numFaces; i++)
{
int index = mesh->faces[i].getMatID();
if (index >= maxMaterial->NumSubMtls())
index = 0;
usedSubMtls.SetBit(index);
if (hsMaterialConverter::Instance().IsCompositeMat(maxMaterial->GetSubMtl(index)))
includesComp = true;
}
}
else
includesComp = hsMaterialConverter::Instance().IsCompositeMat(maxMaterial);
try
{
/// Check vert count
if( numVerts >= plGBufferGroup::kMaxNumVertsPerBuffer || numFaces * 3 >= plGBufferGroup::kMaxNumIndicesPerBuffer )
{
/// Possible overflow, but not sure. Only check for overflow if this is set
checkForOverflow = true;
}
/// Get transforms
l2wMatrix = node->GetLocalToWorld44();
vert2LMatrix = node->GetVertToLocal44();
flipOrder = vert2LMatrix.GetParity(); // vert2LMatrix is the transform we apply
// now to the verts, to get into *our* object-local-space
vert2LMatrix.GetInverse( &tempMatrix );
tempMatrix.GetTranspose( &vertInvTransMatrix ); // Inverse-transpose of the vert2Local matrix,
// for xforming the normals
// OTM used in generating normals.
Matrix3 otm = node->GetOTM();
Matrix3 invOtm = Inverse(otm);
invOtm.SetTrans(Point3(0,0,0));
invOtm.ValidateFlags();
// If we use a composite on this object, we don't want to export the illumination channel.
UVVert *illumMap = mesh->mapVerts(MAP_SHADING);
int numIllumVerts = mesh->getNumMapVerts(MAP_SHADING);
UVVert *alphaMap = mesh->mapVerts(MAP_ALPHA);
int numAlphaVerts = mesh->getNumMapVerts(MAP_ALPHA);
if( node->GetRunTimeLight() )
{
sharedSpanProps |= plGeometrySpan::kPropRunTimeLight;
}
if( node->GetNoPreShade() )
{
sharedSpanProps |= plGeometrySpan::kPropNoPreShade;
}
hsScalar waterHeight = 0;
if( node->GetHasWaterHeight() )
{
sharedSpanProps |= plGeometrySpan::kWaterHeight;
waterHeight = node->GetWaterHeight();
}
/// Which lighting equation?
if( node->NonVtxPreshaded() )
{
/// OK, we can go with kLiteVtxNonPreshaded, so we get vertex alpha. Yipee!!!
sharedSpanProps |= plGeometrySpan::kLiteVtxNonPreshaded;
}
//// Vertex Colors / Illumination ////////////////////////////////////////
/// If there are colors, pre-convert them
hsColorRGBA white, black;
white.Set(1.f, 1.f, 1.f, 1.f);
black.Set(0, 0, 0, 1.f);
hsBool allWhite = true, allBlack = true;
if( mesh->numCVerts > 0)
{
if (mesh->vertCol != nil)
{
colorArray = TRACKED_NEW hsColorRGBA[ mesh->numCVerts ];
for( i = 0; i < mesh->numCVerts; i++ )
{
colorArray[i].Set(mesh->vertCol[ i ].x, mesh->vertCol[ i ].y, mesh->vertCol[ i ].z, 1.f);
if (colorArray[ i ] != black)
allBlack = false;
}
// XXX Sometimes 3DS reports that all colors have been set black (when they haven't been touched).
// We set them white here, so that they don't affect the shader when multiplied in.
// (Sometimes it reports them as all white too, but hey, that's the value we'd use anyway...)
if (allBlack)
for( i = 0; i < mesh->numCVerts; i++ )
colorArray[ i ] = white;
}
}
if (illumMap != nil)
{
// MF_HORSE CARNAGE
illumArray = TRACKED_NEW hsColorRGBA[numIllumVerts];
for( i = 0; i < numIllumVerts; i++ )
{
illumArray[i].Set(illumMap[ i ].x, illumMap[ i ].y, illumMap[ i ].z, 1.f);
if (illumArray[ i ] != white)
allWhite = false;
}
// XXX Same hack as with colorArray above, except illumination values are added in, so we set them black
// in order to not affect the shader.
if (allWhite)
for( i = 0; i < numIllumVerts; i++ )
illumArray[ i ] = black;
// MF_HORSE CARNAGE
}
//// Materials / Mapping Channels Setup //////////////////////////////////
numChannels = node->NumUVWChannels();
maxBlendChannels = 0;
if( isMultiMat )
{
numMaterials = maxMaterial->NumSubMtls();
ourMaterials.SetCountAndZero( numMaterials );
for( i = 0; i < numMaterials; i++ )
{
if (usedSubMtls.IsBitSet(i)) // Only export the sub materials actually used
ourMaterials[i] = hsMaterialConverter::Instance().CreateMaterialArray( maxMaterial->GetSubMtl(i), node, i);
else
ourMaterials[i] = nil;
}
}
else // plPassMtl, plDecalMat, plMultiPassMtl
{
numMaterials = 1;
ourMaterials.Reset();
ourMaterials.Append(hsMaterialConverter::Instance().CreateMaterialArray( maxMaterial, node, 0 ));
}
/// UV check on the layers
for( i = 0, maxUVWSrc = -1; i < numMaterials; i++ )
{
hsTArray<plExportMaterialData> *subMats = ourMaterials[i];
if (subMats == nil)
continue;
for( j = 0; j < subMats->GetCount(); j++ )
{
plExportMaterialData currData = subMats->Get(j);
if (currData.fMaterial == nil)
continue;
for( k = 0; k < currData.fMaterial->GetNumLayers(); k++ )
{
plLayerInterface *layer = currData.fMaterial->GetLayer( k );
int uvwSrc = layer->GetUVWSrc() & plLayerInterface::kUVWIdxMask;
if( maxUVWSrc < uvwSrc && layer->GetTexture() != nil )
maxUVWSrc = uvwSrc;
if( maxBlendChannels < currData.fNumBlendChannels)
maxBlendChannels = currData.fNumBlendChannels;
}
}
}
// If this node is a water decal set to environment map, then there's only 1 layer, but
// we'll need an extra 2 uvw channels for the tangent space basis vectors.
if( node->GetWaterDecEnv() )
maxUVWSrc = 2;
if( numChannels + maxBlendChannels < ( maxUVWSrc + 1 ) && fWarnBadUVs )
{
/// We're missing some UV channels on our object. We'll handle it later; warn the user here
if( fErrorMsg->Set( true, "UVW Channel Warning", fWarnBadUVsMsg, node->GetName() ).CheckAskOrCancel() )
fWarnBadUVs = false;
fErrorMsg->Set( false );
}
else if( numChannels > ( maxUVWSrc + 1 ) )
{
// Make sure we allocate enough for all the channel data, even if the materials don't use them (yet...)
// (trick is, make sure those extra channels are valid first)
for( i = maxUVWSrc + 1; i < numChannels; i++ )
{
if( mesh->mapFaces( i + 1 ) == nil )
{
numChannels = i;
break;
}
}
maxUVWSrc = numChannels - 1;
}
//maxUVWSrc += maxBlendChannels;
if (maxUVWSrc > plGeometrySpan::kMaxNumUVChannels - 1) maxUVWSrc = plGeometrySpan::kMaxNumUVChannels - 1;
/// Our buffer format...
/* ourFormat = ( maxUVWSrc == -1 ) ? plGeometrySpan::kNoUVChannels :
( maxUVWSrc == 0 ) ? plGeometrySpan::k1UVChannel :
( maxUVWSrc == 1 ) ? plGeometrySpan::k2UVChannels :
( maxUVWSrc == 2 ) ? plGeometrySpan::k3UVChannels :
plGeometrySpan::k4UVChannels;
*/
ourFormat = plGeometrySpan::UVCountToFormat( maxUVWSrc + 1 );
/// NOW allocate our accumulators, since maxUVWSrc was just calculated...
ourAccumulators.SetCount( numMaterials );
for( i = 0; i < numMaterials; i++ )
{
if (ourMaterials[i] == nil)
{
ourAccumulators[i] = nil;
continue;
}
hsTArray<plMAXVertexAccumulator *> *currAccum = TRACKED_NEW hsTArray<plMAXVertexAccumulator *>;
int currNumSubMtls = ourMaterials[i]->GetCount();
currAccum->Reset();
ourAccumulators[i] = currAccum;
for (j = 0; j < currNumSubMtls; j++)
{
currAccum->Append(new plMAXVertexAccumulator( mesh->getNumVerts(), maxUVWSrc + 1 ));
}
}
//// Skinning ////////////////////////////////////////////////////////////
/// Check for skinning
ISkin* skin = node->FindSkinModifier();
if( skin )
{
skinData = skin->GetContextInterface(node);
int skinNumPoints = skinData->GetNumPoints();
if(skinNumPoints != numVerts)
{
fErrorMsg->Set(true, "Skinning Error", "Invalid point count on ISkin data on node %s", dbgNodeName ).Show();
fErrorMsg->Set();
throw (hsBool)false;
//hsAssert( skinData->GetNumPoints() == numVerts, "Invalid point count on ISkin data" );
}
/// Loop through the skin verts and find the max # of bones
for( i = 0, maxNumBones = 0; i < numVerts; i++ )
{
if( skinData->GetNumAssignedBones( i ) > maxNumBones )
maxNumBones = skinData->GetNumAssignedBones( i );
}
maxNumBones++;
if( maxNumBones > 4 )
maxNumBones = 4;
//hsAssert( maxNumBones >= 2, "Invalid skin (not enough bones)" );
if( maxNumBones < 2)
{
fErrorMsg->Set(true, "Skinning Error", "Invalid skin (no bones) on node %s", dbgNodeName ).Show();
fErrorMsg->Set();
throw (hsBool)false;
}
if (node->GetBoneMap() && maxNumBones == 2)
maxNumBones++;
/// Change format to match
ourFormat |= ( maxNumBones == 2 ) ? plGeometrySpan::kSkin1Weight :
( maxNumBones == 3 ) ? plGeometrySpan::kSkin2Weights : plGeometrySpan::kSkin3Weights;
if( skin->GetNumBones() > 1 || node->GetBoneMap())
ourFormat |= plGeometrySpan::kSkinIndices;
}
else
{
skinData = nil;
if( node->NumBones() )
{
maxNumBones = 2;
ourFormat |= plGeometrySpan::kSkin1Weight;
}
}
//// Build Vertex Normal Cache ///////////////////////////////////////////
vertNormalCache.SetCount( mesh->getNumVerts() );
for( i = 0; i < mesh->getNumFaces(); i++ )
{
Face *maxFace = &mesh->faces[ i ];
Point3 v0, v1, v2, norm;
UInt32 smGroup = smoothAll ? 1 : maxFace->getSmGroup();
v0 = mesh->verts[ maxFace->v[ 0 ] ];
v1 = mesh->verts[ maxFace->v[ 1 ] ];
v2 = mesh->verts[ maxFace->v[ 2 ] ];
norm = ( v1 - v0 ) ^ ( v2 - v1 );
for( j = 0; j < 3; j++ )
vertNormalCache[ maxFace->v[ j ] ].AddNormal( norm, maxFace->smGroup );
}
for( i = 0; i < vertNormalCache.GetCount(); i++ )
vertNormalCache[ i ].Normalize();
vertDPosDuCache = TRACKED_NEW hsTArray<plMAXVertNormal>[numMaterials];
vertDPosDvCache = TRACKED_NEW hsTArray<plMAXVertNormal>[numMaterials];
hsTArray<Int16> bumpLayIdx;
hsTArray<Int16> bumpLayChan;
hsTArray<Int16> bumpDuChan;
hsTArray<Int16> bumpDvChan;
ISetBumpUvSrcs(ourMaterials, bumpLayIdx, bumpLayChan, bumpDuChan, bumpDvChan);
if( node->GetWaterDecEnv() )
ISetWaterDecEnvUvSrcs(ourMaterials, bumpLayIdx, bumpLayChan, bumpDuChan, bumpDvChan);
ISmoothUVGradients(node, mesh, ourMaterials, bumpLayIdx, bumpLayChan, vertDPosDuCache, vertDPosDvCache);
//// Main Conversion Loop ////////////////////////////////////////////////
// Loop through the faces and stuff them into spans
spanArray.Reset();
mesh->buildNormals();
for( i = 0; i < numFaces; i++ )
{
Face *maxFace = &mesh->faces[ i ];
TVFace *maxColorFace = ( mesh->vcFace != nil ) ? &mesh->vcFace[ i ] : nil;
hsPoint3 pos[ 3 ];
hsPoint3 testPt1, testPt2, testPt3;
hsVector3 normals[ 3 ];
hsColorRGBA colors[ 3 ], illums[ 3 ];
UInt32 smGroup, vertIdx[ 3 ];
hsPoint3 uvs1[ plGeometrySpan::kMaxNumUVChannels + 1];
hsPoint3 uvs2[ plGeometrySpan::kMaxNumUVChannels + 1];
hsPoint3 uvs3[ plGeometrySpan::kMaxNumUVChannels + 1];
hsPoint3 temp;
Mtl *currMaxMtl;
// The main index is how a multi-material keeps track of which sub material is involved. The sub material
// may actually create multiple materials (like composites), hence the second index, but it most cases it
// will be zero as well.
int mainMatIndex = 0;
int subMatIndex = 0;
// Get span index
if( isMultiMat )
{
mainMatIndex = maxFace->getMatID();
if( mainMatIndex >= numMaterials )
mainMatIndex = 0;
currMaxMtl = maxMaterial->GetSubMtl(mainMatIndex);
}
else
currMaxMtl = maxMaterial;
int numBlendChannels = 0;
hsTArray<plExportMaterialData> *subMtls = ourMaterials[mainMatIndex];
hsAssert(subMtls != nil, "Face is assigned a material that we think is unused.");
for (j = 0; j < subMtls->GetCount(); j++)
{
int currBlend = subMtls->Get(j).fNumBlendChannels;
if (numBlendChannels < currBlend)
numBlendChannels = currBlend;
}
isComposite = hsMaterialConverter::Instance().IsCompositeMat( currMaxMtl );
/// Add the 3 vertices to the correct vertex accumulator object
// Get positions
if( flipOrder )
{
for( j = 0; j < 3; j++ )
{
vertIdx[ j ] = maxFace->getVert( 2 - j );
pos[ j ].fX = mesh->verts[ vertIdx[ j ] ].x;
pos[ j ].fY = mesh->verts[ vertIdx[ j ] ].y;
pos[ j ].fZ = mesh->verts[ vertIdx[ j ] ].z;
}
}
else
{
for( j = 0; j < 3; j++ )
{
vertIdx[ j ] = maxFace->getVert( j );
pos[ j ].fX = mesh->verts[ vertIdx[ j ] ].x;
pos[ j ].fY = mesh->verts[ vertIdx[ j ] ].y;
pos[ j ].fZ = mesh->verts[ vertIdx[ j ] ].z;
}
}
// Look for degenerate triangles (why MAX even gives us these I have no clue...)
testPt1 = pos[ 1 ] - pos[ 0 ];
testPt2 = pos[ 2 ] - pos[ 0 ];
testPt3 = pos[ 2 ] - pos[ 1 ];
if( ( testPt1.fX == 0.0f && testPt1.fY == 0.0f && testPt1.fZ == 0.0f ) ||
( testPt2.fX == 0.0f && testPt2.fY == 0.0f && testPt2.fZ == 0.0f ) ||
( testPt3.fX == 0.0f && testPt3.fY == 0.0f && testPt3.fZ == 0.0f ) )
{
continue;
}
// If we're expanding the UVW channel list, fill out the rest with zeros
for( j = numChannels; j < maxUVWSrc; j++ )
{
uvs1[ j ].Set( 0, 0, 0 );
uvs2[ j ].Set( 0, 0, 0 );
uvs3[ j ].Set( 0, 0, 0 );
}
// Now for each vertex, get the UVs, calc color, and add
if( numChannels > 0 )
{
// Just go ahead and always generate the opacity into the uvs, because we're
// going to look for it there on composites whether they actually use the
// alpha hack texture or not.
IGenerateUVs( node, currMaxMtl, mesh, i, numChannels,
1, uvs1, uvs2, uvs3 );
if( flipOrder )
{
for( j = 0; j < 3; j++ )
{
temp = uvs1[ j ];
uvs1[ j ] = uvs3[ j ];
uvs3[ j ] = temp;
}
}
}
// Handle colors
if( maxColorFace == nil )
{
colors[2] = colors[1] = colors[0] = white;
}
else
{
colors[ 0 ] = colorArray[ maxColorFace->t[ flipOrder ? 2 : 0 ] ];
colors[ 1 ] = colorArray[ maxColorFace->t[ flipOrder ? 1 : 1 ] ];
colors[ 2 ] = colorArray[ maxColorFace->t[ flipOrder ? 0 : 2 ] ];
}
// Don't want to write illum values to the vertex for composite materials
if (illumArray == nil || includesComp)
{
illums[ 0 ] = illums[ 1 ] = illums[ 2 ] = black;
}
else
{
// MF_HORSE CARNAGE
TVFace* tvFace = &mesh->mapFaces(MAP_SHADING)[i];
for( j = 0; j < 3; j++ )
illums[j] = illumArray[ tvFace->getTVert(flipOrder ? 2 - j : j) ];
// MF_HORSE CARNAGE
}
if (alphaMap != nil) // if it IS nil, then alpha values are all at the default 1.0
{
// MF_HORSE CARNAGE
TVFace* tvFace = &mesh->mapFaces(MAP_ALPHA)[i];
for (j = 0; j < 3; j++)
colors[j].a = alphaMap[ tvFace->getTVert(flipOrder ? 2 - j : j) ].x;
// MF_HORSE CARNAGE
}
if (isComposite && !makeAlphaLayer)
{
int index = ((plCompositeMtl *)currMaxMtl)->CanWriteAlpha();
int j;
TVFace* tvFaces = mesh->mapFaces(MAP_SHADING);
for (j = 0; j < 3; j++)
{
switch(index)
{
case plCompositeMtl::kCompBlendVertexAlpha:
break;
case plCompositeMtl::kCompBlendVertexIllumRed:
colors[j].a = (tvFaces != nil ? illumMap[tvFaces[i].getTVert(flipOrder ? 2 - j : j)].x : 1.0f);
break;
case plCompositeMtl::kCompBlendVertexIllumGreen:
colors[j].a = (tvFaces != nil ? illumMap[tvFaces[i].getTVert(flipOrder ? 2 - j : j)].y : 1.0f);
break;
case plCompositeMtl::kCompBlendVertexIllumBlue:
colors[j].a = (tvFaces != nil ? illumMap[tvFaces[i].getTVert(flipOrder ? 2 - j : j)].z : 1.0f);
break;
default: // Different channels, thus we flush the alpha to 100 and do alpha through a 2nd layer.
colors[j].a = 1.0f;
break;
}
}
}
// Calculate normal for face
if( node->HasNormalChan() )
{
// Someone has stuffed a requested normal into a map channel.
// Ignore common sense and use it as is.
int normChan = node->GetNormalChan();
TVFace* mapFaces = mesh->mapFaces(normChan);
if( mapFaces )
{
TVFace* normFace = mapFaces + i;
int ii;
for( ii = 0; ii < 3; ii++ )
{
Point3 norm = mesh->mapVerts(normChan)[normFace->getTVert(ii)];
normals[ii].Set(norm.x, norm.y, norm.z);
}
}
else
{
if( fErrorMsg->Set(fWarnBadNormals, node->GetName(), fWarnBadNormalsMsg).CheckAskOrCancel() )
fWarnBadNormals = false;
fErrorMsg->Set( false );
normals[0].Set(0,0,1.f);
normals[1] = normals[2] = normals[0];
}
}
else if( node->GetRadiateNorms() )
{
int ii;
for( ii = 0; ii < 3; ii++ )
{
Point3 pos = mesh->getVert(vertIdx[ii]) * otm;
pos = pos * invOtm;
normals[ii].Set(pos.x, pos.y, pos.z);
}
}
else
{
smGroup = smoothAll ? 1 : maxFace->getSmGroup();
if( smGroup == 0 )
{
hsVector3 v1, v2;
v1.Set( &pos[ 1 ], &pos[ 0 ] );
v2.Set( &pos[ 2 ], &pos[ 1 ] ); // Hey, MAX does it...see normalCache building above
// Note: if flipOrder is set, we have to reverse the order of the cross product, since
// we already flipped the order of the points, to match what MAX would get
normals[ 0 ] = normals[ 1 ] = normals[ 2 ] = flipOrder ? ( v2 % v1 ) : ( v1 % v2 );
}
else
{
normals[ 0 ] = vertNormalCache[ vertIdx[ 0 ] ].GetPlNormal( smGroup );
normals[ 1 ] = vertNormalCache[ vertIdx[ 1 ] ].GetPlNormal( smGroup );
normals[ 2 ] = vertNormalCache[ vertIdx[ 2 ] ].GetPlNormal( smGroup );
}
}
normals[ 0 ] = vertInvTransMatrix * normals[ 0 ];
normals[ 1 ] = vertInvTransMatrix * normals[ 1 ];
normals[ 2 ] = vertInvTransMatrix * normals[ 2 ];
// Adding normalization here, because we're going to compare them when searching for
// this vertex to share. mf.
normals[0].Normalize();
normals[1].Normalize();
normals[2].Normalize();
// The above section of code has just set any bump uv channels incorrectly,
// but at least they are there. Now we just need to correct the values.
if( bumpLayIdx[mainMatIndex] >= 0 )
{
TVFace* tvFace = mesh->mapFaces(bumpLayChan[mainMatIndex]+1) + i;
ISetBumpUvs(bumpDuChan[mainMatIndex], vertDPosDuCache[mainMatIndex], tvFace, smGroup, uvs1, uvs2, uvs3);
ISetBumpUvs(bumpDvChan[mainMatIndex], vertDPosDvCache[mainMatIndex], tvFace, smGroup, uvs1, uvs2, uvs3);
}
// Do this here, cause if we do it before we calculate the normals on smoothing group #0,
// the normals will be wrong
for( j = 0; j < 3; j++ )
pos[ j ] = vert2LMatrix * pos[ j ];
/* We already compute the index, this looks like redundant code - 7/26/01 Bob
// Get span index
if( isMultiMat )
{
mainMatIndex = maxFace->getMatID();
if( mainMatIndex >= numMaterials )
mainMatIndex = 0;
}
*/
if (isComposite)
{
// I don't care about flipOrder here... it doesn't affect the index
float opac[][2] = {{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}};
opac[0][0] = uvs1[numChannels].fX;
opac[1][0] = uvs2[numChannels].fX;
opac[2][0] = uvs3[numChannels].fX;
opac[0][1] = uvs1[numChannels].fY;
opac[1][1] = uvs2[numChannels].fY;
opac[2][1] = uvs3[numChannels].fY;
subMatIndex = ((plCompositeMtl *)currMaxMtl)->ComputeMaterialIndex(opac, 3) - 1;
}
// Add!
hsAssert(ourAccumulators[mainMatIndex] != nil, "Trying to add a face with an unused sub-material.");
ourAccumulators[ mainMatIndex ]->Get(subMatIndex)->AddVertex( vertIdx[ 0 ], &pos[ 0 ], &normals[ 0 ], colors[ 0 ], illums[ 0 ], uvs1 );
ourAccumulators[ mainMatIndex ]->Get(subMatIndex)->AddVertex( vertIdx[ 1 ], &pos[ 1 ], &normals[ 1 ], colors[ 1 ], illums[ 1 ], uvs2 );
ourAccumulators[ mainMatIndex ]->Get(subMatIndex)->AddVertex( vertIdx[ 2 ], &pos[ 2 ], &normals[ 2 ], colors[ 2 ], illums[ 2 ], uvs3 );
}
/// Now go through each accumulator, take any data created and stuff it into a new span
for( i = 0; i < numMaterials; i++ )
{
hsTArray<plExportMaterialData> *subMats = ourMaterials[i];
// A sub material of a MultiMat that never gets used will have a nil value, signifying no spans to export
if (subMats == nil)
continue;
for( j = 0; j < subMats->GetCount(); j++)
{
plMAXVertexAccumulator *accum = ourAccumulators[i]->Get(j);
// With composite materials, not every accumulator will have faces. Only create spans for the ones that do.
if (accum->GetVertexCount() == 0)
continue;
plGeometrySpan *span = TRACKED_NEW plGeometrySpan;
span->BeginCreate( subMats->Get(j).fMaterial, l2wMatrix, ourFormat );
span->fLocalToOBB = node->GetLocalToOBB44();
span->fOBBToLocal = node->GetOBBToLocal44();
accum->StuffMyData( node, span, mesh, skinData );
span->fProps |= sharedSpanProps;
span->fWaterHeight = waterHeight;
if( (bumpDuChan[i] >= 0) && (bumpDvChan[i] > 0) )
span->fLocalUVWChans = (bumpDuChan[i] << 8) | bumpDvChan[i];
if( (span->fMaterial != nil)
&& (span->fMaterial->GetNumLayers() > 0)
&& (span->fMaterial->GetLayer( 0 )->GetState().fBlendFlags & hsGMatState::kBlendMask) )
{
span->fProps |= plGeometrySpan::kRequiresBlending;
}
if( node->GetForceSortable() )
span->fProps |= plGeometrySpan::kRequiresBlending;
span->EndCreate();
hsScalar minDist, maxDist;
if( hsMaterialConverter::HasVisDists(node, i, minDist, maxDist) )
{
span->fMinDist = (minDist);
span->fMaxDist = (maxDist);
}
// If we're not doing preshading later, make sure everything is illuminated so you can see
if (doPreshading)
{
hsColorRGBA gray;
gray.Set(0.5, 0.5, 0.5, 0.0);
for( int iVert = 0; iVert < span->fNumVerts; iVert++ )
span->StuffVertex( iVert, &white, &gray );
}
if( span->fNumVerts > 0 )
spanArray.Append( span );
else
delete span;
}
}
void SetWaterColor(hsTArray<plGeometrySpan*>& spans);
// A bit of test hack here. Remind me to nuke it.
if( node->GetCalcEdgeLens() || node->UserPropExists("XXXWaterColor") )
SetWaterColor(spanArray);
// Now that we have our nice spans, see if they need to be diced up a bit
int maxFaces, minFaces;
float maxSize;
if( node->GetGeoDice(maxFaces, maxSize, minFaces) )
{
plGeoSpanDice dice;
dice.SetMaxFaces(maxFaces);
dice.SetMaxSize(hsPoint3(maxSize, maxSize, maxSize));
dice.SetMinFaces(minFaces);
dice.Dice(spanArray);
}
/// Check for overflow (only do it if our initial tests showed there could be overflow; this
/// is so these tests don't slow down the loop unless absolutely needed).
// We're going to go ahead and quietly break up the mesh if it needs breaking,
// because we can probably do a better job of it than production anyway.
if( checkForOverflow )
{
hsBool needMoreDicing = false;
int i;
for( i = 0; i < spanArray.GetCount(); i++ )
{
plAccessGeometry accGeom;
plAccessSpan accSpan;
accGeom.AccessSpanFromGeometrySpan(accSpan, spanArray[i]);
hsBool destroySpan = false;
if( accSpan.HasAccessVtx() )
{
if( accSpan.AccessVtx().VertCount() >= plGBufferGroup::kMaxNumVertsPerBuffer )
{
needMoreDicing = true;
}
}
if( accSpan.HasAccessTri() )
{
if( accSpan.AccessTri().TriCount() * 3 >= plGBufferGroup::kMaxNumIndicesPerBuffer )
{
needMoreDicing = true;
}
}
accGeom.Close(accSpan);
}
if( needMoreDicing )
{
// Could just dice the ones that need it, but whatever. mf.
plConst(int) kAutoMaxFaces(5000);
plConst(float) kAutoMaxSize(10000.f);
plConst(int) kAutoMinFaces(1000);
plGeoSpanDice dice;
dice.SetMaxFaces(kAutoMaxFaces);
dice.SetMaxSize(hsPoint3(kAutoMaxSize,kAutoMaxSize,kAutoMaxSize));
dice.SetMinFaces(kAutoMinFaces);
dice.Dice(spanArray);
}
}
throw (hsBool)true;
}
catch( hsBool retVal )
{
/// Cleanup!
for( i = 0; i < vertNormalCache.GetCount(); i++ )
vertNormalCache[ i ].DestroyChain();
for( i = 0; i < numMaterials; i++ )
{
if( vertDPosDuCache != nil )
{
for( j = 0; j < vertDPosDuCache[i].GetCount(); j++ )
vertDPosDuCache[i][j].DestroyChain();
}
if( vertDPosDvCache != nil )
{
for( j = 0; j < vertDPosDvCache[i].GetCount(); j++ )
vertDPosDvCache[i][j].DestroyChain();
}
if (ourAccumulators[i] == nil)
continue;
for( j = 0; j < ourAccumulators[ i ]->GetCount(); j++ )
{
delete ourAccumulators[ i ]->Get(j);
}
delete ourMaterials[ i ];
delete ourAccumulators[ i ];
}
delete [] vertDPosDuCache;
delete [] vertDPosDvCache;
delete [] colorArray;
delete [] illumArray;
IDeleteTempGeometry();
return retVal;
}
return true;
hsGuardEnd;
}
//// ICreateHexColor /////////////////////////////////////////////////////////
UInt32 plMeshConverter::ICreateHexColor( float r, float g, float b )
{
UInt32 ru, gu, bu, au;
au = 0xff000000;
ru = r * 255.0f;
gu = g * 255.0f;
bu = b * 255.0f;
return au | ( ru << 16 ) | ( gu << 8 ) | ( bu );
}
UInt32 plMeshConverter::ISetHexAlpha( UInt32 color, float alpha)
{
UInt32 alphaBits = alpha * 255;
alphaBits <<= 24;
return color & 0x00ffffff | alphaBits;
}
// Delete temp geo stuff allocated (either directly or indirectly)
// via IGetNodeMesh().
void plMeshConverter::IDeleteTempGeometry()
{
if( fTriObjToDelete != nil )
{
fTriObjToDelete->DeleteMe();
fTriObjToDelete = nil;
}
if( fMeshToDelete )
{
delete fMeshToDelete;
fMeshToDelete = nil;
}
}
//// IGetNodeMesh ////////////////////////////////////////////////////////////
// Get the Mesh object attached to a node. Returns nil if the node
// is not a triMesh object
Mesh *plMeshConverter::IGetNodeMesh( plMaxNode *node )
{
hsGuardBegin( "plMeshConverter::IGetNodeMesh" );
const char* dbgNodeName = node->GetName();
fTriObjToDelete = nil;
fMeshToDelete = nil;
// Get da object
Object *obj = node->EvalWorldState( fConverterUtils.GetTime( fInterface ) ).obj;
if( obj == nil )
return nil;
if( !obj->CanConvertToType( triObjectClassID ) )
return nil;
// Convert to triMesh object
TriObject *meshObj = (TriObject *)obj->ConvertToType( fConverterUtils.GetTime( fInterface ), triObjectClassID );
if( meshObj == nil )
return nil;
if( meshObj != obj )
fTriObjToDelete = meshObj;
// Get the mesh
Mesh *mesh = &(meshObj->mesh);
if( mesh->getNumFaces() == 0 )
return nil;
if( node->GetDup2Sided() )
{
mesh = IDuplicate2Sided(node, mesh);
IDeleteTempGeometry();
fMeshToDelete = mesh;
}
return mesh;
hsGuardEnd;
}
Mesh* plMeshConverter::IDuplicate2Sided(plMaxNode* node, Mesh* mesh)
{
mesh = TRACKED_NEW Mesh(*mesh);
Mtl* mtl = node->GetMtl();
BitArray faces(mesh->getNumFaces());
int num2Sided = 0;
int origNumFaces = mesh->getNumFaces();
int i;
for( i = 0; i < mesh->getNumFaces(); i++ )
{
if( hsMaterialConverter::IsTwoSided(mtl, mesh->faces[i].getMatID()) )
{
num2Sided++;
faces.Set(i);
}
}
if( !num2Sided )
return mesh;
MeshDelta meshDelta(*mesh);
meshDelta.CloneFaces(*mesh, faces);
meshDelta.Apply(*mesh);
BitArray verts(mesh->getNumVerts());
verts.SetAll();
const float kWeldThresh = 0.1f;
meshDelta.WeldByThreshold(*mesh, verts, kWeldThresh);
meshDelta.Apply(*mesh);
hsAssert(origNumFaces + num2Sided == mesh->getNumFaces(), "Whoa, lost or gained, unexpected");
for( i = origNumFaces; i < mesh->getNumFaces(); i++ )
{
meshDelta.FlipNormal(*mesh, i);
}
meshDelta.Apply(*mesh);
return mesh;
}
//// IGenerateUVs ////////////////////////////////////////////////////////////
// Generates the UV coordinates for the three vertices of a given face.
// Returns the number of UV channels. Ripped off of SetUVs() from the old
// hsMeshConverter.
int plMeshConverter::IGenerateUVs( plMaxNode *node, Mtl *maxMtl, Mesh *mesh, int faceIdx, int numChan, int numBlend,
hsPoint3 *uvs1, hsPoint3 *uvs2, hsPoint3 *uvs3 )
{
hsGuardBegin( "plMeshConverter::IGenerateUVs" );
if( !( maxMtl && ( hsMaterialConverter::Instance().IsMultiMat( maxMtl ) || ( maxMtl->Requirements(-1) & MTLREQ_UV ) ) ) )
{
return 0;
}
// To avoid transforming the shared UVs while rendering, we will
// sometimes pretransform them and not share.
int j, k;
Face *face = &mesh->faces[ faceIdx ];
if( hsMaterialConverter::Instance().IsMultiMat( maxMtl ) )
{
int faceMtlIndex = face->getMatID();
if( faceMtlIndex >= maxMtl->NumSubMtls() ) // we'll warn in createtrimeshrecur
faceMtlIndex = 0;
}
hsBool firstWarn = true;
hsPoint3 pt;
/// Loop through the vertices
for( j = 0; j < 3; j++ )
{
int chan;
for( chan = 0; chan < numChan; chan++ )
{
if( mesh->mapFaces( chan + 1 ) )
{
TVFace* tvFace = &mesh->mapFaces( chan + 1 )[ faceIdx ];
UVVert* tVerts = mesh->mapVerts( chan + 1 );
if( firstWarn && fErrorMsg->Set( !tvFace, node->GetName(), "Check mapping on textured objects" ).CheckAndAsk() )
{
firstWarn = false;
}
fErrorMsg->Set( false );
if( !tvFace )
{
continue;
}
int tvIdx = tvFace->getTVert( j );
if( tvIdx >= mesh->getNumMapVerts( chan + 1 ) )
{
static int muteWarn = false;
if( !muteWarn )
{
muteWarn = fErrorMsg->Set( true, node->GetName(), "Check mapping on channel %d!!!", chan + 1 ).CheckAskOrCancel();
fErrorMsg->Set( false );
}
tvIdx = 0;
}
UVVert uv = tVerts[tvIdx];
// The artists set the 3rd coordinate to help create the mapping,
// but we never need it at runtime, so let's set it to zero on
// export and then the vert coder can detect that it doesn't
// even need to write it.
pt.Set( uv.x, 1.0f - uv.y, 0.f );
if( _isnan( (double)pt.fX ) || _isnan( (double)pt.fY ) || _isnan( (double)pt.fZ ) )
pt.Set( 0, 0, 0 );
switch( j )
{
case 0: uvs1[ chan ] = pt; break;
case 1: uvs2[ chan ] = pt; break;
case 2: uvs3[ chan ] = pt; break;
}
}
}
// That takes care of the UVs MAX gives us. Do we need some leftover channels to store our blending info?
for (k = numChan; k < numChan + numBlend; k++)
{
UVVert *alphas = mesh->mapVerts(MAP_ALPHA);
UVVert *illums = mesh->mapVerts(MAP_SHADING);
UVVert pt;
pt.z = 0.0f;
TVFace* alphaFace = mesh->mapFaces(MAP_ALPHA) ? &mesh->mapFaces(MAP_ALPHA)[faceIdx] : nil;
TVFace* illumFace = mesh->mapFaces(MAP_SHADING) ? &mesh->mapFaces(MAP_SHADING)[faceIdx] : nil;
if (hsMaterialConverter::Instance().IsCompositeMat( maxMtl ))
{
plCompositeMtl *compMtl = (plCompositeMtl *)maxMtl;
IParamBlock2 *pb = maxMtl->GetParamBlockByID(kCompPasses);
// MF_HORSE CARNAGE
compMtl->SetOpacityVal(&pt.x,
(alphas == nil
? nil
: &alphas[ alphaFace->getTVert(j) ]),
(illums == nil
? nil
: &illums[ illumFace->getTVert(j) ]),
pb->GetInt(kCompBlend, 0, 0));
compMtl->SetOpacityVal(&pt.y,
(alphas == nil
? nil
: &alphas[ alphaFace->getTVert(j) ]),
(illums == nil
? nil
: &illums[ illumFace->getTVert(j) ]),
pb->GetInt(kCompBlend, 0, 1));
// MF_HORSE CARNAGE
}
else // all other materials
{
pt.y = 0.0;
pt.z = 1.0;
if (alphas == nil || alphaFace == nil)
pt.x = 1.0;
else
pt.x = alphas[alphaFace->getTVert(j)].x;
}
switch( j )
{
case 0: uvs1[ k ].fX = pt.x; uvs1[ k ].fY = pt.y; uvs1[ k ].fZ = pt.z; break;
case 1: uvs2[ k ].fX = pt.x; uvs2[ k ].fY = pt.y; uvs2[ k ].fZ = pt.z; break;
case 2: uvs3[ k ].fX = pt.x; uvs3[ k ].fY = pt.y; uvs3[ k ].fZ = pt.z; break;
}
}
}
return numChan;
hsGuardEnd;
}
void plMeshConverter::ISetWaterDecEnvUvSrcs(hsTArray<hsTArray<plExportMaterialData> *>& ourMaterials,
hsTArray<Int16>& bumpLayIdx,
hsTArray<Int16>& bumpLayChan,
hsTArray<Int16>& bumpDuChan,
hsTArray<Int16>& bumpDvChan)
{
bumpLayIdx.SetCount(ourMaterials.GetCount());
bumpLayChan.SetCount(ourMaterials.GetCount());
bumpDuChan.SetCount(ourMaterials.GetCount());
bumpDvChan.SetCount(ourMaterials.GetCount());
int i;
for( i = 0; i < ourMaterials.GetCount(); i++ )
{
bumpLayIdx[i] = i;
bumpLayChan[i] = 0;
bumpDuChan[i] = 1;
bumpDvChan[i] = 2;
}
}
void plMeshConverter::ISetBumpUvSrcs(hsTArray<hsTArray<plExportMaterialData> *>& ourMaterials,
hsTArray<Int16>& bumpLayIdx,
hsTArray<Int16>& bumpLayChan,
hsTArray<Int16>& bumpDuChan,
hsTArray<Int16>& bumpDvChan)
{
bumpLayIdx.SetCount(ourMaterials.GetCount());
bumpLayChan.SetCount(ourMaterials.GetCount());
bumpDuChan.SetCount(ourMaterials.GetCount());
bumpDvChan.SetCount(ourMaterials.GetCount());
int i;
for( i = 0; i < ourMaterials.GetCount(); i++ )
{
bumpLayIdx[i] = -1;
bumpLayChan[i] = -1;
bumpDuChan[i] = -1;
bumpDvChan[i] = -1;
// The following two lines pretty much rule out composites with bump maps.
if( !ourMaterials[i] )
continue;
if( ourMaterials[i]->GetCount() != 1 )
continue;
hsGMaterial* ourMat = ourMaterials[i]->Get(0).fMaterial;
int j;
for( j = 0; j < ourMat->GetNumLayers(); j++ )
{
if( ourMat->GetLayer(j)->GetMiscFlags() & hsGMatState::kMiscBumpLayer )
{
bumpLayIdx[i] = j;
bumpLayChan[i] = ourMat->GetLayer(j)->GetUVWSrc();
}
if( ourMat->GetLayer(j)->GetMiscFlags() & hsGMatState::kMiscBumpDu )
bumpDuChan[i] = ourMat->GetLayer(j)->GetUVWSrc();
if( ourMat->GetLayer(j)->GetMiscFlags() & hsGMatState::kMiscBumpDv )
bumpDvChan[i] = ourMat->GetLayer(j)->GetUVWSrc();
}
}
}
void plMeshConverter::ISetBumpUvs(Int16 uvChan, hsTArray<plMAXVertNormal>& vertDPosDuvCache, TVFace* tvFace, UInt32 smGroup,
hsPoint3* uvs1, hsPoint3* uvs2, hsPoint3* uvs3)
{
if( uvChan < 0 )
return;
uvs1[uvChan] = *(hsPoint3*)&vertDPosDuvCache[tvFace->getTVert(0)].GetPlNormal(smGroup);
uvs2[uvChan] = *(hsPoint3*)&vertDPosDuvCache[tvFace->getTVert(1)].GetPlNormal(smGroup);
uvs3[uvChan] = *(hsPoint3*)&vertDPosDuvCache[tvFace->getTVert(2)].GetPlNormal(smGroup);
}
// Determine if we're going to need a uv gradient channel.
// If we do need one, determine which uvw channel needs the gradient.
// Finally, make the gradients, smoothing according to smooth groups (just like vertex normals).
//
// If we decided we needed them, they are in the output arrays, otherwise the output arrays are made empty.
void plMeshConverter::ISmoothUVGradients(plMaxNode* node, Mesh* mesh,
hsTArray<hsTArray<plExportMaterialData> *>& ourMaterials,
hsTArray<Int16>& bumpLayIdx, hsTArray<Int16>& bumpLayChan,
hsTArray<plMAXVertNormal>* vertDPosDuCache, hsTArray<plMAXVertNormal>* vertDPosDvCache)
{
const char* dbgNodeName = node->GetName();
Mtl* mainMtl = hsMaterialConverter::Instance().GetBaseMtl( node );
hsBool needsGradientUvs = hsMaterialConverter::Instance().HasBumpLayer(node, mainMtl) || node->GetWaterDecEnv();
if( needsGradientUvs )
{
int matIdx;
for( matIdx = 0; matIdx < ourMaterials.GetCount(); matIdx++ )
{
if( bumpLayIdx[matIdx] >= 0 )
{
UInt32 uvwSrc = bumpLayChan[matIdx];
if( mesh->getNumMapVerts(uvwSrc+1) && mesh->mapVerts(uvwSrc+1) )
{
vertDPosDuCache[matIdx].SetCount(mesh->getNumMapVerts(uvwSrc+1));
vertDPosDvCache[matIdx].SetCount(mesh->getNumMapVerts(uvwSrc+1));
}
else
{
// Ooops. This is probably an error somewhere.
hsAssert(false, "Thought we had a valid bump map, but we don't.");
bumpLayIdx[matIdx] = -1;
}
}
}
hsBool isMultiMat = hsMaterialConverter::Instance().IsMultiMat(mainMtl);
int i;
for( i = 0; i < mesh->getNumFaces(); i++ )
{
const plLayerInterface* layer = nil;
if( isMultiMat )
{
int index = mesh->faces[i].getMatID();
if (index >= mainMtl->NumSubMtls())
index = 0;
matIdx = index;
if( bumpLayIdx[index] >= 0 )
layer = ourMaterials[index]->Get(0).fMaterial->GetLayer(bumpLayIdx[index]);
}
else
{
matIdx = 0;
if( bumpLayIdx[0] >= 0 )
layer = ourMaterials[0]->Get(0).fMaterial->GetLayer(bumpLayIdx[0]);
}
if( layer )
{
Point3 dPosDu = IGetUvGradient(node, layer->GetTransform(), layer->GetUVWSrc(),
mesh, i,
0);
Point3 dPosDv = IGetUvGradient(node, layer->GetTransform(), layer->GetUVWSrc(),
mesh, i,
1);
// #define MF_BUMP_CHECK_DUXDV
#ifdef MF_BUMP_CHECK_DUXDV
Point3 duXdv = ::Normalize(dPosDu) ^ ::Normalize(dPosDv);
Point3 v0 = mesh->verts[ mesh->faces[i].v[ 0 ] ];
Point3 v1 = mesh->verts[ mesh->faces[i].v[ 1 ] ];
Point3 v2 = mesh->verts[ mesh->faces[i].v[ 2 ] ];
Point3 norm = ::Normalize(( v1 - v0 ) ^ ( v2 - v1 ));
Point3 diff = duXdv - norm;
static int doAgain = false;
if( doAgain )
{
dPosDu = IGetUvGradient(node, layer->GetTransform(), layer->GetUVWSrc(),
mesh, i,
0);
dPosDv = IGetUvGradient(node, layer->GetTransform(), layer->GetUVWSrc(),
mesh, i,
1);
}
#endif // MF_BUMP_CHECK_DUXDV
if( node->GetWaterDecEnv() )
{
dPosDu.z = dPosDv.z = 0.f;
}
// Flip the direction of dPosDv, because we flip textures about V for histerical reasons.
dPosDv = -dPosDv;
TVFace* tvFace = &mesh->mapFaces(layer->GetUVWSrc() + 1)[i];
int j;
for( j = 0; j < 3; j++ )
{
vertDPosDuCache[matIdx][tvFace->getTVert(j)].AddNormal(dPosDu, mesh->faces[i].smGroup);
vertDPosDvCache[matIdx][tvFace->getTVert(j)].AddNormal(dPosDv, mesh->faces[i].smGroup);
}
}
}
for( matIdx = 0; matIdx < ourMaterials.GetCount(); matIdx++ )
{
for( i = 0; i < vertDPosDuCache[matIdx].GetCount(); i++ )
{
vertDPosDuCache[matIdx][i].Normalize();
vertDPosDvCache[matIdx][i].Normalize();
}
}
}
}
// Get dPos/du into uvws[0], and dPos/dv into uvws[1]. dPos should be in the object's local space.
Point3 plMeshConverter::IGetUvGradient(plMaxNode* node,
const hsMatrix44& uvXform44, Int16 bmpUvwSrc, // Transform and uvwSrc of layer to gradient
Mesh *mesh, int faceIdx,
int iUV) // 0 = uvw.x, 1 = uv2.y
{
Point3 uvwOut(0,0,0);
if( bmpUvwSrc < 0 )
return uvwOut; // Not Error.
if( bmpUvwSrc >= mesh->getNumMaps() )
return uvwOut; // Error?
TVFace* tvFace = &mesh->mapFaces(bmpUvwSrc + 1)[faceIdx];
UVVert* tVerts = mesh->mapVerts(bmpUvwSrc + 1);
if( !tvFace )
return uvwOut; // Error?
if( !tVerts )
return uvwOut; // Error?
Matrix3 v2l = node->GetVertToLocal();
hsBool flipOrder = v2l.Parity();
int vtxIdx = 0;
int vtxNext = flipOrder ? 2 : 1;
int vtxLast = flipOrder ? 1 : 2;
// Get the three verts, v0-v2, where v0 is the corner in question.
Face* face = &mesh->faces[faceIdx];
Point3 v0 = v2l * mesh->verts[face->getVert(vtxIdx)];
Point3 v1 = v2l * mesh->verts[face->getVert(vtxNext)];
Point3 v2 = v2l * mesh->verts[face->getVert(vtxLast)];
// Get the three uvs, uv0-uv2, matching above verts.
if( tvFace->getTVert(vtxIdx) >= mesh->getNumMapVerts(bmpUvwSrc + 1) )
return uvwOut; // Error?
if( tvFace->getTVert(vtxNext) >= mesh->getNumMapVerts(bmpUvwSrc + 1) )
return uvwOut; // Error?
if( tvFace->getTVert(vtxLast) >= mesh->getNumMapVerts(bmpUvwSrc + 1) )
return uvwOut; // Error?
Matrix3 uvwXform = plMaxNodeBase::Matrix44ToMatrix3(uvXform44);
Point3 uv0 = uvwXform * tVerts[tvFace->getTVert(vtxIdx)];
Point3 uv1 = uvwXform * tVerts[tvFace->getTVert(vtxNext)];
Point3 uv2 = uvwXform * tVerts[tvFace->getTVert(vtxLast)];
const float kRealSmall = 1.e-6f;
// First, look for degenerate cases.
// If (uvn - uvm)[!iUV] == 0
// then (vn - vm) is tangent in iUV dimension
// Just be careful about direction, since (vn-vm) may be opposite direction from
// increasing iUV.
int iNotUV = !iUV;
float del = uv0[iNotUV] - uv1[iNotUV];
if( fabs(del) < kRealSmall )
{
if( uv0[iUV] - uv1[iUV] < 0 )
uvwOut = v1 - v0;
else
uvwOut = v0 - v1;
return uvwOut;
}
del = uv2[iNotUV] - uv1[iNotUV];
if( fabs(del) < kRealSmall )
{
if( uv2[iUV] - uv1[iUV] < 0 )
uvwOut = v1 - v2;
else
uvwOut = v2 - v1;
return uvwOut;
}
del = uv2[iNotUV] - uv0[iNotUV];
if( fabs(del) < kRealSmall )
{
if( uv2[iUV] - uv0[iUV] < 0 )
uvwOut = v0 - v2;
else
uvwOut = v2 - v0;
return uvwOut;
}
// Okay, none of the edges are along the dU gradient. That's good, because
// it means we don't have to worry about divides by zero in what we're about
// to do.
del = uv0[iNotUV] - uv1[iNotUV];
del = 1.f / del;
Point3 v0Mv1 = v0 - v1;
v0Mv1 *= del;
float v0uv = (uv0[iUV] - uv1[iUV]) * del;
del = uv2[iNotUV] - uv1[iNotUV];
del = 1.f / del;
Point3 v2Mv1 = v2 - v1;
v2Mv1 *= del;
float v2uv = (uv2[iUV] - uv1[iUV]) * del;
if( v0uv > v2uv )
uvwOut = v0Mv1 - v2Mv1;
else
uvwOut = v2Mv1 - v0Mv1;
return uvwOut;
}
//// IGetUVTransform /////////////////////////////////////////////////////////
// Gets the UV transform matrix for the given channel.
void plMeshConverter::IGetUVTransform( plMaxNode *node, Mtl *mtl, Matrix3 *uvTransform, int which )
{
hsGuardBegin( "plMeshConverter::IGetUVTransform" );
uvTransform->IdentityMatrix();
if( !mtl )
return;
Texmap* texMap = hsMaterialConverter::Instance().GetUVChannelBase(node, mtl, which);
if( !texMap )
return;
BitmapTex *bitmapTex = (BitmapTex *)texMap;
#ifndef NDEBUG
CStr className;
texMap->GetClassName(className);
if( strcmp(className,"Bitmap") && strcmp(className,"Plasma Layer") && strcmp(className,"Plasma Layer Dbg."))
return;
char txtFileName[256];
strcpy(txtFileName, bitmapTex->GetMapName());
#endif // NDEBUG
StdUVGen *uvGen = bitmapTex->GetUVGen();
uvGen->GetUVTransform(*uvTransform);
// We're going to munge the internals of the matrix here, but we won't need to worry about
// the flags (ident etc.) because we're not changing the character of the matrix (unless
// it's a pure translation by an integer amount, which is a no-op).
// We also don't have to worry about preserving unit offsets for animation, because the
// output of this function is used as a static matrix (for uv generation). We could check
// and not do this on animated transforms or something. mf
// Note that we can only do this if the texture wraps (not clamps)
if( !hsMaterialConverter::Instance().PreserveUVOffset(mtl) )
{
MRow* data = uvTransform->GetAddr();
int i;
for( i = 0; i < 2; i++ )
{
if( fabsf(data[3][i]) >= 1.f )
{
data[3][i] -= float(int(data[3][i]));
}
}
}
hsGuardEnd;
}
//////////////////////////////////////////////////////////////////////////////
//// Helper Class Functions //////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//// plMAXVertexAccNode Constructor //////////////////////////////////////////
plMAXVertexAccNode::plMAXVertexAccNode( const hsPoint3 *point, const hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, int numChannels, const hsPoint3 *uvs, UInt32 index )
{
int i;
fPoint = *point;
fNormal = *normal;
fColor = color;
fIllum = illum;
for( i = 0; i < numChannels; i++ )
fUVs[ i ] = uvs[ i ];
fNumChannels = numChannels;
fIndex = index;
fNext = nil;
}
//// IsEqual /////////////////////////////////////////////////////////////////
// Determines whether the node matches the values given.
hsBool plMAXVertexAccNode::IsEqual( const hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, const hsPoint3 *uvs )
{
int i;
if( color != fColor || !( *normal == fNormal ) || illum != fIllum )
return false;
for( i = 0; i < fNumChannels; i++ )
{
if( !( uvs[ i ] == fUVs[ i ] ) )
return false;
}
return true;
}
//// plMAXVertexAccumulator Constructor & Destructor /////////////////////////
plMAXVertexAccumulator::plMAXVertexAccumulator( int numOrigPoints, int numChannels )
{
fNumPoints = numOrigPoints;
fNumChannels = numChannels;
fPointList = TRACKED_NEW plMAXVertexAccNodePtr[ fNumPoints ];
memset( fPointList, 0, sizeof( plMAXVertexAccNode * ) * fNumPoints );
fIndices.Reset();
fInverseVertTable.Reset();
fNumVertices = 0;
}
plMAXVertexAccumulator::~plMAXVertexAccumulator()
{
int i;
plMAXVertexAccNode *node;
for( i = 0; i < fNumPoints; i++ )
{
while( fPointList[ i ] != nil )
{
node = fPointList[ i ]->fNext;
delete fPointList[ i ];
fPointList[ i ] = node;
}
}
delete [] fPointList;
}
//// AddVertex ///////////////////////////////////////////////////////////////
// Adds a vertex to this accumulator. If it already exists, adds the normals
// together and stores the old index; if not, creates a new node and adds
// an index for it. In the end, fIndices will be our final index buffer,
// while fInverseVertTable is basically an array telling us where to get
// our vertices when building the vertex buffer.
void plMAXVertexAccumulator::AddVertex( int index, hsPoint3 *point, hsVector3 *normal, const hsColorRGBA& color, const hsColorRGBA& illum, hsPoint3 *uvs )
{
plMAXVertexAccNode *node;
// See if one exists in this list
for( node = fPointList[ index ]; node != nil; node = node->fNext )
{
if( node->IsEqual( normal, color, illum, uvs ) )
{
// Found match! Accumulate
fIndices.Append( node->fIndex );
return;
}
}
/// Adding new
node = TRACKED_NEW plMAXVertexAccNode( point, normal, color, illum, fNumChannels, uvs, fNumVertices );
fInverseVertTable.Append( index );
fIndices.Append( fNumVertices++ );
node->fNext = fPointList[ index ];
fPointList[ index ] = node;
}
//// StuffMyData /////////////////////////////////////////////////////////////
// Stuffs the data into the given span. Assumes the span has already begun
// creation.
void plMAXVertexAccumulator::StuffMyData( plMaxNode* maxNode, plGeometrySpan *span, Mesh* mesh, ISkinContextData* skinData )
{
int i, j, origIdx;
plMAXVertexAccNode *node;
hsPoint3 *uvs[ plGeometrySpan::kMaxNumUVChannels ];
const char* dbgNodeName = maxNode->GetName();
TempWeightInfo *weights = nil;
/// Precalculate the weights if necessary
weights = TRACKED_NEW TempWeightInfo[ fNumPoints ];
if( skinData != nil )
{
for( i = 0; i < fNumPoints; i++ )
{
IFindSkinWeights( skinData, i, weights[ i ].fWeights, &weights[ i ].fIndices );
/// Debug checking stuff, for testing only
// Wrong. Geometry span depends on this
switch( span->fFormat & plGeometrySpan::kSkinWeightMask )
{
case plGeometrySpan::kSkin1Weight:
weights[ i ].fWeights[1] = -1.f;
break;
case plGeometrySpan::kSkin2Weights:
weights[ i ].fWeights[2] = -1.f;
break;
case plGeometrySpan::kSkin3Weights:
weights[ i ].fWeights[3] = -1.f;
break;
default:
hsAssert(false, "Shouldn't have gotten here");
break;
}
}
}
else if( maxNode->NumBones() )
{
IFindAllUserSkinWeights(maxNode, mesh, weights);
}
else
{
for( i = 0; i < fNumPoints; i++ )
{
weights[ i ].fWeights[ 0 ] = weights[ i ].fWeights[ 1 ] =
weights[ i ].fWeights[ 2 ] = weights[ i ].fWeights[ 3 ] = -1.0f;
weights[ i ].fIndices = 0;
}
}
plMaxBoneMap *boneMap = maxNode->GetBoneMap();
if (boneMap)
{
for (i = 0; i < fNumPoints; i++)
{
UInt8 indices[4];
indices[0] = (weights[i].fIndices) & 0xff;
indices[1] = (weights[i].fIndices >> 8) & 0xff;
indices[2] = (weights[i].fIndices >> 16) & 0xff;
indices[3] = (weights[i].fIndices >> 24) & 0xff;
for (j = 0; j < 4; j++)
{
//if (weights[i].fWeights[j] >= 0)
//{
if (indices[j] != 0)
{
plMaxNodeBase *bone = maxNode->GetBone(indices[j] - 1);
char *dbgBoneName = bone->GetName();
indices[j] = boneMap->GetIndex(bone) + 1;
}
//}
}
weights[i].fIndices = (indices[0]) |
(indices[1] << 8) |
(indices[2] << 16) |
(indices[3] << 24);
}
}
hsScalar maxWgt = 0;
hsScalar penWgt = 0;
Int16 maxIdx = -1;
Int16 penIdx = -1;
// Find the highest two weighted bones. We'll use just these two to calculate our bounds.
for( i = 0; i < fNumPoints; i++ )
{
if( weights[i].fIndices )
{
for( j = 0; j < 4; j++ )
{
if( weights[i].fWeights[j] < 0 )
break;
if( weights[i].fWeights[j] > maxWgt )
{
penWgt = maxWgt;
penIdx = maxIdx;
maxWgt = weights[i].fWeights[j];
maxIdx = (weights[i].fIndices >> (j*8)) & 0xff;
}
else
if( weights[i].fWeights[j] > penWgt )
{
penWgt = weights[i].fWeights[j];
penIdx = (weights[i].fIndices >> (j*8)) & 0xff;
}
}
}
}
if( maxIdx < 0 )
maxIdx = 0;
if( penIdx < 0 )
penIdx = maxIdx;
span->fMaxBoneIdx = maxIdx;
span->fPenBoneIdx = penIdx;
/// Stuff the verts
for( i = 0; i < plGeometrySpan::kMaxNumUVChannels; i++)
uvs[ i ] = nil;
for( i = 0; i < fNumVertices; i++ )
{
origIdx = fInverseVertTable[ i ];
// origIdx gets us the list, but we need to know which node in the list
for( node = fPointList[ origIdx ]; node != nil; node = node->fNext )
{
if( node->fIndex == i )
{
// Found it! output this one
hsPoint3 normal;
node->fNormal.Normalize();
normal.Set( node->fNormal.fX, node->fNormal.fY, node->fNormal.fZ );
for( j = 0; j < fNumChannels; j++ )
uvs[ j ] = &node->fUVs[ j ];
/// Add!
span->AddVertex( &node->fPoint, &normal, node->fColor, node->fIllum, uvs,
weights[ origIdx ].fWeights[ 0 ], weights[ origIdx ].fWeights[ 1 ],
weights[ origIdx ].fWeights[ 2 ], weights[ origIdx ].fIndices );
break;
}
}
hsAssert( node != nil, "Invalid accumulator table when stuffing buffers!" );
}
/// Now stuff the indices
for( i = 0; i < fIndices.GetCount(); i++ )
span->AddIndex( fIndices[ i ] );
if( weights != nil )
delete [] weights;
}
// IFindAllUserSkinWeights
// Like IFindSkinWeights, but doesn't use Max's native skinning (e.g. ISkinContextData).
// Rather, someone has put a bone (currently only support one) on this plMaxNode,
// and told us what vertex channel to find the weight for that bone in.
void plMAXVertexAccumulator::IFindAllUserSkinWeights( plMaxNode* node, Mesh* mesh, TempWeightInfo weights[])
{
const char* dbgNodeName = node->GetName();
int iMap = MAP_ALPHA; // FISH HACK, till we stuff the src channel into the max node.
iMap = 66;
int iChan = 1; // FISH HACK, get this one stuffed too. Could probably or them into the same
//thing or something, but who cares. Gotta stop with the ethers.
UVVert *wgtMap = mesh->mapVerts(iMap);
int numWgtVerts = mesh->getNumMapVerts(iMap);
TVFace* mapFaces = mesh->mapFaces(iMap);
if( wgtMap && mapFaces )
{
Face* faces = mesh->faces;
int i;
for( i = 0; i < mesh->getNumFaces(); i++ )
{
int j;
for( j = 0; j < 3; j++ )
{
int iVtx = faces[i].getVert(j);
int iTvtx = mapFaces[i].getTVert(j);
weights[iVtx].fWeights[2] = weights[iVtx].fWeights[3] = 0;
weights[iVtx].fWeights[0] = 1.f - wgtMap[iTvtx][iChan];
if( weights[iVtx].fWeights[0] > 1.f )
weights[iVtx].fWeights[0] = 1.f;
else if( weights[iVtx].fWeights[0] < 0 )
weights[iVtx].fWeights[0] = 0;
weights[iVtx].fWeights[1] = 1.f - weights[iVtx].fWeights[0];
weights[iVtx].fIndices = 1 << 8;
}
}
}
else
{
int i;
for( i = 0; i < mesh->getNumVerts(); i++ )
{
weights[i].fWeights[1] = weights[i].fWeights[2] = weights[i].fWeights[3] = 0;
weights[i].fWeights[0] = 1.f;
weights[i].fIndices = 1 << 8;
}
}
}
//// IFindSkinWeights ////////////////////////////////////////////////////////
// Finds the biggest weights (up to 4) for the given vertex index and returns
// them, along with a dword specifying the indices for each.
void plMAXVertexAccumulator::IFindSkinWeights( ISkinContextData *skinData,
int vertex,
float *weights, UInt32 *indices )
{
float tempWs[ 4 ], tempW, t;
UInt32 idxs[ 4 ], tempIdx, tI;
int i, j;
tempWs[ 0 ] = tempWs[ 1 ] = tempWs[ 2 ] = tempWs[ 3 ] = 0;
idxs[ 0 ] = idxs[ 1 ] = idxs[ 2 ] = idxs[ 3 ] = 0;
int boneCount = skinData->GetNumAssignedBones( vertex);
if( boneCount )
{
hsScalar defWgt = 1.f;
for( i = 0; i < boneCount; i++ )
{
/// Grab the weight and index for this bone
tempW = skinData->GetBoneWeight( vertex, i );
defWgt -= tempW;
// GetAssignedBone will assert unpredictably if the weight is 0.0f (exactly)
// It will usually then return 0 for the bone index, but sometimes 1
// In any case, the bone index should not matter at that point.
// Without walking through all the downstream code, seems to work ok.
if(tempW > 0.0f)
tempIdx = skinData->GetAssignedBone( vertex, i ) + 1;
else
tempIdx = 0;
// float hi = skinData->GetBoneWeight( vertex, tempIdx );
/// Slide it in to our list
for( j = 0; j < 4; j++ )
{
if( tempWs[ j ] < tempW )
{
t = tempWs[ j ];
tempWs[ j ] = tempW;
tempW = t;
tI = idxs[ j ];
idxs[ j ] = tempIdx;
tempIdx = tI;
}
}
}
// This isn't really what we want. If the weights add up to less than
// 1.f, the remainder is the un-skinned, un-boned Transform.
// If the weights add up to more than 1.f, someone probably screwed up,
// but we'll deal with it gracefully by normalizing.
if( defWgt > 0 )
{
tempW = defWgt;
tempIdx = 0;
/// Slide it in to our list
for( j = 0; j < 4; j++ )
{
if( tempWs[ j ] < tempW )
{
t = tempWs[ j ];
tempWs[ j ] = tempW;
tempW = t;
tI = idxs[ j ];
idxs[ j ] = tempIdx;
tempIdx = tI;
}
}
}
t = tempWs[ 0 ] + tempWs[ 1 ] + tempWs[ 2 ] + tempWs[ 3 ];
t = 1.0f / t;
weights[ 0 ] = tempWs[ 0 ] * t;
weights[ 1 ] = tempWs[ 1 ] * t;
weights[ 2 ] = tempWs[ 2 ] * t;
weights[ 3 ] = tempWs[ 3 ] * t;
}
else
{
weights[ 0 ] = 1.f;
idxs[ 0 ] = 0;
weights[1] = weights[2] = weights[3] = 0;
idxs[1] = idxs[2] = idxs[3] = 0;
}
if( skinData->GetNumAssignedBones( vertex ) < 2 )
{
if( idxs[0] )
{
float tWgt = weights[0];
int tIdx = idxs[0];
weights[0] = weights[1];
idxs[0] = idxs[1];
weights[1] = tWgt;
idxs[1] = tIdx;
}
}
*indices = ( idxs[ 0 ] & 0xff ) | ( ( idxs[ 1 ] & 0xff ) << 8 ) |
( ( idxs[ 2 ] & 0xff ) << 16 ) | ( ( idxs[ 3 ] & 0xff ) << 24 );
}
int plMAXVertexAccumulator::GetVertexCount()
{
// return fIndices.GetCount();
return fNumVertices;
}
void SetWaterColor(plGeometrySpan* span)
{
plAccessGeometry accGeom;
// First, set up our access, iterators and that mess.
plAccessSpan acc;
accGeom.AccessSpanFromGeometrySpan(acc, span);
if( !acc.HasAccessTri() )
{
plAccessGeometry::Instance()->Close(acc);
return;
}
plAccessTriSpan& tri = acc.AccessTri();
plAccTriIterator triIter(&tri);
const int nVerts = tri.VertCount();
// Now, set up our accumulators
hsTArray<hsScalar> lens;
lens.SetCount(nVerts);
memset(lens.AcquireArray(), 0, nVerts * sizeof(hsScalar));
hsTArray<hsScalar> wgts;
wgts.SetCount(nVerts);
memset(wgts.AcquireArray(), 0, nVerts * sizeof(hsScalar));
// For each triangle
for( triIter.Begin(); triIter.More(); triIter.Advance() )
{
// This area thing seems like a good robust idea, but it doesn't really
// take into account the fact that the sampling frequency is really determined
// by the weakest link, or in this case the longest link. Experimenting
// with alternatives.
// Actually, I just realized that the area way kind of sucks, because,
// as a parallelogram gets less and less rectangular, the area goes down
// even as the longest edge (the diagonal) gets longer.
hsScalar lenSq20 = hsVector3(&triIter.Position(2), &triIter.Position(0)).MagnitudeSquared();
hsScalar lenSq10 = hsVector3(&triIter.Position(1), &triIter.Position(0)).MagnitudeSquared();
hsScalar lenSq21 = hsVector3(&triIter.Position(2), &triIter.Position(1)).MagnitudeSquared();
hsScalar len = lenSq20;
if( len < lenSq10 )
len = lenSq10;
if( len < lenSq21 )
len = lenSq21;
len = hsSquareRoot(len);
lens[triIter.RawIndex(0)] += len;
wgts[triIter.RawIndex(0)] += 1.f;
lens[triIter.RawIndex(1)] += len;
wgts[triIter.RawIndex(1)] += 1.f;
lens[triIter.RawIndex(2)] += len;
wgts[triIter.RawIndex(2)] += 1.f;
}
// For each vert
int iVert;
for( iVert = 0; iVert < nVerts; iVert++ )
{
if( wgts[iVert] > 0.f )
lens[iVert] /= wgts[iVert];
wgts[iVert] = 0.f; // We'll use them again on smoothing.
}
// Now we might want to smooth this out some
// This can be repeated for any degree of smoothing
hsTArray<hsScalar> smLens;
smLens.SetCount(nVerts);
memset(smLens.AcquireArray(), 0, nVerts * sizeof(hsScalar));
// For each triangle
for( triIter.Begin(); triIter.More(); triIter.Advance() )
{
int i;
// For each edge
for( i = 0; i < 3; i++ )
{
int iVert = triIter.RawIndex(i);
int iVertNext = triIter.RawIndex(i < 2 ? i+1 : 0);
int iVertLast = triIter.RawIndex(i ? i-1 : 2);
smLens[iVert] += lens[iVert];
wgts[iVert] += 1.f;
const hsScalar kSmooth(8.f);
smLens[iVertNext] += lens[iVert] * kSmooth;
wgts[iVertNext] += kSmooth;
smLens[iVertLast] += lens[iVert] * kSmooth;
wgts[iVertLast] += kSmooth;
}
}
lens.Swap(smLens);
// For each vert
for( iVert = 0; iVert < nVerts; iVert++ )
{
if( wgts[iVert] > 0.f )
lens[iVert] /= wgts[iVert];
wgts[iVert] = 0.f; // We'll use them again on smoothing.
}
plConst(hsScalar) kNumLens(4.f);
// Okay, we have smoothed lengths. We just need to
// iterate over the vertices and stuff 1/len into the alpha channel
// For each vert
plAccDiffuseIterator colIter(&tri);
for( iVert = 0, colIter.Begin(); colIter.More(); iVert++, colIter.Advance() )
{
hsColorRGBA multCol;
hsColorRGBA addCol;
span->ExtractInitColor(iVert, &multCol, &addCol);
// Get the vert color
hsColorRGBA col = colIter.DiffuseRGBA();
col = multCol;
col.a = lens[iVert] > 0.f ? 1.f / (kNumLens * lens[iVert]) : 1.f;
// Stuff color back in.
*colIter.Diffuse32() = col.ToARGB32();
}
// Close up the access span.
accGeom.Close(acc);
}
void SetWaterColor(hsTArray<plGeometrySpan*>& spans)
{
int i;
for( i = 0; i < spans.GetCount(); i++ )
SetWaterColor(spans[i]);
}