1 | #include "mesh.h"
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2 |
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3 | namespace OgreMayaExporter
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4 | {
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5 | /***** Class Mesh *****/
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6 | // constructor
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7 | Mesh::Mesh(const MString& name)
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8 | {
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9 | m_name = name;
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10 | m_numTriangles = 0;
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11 | m_pSkinCluster = NULL;
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12 | m_pSkeleton = NULL;
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13 | }
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14 |
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15 | // destructor
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16 | Mesh::~Mesh()
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17 | {
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18 | clear();
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19 | }
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20 |
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21 | // clear data
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22 | void Mesh::clear()
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23 | {
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24 | m_name = "";
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25 | m_numTriangles = 0;
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26 | for (int i=0; i<m_submeshes.size(); i++)
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27 | delete m_submeshes[i];
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28 | m_vertices.clear();
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29 | m_uvsets.clear();
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30 | m_submeshes.clear();
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31 | if (m_pSkinCluster)
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32 | delete m_pSkinCluster;
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33 | m_pSkinCluster = NULL;
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34 | if (m_pSkeleton)
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35 | delete m_pSkeleton;
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36 | m_pSkeleton = NULL;
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37 | }
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38 |
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39 | // get pointer to linked skeleton
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40 | Skeleton* Mesh::getSkeleton()
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41 | {
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42 | return m_pSkeleton;
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43 | }
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44 |
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45 | /*******************************************************************************
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46 | * Load mesh data from a maya Fn *
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47 | *******************************************************************************/
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48 | MStatus Mesh::load(MDagPath& meshDag,ParamList ¶ms)
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49 | {
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50 | MStatus stat;
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51 | // check that given DagPath corresponds to a mesh node
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52 | if (!meshDag.hasFn(MFn::kMesh))
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53 | return MS::kFailure;
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54 |
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55 | // get the mesh object
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56 | MFnMesh mesh(meshDag);
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57 | //initialise variables
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58 | std::vector<MFloatArray> weights;
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59 | std::vector<MIntArray> jointIds;
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60 | unsigned int numJoints = 0;
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61 | std::vector<vertexInfo> vertices;
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62 | MFloatPointArray points;
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63 | MFloatVectorArray normals;
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64 | vertices.resize(mesh.numVertices());
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65 | weights.resize(mesh.numVertices());
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66 | jointIds.resize(mesh.numVertices());
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67 | // get uv texture coordinate sets' names
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68 | MStringArray uvsets;
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69 | if (mesh.numUVSets() > 0)
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70 | {
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71 | stat = mesh.getUVSetNames(uvsets);
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72 | if (MS::kSuccess != stat)
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73 | {
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74 | std::cout << "Error retrieving UV sets names\n";
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75 | return MS::kFailure;
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76 | }
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77 | }
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78 | //Save uvsets info
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79 | for (int i=m_uvsets.size(); i<uvsets.length(); i++)
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80 | {
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81 | uvset uv;
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82 | uv.size = 2;
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83 | m_uvsets.push_back(uv);
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84 | }
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85 |
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86 | // check the "opposite" attribute to see if we have to flip normals
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87 | bool opposite = false;
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88 | mesh.findPlug("opposite",true).getValue(opposite);
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89 |
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90 | if (params.exportVBA || params.exportSkeleton)
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91 | {
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92 | // get connected skin cluster (if present)
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93 | bool foundSkinCluster = false;
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94 | MItDependencyNodes kDepNodeIt( MFn::kSkinClusterFilter );
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95 | for( ;!kDepNodeIt.isDone() && !foundSkinCluster; kDepNodeIt.next())
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96 | {
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97 | MObject kObject = kDepNodeIt.item();
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98 | m_pSkinCluster = new MFnSkinCluster(kObject);
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99 | unsigned int uiNumGeometries = m_pSkinCluster->numOutputConnections();
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100 | for(unsigned int uiGeometry = 0; uiGeometry < uiNumGeometries; ++uiGeometry )
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101 | {
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102 | unsigned int uiIndex = m_pSkinCluster->indexForOutputConnection(uiGeometry);
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103 | MObject kOutputObject = m_pSkinCluster->outputShapeAtIndex(uiIndex);
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104 | if(kOutputObject == mesh.object())
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105 | {
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106 | std:: cout << "Found skin cluster " << m_pSkinCluster->name().asChar() << " for mesh "
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107 | << mesh.name().asChar() << "\n";
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108 | foundSkinCluster = true;
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109 | }
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110 | else
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111 | {
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112 | delete m_pSkinCluster;
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113 | m_pSkinCluster = NULL;
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114 | }
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115 | }
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116 | }
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117 |
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118 | // load connected skeleton (if present)
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119 | if (m_pSkinCluster)
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120 | {
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121 | std::cout << "Loading skeleton data...\n";
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122 | if (!m_pSkeleton)
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123 | m_pSkeleton = new Skeleton();
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124 | stat = m_pSkeleton->load(m_pSkinCluster,params);
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125 | if (MS::kSuccess != stat)
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126 | {
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127 | std::cout << "Error loading skeleton data\n";
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128 | }
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129 | else
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130 | std::cout << "OK\n";
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131 | }
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132 | }
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133 | // get connected shaders
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134 | MObjectArray shaders;
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135 | MIntArray shaderPolygonMapping;
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136 | stat = mesh.getConnectedShaders(0,shaders,shaderPolygonMapping);
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137 | if (MS::kSuccess != stat)
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138 | {
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139 | std::cout << "Error getting connected shaders\n";
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140 | return MS::kFailure;
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141 | }
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142 | std::cout << "Found " << shaders.length() << " connected shaders\n";
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143 | if (shaders.length() <= 0)
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144 | {
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145 | std::cout << "No connected shaders, skipping mesh\n";
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146 | return MS::kFailure;
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147 | }
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148 |
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149 | // create a series of arrays of faces for each different submesh
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150 | std::vector<faceArray> polygonSets;
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151 | polygonSets.resize(shaders.length());
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152 |
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153 | // Get faces data
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154 | // prepare vertex table
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155 | for (int i=0; i<vertices.size(); i++)
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156 | vertices[i].next = -2;
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157 | //get vertex positions from mesh data
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158 | if (params.exportWorldCoords)
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159 | mesh.getPoints(points,MSpace::kWorld);
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160 | else
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161 | mesh.getPoints(points,MSpace::kTransform);
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162 | //get list of normals from mesh data
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163 | if (params.exportWorldCoords)
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164 | mesh.getNormals(normals,MSpace::kWorld);
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165 | else
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166 | mesh.getNormals(normals,MSpace::kTransform);
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167 | //get list of vertex weights
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168 | if (m_pSkinCluster)
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169 | {
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170 | std::cout << "Get vbas\n";
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171 | MItGeometry iterGeom(meshDag);
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172 | for (i=0; !iterGeom.isDone(); iterGeom.next(), i++)
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173 | {
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174 | MObject component = iterGeom.component();
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175 | MFloatArray vertexWeights;
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176 | stat=m_pSkinCluster->getWeights(meshDag,component,vertexWeights,numJoints);
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177 | weights[i]=vertexWeights;
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178 | if (MS::kSuccess != stat)
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179 | {
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180 | std::cout << "Error retrieving vertex weights\n";
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181 | }
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182 | // get ids for the joints
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183 | if (m_pSkeleton)
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184 | {
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185 | MDagPathArray influenceObjs;
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186 | m_pSkinCluster->influenceObjects(influenceObjs,&stat);
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187 | if (MS::kSuccess != stat)
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188 | {
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189 | std::cout << "Error retrieving influence objects for given skin cluster\n";
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190 | }
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191 | jointIds[i].setLength(weights[i].length());
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192 | for (int j=0; j<influenceObjs.length(); j++)
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193 | {
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194 | bool foundJoint = false;
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195 | for (int k=0; k<m_pSkeleton->getJoints().size() && !foundJoint; k++)
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196 | {
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197 | if (influenceObjs[j].partialPathName() == m_pSkeleton->getJoints()[k].name)
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198 | {
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199 | foundJoint=true;
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200 | jointIds[i][j] = m_pSkeleton->getJoints()[k].id;
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201 | }
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202 | }
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203 | }
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204 | }
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205 | }
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206 | }
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207 | // create an iterator to go through mesh polygons
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208 | if (mesh.numPolygons() > 0)
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209 | {
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210 | std::cout << "Iterate over mesh polygons\n";
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211 | MItMeshPolygon faceIter(mesh.object(),&stat);
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212 | if (MS::kSuccess != stat)
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213 | {
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214 | std::cout << "Error accessing mesh polygons\n";
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215 | return MS::kFailure;
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216 | }
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217 | std::cout << "num polygons = " << mesh.numPolygons() << "\n";
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218 | // iterate over mesh polygons
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219 | for (; !faceIter.isDone(); faceIter.next())
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220 | {
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221 | int numTris=0;
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222 | faceIter.numTriangles(numTris);
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223 | // for every triangle composing current polygon extract triangle info
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224 | for (int iTris=0; iTris<numTris; iTris++)
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225 | {
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226 | MPointArray triPoints;
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227 | MIntArray tempTriVertexIdx,triVertexIdx;
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228 | int idx;
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229 | // create a new face to store triangle info
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230 | face newFace;
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231 | // extract triangle vertex indices
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232 | faceIter.getTriangle(iTris,triPoints,tempTriVertexIdx);
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233 | // convert indices to face-relative indices
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234 | MIntArray polyIndices;
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235 | faceIter.getVertices(polyIndices);
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236 | unsigned int iPoly, iObj;
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237 | for (iObj=0; iObj < tempTriVertexIdx.length(); ++iObj)
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238 | {
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239 | // iPoly is face-relative vertex index
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240 | for (iPoly=0; iPoly < polyIndices.length(); ++iPoly)
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241 | {
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242 | if (tempTriVertexIdx[iObj] == polyIndices[iPoly])
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243 | {
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244 | triVertexIdx.append(iPoly);
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245 | break;
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246 | }
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247 | }
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248 | }
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249 | // iterate over triangle's vertices
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250 | for (int i=0; i<3; i++)
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251 | {
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252 | bool different = true;
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253 | int vtxIdx = faceIter.vertexIndex(triVertexIdx[i]);
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254 | int nrmIdx = faceIter.normalIndex(triVertexIdx[i]);
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255 |
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256 | // get vertex color
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257 | MColor color;
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258 | if (faceIter.hasColor(triVertexIdx[i]))
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259 | {
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260 | stat = faceIter.getColor(color,triVertexIdx[i]);
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261 | if (MS::kSuccess != stat)
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262 | {
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263 | color = MColor(1,1,1,1);
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264 | }
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265 | if (color.r > 1)
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266 | color.r = 1;
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267 | if (color.g > 1)
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268 | color.g = 1;
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269 | if (color.b > 1)
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270 | color.b = 1;
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271 | if (color.a > 1)
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272 | color.a = 1;
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273 | }
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274 | else
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275 | {
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276 | color = MColor(1,1,1,1);
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277 | }
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278 | if (vertices[vtxIdx].next == -2) // first time we encounter a vertex in this position
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279 | {
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280 | // save vertex position
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281 | points[vtxIdx].cartesianize();
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282 | vertices[vtxIdx].pointIdx = vtxIdx;
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283 | // save vertex normal
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284 | vertices[vtxIdx].normalIdx = nrmIdx;
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285 | // save vertex colour
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286 | vertices[vtxIdx].r = color.r;
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287 | vertices[vtxIdx].g = color.g;
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288 | vertices[vtxIdx].b = color.b;
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289 | vertices[vtxIdx].a = color.a;
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290 | // save vertex texture coordinates
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291 | vertices[vtxIdx].u.resize(uvsets.length());
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292 | vertices[vtxIdx].v.resize(uvsets.length());
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293 | // save vbas
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294 | vertices[vtxIdx].vba.resize(weights[vtxIdx].length());
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295 | for (int j=0; j<weights[vtxIdx].length(); j++)
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296 | {
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297 | vertices[vtxIdx].vba[j] = (weights[vtxIdx])[j];
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298 | }
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299 | // save joint ids
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300 | vertices[vtxIdx].jointIds.resize(jointIds[vtxIdx].length());
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301 | for (int j=0; j<jointIds[vtxIdx].length(); j++)
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302 | {
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303 | vertices[vtxIdx].jointIds[j] = (jointIds[vtxIdx])[j];
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304 | }
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305 | // save uv sets data
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306 | for (int j=0; j<uvsets.length(); j++)
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307 | {
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308 | float2 uv;
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309 | stat = faceIter.getUV(triVertexIdx[i],uv,&uvsets[j]);
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310 | if (MS::kSuccess != stat)
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311 | {
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312 | uv[0] = 0;
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313 | uv[1] = 0;
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314 | }
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315 | vertices[vtxIdx].u[j] = uv[0];
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316 | vertices[vtxIdx].v[j] = (-1)*(uv[1]-1);
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317 | }
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318 | // save vertex index in face info
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319 | newFace.v[i] = m_vertices.size() + vtxIdx;
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320 | // update value of index to next vertex info (-1 means nothing next)
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321 | vertices[vtxIdx].next = -1;
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322 | }
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323 | else // already found at least 1 vertex in this position
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324 | {
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325 | // check if a vertex with same attributes has been saved already
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326 | for (int k=vtxIdx; k!=-1 && different; k=vertices[k].next)
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327 | {
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328 | different = false;
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329 |
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330 | if (params.exportVertNorm)
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331 | {
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332 | MFloatVector n1 = normals[vertices[k].normalIdx];
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333 | MFloatVector n2 = normals[nrmIdx];
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334 | if (n1.x!=n2.x || n1.y!=n2.y || n1.z!=n2.z)
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335 | {
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336 | different = true;
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337 | }
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338 | }
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339 |
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340 | if ((params.exportVertCol) &&
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341 | (vertices[k].r!=color.r || vertices[k].g!=color.g || vertices[k].b!= color.b || vertices[k].a!=color.a))
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342 | {
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343 | different = true;
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344 | }
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345 |
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346 | if (params.exportTexCoord)
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347 | {
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348 | for (int j=0; j<uvsets.length(); j++)
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349 | {
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350 | float2 uv;
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351 | stat = faceIter.getUV(triVertexIdx[i],uv,&uvsets[j]);
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352 | if (MS::kSuccess != stat)
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353 | {
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354 | uv[0] = 0;
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355 | uv[1] = 0;
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356 | }
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357 | uv[1] = (-1)*(uv[1]-1);
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358 | if (vertices[k].u[j]!=uv[0] || vertices[k].v[j]!=uv[1])
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359 | {
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360 | different = true;
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361 | }
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362 | }
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363 | }
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364 | idx = k;
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365 | }
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366 | // if no identical vertex has been saved, then save the vertex info
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367 | if (different)
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368 | {
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369 | vertexInfo vtx;
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370 | // save vertex position
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371 | vtx.pointIdx = vtxIdx;
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372 | // save vertex normal
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373 | vtx.normalIdx = nrmIdx;
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374 | // save vertex colour
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375 | vtx.r = color.r;
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376 | vtx.g = color.g;
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377 | vtx.b = color.b;
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378 | vtx.a = color.a;
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379 | // save vertex vba
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380 | vtx.vba.resize(weights[vtxIdx].length());
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381 | for (int j=0; j<weights[vtxIdx].length(); j++)
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382 | {
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383 | vtx.vba[j] = (weights[vtxIdx])[j];
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384 | }
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385 | // save joint ids
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386 | vtx.jointIds.resize(jointIds[vtxIdx].length());
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387 | for (j=0; j<jointIds[vtxIdx].length(); j++)
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388 | {
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389 | vtx.jointIds[j] = (jointIds[vtxIdx])[j];
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390 | }
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391 | // save vertex texture coordinates
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392 | vtx.u.resize(uvsets.length());
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393 | vtx.v.resize(uvsets.length());
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394 | for (j=0; j<uvsets.length(); j++)
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395 | {
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396 | float2 uv;
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397 | stat = faceIter.getUV(triVertexIdx[i],uv,&uvsets[j]);
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398 | if (MS::kSuccess != stat)
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399 | {
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400 | uv[0] = 0;
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401 | uv[1] = 0;
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402 | }
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403 | vtx.u[j] = uv[0];
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404 | vtx.v[j] = (-1)*(uv[1]-1);
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405 | }
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406 | vtx.next = -1;
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407 | vertices.push_back(vtx);
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408 | // save vertex index in face info
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409 | newFace.v[i] = m_vertices.size() + vertices.size()-1;
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410 | vertices[idx].next = vertices.size()-1;
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411 | }
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412 | else
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413 | {
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414 | newFace.v[i] = m_vertices.size() + idx;
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415 | }
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416 | }
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417 | } // end iteration of triangle vertices
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418 | // add face info to the array corresponding to the submesh it belongs
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419 | // skip faces with no shaders assigned
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420 | if (shaderPolygonMapping[faceIter.index()] >= 0)
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421 | polygonSets[shaderPolygonMapping[faceIter.index()]].push_back(newFace);
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422 | } // end iteration of triangles
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423 | }
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424 | }
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425 | std::cout << "done reading mesh triangles\n";
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426 |
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427 | // if we are using shared geometry, then create a list of vertices for the whole mesh
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428 | if (params.useSharedGeom)
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429 | {
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430 | std::cout << "Create list of shared vertices\n";
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431 | for (i=0; i<vertices.size(); i++)
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432 | {
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433 | vertex v;
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434 | vertexInfo vInfo = vertices[i];
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435 | // save vertex coordinates
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436 | v.x = points[vInfo.pointIdx].x;
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437 | v.y = points[vInfo.pointIdx].y;
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438 | v.z = points[vInfo.pointIdx].z;
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439 | // save vertex normal
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440 | if (opposite)
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441 | {
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442 | v.n.x = -normals[vInfo.normalIdx].x;
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443 | v.n.y = -normals[vInfo.normalIdx].y;
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444 | v.n.z = -normals[vInfo.normalIdx].z;
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445 | }
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446 | else
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447 | {
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448 | v.n.x = normals[vInfo.normalIdx].x;
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449 | v.n.y = normals[vInfo.normalIdx].y;
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450 | v.n.z = normals[vInfo.normalIdx].z;
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451 | }
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452 | v.n.normalize();
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453 | // save vertex color
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454 | v.r = vInfo.r;
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455 | v.g = vInfo.g;
|
---|
456 | v.b = vInfo.b;
|
---|
457 | v.a = vInfo.a;
|
---|
458 | // save vertex bone assignements
|
---|
459 | for (int k=0; k<vInfo.vba.size(); k++)
|
---|
460 | {
|
---|
461 | vba newVba;
|
---|
462 | newVba.jointIdx = vInfo.jointIds[k];
|
---|
463 | newVba.weight = vInfo.vba[k];
|
---|
464 | v.vbas.push_back(newVba);
|
---|
465 | }
|
---|
466 | // save texture coordinates
|
---|
467 | for (k=0; k<vInfo.u.size(); k++)
|
---|
468 | {
|
---|
469 | texcoords newTexCoords;
|
---|
470 | newTexCoords.u = vInfo.u[k];
|
---|
471 | newTexCoords.v = vInfo.v[k];
|
---|
472 | newTexCoords.w = 0;
|
---|
473 | v.texcoords.push_back(newTexCoords);
|
---|
474 | }
|
---|
475 | // add newly created vertex to vertices list
|
---|
476 | m_vertices.push_back(v);
|
---|
477 | }
|
---|
478 | std::cout << "done creating vertices list\n";
|
---|
479 | }
|
---|
480 |
|
---|
481 | // create a submesh for every different shader linked to the mesh
|
---|
482 | for (i=0; i<shaders.length(); i++)
|
---|
483 | {
|
---|
484 | // check if the submesh has at least 1 triangle
|
---|
485 | if (polygonSets[i].size() > 0)
|
---|
486 | {
|
---|
487 | //create new submesh
|
---|
488 | Submesh* pSubmesh = new Submesh();
|
---|
489 |
|
---|
490 | //load linked shader
|
---|
491 | stat = pSubmesh->loadMaterial(shaders[i],uvsets,params);
|
---|
492 | if (stat != MS::kSuccess)
|
---|
493 | {
|
---|
494 | MFnDependencyNode shadingGroup(shaders[i]);
|
---|
495 | std::cout << "Error loading submesh linked to shader " << shadingGroup.name().asChar() << "\n";
|
---|
496 | return MS::kFailure;
|
---|
497 | }
|
---|
498 |
|
---|
499 | //load vertex and face data
|
---|
500 | stat = pSubmesh->load(polygonSets[i],vertices,points,normals,uvsets,params,opposite);
|
---|
501 |
|
---|
502 | //add submesh to current mesh
|
---|
503 | m_submeshes.push_back(pSubmesh);
|
---|
504 | //update number of triangles composing the mesh
|
---|
505 | m_numTriangles += pSubmesh->numTriangles();
|
---|
506 | }
|
---|
507 | }
|
---|
508 |
|
---|
509 | return MS::kSuccess;
|
---|
510 | }
|
---|
511 |
|
---|
512 |
|
---|
513 | // Write mesh data to Ogre XML
|
---|
514 | MStatus Mesh::writeXML(ParamList ¶ms)
|
---|
515 | {
|
---|
516 | MStatus stat;
|
---|
517 | // start mesh description
|
---|
518 | params.outMesh << "<mesh>\n";
|
---|
519 | // write shared geometry (if used)
|
---|
520 | if (params.useSharedGeom)
|
---|
521 | {
|
---|
522 | params.outMesh << "\t<sharedgeometry vertexcount=\"" << m_vertices.size() << "\">\n";
|
---|
523 | params.outMesh << "\t\t<vertexbuffer positions=\"true\" normals=";
|
---|
524 | if (params.exportVertNorm)
|
---|
525 | params.outMesh << "\"true\"";
|
---|
526 | else
|
---|
527 | params.outMesh << "\"false\"";
|
---|
528 | params.outMesh << " colours_diffuse=";
|
---|
529 | if (params.exportVertCol)
|
---|
530 | params.outMesh << "\"true\"";
|
---|
531 | else
|
---|
532 | params.outMesh << "\"false\"";
|
---|
533 | params.outMesh << " colours_specular=\"false\" texture_coords=\"";
|
---|
534 | if (params.exportTexCoord)
|
---|
535 | params.outMesh << m_uvsets.size() << "\">\n";
|
---|
536 | else
|
---|
537 | params.outMesh << 0 << "\">\n";
|
---|
538 | // write vertex data
|
---|
539 | for (int i=0; i < m_vertices.size(); i++)
|
---|
540 | {
|
---|
541 | params.outMesh << "\t\t\t<vertex>\n";
|
---|
542 | //write vertex position
|
---|
543 | params.outMesh << "\t\t\t\t<position x=\"" << m_vertices[i].x << "\" y=\""
|
---|
544 | << m_vertices[i].y << "\" " << "z=\"" << m_vertices[i].z << "\"/>\n";
|
---|
545 | //write vertex normal
|
---|
546 | if (params.exportVertNorm)
|
---|
547 | {
|
---|
548 | params.outMesh << "\t\t\t\t<normal x=\"" << m_vertices[i].n.x << "\" y=\""
|
---|
549 | << m_vertices[i].n.y << "\" " << "z=\"" << m_vertices[i].n.z << "\"/>\n";
|
---|
550 | }
|
---|
551 | //write vertex colour
|
---|
552 | if (params.exportVertCol)
|
---|
553 | {
|
---|
554 | float r,g,b,a;
|
---|
555 | if (params.exportVertColWhite)
|
---|
556 | {
|
---|
557 | r = g = b = a = 1.0f;
|
---|
558 | }
|
---|
559 | else
|
---|
560 | {
|
---|
561 | r = m_vertices[i].r;
|
---|
562 | g = m_vertices[i].g;
|
---|
563 | b = m_vertices[i].b;
|
---|
564 | a = m_vertices[i].a;
|
---|
565 | }
|
---|
566 |
|
---|
567 | params.outMesh << "\t\t\t\t<colour_diffuse value=\"" << r << " " << g
|
---|
568 | << " " << b << " " << a << "\"/>\n";
|
---|
569 | }//write vertex texture coordinates
|
---|
570 | if (params.exportTexCoord)
|
---|
571 | {
|
---|
572 | for (int j=0; j<m_uvsets.size(); j++)
|
---|
573 | {
|
---|
574 | if (j < m_vertices[i].texcoords.size())
|
---|
575 | {
|
---|
576 | params.outMesh << "\t\t\t\t<texcoord u=\"" << m_vertices[i].texcoords[j].u << "\" v=\"" <<
|
---|
577 | m_vertices[i].texcoords[j].v << "\"/>\n";
|
---|
578 | }
|
---|
579 | else
|
---|
580 | {
|
---|
581 | params.outMesh << "\t\t\t\t<texcoord u=\"0\" v=\"0\"/>\n";
|
---|
582 | }
|
---|
583 | }
|
---|
584 | }
|
---|
585 | params.outMesh << "\t\t\t</vertex>\n";
|
---|
586 | }
|
---|
587 | params.outMesh << "\t\t</vertexbuffer>\n";
|
---|
588 | params.outMesh << "\t</sharedgeometry>\n";
|
---|
589 | }
|
---|
590 | // write submeshes data
|
---|
591 | params.outMesh << "\t<submeshes>\n";
|
---|
592 | for (int i=0; i < m_submeshes.size(); i++)
|
---|
593 | {
|
---|
594 | stat = m_submeshes[i]->writeXML(params);
|
---|
595 | if (MS::kSuccess != stat)
|
---|
596 | {
|
---|
597 | std::cout << "Error writing submesh " << m_submeshes[i]->name().asChar() << ", aborting operation\n";
|
---|
598 | return MS::kFailure;
|
---|
599 | }
|
---|
600 | }
|
---|
601 | params.outMesh << "\t</submeshes>\n";
|
---|
602 | // write skeleton link
|
---|
603 | if (params.exportSkeleton && m_pSkeleton)
|
---|
604 | {
|
---|
605 | int ri = params.skeletonFilename.rindex('\\');
|
---|
606 | int end = params.skeletonFilename.length() - 1;
|
---|
607 | MString filename = params.skeletonFilename.substring(ri+1,end);
|
---|
608 | if (filename.substring(filename.length()-4,filename.length()-1) == MString(".xml")
|
---|
609 | && filename.length() >= 5)
|
---|
610 | filename = filename.substring(0,filename.length()-5);
|
---|
611 | params.outMesh << "\t<skeletonlink name=\"" << filename.asChar() << "\"/>\n";
|
---|
612 | }
|
---|
613 | // Write shared geometry bone assignments
|
---|
614 | if (params.useSharedGeom && params.exportVBA)
|
---|
615 | {
|
---|
616 | params.outMesh << "\t<boneassignments>\n";
|
---|
617 | for (int i=0; i<m_vertices.size(); i++)
|
---|
618 | {
|
---|
619 | for (int j=0; j<m_vertices[i].vbas.size(); j++)
|
---|
620 | {
|
---|
621 | if (m_vertices[i].vbas[j].weight > 0.001)
|
---|
622 | {
|
---|
623 | params.outMesh << "\t\t<vertexboneassignment vertexindex=\"" << i
|
---|
624 | << "\" boneindex=\"" << m_vertices[i].vbas[j].jointIdx << "\" weight=\""
|
---|
625 | << m_vertices[i].vbas[j].weight <<"\"/>\n";
|
---|
626 | }
|
---|
627 | }
|
---|
628 | }
|
---|
629 | params.outMesh << "\t</boneassignments>\n";
|
---|
630 | }
|
---|
631 | // write submesh names
|
---|
632 | params.outMesh << "\t<submeshnames>\n";
|
---|
633 | for (i=0; i<m_submeshes.size(); i++)
|
---|
634 | {
|
---|
635 | if (m_submeshes[i]->name() != "")
|
---|
636 | params.outMesh << "\t\t<submeshname name=\"" << m_submeshes[i]->name().asChar() << "\" index=\"" << i << "\"/>\n";
|
---|
637 | }
|
---|
638 | params.outMesh << "\t</submeshnames>\n";
|
---|
639 | // end mesh description
|
---|
640 | params.outMesh << "</mesh>\n";
|
---|
641 |
|
---|
642 | return MS::kSuccess;
|
---|
643 | }
|
---|
644 |
|
---|
645 | }; //end of namespace
|
---|