3ds Max Exporter------Skin Bone Animation

王朝other·作者佚名  2006-01-09
窄屏简体版  字體: |||超大  

//Frist processing bone weights

BOOL ProcessingBoneWeights(INode* pNode,INode* pRoot,BoneData* BD)

{

if((!pNode)||(!IsMesh(pNode)))

return FALSE;

Modifier* pmf=GetPhysiqueMod(pNode);

if(pmf)

GetPhysiqueWeights(pNode, pRoot, pmf, BD);

else

{

pmf = GetSkinMod(pNode);

if (pmf)

GetSkinWeights(pNode,pMeshIdx,pRoot, pmf, BD);

}

int num=pNode->NumberOfChildren();

for(int n=0;n<num;n++)

{

ProcessingBoneWeights(pNode->GetChildNode(n),pRoot,BD);

}

return TRUE;

}

//here just take with Physique and Skin Modify ....

static Modifier* GetPhysiqueMod(INode* pNode)

{

Object* pObj=pNode->GetObjectRef();

if(!pObj)

return NULL;

while(pObj->SuperClassID()==GEN_DERIVOB_CLASS_ID)

{

IDerivedObject* pDerivedObj = static_cast<IDerivedObject*>(pObj);

int modStackIndex=0;

while(modStackIndex<pDerivedObj->NumModifiers())

{

Modifier* mod=pDerivedObj->GetModifier(modStackIndex);

if(mod->ClassID()==Class_ID(PHYSIQUE_CLASS_ID_A, PHYSIQUE_CLASS_ID_B))

return mod;

modStackIndex++;

}

pObj=pDerivedObj->GetObjRef();

}

return NULL;

}

static Modifier* GetSkinMod(INode* pNode)

{

Object* pObj=pNode->GetObjectRef();

if(!pObj)

return NULL;

while(pObj->SuperClassID()==GEN_DERIVOB_CLASS_ID)

{

IDerivedObject* pDerivedObj = static_cast<IDerivedObject*>(pObj);

int modStackIndex=0;

while(modStackIndex<pDerivedObj->NumModifiers())

{

Modifier* mod=pDerivedObj->GetModifier(modStackIndex);

if(mod->ClassID()==SKIN_CLASSID)

return mod;

modStackIndex++;

}

pObj=pDerivedObj->GetObjRef();

}

return NULL;

}

// Get an index from a node pointer

int GetBoneIndex(INode *pRoot, INode *pNode)

{

if(!IsBone(pNode))

return -1;

int boneCount = 0;

return RecursiveGetBoneIndex(pRoot, pNode, boneCount);

}

//if there is more than one mesh ,we will use pMeshIdx

BOOL GetSkinWeights(INode* pNode,int* pMeshIdx,INode* pRoot,Modifier* pMod,BoneData* BD)

{

ISkin* skin = (ISkin*)pMod->GetInterface(I_SKIN);

if(skin)

{

ISkinContextData* skincontext = skin->GetContextInterface(pNode);

if(skincontext)

{

int numVert=skincontext->GetNumPoints();

for(int i=0;i<numVert;i++)

{

int numBones=skincontext->GetNumAssignedBones(i);

for(int j=0;j<numBones;j++)

{

INode* bone=skin->GetBone(skincontext->GetAssignedBone(i,j));//do not use j,but use GetAssignedBone(i,j)

int boneIdx;

if(bone)

{

boneIdx=GetBoneIndex(pRoot, bone);

if(boneIdx==-1)

continue;

}

else

continue;

BoneWeight_hdr wData;

wData.meshIdx=*pMeshIdx;

wData.vertIdx=i;

wData.weight=skincontext->GetBoneWeight(i,j);

bool notfound = true;

for(int v=0;notfound&&v<BD[boneIdx].weightVect.size();v++)

{

if(BD[boneIdx].weightVect[v].vertIdx==wData.vertIdx&&BD[boneIdx].weightVect[v].meshIdx==wData.meshIdx)

{

BD[boneIdx].weightVect[v].weight += wData.weight;

notfound = false;

}

}

if(notfound)

{

BD[boneIdx].weightVect.push_back(wData);

BD[boneIdx].boneHdr.vertexCnt=BD[boneIdx].weightVect.size();

}

}

}

}

pMod->ReleaseInterface(I_SKIN, skin);

}

return TRUE;

}

BOOL GetPhysiqueWeights(INode *pNode, int* pMeshIdx,INode *pRoot, Modifier *pMod, BoneData *BD)

{

IPhysiqueExport* phyInterface=(IPhysiqueExport*)pMod->GetInterface(I_PHYINTERFACE);

if(phyInterface)

{

// create a ModContext Export Interface for the specific node of the Physique Modifier

IPhyContextExport *modContextInt = (IPhyContextExport*)phyInterface->GetContextInterface(pNode);

// needed by vertex interface (only Rigid one supported for now)

modContextInt->ConvertToRigid(TRUE);

// more than a single bone per vertex

modContextInt->AllowBlending(TRUE);

if(modContextInt)

{

int totalVtx=modContextInt->GetNumberVertices();

for(int i=0;i<totalVtx;i++)

{

IPhyVertexExport* vtxInterface=(IPhyVertexExport*)modContextInt->GetVertexInterface(i);

if(vtxInterface)

{

int vertType=vtxInterface->GetVertexType();

if(vertType==RIGID_TYPE)

{

INode* boneNode=((IPhyRigidVertex*)vtxInterface)->GetNode();

int boneIdx=GetBoneIndex(pRoot, boneNode);

BoneWeight_hdr wData;

wData.meshIdx=*pMeshIdx;

wData.vertIdx=i;

wData.weight=1.0f;

BD[boneIdx].weightVect.push_back(wData);

BD[boneIdx].boneHdr.vertexCnt=BD[boneIdx].weightVect.size();

}

else if(vertType==RIGID_BLENDED_TYPE)

{

IPhyBlendedRigidVertex *vtxBlendedInt = (IPhyBlendedRigidVertex*)vtxInterface;

for(int j=0;j<vtxBlendedInt->GetNumberNodes();j++)

{

INode* boneNode=vtxBlendedInt->GetNode(j);

int boneIdx=GetBoneIndex(pRoot, boneNode);

BoneWeight_hdr wData;

wData.meshIdx=*pMeshIdx;

wData.vertIdx=i;

wData.weight=vtxBlendedInt->GetWeight(j);

//check vertex existence for this bone

bool notfound = true;

for(int v=0;notfound&&v<BD[boneIdx].weightVect.size();v++)

{

if(BD[boneIdx].weightVect[v].vertIdx==wData.vertIdx&&BD[boneIdx].weightVect[v].meshIdx==wData.meshIdx)

{

BD[boneIdx].weightVect[v].weight += wData.weight;

notfound = false;

}

}

if(notfound)

{

BD[boneIdx].weightVect.push_back(wData);

BD[boneIdx].boneHdr.vertexCnt=BD[boneIdx].weightVect.size();

}

}

}

}

}

phyInterface->ReleaseContextInterface(modContextInt);

}

pMod->ReleaseInterface(I_PHYINTERFACE, phyInterface);

}

return FALSE;

}

//===========================================

Matrix3 GetBoneTM(INode *pNode, TimeValue t)

{

Matrix3 tm(1);

tm = pNode->GetNodeTM(t);

tm.NoScale();

return tm;

}

// ============================================================================

// Recursive iterator to get a bone index, used with GetBoneIndex

int RecursiveGetBoneIndex(INode *pRoot, INode *pNodeTest, int &boneCount)

{

int boneIdx = -1;

if(IsBone(pRoot))

{

boneIdx = boneCount;

boneCount++;

if(pRoot == pNodeTest)

return boneIdx;

}

// recurse child nodes

for(int i = 0; i < pRoot->NumberOfChildren(); i++)

{

int boneIdx = RecursiveGetBoneIndex(pRoot->GetChildNode(i), pNodeTest, boneCount);

if(boneIdx >= 0)

return boneIdx;

}

return -1;

}

// Get the number of direct child bones of a node

int GetChildBoneCount(INode *pNode)

{

int count = 0;

for(int i = 0; i < pNode->NumberOfChildren(); i++)

{

if(IsBone(pNode->GetChildNode(i)))

count++;

}

return count;

}

int ProcessBoneStruct(INode *pNode, INode *pRoot,int parentIdx, BoneData* BD)

{

if(IsBone(pNode))

{

int currIdx=GetBoneIndex(pRoot,pNode);

assert(-1!=currIdx);

Bone_hdr &boneHdr=BD[currIdx].boneHdr;

// get the bones inverse base matrix at time 0

Matrix3 tm=GetBoneTM(pNode,0);

tm.Invert();

MAXtoGL(tm,boneHdr.inverseOrientationTM);

boneHdr.parentIdx=parentIdx;

boneHdr.childCnt=GetChildBoneCount(pNode);

if(boneHdr.childCnt>0)

{

BD[currIdx].childIdxVect.reserve(boneHdr.childCnt);

for(int i=0;i<pNode->NumberOfChildren();i++)

{

int cIdx=ProcessBoneStruct(pNode->GetChildNode(i),pRoot,currIdx,BD);

if(cIdx>=0)

BD[currIdx].childIdxVect.push_back(cIdx);

}

}

assert(BD[currIdx].childIdxVect.size()==BD[currIdx].boneHdr.childCnt);

return currIdx;

}

else

{

for (int i=0; i<pNode->NumberOfChildren(); ++i)

ProcessBoneStruct(pNode->GetChildNode(i),pRoot,-1, BD);

return -1;

}

}

// used by GetBoneByIndex

static bool BuildIter(INode* pnode, INode** const Iterator, int& currIdx) {

if(IsBone(pnode)){

Iterator[currIdx++] = pnode;

}

for(int i = 0; i < pnode->NumberOfChildren(); i++) {

BuildIter(pnode->GetChildNode(i),Iterator,currIdx);

}

return true;

}

// Get bone pointer from an index, this should get passed the root node

INode* GetBoneByIndex(INode* const pRoot, int index) {

INode* bone = NULL;

const int bone_cnt = CountBones(pRoot);

if (index>=bone_cnt)

return NULL;

INode** const Iterator = new INode* [bone_cnt];

int currIdx=0;

BuildIter(pRoot,Iterator,currIdx);

assert(currIdx==bone_cnt);

bone = Iterator[index];

assert (GetBoneIndex(pRoot,bone)==index);

delete [] Iterator;

assert (IsBone(bone));

return bone;

}

int ProcessBoneAnim (INode *pRoot, Interval range, ULONG sampleD, BoneData* BD)

{

int keycnt=0;

int totalbones=CountBones(pRoot);

const ULONG start = TicksToMilliSec(range.Start());

const ULONG end = TicksToMilliSec(range.End());

if(!totalbones)

return 0;

for(int idx=0;idx<totalbones;idx++)

{

INode *pBone=GetBoneByIndex(pRoot,idx);

assert(IsBone(pBone));

ULONG msec=0;

for(msec=start;msec<end+sampleD;msec+=sampleD)

{

BoneKey_hdr keyHdr;

memset(&keyHdr,0,sizeof(BoneKey_hdr));

if(msec>end)

keyHdr.time=end;

else

keyHdr.time=msec;

Matrix3 tm;

TimeValue t;

t=MilliSecToTicks(msec);

tm=GetBoneTM(pBone,t);

MAXtoGL(tm);

Point3 pt=tm.GetTrans();

keyHdr.pos[0]=pt.x;

keyHdr.pos[1]=pt.y;

keyHdr.pos[2]=pt.z;

Quat quat(tm);

quat.Normalize();

keyHdr.quat[0] = quat.x;

keyHdr.quat[1] = quat.y;

keyHdr.quat[2] = quat.z;

keyHdr.quat[3] = quat.w;

BD[idx].keyVect.push_back(keyHdr);

}

}

keycnt = BD[0].keyVect.size();

return keycnt;

}

 
 
 
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