1 | #include "submesh.h"
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2 |
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3 | namespace OgreMayaExporter
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4 | {
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5 | /***** Class Submesh *****/
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6 | // constructor
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7 | Submesh::Submesh(const MString& name)
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8 | {
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9 | clear();
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10 | m_name = name;
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11 | }
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12 |
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13 | // destructor
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14 | Submesh::~Submesh()
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15 | {
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16 | clear();
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17 | }
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18 |
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19 | // clear data
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20 | void Submesh::clear()
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21 | {
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22 | m_name = "";
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23 | m_numTriangles = 0;
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24 | m_pMaterial = NULL;
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25 | m_vertices.clear();
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26 | m_faces.clear();
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27 | m_uvsets.clear();
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28 | m_use32bitIndexes = false;
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29 | }
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30 |
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31 | // return number of triangles composing the mesh
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32 | long Submesh::numTriangles()
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33 | {
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34 | return m_numTriangles;
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35 | }
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36 |
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37 | // return number of vertices composing the mesh
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38 | long Submesh::numVertices()
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39 | {
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40 | return m_numVertices;
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41 | }
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42 |
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43 | // return submesh name
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44 | MString& Submesh::name()
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45 | {
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46 | return m_name;
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47 | }
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48 |
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49 | /***** load data *****/
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50 | MStatus Submesh::loadMaterial(MObject& shader,MStringArray& uvsets,ParamList& params)
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51 | {
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52 | MPlug plug;
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53 | MPlugArray srcplugarray;
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54 | bool foundShader = false;
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55 | MStatus stat;
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56 | MFnLambertShader* pShader;
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57 | //get shader from shading group
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58 | MFnDependencyNode shadingGroup(shader);
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59 | plug = shadingGroup.findPlug("surfaceShader");
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60 | plug.connectedTo(srcplugarray,true,false,&stat);
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61 | for (int i=0; i<srcplugarray.length() && !foundShader; i++)
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62 | {
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63 | if (srcplugarray[i].node().hasFn(MFn::kLambert))
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64 | {
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65 | pShader = new MFnLambertShader(srcplugarray[i].node());
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66 | foundShader = true;
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67 | }
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68 | }
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69 | std::cout << "Found material: " << pShader->name().asChar() << "\n";
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70 | //check if this material has already been created
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71 | Material* pMaterial = MaterialSet::getSingleton().getMaterial(pShader->name());
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72 | //if the material has already been created, update the pointer
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73 | if (pMaterial)
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74 | m_pMaterial = pMaterial;
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75 | //else create it and add it to the material set
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76 | else
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77 | {
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78 | pMaterial = new Material();
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79 | pMaterial->load(pShader,uvsets,params);
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80 | m_pMaterial = pMaterial;
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81 | MaterialSet::getSingleton().addMaterial(pMaterial);
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82 | }
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83 | //delete temporary shader
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84 | delete pShader;
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85 | //loading complete
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86 | return MS::kSuccess;
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87 | }
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88 |
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89 | MStatus Submesh::load(std::vector<face>& faces, std::vector<vertexInfo>& vertInfo, MFloatPointArray& points,
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90 | MFloatVectorArray& normals, MStringArray& texcoordsets,ParamList& params,bool opposite)
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91 | {
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92 | //save uvsets info
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93 | for (int i=m_uvsets.size(); i<texcoordsets.length(); i++)
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94 | {
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95 | uvset uv;
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96 | uv.size = 2;
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97 | m_uvsets.push_back(uv);
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98 | }
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99 | //iterate over faces array, to retrieve vertices info
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100 | for (i=0; i<faces.size(); i++)
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101 | {
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102 | face newFace;
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103 | // if we are using shared geometry, indexes refer to the vertex buffer of the whole mesh
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104 | if (params.useSharedGeom)
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105 | {
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106 | if(opposite)
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107 | { // reverse order of face vertices for correct culling
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108 | newFace.v[0] = faces[i].v[2];
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109 | newFace.v[1] = faces[i].v[1];
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110 | newFace.v[2] = faces[i].v[0];
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111 | }
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112 | else
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113 | {
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114 | newFace.v[0] = faces[i].v[0];
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115 | newFace.v[1] = faces[i].v[1];
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116 | newFace.v[2] = faces[i].v[2];
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117 | }
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118 | }
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119 | // otherwise we create a vertex buffer for this submesh
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120 | else
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121 | { // faces are triangles, so retrieve index of the three vertices
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122 | for (int j=0; j<3; j++)
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123 | {
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124 | vertex v;
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125 | vertexInfo vInfo = vertInfo[faces[i].v[j]];
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126 | // save vertex coordinates
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127 | v.x = points[vInfo.pointIdx].x;
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128 | v.y = points[vInfo.pointIdx].y;
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129 | v.z = points[vInfo.pointIdx].z;
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130 | // save vertex normal
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131 | if (opposite)
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132 | {
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133 | v.n.x = -normals[vInfo.normalIdx].x;
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134 | v.n.y = -normals[vInfo.normalIdx].y;
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135 | v.n.z = -normals[vInfo.normalIdx].z;
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136 | }
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137 | else
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138 | {
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139 | v.n.x = normals[vInfo.normalIdx].x;
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140 | v.n.y = normals[vInfo.normalIdx].y;
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141 | v.n.z = normals[vInfo.normalIdx].z;
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142 | }
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143 | v.n.normalize();
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144 | // save vertex color
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145 | v.r = vInfo.r;
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146 | v.g = vInfo.g;
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147 | v.b = vInfo.b;
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148 | v.a = vInfo.a;
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149 | // save vertex bone assignements
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150 | for (int k=0; k<vInfo.vba.size(); k++)
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151 | {
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152 | vba newVba;
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153 | newVba.jointIdx = vInfo.jointIds[k];
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154 | newVba.weight = vInfo.vba[k];
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155 | v.vbas.push_back(newVba);
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156 | }
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157 | // save texture coordinates
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158 | for (k=0; k<vInfo.u.size(); k++)
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159 | {
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160 | texcoords newTexCoords;
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161 | newTexCoords.u = vInfo.u[k];
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162 | newTexCoords.v = vInfo.v[k];
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163 | newTexCoords.w = 0;
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164 | v.texcoords.push_back(newTexCoords);
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165 | }
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166 | // add newly created vertex to vertex list
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167 | m_vertices.push_back(v);
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168 | if (opposite) // reverse order of face vertices to get correct culling
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169 | newFace.v[2-j] = m_vertices.size() - 1;
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170 | else
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171 | newFace.v[j] = m_vertices.size() - 1;
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172 | }
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173 | }
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174 | m_faces.push_back(newFace);
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175 | }
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176 | // set use32bitIndexes flag
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177 | if (params.useSharedGeom || (m_vertices.size() > 65535) || (m_faces.size() > 65535))
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178 | m_use32bitIndexes = true;
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179 | else
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180 | m_use32bitIndexes = false;
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181 | return MS::kSuccess;
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182 | }
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183 |
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184 | /***** write data *****/
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185 | MStatus Submesh::writeXML(ParamList ¶ms)
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186 | {
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187 | // Start submesh description
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188 | params.outMesh << "\t\t<submesh ";
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189 | // Write material name
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190 | params.outMesh << "material=\"" << m_pMaterial->name().asChar() << "\" ";
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191 | // Write use32bitIndexes flag
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192 | params.outMesh << "use32bitindexes=\"";
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193 | if (m_use32bitIndexes)
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194 | params.outMesh << "true";
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195 | else
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196 | params.outMesh << "false";
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197 | params.outMesh << "\" ";
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198 | // Write use32bitIndexes flag
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199 | params.outMesh << "usesharedvertices=\"";
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200 | if (params.useSharedGeom)
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201 | params.outMesh << "true";
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202 | else
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203 | params.outMesh << "false";
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204 | params.outMesh << "\" ";
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205 | // Write operation type flag
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206 | params.outMesh << "operationtype=\"triangle_list\">\n";
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207 |
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208 | // Write submesh polygons
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209 | params.outMesh << "\t\t\t<faces count=\"" << m_faces.size() << "\">\n";
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210 | for (int i=0; i<m_faces.size(); i++)
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211 | {
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212 | params.outMesh << "\t\t\t\t<face v1=\"" << m_faces[i].v[0] << "\" v2=\"" << m_faces[i].v[1] << "\" "
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213 | << "v3=\"" << m_faces[i].v[2] << "\"/>\n";
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214 | }
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215 | params.outMesh << "\t\t\t</faces>\n";
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216 |
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217 | // Write mesh geometry
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218 | if (!params.useSharedGeom)
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219 | {
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220 | params.outMesh << "\t\t\t<geometry vertexcount=\"" << m_vertices.size() << "\">\n";
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221 | params.outMesh << "\t\t\t\t<vertexbuffer positions=\"true\" normals=";
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222 | if (params.exportVertNorm)
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223 | params.outMesh << "\"true\"";
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224 | else
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225 | params.outMesh << "\"false\"";
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226 | params.outMesh << " colours_diffuse=";
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227 | if (params.exportVertCol)
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228 | params.outMesh << "\"true\"";
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229 | else
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230 | params.outMesh << "\"false\"";
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231 | params.outMesh << " colours_specular=\"false\" texture_coords=\"";
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232 | if (params.exportTexCoord)
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233 | params.outMesh << m_uvsets.size() << "\">\n";
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234 | else
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235 | params.outMesh << 0 << "\">\n";
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236 | //write vertex data
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237 | for (i=0; i<m_vertices.size(); i++)
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238 | {
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239 | params.outMesh << "\t\t\t\t\t<vertex>\n";
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240 | //write vertex position
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241 | params.outMesh << "\t\t\t\t\t\t<position x=\"" << m_vertices[i].x << "\" y=\""
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242 | << m_vertices[i].y << "\" " << "z=\"" << m_vertices[i].z << "\"/>\n";
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243 | //write vertex normal
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244 | if (params.exportVertNorm)
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245 | {
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246 | params.outMesh << "\t\t\t\t\t\t<normal x=\"" << m_vertices[i].n.x << "\" y=\""
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247 | << m_vertices[i].n.y << "\" " << "z=\"" << m_vertices[i].n.z << "\"/>\n";
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248 | }
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249 | //write vertex colour
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250 | if (params.exportVertCol)
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251 | {
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252 | float r,g,b,a;
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253 | if (params.exportVertColWhite)
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254 | {
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255 | r = g = b = a = 1.0f;
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256 | }
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257 | else
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258 | {
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259 | r = m_vertices[i].r;
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260 | g = m_vertices[i].g;
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261 | b = m_vertices[i].b;
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262 | a = m_vertices[i].a;
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263 | }
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264 |
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265 | params.outMesh << "\t\t\t\t\t\t<colour_diffuse value=\"" << r << " " << g
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266 | << " " << b << " " << a << "\"/>\n";
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267 | }//write vertex texture coordinates
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268 | if (params.exportTexCoord)
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269 | {
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270 | for (int j=0; j<m_uvsets.size(); j++)
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271 | {
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272 | params.outMesh << "\t\t\t\t\t\t<texcoord u=\"" << m_vertices[i].texcoords[j].u << "\" v=\"" <<
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273 | m_vertices[i].texcoords[j].v << "\"/>\n";
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274 | }
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275 | }
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276 | params.outMesh << "\t\t\t\t\t</vertex>\n";
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277 | }
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278 | //end vertex data
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279 | params.outMesh << "\t\t\t\t</vertexbuffer>\n";
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280 | //end geometry description
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281 | params.outMesh << "\t\t\t</geometry>\n";
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282 |
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283 | // Write bone assignments
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284 | if (params.exportVBA)
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285 | {
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286 | params.outMesh << "\t\t\t<boneassignments>\n";
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287 | for (i=0; i<m_vertices.size(); i++)
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288 | {
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289 | for (int j=0; j<m_vertices[i].vbas.size(); j++)
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290 | {
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291 | if (m_vertices[i].vbas[j].weight > 0.001)
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292 | {
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293 | params.outMesh << "\t\t\t\t<vertexboneassignment vertexindex=\"" << i
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294 | << "\" boneindex=\"" << m_vertices[i].vbas[j].jointIdx << "\" weight=\""
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295 | << m_vertices[i].vbas[j].weight <<"\"/>\n";
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296 | }
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297 | }
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298 | }
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299 | params.outMesh << "\t\t\t</boneassignments>\n";
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300 | }
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301 | }
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302 | // End submesh description
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303 | params.outMesh << "\t\t</submesh>\n";
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304 |
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305 | return MS::kSuccess;
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306 | }
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307 |
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308 |
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309 | }; //end of namespace
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