1 | include "ogre/lib/ogreSkeletonLib_usefulfns.ms" |
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2 | include "ogre/lib/ogrebipedlib.ms" |
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3 | |
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4 | ---------------------------------------------------------------------------------------- |
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5 | -- ----------------------------------- WRITE MESH ----------------------------------- -- |
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6 | ---------------------------------------------------------------------------------------- |
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7 | |
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8 | ----------------------------------------------------------------- |
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9 | -- Global 'variables' |
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10 | -- There is an array with vertices datas for each submesh |
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11 | -- There is also an array made up of faces. |
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12 | ----------------------------------------------------------------- |
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13 | |
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14 | verticesArrays=#() ; |
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15 | facesArrays=#() ; |
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16 | boneAssignments=#() ; |
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17 | submeshesId=#() ; |
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18 | materialName = "" ; |
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19 | |
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20 | -- verticesArrays[i] will describe the subMesh number i and its elements will be ogreVertices where |
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21 | -- ogreVert = #(x,y,z,nx,ny,nz,r,g,b,a,u1,v1,u2,v2....) |
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22 | -- ----- -------- ------- --------------- |
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23 | -- Pos Nmal RGBA UVs sets |
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24 | -- RGBA being the vertex color when relevant (Optional) |
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25 | -- A vertex can contain multiple UVs sets (Optional) |
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26 | |
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27 | -- facesArrays[i] is an array of Point3 describing the subMesh i. Each Point3 contains vertices indices for a face that is gonna be exported |
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28 | |
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29 | -- boneAssignments[i] describes the bones assignements for subMesh i. It is an array of triplets like #(vertexIndex,boneIndex,weight) |
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30 | |
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31 | -- submeshesId is the list of material Ids |
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32 | |
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33 | -- materialName is the name that Ogre will use |
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34 | |
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35 | |
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36 | ---------------------------------------------------------------- |
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37 | -- exploreMesh returns a string which is "OK" or an error message |
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38 | -- if there are warnings, it displays message boxes. |
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39 | ----------------------------------------------------------------- |
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40 | function exploreMesh pmesh exportUV exportColours= |
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41 | ( |
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42 | local material, answer, m ; |
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43 | |
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44 | answer = "" ; |
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45 | m = snapShotAsMesh pmesh ; |
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46 | |
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47 | -- first, is a material defined ? |
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48 | material = pmesh.material ; |
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49 | if (material == undefined) then |
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50 | answer = "This mesh doesn't have any material, please apply one\n" ; |
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51 | else |
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52 | -- then, are UVW coords set up ? |
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53 | if (exportUV and getNumTVerts m == 0) then |
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54 | answer = "This mesh must have UVW coords in order to be exported" ; |
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55 | |
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56 | if (answer == "") then |
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57 | answer = "OK" ; |
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58 | |
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59 | delete m ; |
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60 | answer ; |
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61 | ) |
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62 | |
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63 | |
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64 | ---------------------------------------------------------------- |
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65 | -- returns the correct normal for the vertex |
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66 | -- according to smoothing groups |
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67 | ----------------------------------------------------------------- |
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68 | function getVertexNormalAccordingToSmoothingGroups selectedMesh faceIndex vertexIndex = |
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69 | ( |
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70 | local normal; |
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71 | local faceSmoothingGroup = getFaceSmoothGroup selectedMesh faceIndex |
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72 | |
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73 | if faceSmoothingGroup == 0 then |
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74 | ( |
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75 | -- if not smooth use face normal |
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76 | normal = getFaceNormal selectedMesh faceIndex |
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77 | ) |
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78 | else |
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79 | ( |
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80 | local vertexIndexes = getFace selectedMesh faceIndex; |
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81 | local vI = vertexIndexes[vertexIndex] |
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82 | local n = [0, 0, 0] -- point3 |
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83 | for adjoiningFaceIndex in (meshop.getFacesUsingVert selectedMesh vI) do |
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84 | ( |
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85 | sg = getFaceSmoothGroup selectedMesh adjoiningFaceIndex; |
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86 | and_sg = bit.and sg faceSmoothingGroup ; |
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87 | if (and_sg != 0) then |
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88 | n += getFaceNormal selectedMesh adjoiningFaceIndex ; |
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89 | ) |
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90 | normal = normalize n; |
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91 | ) |
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92 | |
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93 | normal; |
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94 | ) |
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95 | |
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96 | function tabEquals tab1 tab2 = |
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97 | ( |
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98 | if (tab1.count != tab2.count) then |
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99 | return false; |
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100 | |
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101 | for i=1 to tab1.count do |
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102 | if (tab1[i] != tab2[i]) then |
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103 | return false; |
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104 | |
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105 | return true; |
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106 | ) |
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107 | |
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108 | function doesVertexExistAlready searchTable vertexIndex vertexNormal vertexColorIndex vertexAlphaIndex UVs exportUV exportColor = |
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109 | ( |
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110 | local start_uvs; |
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111 | vertex = #(); |
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112 | --format "vertex a tester % % \n" vertexIndex vertexNormal; |
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113 | |
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114 | if (searchTable[vertexIndex]==undefined) then |
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115 | return 0; |
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116 | |
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117 | for vertex in searchTable[vertexIndex] do |
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118 | ( |
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119 | if (vertex[2]!=vertexNormal) then |
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120 | continue; |
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121 | |
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122 | if (exportColor) then |
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123 | ( |
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124 | if (vertex[3]!=vertexColorIndex) then |
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125 | continue; |
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126 | |
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127 | if (vertex[4]!=vertexAlphaIndex) then |
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128 | continue; |
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129 | |
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130 | start_uvs = 4; |
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131 | ) |
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132 | else |
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133 | ( |
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134 | start_uvs = 2; |
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135 | ) |
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136 | |
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137 | if (exportUV) then |
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138 | ( |
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139 | local equal = true; |
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140 | for i=1 to UVs.count do |
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141 | ( |
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142 | if (vertex[start_uvs+i]!=UVs[i]) then |
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143 | ( |
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144 | equal = false; |
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145 | exit; |
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146 | ) |
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147 | ) |
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148 | if (not equal) then |
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149 | continue; |
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150 | ) |
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151 | |
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152 | return vertex[1] ; |
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153 | ) |
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154 | return 0; |
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155 | ) |
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156 | |
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157 | ---------------------------------------------------------------------------- |
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158 | -- Retrieves al the datas which wil be used |
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159 | -- tmesh is the mesh object |
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160 | -- flipyz = true if you want coords to fit in OGRE. |
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161 | -- flipNormal = true if you want to flip normals |
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162 | -- scale : the scale factor |
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163 | -- exportUV = true if you want to export texture |
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164 | -- numUVsets : number of texture coordinates to export (if exportUV is true, the minimum is 1. if exportUV is false, this parameter is irrelevant) |
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165 | -- exportColor = true if you want to export vertices colors |
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166 | -- sk : the skin modifier (may be undefined) |
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167 | -- phy : the physique modifier (may be undefined) |
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168 | -- stores datas in verticesArrays and facesArrays. |
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169 | ---------------------------------------------------------------------------- |
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170 | function getDatas tmesh flipyz scale flipNormal exportUV numUVsets exportColours exportHelpers sk phy = |
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171 | ( |
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172 | local face; --index of the current face |
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173 | local localVertexIndex; --index of the current vertex (relative to the current face) ie : 1, 2 or 3 |
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174 | local vertexNormal; --normal of the current vertex (Point3) |
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175 | local vertexPosition; --position of the current vertex (Point3) |
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176 | local faceVerticesIndices; --indices of the vertex for the current face (Point3) |
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177 | local vertexIndex; --index of the current vertex (in the mesh) |
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178 | local matId; --material Id of the current face |
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179 | local numFaces; --number of faces in the mesh |
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180 | |
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181 | local faceVertexColorIndices; --indices of the vertices for the current face in the vertex color table of the mesh (Point3) |
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182 | local vertexColorIndex; --index of the current vertex in the vertex color table of the mesh |
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183 | local vertexColor; --vertex color for the current vertex (color) |
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184 | local faceVertexAlphaIndices; --indices of the vertices for the current face in the vertex alpha table of the mesh (Point3) |
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185 | local vertexAlpha; --vertex alpha of the current alpha |
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186 | local vertexAlphaIndex; --index of the current vertex in the vertex alpha map channel (-2) |
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187 | |
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188 | local ogreFace; --indices of the vertices for the current face (references the list of vertices that is gonna be exported, not the vertices of the original mesh) |
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189 | |
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190 | local vertexWeightCount; --number of bones influencing the current vertex |
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191 | local vertexWeight; --current weight |
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192 | |
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193 | local searchTable ; |
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194 | local k ; |
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195 | local rootId ; |
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196 | |
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197 | local UVcoords; -- will contain the texture coordinates for the current vertex. its size will be numUVsets*2 if exportUV is true. |
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198 | |
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199 | -- searchTables will contain a searchTable for every subMesh. |
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200 | -- searchTable will be the current table for the current subMesh. |
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201 | -- Every vertex will be stored here to check for duplicates. |
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202 | searchTable=#() ; |
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203 | searchTables=#() ; |
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204 | |
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205 | -- initialisation of the current ogre face as a vector |
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206 | ogreFace=Point3 12 12 12 ; |
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207 | |
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208 | -- Data arrays init. |
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209 | verticesArrays=#() ; |
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210 | facesArrays=#() ; |
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211 | boneAssignments = #() ; |
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212 | submeshesId = #() ; |
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213 | UVcoords=#() ; |
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214 | |
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215 | -- compute bones list for the model. |
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216 | BonesList=#() |
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217 | computeBonesList phy sk exportHelpers ; |
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218 | |
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219 | numFaces = (getNumFaces tmesh); |
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220 | |
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221 | -- For each face |
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222 | for face = 1 to numFaces do -- LOOP on FACES -- |
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223 | ( |
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224 | OgreExportObject.exportProgress.value = (100.0*face/numFaces); |
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225 | |
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226 | faceVerticesIndices = getFace tmesh face ; |
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227 | matId = getFaceMatId tmesh face ; |
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228 | |
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229 | -- Vertex Color Face |
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230 | if (exportColours) then |
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231 | ( |
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232 | faceVertexColorIndices = meshOp.getMapFace tmesh 0 face ; -- 0 is the vertex color channel |
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233 | faceVertexAlphaIndices = meshOp.getMapFace tmesh -2 face ; -- -2 is the vertex alpha channel |
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234 | ) |
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235 | else |
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236 | ( |
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237 | faceVertexColorIndices = Point3 1 1 1 ; |
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238 | faceVertexAlphaIndices = Point3 1 1 1 ; |
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239 | ) |
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240 | |
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241 | -- For each vertex whose face is made up of. |
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242 | for localVertexIndex=1 to 3 do -- LOOP on VERTICES -- |
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243 | ( |
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244 | vertexIndex = (int) (faceVerticesIndices[localVertexIndex]) ; |
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245 | vertexColorIndex = (int) (faceVertexColorIndices[localVertexIndex]) ; |
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246 | vertexAlphaIndex = (int) (faceVertexAlphaIndices[localVertexIndex]); |
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247 | vertexNormal = getVertexNormalAccordingToSmoothingGroups tmesh face localVertexIndex; |
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248 | -- flip normal capability |
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249 | if (flipNormal) then |
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250 | ( |
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251 | vertexNormal = vertexNormal * -1 |
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252 | ) |
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253 | |
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254 | -- we retrieve datas. it depends on options. |
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255 | -- UV face |
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256 | if (exportUV) then |
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257 | ( |
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258 | UVcoords=#(); |
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259 | for ch=1 to numUVsets do |
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260 | ( |
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261 | local vertInds = meshOp.getMapFace tmesh ch face ; |
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262 | local UVW = meshOp.getMapVert tmesh ch vertInds[localVertexIndex] ; -- retrieve the UV for the corresponding channel. |
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263 | append UVcoords UVW[1]; |
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264 | append UVcoords UVW[2]; -- don't care about the W coordinate |
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265 | ) |
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266 | ) |
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267 | else |
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268 | ( |
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269 | UVcoords=#(); |
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270 | ) |
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271 | |
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272 | -- we try to find the corresponding searchtable. |
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273 | if (searchTables[matId] == undefined ) then |
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274 | searchTables[matId]=#() ; -- we found a new subMesh, create the searchTable for it |
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275 | |
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276 | searchTable = searchTables[matId] ; -- set the searchTable to the current subMesh |
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277 | |
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278 | newVertex = 1 ; |
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279 | ogreVertNum = 1; |
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280 | -- Maybe this vertex has already been found. |
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281 | -- So we use searchTable. |
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282 | res = doesVertexExistAlready searchTable vertexIndex vertexNormal vertexColorIndex vertexAlphaIndex UVcoords exportUV exportColours; |
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283 | if (res==0) then |
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284 | ( |
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285 | newVertex = 1 ; |
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286 | --format "nouveau vertex % % %\n" vertexIndex vertexNormal UVcoords; |
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287 | ) |
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288 | else |
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289 | ( |
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290 | newVertex = 0; |
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291 | ogreVertNum = res; |
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292 | ) |
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293 | |
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294 | if (newVertex == 1) then -- That is to say it has not been found. |
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295 | ( |
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296 | -- Maybe the material found defines a new submesh... |
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297 | if (verticesArrays[matId] == undefined) then |
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298 | ( |
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299 | format "- Submesh detected: material ID = %\n" matId |
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300 | verticesArrays[matId] = #() ; |
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301 | boneAssignments[matId] = #() ; |
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302 | append submeshesId matId ; |
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303 | ) |
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304 | |
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305 | -- the vertex number for the current submesh must be updated |
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306 | -- vertex number is increased |
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307 | ogreVertNum = verticesArrays[matId].count + 1; |
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308 | |
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309 | -- it is added to the searchTable |
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310 | if (searchTable[vertexIndex]==undefined) then |
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311 | ( |
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312 | searchTable[vertexIndex] = #() ; |
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313 | ) |
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314 | local data = #(); |
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315 | append data ogreVertNum ; |
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316 | n = copy vertexNormal ; |
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317 | append data n ; |
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318 | if (exportColours) then |
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319 | ( |
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320 | append data VertexColorIndex ; |
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321 | append data VertexAlphaIndex ; |
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322 | ) |
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323 | if (exportUV) then |
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324 | ( |
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325 | if (UVcoords.count > 0) then |
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326 | ( |
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327 | for uv=1 to UVcoords.count do |
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328 | append data UVcoords[uv]; |
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329 | ) |
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330 | ) |
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331 | append searchTable[vertexIndex] data ; |
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332 | |
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333 | -- we retrieve data |
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334 | vertexPosition = getVert tmesh faceVerticesIndices[localVertexIndex] ; |
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335 | |
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336 | vertexColor = Point3 0 0 0; |
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337 | vertexAlpha = 255; |
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338 | if (exportColours) then |
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339 | ( |
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340 | vertexColor = (meshOp.getMapVert tmesh 0 vertexColorIndex); |
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341 | vertexAlpha = (meshOp.getMapVert tmesh -2 vertexAlphaIndex)[1]; |
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342 | ) |
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343 | |
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344 | -- change scale |
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345 | vertexPosition = vertexPosition * scale ; |
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346 | |
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347 | -- flip axes |
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348 | if (flipyz) then |
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349 | ( |
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350 | vertTmp = copy vertexPosition ; |
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351 | vertexPosition[2] = vertTmp[3] ; |
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352 | vertexPosition[3] = -vertTmp[2] ; |
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353 | |
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354 | nmalTmp = copy vertexNormal ; |
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355 | vertexNormal[2] = nmalTmp[3] ; |
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356 | vertexNormal[3] = -nmalTmp[2] ; |
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357 | ) |
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358 | |
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359 | -- store the vertex in verticesArrays |
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360 | vertexData = #(vertexPosition[1],vertexPosition[2],vertexPosition[3],vertexNormal[1],vertexNormal[2],vertexNormal[3],vertexColor[1],vertexColor[2],vertexColor[3],vertexAlpha) ; |
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361 | if (exportUV) then |
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362 | ( |
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363 | for ch=1 to numUVsets do |
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364 | ( |
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365 | append vertexData UVcoords[1+(ch-1)*2]; |
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366 | append vertexData UVcoords[2+(ch-1)*2]; |
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367 | ) |
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368 | ) |
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369 | append verticesArrays[matId] vertexData ; -- Vertex is added to datas |
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370 | |
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371 | -- And now, bone assignments. (if a skin modifier is present) |
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372 | -- It seems that there are issues when just few vertices have bone assignments. |
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373 | -- So there is at least the root assignment. |
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374 | if (sk != undefined) then |
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375 | ( |
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376 | vertexWeightCount = skinOps.getVertexWeightCount sk vertexIndex ; |
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377 | |
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378 | if (vertexWeightCount > 4) then |
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379 | ( |
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380 | if (not g_MAX) then |
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381 | ( |
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382 | format "*** vertex % has more than 4 bones assigned...\n" vertexIndex; |
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383 | ) |
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384 | ) |
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385 | |
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386 | for k=1 to vertexWeightCount do |
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387 | ( |
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388 | bid = skinOps.getVertexWeightBoneID sk vertexIndex k ; |
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389 | bname = skinOps.getBoneName sk bid 1 ; |
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390 | bname = replaceSpaces bname; |
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391 | vertexWeight = skinOps.getVertexWeight sk vertexIndex k ; |
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392 | |
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393 | id_bone = findItem BonesList bname; |
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394 | if (id_bone != 0) then |
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395 | append boneAssignments[matId] #(ogreVertNum-1,id_bone-1,vertexWeight) ; |
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396 | ) |
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397 | -- assignment to the root bone. |
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398 | if (vertexWeightCount==0) then |
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399 | ( |
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400 | -- gets the root Id: |
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401 | rootId=getRootsId sk |
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402 | rootname = skinOps.getBoneName sk rootId[1] 1 ; |
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403 | id_bone = findItem BonesList rootname ; |
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404 | if (id_bone != 0) then |
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405 | append boneAssignments[matId] #(ogreVertNum-1,id_bone-1,1) ; |
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406 | ) |
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407 | ) |
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408 | -- same thing with physique modifier if defined |
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409 | if (phy != undefined) then |
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410 | ( |
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411 | vertexWeightCount = physiqueOps.getVertexBoneCount $ vertexIndex ; |
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412 | |
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413 | if (vertexWeightCount > 4) then |
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414 | ( |
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415 | if (not g_MAX) then |
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416 | ( |
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417 | format "*** vertex % has more than 4 bones assigned...\n" vertexIndex; |
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418 | ) |
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419 | ) |
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420 | |
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421 | for k=1 to vertexWeightCount do |
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422 | ( |
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423 | bone = physiqueOps.getVertexBone $ vertexIndex k |
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424 | vertexWeight = physiqueOps.getVertexWeight $ vertexIndex k |
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425 | |
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426 | -- search the bone number |
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427 | bname = replaceSpaces bone.name; |
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428 | id_bone = findItem BonesList bname ; |
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429 | if (id_bone!=0) then |
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430 | append boneAssignments[matId] #(ogreVertNum-1,id_bone-1,vertexWeight) ; |
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431 | ) |
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432 | -- assignment to the first bone if the vertex was not assigned. |
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433 | if (vertexWeightCount==0) then |
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434 | ( |
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435 | -- gets the root Id: |
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436 | append boneAssignments[matId] #(ogreVertNum-1,0,1) ; |
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437 | ) |
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438 | ) |
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439 | |
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440 | ) |
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441 | |
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442 | ogreFace[localVertexIndex] = ogreVertNum - 1; |
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443 | ) |
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444 | |
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445 | -- flip normal capability |
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446 | if (flipNormal) then |
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447 | ( |
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448 | faceTmp = copy ogreFace ; |
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449 | ogreFace[2] = faceTmp[3] ; |
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450 | ogreFace[3] = faceTmp[2] ; |
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451 | ) |
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452 | |
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453 | if (facesArrays[matId] == undefined) then |
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454 | facesArrays[matId] = #() ; |
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455 | append facesArrays[matId] #(ogreFace[1],ogreFace[2],ogreFace[3]) ; -- Face is added to datas |
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456 | ) |
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457 | ) |
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458 | |
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459 | ------------------------------------------------- |
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460 | -- writes in the mesh.xml file |
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461 | -- outName : filename |
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462 | -- exportUV = true if you want to export texture |
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463 | -- numUVsets : number of UVs sets per vertex to be exported (only relevant if exportUV = true) |
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464 | -- exportColor = true if you want to export vertices colors |
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465 | -- material : material used by the mesh |
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466 | -- Uses the arrays verticesArrays and facesArrays |
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467 | ------------------------------------------------- |
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468 | function writeM exportUV numUVsets exportColours material outName = |
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469 | ( |
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470 | local a,v,f,submatname,hasSkeleton,outFile,hasColours,matId ; |
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471 | |
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472 | hasSkeleton = false ; |
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473 | texCoordString = "" ; |
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474 | if (exportUV) then |
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475 | ( |
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476 | texCoordString = "texture_coords=\"" + (numUVsets as string) + "\" " ; |
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477 | for num=1 to numUVsets do |
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478 | ( |
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479 | texCoordString = texCoordString + "texture_coords_dimensions_" + ((num-1) as string) + "=\"2\" "; -- I really don't care about the W coordinates |
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480 | ) |
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481 | ) |
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482 | hasColours = "false" ; |
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483 | if (exportColours) then |
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484 | hasColours = "true" ; |
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485 | |
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486 | |
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487 | -- the final file is created |
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488 | if (g_MAX) then |
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489 | ( |
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490 | ClearListener(); |
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491 | if (g_MAX_use_listener) then |
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492 | format("<ogrestartfile>%</ogrestartfile><ogrestartdata>\n") (outName + ".mesh.xml"); |
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493 | outFile = listener; |
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494 | ) |
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495 | else |
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496 | ( |
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497 | outFile = createfile (outName + ".mesh.xml") ; |
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498 | ) |
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499 | |
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500 | -- writes the header |
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501 | format("<mesh>\n") to:outFile ; |
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502 | |
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503 | -- submeshes start |
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504 | format("\t<submeshes>\n") to:outFile ; |
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505 | |
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506 | -- for each submesh |
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507 | for matId in submeshesId do |
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508 | ( |
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509 | -- Do we need 32-bit indexes? |
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510 | use32bitindexes = "false"; |
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511 | if arrayLength verticesArrays[matId] > 65535 then |
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512 | use32bitindexes = "true"; |
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513 | |
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514 | -- get the name of the sub material if needed. |
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515 | submatname = replacespaces material.name ; |
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516 | |
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517 | if (classof material == MultiMaterial) then |
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518 | ( |
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519 | if (material.materialList[matId]==undefined) then |
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520 | ( |
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521 | msg = ""; |
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522 | format "You are using in your mesh a material Id (%) that does not exist in your MultiMaterial (%)\nMaterial information won't be properly exported." matId submatname to:msg ; |
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523 | messageBox msg; |
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524 | ) |
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525 | else |
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526 | ( |
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527 | submatname += "/" + replacespaces material.materiallist[matId].name ; |
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528 | ) |
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529 | ) |
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530 | |
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531 | -- HELLO ! -- |
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532 | --------------------------------------------------------------------------------- |
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533 | -- IF YOU COME HERE BECAUSE YOUR OBJECT FAILED EXPORTING, MAYBE THAT'S BECAUSE -- |
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534 | -- YOU USE MATERIAL ID IN YOUR MESH THAT DOESN'T EXIST IN YOUR MULTIMATERIAL -- |
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535 | --------------------------------------------------------------------------------- |
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536 | |
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537 | format("\t\t<submesh material = \"%\" usesharedvertices=\"false\" use32bitindexes=\"%\">\n") submatname use32bitindexes to:outFile ; |
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538 | |
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539 | if (not g_MAX) then |
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540 | format "- writing faces...\n" |
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541 | format("\t\t\t<faces count=\"%\">\n") (arraylength facesArrays[matId]) to:outFile; |
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542 | |
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543 | -- for each face |
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544 | for f in facesArrays[matId] do |
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545 | ( |
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546 | format("\t\t\t\t<face ") to:outFile ; |
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547 | format("v1=\"%\" v2=\"%\" v3=\"%\" />\n") ((int)f[1]) ((int)f[2]) ((int)f[3]) to:outFile ; |
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548 | ) |
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549 | format("\t\t\t</faces>\n") to:outFile ; |
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550 | |
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551 | if (not g_MAX) then |
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552 | format "- writing vertices...\n" |
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553 | format("\t\t\t<geometry vertexcount=\"%\">\n") (arrayLength verticesArrays[matId] ) to:outFile; |
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554 | format("\t\t\t\t<vertexbuffer positions=\"true\" normals=\"true\" colours_diffuse=\"%\" %>\n") hasColours TexCoordString to:outFile ; |
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555 | |
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556 | -- for each vertex |
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557 | for v in verticesArrays[matId] do |
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558 | ( |
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559 | format("\t\t\t\t\t<vertex>\n") to:outFile ; |
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560 | format("\t\t\t\t\t\t<position x=\"%\" y=\"%\" z=\"%\" />\n") v[1] v[2] v[3] to:outFile ; |
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561 | format("\t\t\t\t\t\t<normal x=\"%\" y=\"%\" z=\"%\" />\n") v[4] v[5] v[6] to:outFile ; |
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562 | if (exportUV) then |
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563 | ( |
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564 | for ch=1 to numUVsets do |
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565 | format("\t\t\t\t\t\t<texcoord u=\"%\" v=\"%\" />\n") v[11+((ch-1)*2)] (1 - v[12+((ch-1)*2)]) to:outFile ; |
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566 | ) |
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567 | if (exportColours) then |
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568 | ( |
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569 | color_string = (v[7] as string) + " " + (v[8] as string) + " " + (v[9] as string) + " " +(v[10] as string); |
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570 | format("\t\t\t\t\t\t<colour_diffuse value=\"%\" />\n") color_string to:outFile ; |
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571 | ) |
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572 | format("\t\t\t\t\t</vertex>\n") to:outFile ; |
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573 | ) |
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574 | format("\t\t\t\t</vertexbuffer>\n") to:outFile ; |
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575 | format("\t\t\t</geometry>\n") to:outFile ; |
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576 | |
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577 | |
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578 | -- and now bone assignments (and skeleton), if there is at least one element in boneAssignments array. |
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579 | if ((arrayLength boneAssignments[matId]) != 0) then |
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580 | ( |
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581 | hasSkeleton = true ; |
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582 | if (not g_MAX) then |
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583 | format "- writing bone assignments...\n" |
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584 | format("\t\t\t<boneassignments>\n") to:outFile ; |
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585 | |
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586 | for a in boneAssignments[matId] do |
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587 | ( |
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588 | format("\t\t\t\t<vertexboneassignment vertexindex=\"%\" boneindex=\"%\" weight=\"%\" />\n") a[1] a[2] a[3] to:outFile ; |
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589 | ) |
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590 | format("\t\t\t</boneassignments>\n") to:outFile ; |
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591 | ) |
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592 | |
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593 | -- submesh end |
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594 | format("\t\t</submesh>\n") to:outFile ; |
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595 | ) |
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596 | |
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597 | -- submeshes end |
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598 | format("\t</submeshes>\n") to:outFile ; |
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599 | |
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600 | -- Skeleton link if there is at least one bone assignement. |
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601 | if (hasSkeleton) then |
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602 | ( |
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603 | t = filterstring outName "\\" ; |
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604 | format ("\t<skeletonlink name=\"%\"/>\n") (t[arrayLength t] + ".skeleton") to:outFile ; |
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605 | ) |
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606 | |
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607 | format("</mesh>\n") to: outFile ; |
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608 | |
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609 | if (not g_MAX) then |
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610 | ( |
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611 | close outFile ; |
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612 | ) |
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613 | else |
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614 | ( |
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615 | if (g_MAX_use_listener) then |
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616 | format("</ogrestartdata>\n") to: outFile; |
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617 | ) |
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618 | ) |
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619 | |
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620 | |
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621 | --------------------------------- |
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622 | -- writes the mesh: main function |
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623 | --------------------------------- |
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624 | |
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625 | function writeMesh pmesh exportOptions out_name = |
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626 | ( |
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627 | local m,sk,outFile,message,phy ; |
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628 | |
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629 | m = snapshotAsMesh pmesh ; |
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630 | |
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631 | -- tries to find errors |
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632 | message = exploreMesh pmesh exportOptions.exportUV exportOptions.exportColours; |
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633 | if (message != "OK") then |
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634 | ( |
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635 | MessageBox ("\n There is a problem with your mesh:\n" + message + "\n\nOperation aborted") ; |
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636 | delete m ; |
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637 | return false ; |
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638 | ) |
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639 | else |
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640 | ( |
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641 | format "\n\n" |
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642 | format "------------------------------------------\n" |
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643 | format "------- OGRE Mesh Exporter Log -------\n" |
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644 | format "----- -----\n" |
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645 | |
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646 | -- get the skin modifier ( may be undefined ) |
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647 | -- and physique modifier |
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648 | phy = getPhysique pmesh ; |
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649 | sk = getSkin pmesh; |
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650 | |
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651 | if (sk != undefined) then |
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652 | format "Skin modifier detected.\n" |
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653 | |
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654 | if (phy != undefined) then |
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655 | format "Physique modifier detected.\n" |
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656 | |
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657 | -- if not undefined, skin modifier is selected in modifier tab. Or there will be an error. |
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658 | if (sk != undefined) then |
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659 | ( |
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660 | -- in order to perform, skin should be opened |
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661 | max modify mode ; |
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662 | modPanel.setCurrentObject pmesh.modifiers[#Skin] ; |
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663 | ) |
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664 | |
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665 | -- physique |
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666 | if (phy != undefined) then |
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667 | ( |
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668 | -- in order to perform, skin should be opened |
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669 | max modify mode ; |
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670 | modPanel.setCurrentObject pmesh.modifiers[#Physique] ; |
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671 | --physiqueOps.setInitialPose pmesh true ; |
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672 | ) |
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673 | |
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674 | OgreExportObject.exportProgress.value = 0; |
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675 | |
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676 | -- retieving material |
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677 | if (pmesh.material != undefined) then ( |
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678 | materialName = pmesh.material.name ; |
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679 | replaceSpaces materialName ; |
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680 | ) |
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681 | else materialName = pmesh.name + "Material" ; |
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682 | |
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683 | format "Material name exported : \n- %/*** \n" materialName ; |
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684 | |
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685 | -- retrieving all datas |
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686 | format "Retrieving vertices and faces data : \n" ; |
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687 | |
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688 | getDatas m exportOptions.flipyz exportOptions.scale exportOptions.flipNormal exportOptions.exportUV exportOptions.UVchannels exportOptions.exportColours exportOptions.exportHelpers sk phy; |
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689 | |
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690 | -- writing in the file |
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691 | format "Writing in file %.mesh.xml : \n" out_name ; |
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692 | WriteM exportOptions.exportUV exportOptions.UVchannels exportOptions.exportColours pmesh.material out_name ; |
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693 | |
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694 | if (not g_MAX) then |
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695 | format "Export successful.\n" |
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696 | |
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697 | delete m ; |
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698 | |
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699 | if (not g_MAX) then |
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700 | ( |
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701 | format "----- -----\n" |
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702 | format "---------- END ---------\n" |
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703 | format "------------------------------------------\n" |
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704 | ) |
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705 | |
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706 | MessageBox ("Exporting mesh successful !") ; |
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707 | |
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708 | OgreExportObject.exportProgress.value = 100; |
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709 | ) |
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710 | return true ; |
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711 | ) |
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712 | |
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713 | |
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714 | |
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