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CnC_Renegade/Code/Tools/max2w3d/geometryexporttask.cpp

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts 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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Max2W3D *
* *
* $Archive:: /Commando/Code/Tools/max2w3d/geometryexporttask.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 3/14/02 3:27p $*
* *
* $Revision:: 8 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* GeometryExportTaskClass::GeometryExportTaskClass -- Constructor *
* GeometryExportTaskClass::GeometryExportTaskClass -- Copy Constructor *
* GeometryExportTaskClass::~GeometryExportTaskClass -- Destructor *
* GeometryExportTaskClass::Get_Full_Name -- Composes the full name of this robj *
* GeometryExportTaskClass::Create_Task -- virtual constructor for export tasks *
* GeometryExportTaskClass::Optimize_Geometry -- Optimizes the export tasks *
* GeometryExportTaskClass::Generate_Unique_Name -- create a unique name for this object *
* MeshGeometryExportTaskClass::Is_Single_Material -- Tests if this mesh uses a single mater *
* MeshGeometryExportTaskClass::Get_Single_Material -- returns pointer to the material *
* MeshGeometryExportTaskClass::Cache_Single_Material -- updates the cached material pointer *
* MeshGeometryExportTaskClass::Split -- Splits into single material meshes *
* MeshGeometryExportTaskClass::Reduce_To_Single_Material -- deletes polys *
* MeshGeometryExportTaskClass::Can_Combine -- can this mesh combine with anything *
* MeshGeometryExportTaskClass::Can_Combine_With -- can this mesh be combined with the given *
* MeshGeometryExportTaskClass::Combine_Mesh -- Add the given mesh into this mesh *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "geometryexporttask.h"
#include "geometryexportcontext.h"
#include "util.h"
#include "w3dutil.h"
#include "w3dappdata.h"
#include "hiersave.h"
#include "maxworldinfo.h"
#include "meshsave.h"
#include "colboxsave.h"
#include "dazzlesave.h"
#include <bitarray.h>
const int OPTIMIZATION_FACECOUNT_LIMIT = 256; // TODO: what should this number be...
const float OPTIMIZATION_COMBINING_DISTANCE = 20.0f; // TODO: need a smarter method for combining...
/**
** MeshGeometryExportTaskClass
** Export task for INodes which are to generate W3D meshes
*/
class MeshGeometryExportTaskClass : public GeometryExportTaskClass
{
public:
MeshGeometryExportTaskClass(INode * node,GeometryExportContextClass & context) :
GeometryExportTaskClass(node,context),
NameDirty(false),
SingleMtl(NULL)
{
/*
** Copy the export options
*/
ExportOptions = *(W3DAppData2Struct::Get_App_Data(Node));
/*
** Copy the mesh
*/
Object * obj = Node->EvalWorldState(CurTime).obj;
TriObject * tri = (TriObject *)obj->ConvertToType(CurTime, triObjectClassID);
MeshData = tri->mesh;
/*
** Store a pointer to the material if this mesh uses only one material (even inside a Multi-Sub)
*/
Update_Cached_Data();
}
MeshGeometryExportTaskClass(const MeshGeometryExportTaskClass & that) :
GeometryExportTaskClass(that),
MeshData(that.MeshData),
ExportOptions(that.ExportOptions),
NameDirty(false)
{
}
virtual ~MeshGeometryExportTaskClass(void)
{
}
virtual void Export_Geometry(GeometryExportContextClass & context)
{
/*
** Create the mesh
*/
context.WorldInfo.Set_Current_Task(this);
context.WorldInfo.Set_Export_Transform(ExportSpace);
MeshSaveClass * mesh = new MeshSaveClass( Name,
ContainerName,
Node,
&MeshData,
ExportSpace,
ExportOptions,
context.HTree,
context.CurTime,
*context.ProgressMeter,
&context.WorldInfo );
/*
** Export It
*/
mesh->Write_To_File(context.CSave,!context.Options.DisableExportAABTrees);
delete mesh;
context.ProgressMeter->Add_Increment();
};
/*
** Naming. During the optimization phase, sometimes new meshes are created and require
** new unique names. These meshes are flagged and then new names are generated prior
** to exporting.
*/
bool Is_Name_Dirty(void) { return NameDirty; }
void Set_Name_Dirty(bool onoff) { NameDirty = onoff; }
/*
** Vertex Normal smoothing support!
*/
virtual Point3 Get_Shared_Vertex_Normal(const Point3 & pos,int smgroup);
/*
** Optimization functions
*/
bool Is_Single_Material(void);
Mtl * Get_Single_Material(void);
void Split(DynamicVectorClass<MeshGeometryExportTaskClass *> & simple_meshes);
void Reduce_To_Single_Material(int mat_id);
bool Can_Combine(void);
bool Can_Combine_With(MeshGeometryExportTaskClass * other_mesh);
void Combine_Mesh(MeshGeometryExportTaskClass * other_mesh);
protected:
virtual int Get_Geometry_Type(void) { return MESH; }
void Update_Cached_Data(void);
Mesh MeshData; // Copy of the mesh data to be exported.
W3DAppData2Struct ExportOptions; // Copy of the export options in case we want to change them during optimization
bool NameDirty;
// Cached Data about the Node/Mesh. Updated by calling Update_Cached_Data whenever the mesh changes.
Mtl * SingleMtl; // Pointer to the single material (if the mesh uses only one, even in a multi-mtl)
Point3 BoxCenter; // Center of the bounding box (in object space)
Point3 BoxExtent; // Extent of the bounding box (in object space)
Box3 WorldBounds; // World-space bounding box
};
/**
** CollisionBoxGeometryExportTaskClass
** Export task for INodes which are to generate W3D AABoxes or OBBoxes
*/
class CollisionBoxGeometryExportTaskClass : public GeometryExportTaskClass
{
public:
CollisionBoxGeometryExportTaskClass(INode * node,GeometryExportContextClass & context) :
GeometryExportTaskClass(node,context)
{
}
virtual void Export_Geometry(GeometryExportContextClass & context)
{
/*
** Create the collision box
*/
CollisionBoxSaveClass * colbox = new CollisionBoxSaveClass( Name,
ContainerName,
Node,
ExportSpace,
context.CurTime,
*context.ProgressMeter);
/*
** Export it
*/
colbox->Write_To_File(context.CSave);
delete colbox;
context.ProgressMeter->Add_Increment();
};
protected:
virtual int Get_Geometry_Type(void) { return COLLISIONBOX; }
};
/**
** DazzleGeometryExportTaskClass
** Export task for INodes which are to generate W3D Dazzle objects
*/
class DazzleGeometryExportTaskClass : public GeometryExportTaskClass
{
public:
DazzleGeometryExportTaskClass(INode * node,GeometryExportContextClass & context) :
GeometryExportTaskClass(node,context)
{
}
virtual void Export_Geometry(GeometryExportContextClass & context)
{
/*
** Create the dazzle object
*/
DazzleSaveClass * dazzle = new DazzleSaveClass( Name,
ContainerName,
Node,
ExportSpace,
context.CurTime,
*context.ProgressMeter);
/*
** Export it.
*/
dazzle->Write_To_File(context.CSave);
delete dazzle;
context.ProgressMeter->Add_Increment();
};
protected:
virtual int Get_Geometry_Type(void) { return DAZZLE; }
};
/**
** NullGeometryExportTaskClass
** Export task for INodes which are to generate W3D NULL objects. Note that this
** does not do anything in the Export_Geometry call, these only create entries in
** any Hierarhcical model or collection object being exported.
*/
class NullGeometryExportTaskClass : public GeometryExportTaskClass
{
public:
NullGeometryExportTaskClass(INode * node,GeometryExportContextClass & context) :
GeometryExportTaskClass(node,context)
{
memset(ContainerName,0,sizeof(ContainerName));
memset(Name,0,sizeof(Name));
strcpy(Name,"NULL");
}
virtual void Export_Geometry(GeometryExportContextClass & context)
{
context.ProgressMeter->Add_Increment();
};
protected:
virtual int Get_Geometry_Type(void) { return NULLOBJ; }
};
/**
** AggregateGeometryExportTaskClass
** Export task for INodes which are to generate W3D Aggregates. These are nodes
** that refer to some external W3D object. This export task doesn't export any
** geometry (similer to the Null export task) and it clears its container name
** because the object to be attached is not a sub-object of the model we are
** currently exporting.
*/
class AggregateGeometryExportTaskClass : public GeometryExportTaskClass
{
public:
AggregateGeometryExportTaskClass(INode * node,GeometryExportContextClass & context) :
GeometryExportTaskClass(node,context)
{
memset(ContainerName,0,sizeof(ContainerName));
}
virtual void Export_Geometry(GeometryExportContextClass & context)
{
context.ProgressMeter->Add_Increment();
};
virtual bool Is_Aggregate(void)
{
return true;
}
protected:
virtual int Get_Geometry_Type(void) { return AGGREGATE; }
};
/**
** ProxyExportTaskClass
** These are used by the Renegade Level Editor to cause game objects to be
** instantiated at the specified transform. Like aggregates they have to
** be handled specially and therefore have the Is_Proxy member function devoted
** solely to them :-) Hopefully we don't have any more geometry types which
** have to be handled specially or this is going to get messy again.
*/
class ProxyExportTaskClass : public GeometryExportTaskClass
{
public:
ProxyExportTaskClass(INode * node,GeometryExportContextClass & context) :
GeometryExportTaskClass(node,context)
{
/*
** clear the container name
*/
memset(ContainerName,0,sizeof(ContainerName));
/*
** strip the trailing ~
*/
char *tilda = ::strchr(Name, '~');
memset(tilda,0,sizeof(Name) - ((int)tilda - (int)Name));
}
virtual void Export_Geometry(GeometryExportContextClass & context)
{
context.ProgressMeter->Add_Increment();
};
virtual bool Is_Proxy(void) { return true; }
protected:
virtual int Get_Geometry_Type(void) { return PROXY; }
};
/***********************************************************************************************
**
** Implementations
**
***********************************************************************************************/
/***********************************************************************************************
* GeometryExportTaskClass::GeometryExportTaskClass -- Constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/20/2000 gth : Created. *
*=============================================================================================*/
GeometryExportTaskClass::GeometryExportTaskClass(INode * node,GeometryExportContextClass & context) :
BoneIndex(0),
ExportSpace(1),
CurTime(context.CurTime),
Node(node)
{
/*
** Set up the names
*/
Set_W3D_Name(Name,Node->GetName());
Append_Lod_Character(Name,Get_Lod_Level(context.Origin),context.OriginList);
Set_W3D_Name(ContainerName,context.ModelName);
/*
** Set up the bone index and export coordinate system.
*/
if (context.HTree != NULL) {
if (!Is_Skin(node)) {
context.HTree->Get_Export_Coordinate_System(Node,&BoneIndex,NULL,&ExportSpace);
} else {
BoneIndex = 0;
ExportSpace = context.OriginTransform;
}
}
}
/***********************************************************************************************
* GeometryExportTaskClass::GeometryExportTaskClass -- Copy Constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/20/2000 gth : Created. *
*=============================================================================================*/
GeometryExportTaskClass::GeometryExportTaskClass(const GeometryExportTaskClass & that) :
BoneIndex(that.BoneIndex),
ExportSpace(that.ExportSpace),
CurTime(that.CurTime),
Node(that.Node)
{
Set_W3D_Name(Name,that.Name);
Set_W3D_Name(ContainerName,that.ContainerName);
}
/***********************************************************************************************
* GeometryExportTaskClass::~GeometryExportTaskClass -- Destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
*=============================================================================================*/
GeometryExportTaskClass::~GeometryExportTaskClass(void)
{
}
/***********************************************************************************************
* GeometryExportTaskClass::Get_Full_Name -- Composes the full name of this robj *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/24/2000 gth : Created. *
*=============================================================================================*/
void GeometryExportTaskClass::Get_Full_Name(char * buffer,int size)
{
char tmp[128];
memset(tmp,0,sizeof(tmp));
if (strlen(ContainerName) > 0) {
strcat(tmp,ContainerName);
strcat(tmp,".");
}
strcat(tmp,Name);
strncpy(buffer,tmp,size);
}
/***********************************************************************************************
* GeometryExportTaskClass::Create_Task -- virtual constructor for export tasks *
* *
* Virtual constructor for geometry export tasks. Will create the proper task *
* type depending on the W3D flag settings. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/20/2000 gth : Created. *
*=============================================================================================*/
GeometryExportTaskClass *
GeometryExportTaskClass::Create_Task(INode * node,GeometryExportContextClass & context)
{
#if 0
/*
** (gth) Light export could be done in this way. HOWEVER, I am currently not inclined
** to add this feature to the max exporter. Instead, if we have the artists use the
** proxy feature to add lights to the terrain (define a named proxy), then we will be
** able to tweak the settings of the lights in the level editor.
*/
ObjectState os = node->EvalWorldState(m_ip->GetTime());
if(os.obj->SuperClassID() == LIGHT_CLASS_ID) {
GenLight* light = (GenLight*)os.obj;
struct LightState ls;
light->EvalLightState(currtime, FOREVER, &ls);
if (! light->GetUseLight())
return; // only export lights that are on for simplicity
}
#endif
if (!::Is_Geometry(node)) {
return NULL;
}
// NOTE: we *have* to check Is_Proxy first because it is tied to a naming convention
// rather than an explicit UI setting like the rest of the types.
if (::Is_Proxy(*node)) {
return new ProxyExportTaskClass(node,context);
}
if (::Is_Normal_Mesh(node) || Is_Camera_Aligned_Mesh(node) || Is_Camera_Oriented_Mesh(node) || Is_Skin(node)) {
return new MeshGeometryExportTaskClass(node,context);
}
if (::Is_Collision_AABox(node) || Is_Collision_OBBox(node)) {
return new CollisionBoxGeometryExportTaskClass(node,context);
}
if (::Is_Null_Object(node)) {
return new NullGeometryExportTaskClass(node,context);
}
if (::Is_Dazzle(node)) {
return new DazzleGeometryExportTaskClass(node,context);
}
if (::Is_Aggregate(node)) {
return new AggregateGeometryExportTaskClass(node,context);
}
return NULL;
}
/***********************************************************************************************
* GeometryExportTaskClass::Optimize_Geometry -- Optimizes the export tasks *
* *
* This function will attempt to split meshes so that they use only a single material and *
* then try to combine small meshes that use the same material. Export tasks may be *
* removed and new ones added. *
* *
* INPUT: *
* tasks - dynamic vector of export task pointers. Some tasks may be deleted, some added *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/20/2000 gth : Created. *
*=============================================================================================*/
void GeometryExportTaskClass::Optimize_Geometry
(
DynamicVectorClass<GeometryExportTaskClass *> & tasks,
GeometryExportContextClass & context
)
{
int j=0,i=0;
/*
** Pass 1: Extract all mesh geometry tasks from the input task array.
** NOTE: We're not optimizing Skin meshes so we leave them in the task array.
*/
DynamicVectorClass<MeshGeometryExportTaskClass *> meshes;
while (i<tasks.Count()) {
if ( (tasks[i]->Get_Geometry_Type() == GeometryExportTaskClass::MESH) &&
(!Is_Skin(tasks[i]->Get_Object_Node())) )
{
/*
** Add to the mesh array, remove from the tasks array
*/
meshes.Add((MeshGeometryExportTaskClass *)(tasks[i]));
tasks.Delete(i);
} else {
/*
** Leave in the task array and move to the next one.
*/
i++;
}
}
/*
** Pass 2: Split all meshes which use more than one material
*/
DynamicVectorClass<MeshGeometryExportTaskClass *> simple_meshes;
while (meshes.Count() > 0) {
int cur_index = meshes.Count() - 1;
MeshGeometryExportTaskClass * cur_mesh = meshes[cur_index];
/*
** If this mesh already uses only one material, just transfer it to the simple_meshes array.
** Otherwise, have it split into new tasks, add them to the simple_meshes array, and delete this task.
*/
if (cur_mesh->Is_Single_Material()) {
simple_meshes.Add(cur_mesh);
} else {
cur_mesh->Split(simple_meshes);
delete cur_mesh;
}
meshes.Delete(cur_index);
}
/*
** Pass 3: Combine meshes which satisfy the following
** - They use the same (single) material
** - They have fewer than 'x' polygons
** - They are 'close' to each other
*/
i=0;
while (i < simple_meshes.Count()) {
if (simple_meshes[i]->Can_Combine()) {
j=i+1;
while (j < simple_meshes.Count()) {
if (simple_meshes[i]->Can_Combine_With(simple_meshes[j])) {
/*
** Add mesh 'j' into mesh 'i', delete its task.
*/
simple_meshes[i]->Combine_Mesh(simple_meshes[j]);
delete simple_meshes[j];
simple_meshes.Delete(j);
/*
** If we've just exceeded the max poly count, move to the next mesh
*/
if (simple_meshes[i]->Can_Combine() == false) {
j = simple_meshes.Count();
}
} else {
/*
** Otherwise, move to the next mesh
*/
j++;
}
}
}
i++;
}
/*
** Generate names for each of the meshes that were created
*/
for (i=0; i<simple_meshes.Count(); i++) {
// if (simple_meshes[i]->Is_Name_Dirty()) {
simple_meshes[i]->Generate_Name("MESH",i,context);
// }
}
/*
** Finally, transfer all of the optimized tasks into the big task array
*/
for (i=0; i<simple_meshes.Count(); i++) {
tasks.Add(simple_meshes[i]);
}
simple_meshes.Delete_All();
}
/***********************************************************************************************
* GeometryExportTaskClass::Generate_Name -- create a name for this object *
* *
* During optimization, we can generate new meshes which need unique names. *
* *
* INPUT: *
* index - will be used to create the name, don't re-use the same index within an LOD *
* context - geometry export context *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/23/2000 gth : Created. *
*=============================================================================================*/
void GeometryExportTaskClass::Generate_Name(char * root,int index,GeometryExportContextClass & context)
{
/*
** Check if the original had a Renegade "building prefix" in its name. Building meshes
** are named with a 2-3 letter user specified prefix followed by either '^' or '#'. We
** have to maintain this prefix on the optimized meshes...
*/
char prefix[5];
strncpy(prefix,Name,sizeof(prefix));
prefix[4] = 0;
char * interior_prefix = strchr(prefix,'^');
char * exterior_prefix = strchr(prefix,'#');
memset(Name,0,sizeof(Name));
if (interior_prefix != NULL) {
strncpy(Name,prefix,(int)(interior_prefix - prefix) + 1);
} else if (exterior_prefix != NULL) {
strncpy(Name,prefix,(int)(exterior_prefix - prefix) + 1);
}
/*
** Append "root"{index} to the name
*/
strcat(Name,root);
strcat(Name,"{");
sprintf(Name + strlen(Name),"%04d",index);
strcat(Name,"}");
/*
** Append the LOD index so the generated name doesn't collide with meshes in the same
** object but in other LOD's
*/
sprintf(Name + strlen(Name),"%c",'a'+Get_Lod_Level(context.Origin));
}
/***********************************************************************************************
* MeshGeometryExportTaskClass::Update_Cached_Data -- updates the cached material pointer, etc *
* *
* This should be called after the meshdata changes *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/23/2000 gth : Created. *
*=============================================================================================*/
void MeshGeometryExportTaskClass::Update_Cached_Data(void)
{
SingleMtl = NULL;
Mtl * nodemtl = Node->GetMtl();
/*
** Set the SingleMtl pointer if this mesh uses only one material (again, even if its in a Multi-Sub)
*/
if (nodemtl == NULL) {
SingleMtl = NULL;
} else if (nodemtl->NumSubMtls() <= 1) {
SingleMtl = nodemtl;
} else {
int mat_index;
int face_index;
int sub_mtl_count = nodemtl->NumSubMtls();
bool * sub_mtl_flags = new bool[sub_mtl_count];
/*
** Initialize each sub-material flag to false (indicates that the material is un-used)
*/
for (mat_index=0; mat_index<sub_mtl_count; mat_index++) {
sub_mtl_flags[mat_index] = false;
}
/*
** Set a true for each material actually referenced by the mesh
*/
for (face_index=0; face_index<MeshData.getNumFaces(); face_index++) {
int max_mat_index = MeshData.faces[face_index].getMatID();
int mat_index = (max_mat_index % sub_mtl_count);
sub_mtl_flags[mat_index] = true;
}
/*
** Loop over the used materials counting how many 'true's we see
*/
int mat_count = 0;
for (mat_index=0; mat_index<sub_mtl_count; mat_index++) {
if (sub_mtl_flags[mat_index]) {
SingleMtl = nodemtl->GetSubMtl(mat_index);
mat_count++;
}
}
if (mat_count > 1) {
SingleMtl = NULL;
}
}
/*
** Update the bounding box
*/
Point3 boxmin(0,0,0);
Point3 boxmax(0,0,0);
if (MeshData.numVerts > 0) {
boxmin = MeshData.verts[1];
boxmax = MeshData.verts[0];
for (int i=0; i<MeshData.numVerts; i++) {
boxmin.x = MIN(MeshData.verts[i].x,boxmin.x);
boxmin.y = MIN(MeshData.verts[i].y,boxmin.y);
boxmin.z = MIN(MeshData.verts[i].z,boxmin.z);
boxmax.x = MAX(MeshData.verts[i].x,boxmax.x);
boxmax.y = MAX(MeshData.verts[i].y,boxmax.y);
boxmax.z = MAX(MeshData.verts[i].z,boxmax.z);
}
}
boxmax += Point3(0.1f,0.1f,0.1f);
boxmin -= Point3(0.1f,0.1f,0.1f);
BoxCenter = (boxmax + boxmin) * 0.5f;
BoxExtent = (boxmax - boxmin) * 0.5f;
WorldBounds = Box3(boxmin,boxmax) * Node->GetObjectTM(CurTime);
}
/***********************************************************************************************
* MeshGeometryExportTaskClass::Is_Single_Material -- Tests if this mesh uses a single materia *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/20/2000 gth : Created. *
*=============================================================================================*/
bool MeshGeometryExportTaskClass::Is_Single_Material(void)
{
return ((SingleMtl != NULL) || (Node->GetMtl() == NULL));
}
/***********************************************************************************************
* MeshGeometryExportTaskClass::Get_Single_Material -- returns pointer to the material *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/23/2000 gth : Created. *
*=============================================================================================*/
Mtl* MeshGeometryExportTaskClass::Get_Single_Material(void)
{
return SingleMtl;
}
/***********************************************************************************************
* MeshGeometryExportTaskClass::Split -- Splits into single material meshes *
* *
* This function will create new export tasks and add them to the supplied array. Each of *
* these will be single-material meshes. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/20/2000 gth : Created. *
*=============================================================================================*/
void MeshGeometryExportTaskClass::Split(DynamicVectorClass<MeshGeometryExportTaskClass *> & simple_meshes)
{
assert(!Is_Single_Material());
Mtl * nodemtl = Node->GetMtl();
int mat_index;
int face_index;
int sub_mtl_count = nodemtl->NumSubMtls();
bool * sub_mtl_flags = new bool[sub_mtl_count];
/*
** Initialize each sub-material flag to false (indicates that the material is un-used)
*/
for (mat_index=0; mat_index<sub_mtl_count; mat_index++) {
sub_mtl_flags[mat_index] = false;
}
/*
** Set a true for each material actually referenced by the mesh
*/
for (face_index=0; face_index<MeshData.getNumFaces(); face_index++) {
int max_mat_index = MeshData.faces[face_index].getMatID();
int mat_index = (max_mat_index % sub_mtl_count);
sub_mtl_flags[mat_index] = true;
}
/*
** Loop over the used materials, creating a new MeshGeometryExportTaskClass for each one
*/
for (mat_index=0; mat_index<sub_mtl_count; mat_index++) {
if (sub_mtl_flags[mat_index]) {
MeshGeometryExportTaskClass * new_task = new MeshGeometryExportTaskClass(*this);
new_task->Reduce_To_Single_Material(mat_index);
new_task->Set_Name_Dirty(true);
simple_meshes.Add(new_task);
}
}
}
/***********************************************************************************************
* MeshGeometryExportTaskClass::Reduce_To_Single_Material -- deletes polys *
* *
* This function deletes all polys (and subsequent un-used vertices) except for the ones *
* that use the specified material. *
* *
* INPUT: *
* mat_id - only faces using this material id will remain in the mesh. *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/20/2000 gth : Created. *
*=============================================================================================*/
void MeshGeometryExportTaskClass::Reduce_To_Single_Material(int mat_id)
{
int sub_mtl_count = Node->GetMtl()->NumSubMtls();
BitArray faces_to_delete(MeshData.getNumFaces());
BitArray verts_to_delete(MeshData.getNumVerts());
faces_to_delete.ClearAll();
verts_to_delete.ClearAll();
for (int i=0; i<MeshData.getNumFaces(); i++) {
if ((MeshData.faces[i].getMatID() % sub_mtl_count) != mat_id) {
faces_to_delete.Set(i,true);
}
}
MeshData.DeleteFaceSet(faces_to_delete,&verts_to_delete);
MeshData.DeleteVertSet(verts_to_delete);
Update_Cached_Data();
}
/***********************************************************************************************
* MeshGeometryExportTaskClass::Can_Combine -- can this mesh combine with anything *
* *
* This will return false if the mesh has multiple materials, too many polys, etc. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/24/2000 gth : Created. *
*=============================================================================================*/
bool MeshGeometryExportTaskClass::Can_Combine(void)
{
/*
** This mesh can't combine at all if:
** - it has multiple materials
** - its polygon count is too high
** - (Renegade) VIS is enabled (don't want to create really wierd shaped vis-sectors...)
*/
if (!Is_Single_Material()) {
return false;
}
if (MeshData.numFaces > OPTIMIZATION_FACECOUNT_LIMIT) {
return false;
}
if (ExportOptions.Is_Vis_Collision_Enabled()) {
return false;
}
return true;
}
/***********************************************************************************************
* MeshGeometryExportTaskClass::Can_Combine_With -- can this mesh be combined with the given m *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/24/2000 gth : Created. *
*=============================================================================================*/
bool MeshGeometryExportTaskClass::Can_Combine_With(MeshGeometryExportTaskClass * other_mesh)
{
/*
** Does the mesh attach to the same W3D bone that we do?
*/
if (other_mesh->BoneIndex != BoneIndex) {
return false;
}
/*
** Does the mesh use the same (single) material that we do?
*/
Mtl * other_mtl = other_mesh->Get_Single_Material();
if (other_mtl == NULL) {
return false;
}
Mtl * my_mtl = Get_Single_Material();
if (my_mtl != other_mtl) {
return false;
}
/*
** Are its relevant W3D options the same as ours?
*/
if (ExportOptions.Geometry_Options_Match(other_mesh->ExportOptions)) {
return false;
}
/*
** Would our combined polygon count be reasonable
*/
if (MeshData.numFaces + other_mesh->MeshData.numFaces > OPTIMIZATION_FACECOUNT_LIMIT) {
return false;
}
/*
** Is the other mesh near me?
*/
Point3 my_center = Node->GetObjectTM(CurTime) * BoxCenter;
Point3 other_center = other_mesh->Node->GetObjectTM(CurTime) * BoxCenter;
float dist = ::FLength(my_center - other_center);
if (dist > OPTIMIZATION_COMBINING_DISTANCE) {
return false;
}
return true;
}
/***********************************************************************************************
* MeshGeometryExportTaskClass::Combine_Mesh -- Add the given mesh into this mesh *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/24/2000 gth : Created. *
*=============================================================================================*/
void MeshGeometryExportTaskClass::Combine_Mesh(MeshGeometryExportTaskClass * other_mesh)
{
/*
** Compute the transform from other_mesh's coordinate system to ours so that
** its polygons can be combined with ours (by calling CombineMeshes)
*/
Matrix3 our_tm = Node->GetObjectTM(CurTime);
Matrix3 his_tm = other_mesh->Node->GetObjectTM(CurTime);
Matrix3 tm = Inverse(our_tm) * his_tm;
/*
** Store our current material index
*/
int matid = MeshData.faces[0].getMatID();
if (Node->GetMtl()->NumSubMtls() > 1) {
matid = matid % Node->GetMtl()->NumSubMtls();
}
/*
** Combine the meshes
*/
Mesh new_mesh;
::CombineMeshes(new_mesh,MeshData,other_mesh->MeshData,&our_tm,&his_tm,0);
MeshData = new_mesh;
/*
** Set all material ID's
*/
for (int i=0; i<MeshData.numFaces; i++) {
MeshData.faces[i].setMatID(matid);
}
}
Point3 MeshGeometryExportTaskClass::Get_Shared_Vertex_Normal(const Point3 & world_pos,int smgroup)
{
const float EPSILON = 0.001f;
Point3 normal(0,0,0);
/*
** Does the bounding box for this node even contain the point
** we are looking for?
*/
if (WorldBounds.Contains(world_pos) != 0) {
/*
** Transform the query point into object space
*/
Matrix3 tm = Node->GetObjectTM(CurTime);
Point3 obj_pos = world_pos * Inverse(tm);
/*
** Loop through all the faces in this mesh and find out which ones
** share the same smoothing group as the vertex we are looking for.
*/
for (int face_index = 0; face_index < MeshData.numFaces; face_index ++) {
Face &maxface = MeshData.faces[face_index];
int face_smgroup = maxface.getSmGroup();
if ((face_smgroup & smgroup) || (face_smgroup == smgroup)) {
/*
** Find out if any of the verticies of this face share the
** same space as the vertex we are looking for.
*/
bool found = false;
for (int vert_index = 0; (vert_index < 3) && !found; vert_index ++) {
int max_vert_index = maxface.v[vert_index];
Point3 delta = obj_pos - MeshData.verts[max_vert_index];
if ((fabs (delta.x) < EPSILON) &&
(fabs (delta.y) < EPSILON) &&
(fabs (delta.z) < EPSILON))
{
/*
** Compute the normal for this face
*/
Point3 v0 = MeshData.verts[maxface.v[0]];
Point3 v1 = MeshData.verts[maxface.v[1]];
Point3 v2 = MeshData.verts[maxface.v[2]];
Point3 face_normal = (v1-v0)^(v2-v1);
face_normal = ::Normalize(face_normal);
/*
** Add this face normal to the sum
*/
normal.x += face_normal.x;
normal.y += face_normal.y;
normal.z += face_normal.z;
/*
** Done with this face, look for more
*/
found = true;
}
}
}
}
/*
** Transform the "normal" to world space. Note that this vector isn't
** normalized because we are basically summing the contributions of each
** face in each mesh which shares this normal. The final normal
** will be normalized in the MeshBuilderClass.
*/
tm.NoTrans();
normal = tm.PointTransform(normal);
}
return normal;
}