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#include "../NifProps/bhkRigidBodyInterface.h"
#include "obj/bhkTransformShape.h"
#include "obj/bhkSphereShape.h"
#include "obj/bhkBoxShape.h"
#include "obj/bhkCapsuleShape.h"
#include "obj/hkPackedNiTriStripsData.h"
#include "obj/bhkPackedNiTriStripsShape.h"
#include "..\NifProps\bhkHelperFuncs.h"
#include "..\NifProps\bhkHelperInterface.h"
#ifdef USES_HAVOK
//
// Math and base include
#include <Common/Base/hkBase.h>
#include <Common/Base/System/hkBaseSystem.h>
#include <Common/Base/Memory/hkThreadMemory.h>
#include <Common/Base/Memory/Memory/Pool/hkPoolMemory.h>
#include <Common/Base/System/Error/hkDefaultError.h>
#include <Common/Base/Monitor/hkMonitorStream.h>
#include <Common/Base/System/Io/FileSystem/hkFileSystem.h>
#include <Common/Base/Container/LocalArray/hkLocalBuffer.h>
//
#include <Physics/Collide/Shape/Convex/Box/hkpBoxShape.h>
#include <Physics/Collide/Shape/Convex/ConvexTranslate/hkpConvexTranslateShape.h>
#include <Physics/Collide/Shape/Convex/ConvexTransform/hkpConvexTransformShape.h>
#include <Physics/Collide/Shape/Compound/Collection/SimpleMesh/hkpSimpleMeshShape.h>
#include <Physics/Collide/Shape/Compound/Collection/List/hkpListShape.h>
#include <Physics/Collide/Shape/Convex/Capsule/hkpCapsuleShape.h>
#include <Physics/Collide/Shape/Compound/Tree/Mopp/hkpMoppBvTreeShape.h>
#include <Physics/Collide/Shape/Compound/Tree/Mopp/hkpMoppUtility.h>
#include <Physics/Internal/Collide/Mopp/Code/hkpMoppCode.h>
#pragma comment(lib, "hkBase.lib")
#pragma comment(lib, "hkSerialize.lib")
#pragma comment(lib, "hkpInternal.lib")
#pragma comment(lib, "hkpUtilities.lib")
#pragma comment(lib, "hkpCollide.lib")
#pragma comment(lib, "hkpConstraintSolver.lib")
#endif
#ifdef _DEBUG
#include <assert.h>
#include <crtdbg.h>
#define ASSERT _ASSERTE
#else
#define ASSERT(x)
#endif
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static Class_ID SCUBA_CLASS_ID(0x6d3d77ac, 0x79c939a9);
extern Class_ID bhkBoxObject_CLASS_ID;
extern Class_ID BHKCAPSULEOBJECT_CLASS_ID;
extern Class_ID bhkSphereObject_CLASS_ID;
extern Class_ID BHKPROXYOBJECT_CLASS_ID;
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enum
{
CAPSULE_RADIUS = 0,
CAPSULE_HEIGHT = 1,
};
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#ifdef USES_HAVOK
static hkpSimpleMeshShape * ConstructHKMesh( vector<Vector3>& verts, vector<Niflib::Triangle>& tris)
{
hkpSimpleMeshShape * storageMeshShape = new hkpSimpleMeshShape( 0.01f );
hkArray<hkVector4> &vertices = storageMeshShape->m_vertices;
hkArray<hkpSimpleMeshShape::Triangle> &triangles = storageMeshShape->m_triangles;
triangles.setSize( 0 );
for (unsigned int i=0;i<tris.size();++i) {
Niflib::Triangle &tri = tris[i];
hkpSimpleMeshShape::Triangle hktri;
hktri.m_a = tri[0];
hktri.m_b = tri[1];
hktri.m_c = tri[2];
triangles.pushBack( hktri );
}
vertices.setSize( 0 );
for (unsigned int i=0;i<verts.size();++i) {
Niflib::Vector3 &vert = verts[i];
vertices.pushBack( hkVector4(vert.x, vert.y, vert.z) );
}
//storageMeshShape->setRadius(1.0f);
return storageMeshShape;
}
static hkpSimpleMeshShape * ConstructHKMesh( NiTriBasedGeomRef shape )
{
NiTriBasedGeomDataRef data = shape->GetData();
return ConstructHKMesh(data->GetVertices(), data->GetTriangles());
}
static hkpSimpleMeshShape * ConstructHKMesh( bhkPackedNiTriStripsShapeRef shape )
{
hkPackedNiTriStripsDataRef data = shape->GetData();
return ConstructHKMesh(data->GetVertices(), data->GetTriangles());
}
#endif
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/*
To mimic the "Reset Transform" and "Reset Scale" behavior, the following code snippet should help:
Interface *ip = theResetScale.ip;
TimeValue t = ip->GetTime();
Control *tmControl = node->GetTMController();
BOOL lookAt = tmControl->GetRollController() ? TRUE : FALSE;
Matrix3 ntm = node->GetNodeTM(t);
Matrix3 ptm = node->GetParentTM(t);
Matrix3 rtm = ntm * Inverse(ptm);
Matrix3 otm(1);
Quat rot;
// Grab the trans, and then set it to 0
Point3 trans = rtm.GetTrans();
rtm.NoTrans();
// We're only doing scale - save out the
// rotation so we can put it back
AffineParts parts;
decomp_affine(rtm, &parts);
rot = parts.q;
// Build the offset tm
otm.PreTranslate(node->GetObjOffsetPos());
if (node->GetObjOffsetRot()!=IdentQuat()) {
PreRotateMatrix(otm,node->GetObjOffsetRot());
}
Point3 tS(1,1,1);
if ( node->GetObjOffsetScale().s != tS ) {
ApplyScaling(otm,node->GetObjOffsetScale());
}
// Apply the relative tm to the offset
otm = otm * rtm;
decomp_affine(otm, &parts);
node->SetObjOffsetPos(parts.t);
node->SetObjOffsetScale(ScaleValue(parts.k*parts.f,parts.u));
// Now set the transform controller with a matrix
// that has no rotation or scale
rtm.IdentityMatrix();
rtm.SetTrans(trans);
if (!lookAt) {
PreRotateMatrix(rtm,rot);
}
// But first, want to keep children stationary.
Matrix3 ttm = rtm*ptm;
for (int i=0; iNumberOfChildren(); i++) {
Control *tmc = node->GetChildNode(i)->GetTMController();
Matrix3 oldtm = node->GetChildNode(i)->GetNodeTM(t);
SetXFormPacket pk(oldtm,ttm);
tmc->SetValue(t,&pk);
}
SetXFormPacket pckt(rtm);
tmControl->SetValue(t,&pckt);
To mimic the "Align to world" behavior, the following code snippet should help:
AffineParts parts;
TimeValue currtime = m_pInterface->GetTime();
Matrix3 m = pNode->GetNodeTM(currtime);
decomp_affine(m, &parts);
if (rotobj) {
// if "affect obj only" we move it simply thus:
pNode->SetObjOffsetRot(Inverse(parts.q));
} else {
// otherwise, "affect pivot only" we would do:
IdentityTM ident;
Matrix3 wax = ident;
wax.SetTrans(m.GetTrans()); // world aligned axis, centered at pivot point
pNode->Rotate(currtime, wax, Inverse(parts.q),TRUE,FALSE, PIV_PIVOT_ONLY);
}
m_pInterface->RedrawViews(m_pInterface->GetTime(),REDRAW_NORMAL,NULL);
*/
int Exporter::addVertex(vector<Vector3> &verts, vector<Vector3> &vnorms, const Point3 &pt, const Point3 &norm)
{
{
if (equal(verts[i], pt, mWeldThresh) &&
equal(vnorms[i], norm, 0))
return i;
}
verts.push_back(Vector3(pt.x, pt.y, pt.z));
vnorms.push_back(Vector3(norm.x, norm.y, norm.z));
return verts.size()-1;
}
void Exporter::addFace(Triangles &tris, vector<Vector3> &verts, vector<Vector3> &vnorms,
Point3 pt = mesh->verts[ mesh->faces[ face ].v[ vi[i] ] ] * tm;
Point3 norm = getVertexNormal(mesh, face, mesh->getRVertPtr(mesh->faces[ face ].v[ vi[i] ])) * tm;
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Exporter::Result Exporter::exportCollision(NiNodeRef &parent, INode *node)
{
if (isHandled(node) || (node->IsHidden() && !mExportHidden))
ProgressUpdate(Collision, FormatText("'%s' Collision", node->GetName()));
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// marked as collision?
bool coll = isCollision(node);
bool local = !mFlattenHierarchy;
NiNodeRef nodeParent = mFlattenHierarchy ? mNiRoot : parent;
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NiNodeRef newParent;
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{
newParent = Exporter::findNode(node->GetParentNode());
//newParent = nodeParent; // always have collision one level up?
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TimeValue t = 0;
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bhkRigidBodyRef body = makeCollisionBody(node);
bool hasTrans = (body->IsDerivedType(bhkRigidBodyT::TYPE));
Matrix3 tm = getTransform(node, t, false); // has transform
Matrix3 pm = TOMATRIX3(newParent->GetWorldTransform());
tm = tm * Inverse(pm);
Matrix44 rm4 = TOMATRIX4(tm, false);
Vector3 trans; Matrix33 rm; float scale;
rm4.Decompose(trans, rm, scale);
QuaternionXYZW q = TOQUATXYZW(rm.AsQuaternion());
body->SetRotation(q);
body->SetTranslation(trans / Exporter::bhkScaleFactor);
if (hasTrans) {
tm = getTransform(node, t, false);
tm.NoScale();
tm.Invert();
} else {
tm = TOMATRIX3(newParent->GetWorldTransform());
tm.NoScale();
tm.Invert();
//tm.IdentityMatrix();
}
bhkShapeRef shape = makeCollisionShape(node, tm, body);
if (shape)
{
body->SetShape(DynamicCast<bhkShape>(shape));
bhkCollisionObjectRef co = new bhkCollisionObject();
co->SetBody(DynamicCast<NiObject>(body));
newParent->SetCollisionObject(DynamicCast<NiCollisionObject>(co));
}
} else if (isCollisionGroup(node) && !mFlattenHierarchy) {
newParent = makeNode(nodeParent, node);
} else {
newParent = Exporter::findNode(node->GetParentNode());
if (!newParent)
newParent = nodeParent;
if (!newParent)
newParent = nodeParent;
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for (int i=0; i<node->NumberOfChildren(); i++)
{
Result result = exportCollision(newParent, node->GetChildNode(i));
if (result!=Ok && result!=Skip)
return result;
}
return Ok;
}
bhkRigidBodyRef Exporter::makeCollisionBody(INode *node)
{
// get data from node
int lyr = NP_DEFAULT_HVK_LAYER;
int mtl = NP_DEFAULT_HVK_MATERIAL;
int msys = NP_DEFAULT_HVK_MOTION_SYSTEM;
int qtype = NP_DEFAULT_HVK_QUALITY_TYPE;
float mass = NP_DEFAULT_HVK_MASS;
float lindamp = NP_DEFAULT_HVK_LINEAR_DAMPING;
float angdamp = NP_DEFAULT_HVK_ANGULAR_DAMPING;
float frict = NP_DEFAULT_HVK_FRICTION;
float maxlinvel = NP_DEFAULT_HVK_MAX_LINEAR_VELOCITY;
float maxangvel = NP_DEFAULT_HVK_MAX_ANGULAR_VELOCITY;
float resti = NP_DEFAULT_HVK_RESTITUTION;
float pendepth = NP_DEFAULT_HVK_PENETRATION_DEPTH;
Vector3 center(0,0,0);
if (bhkRigidBodyInterface *irb = (bhkRigidBodyInterface *)node->GetObjectRef()->GetInterface(BHKRIGIDBODYINTERFACE_DESC))
{
mass = irb->GetMass(0);
frict = irb->GetFriction(0);
resti = irb->GetRestitution(0);
lyr = irb->GetLayer(0);
msys = irb->GetMotionSystem(0);
qtype = irb->GetQualityType(0);
lindamp = irb->GetLinearDamping(0);
angdamp = irb->GetAngularDamping(0);
maxlinvel = irb->GetMaxLinearVelocity(0);
pendepth = irb->GetPenetrationDepth(0);
maxangvel = irb->GetMaxAngularVelocity(0);
transenable = irb->GetEnableTransform(0);
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{
// Handle compatibility
npGetProp(node, NP_HVK_MASS_OLD, mass, NP_DEFAULT_HVK_EMPTY);
if (mass == NP_DEFAULT_HVK_EMPTY)
npGetProp(node, NP_HVK_MASS, mass, NP_DEFAULT_HVK_MASS);
npGetProp(node, NP_HVK_FRICTION_OLD, frict, NP_DEFAULT_HVK_EMPTY);
if (frict == NP_DEFAULT_HVK_EMPTY)
npGetProp(node, NP_HVK_FRICTION, frict, NP_DEFAULT_HVK_FRICTION);
npGetProp(node, NP_HVK_RESTITUTION_OLD, resti, NP_DEFAULT_HVK_EMPTY);
if (resti == NP_DEFAULT_HVK_EMPTY)
npGetProp(node, NP_HVK_RESTITUTION, resti, NP_DEFAULT_HVK_RESTITUTION);
npGetProp(node, NP_HVK_LAYER, lyr, NP_DEFAULT_HVK_LAYER);
npGetProp(node, NP_HVK_MATERIAL, mtl, NP_DEFAULT_HVK_MATERIAL);
npGetProp(node, NP_HVK_MOTION_SYSTEM, msys, NP_DEFAULT_HVK_MOTION_SYSTEM);
npGetProp(node, NP_HVK_QUALITY_TYPE, qtype, NP_DEFAULT_HVK_QUALITY_TYPE);
npGetProp(node, NP_HVK_LINEAR_DAMPING, lindamp, NP_DEFAULT_HVK_LINEAR_DAMPING);
npGetProp(node, NP_HVK_ANGULAR_DAMPING, angdamp, NP_DEFAULT_HVK_ANGULAR_DAMPING);
npGetProp(node, NP_HVK_MAX_LINEAR_VELOCITY, maxlinvel, NP_DEFAULT_HVK_MAX_LINEAR_VELOCITY);
npGetProp(node, NP_HVK_MAX_ANGULAR_VELOCITY, maxangvel, NP_DEFAULT_HVK_MAX_ANGULAR_VELOCITY);
npGetProp(node, NP_HVK_PENETRATION_DEPTH, pendepth, NP_DEFAULT_HVK_PENETRATION_DEPTH);
npGetProp(node, NP_HVK_CENTER, center);
}
else
{
// Check self to see if is one of our bhkXXXObject classes
if (Object* obj = node->GetObjectRef())
{
if (obj->SuperClassID() == HELPER_CLASS_ID &&
obj->ClassID().PartB() == BHKRIGIDBODYCLASS_DESC.PartB())
{
// TODO: do standard body export
}
}
// else check redirection
}
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// setup body
bhkRigidBodyRef body = transenable ? new bhkRigidBodyT() : new bhkRigidBody();
body->SetLayer(OblivionLayer(lyr));
body->SetLayerCopy(OblivionLayer(lyr));
body->SetMotionSystem(MotionSystem(msys));
body->SetQualityType(MotionQuality(qtype));
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body->SetMass(mass);
body->SetLinearDamping(lindamp);
body->SetAngularDamping(angdamp);
body->SetFriction(frict);
body->SetRestitution(resti);
body->SetMaxLinearVelocity(maxlinvel);
body->SetMaxAngularVelocity(maxangvel);
body->SetPenetrationDepth(pendepth);
body->SetCenter(center);
QuaternionXYZW q; q.x = q.y = q.z = 0; q.w = 1.0f;
body->SetRotation(q);
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return body;
}
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bhkNiTriStripsShapeRef Exporter::makeTriStripsShape(Mesh& mesh, Matrix3& sm)
{
typedef vector<Triangle> Triangles;
// setup shape data
vector<Vector3> verts;
vector<Vector3> vnorms;
Triangles tris;
int vi[3];
if (TMNegParity(sm)) {
vi[0] = 2; vi[1] = 1; vi[2] = 0;
} else {
vi[0] = 0; vi[1] = 1; vi[2] = 2;
}
for (int i=0; i<mesh.getNumFaces(); i++)
addFace(tris, verts, vnorms, i, vi, &mesh, sm);
NiTriStripsDataRef data = new NiTriStripsData(tris, Exporter::mUseAlternateStripper);
data->SetVertices(verts);
data->SetNormals(vnorms);
// setup shape
bhkNiTriStripsShapeRef shape = StaticCast<bhkNiTriStripsShape>(bhkNiTriStripsShape::Create());
shape->SetNumStripsData(1);
shape->SetStripsData(0, data);
shape->SetNumDataLayers(1);
shape->SetOblivionLayer(0, OL_STATIC);
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#ifdef USES_HAVOK
static bhkMoppBvTreeShapeRef makeTreeShape(bhkPackedNiTriStripsShapeRef mesh)
{
hkpShapeCollection * list = NULL;
bhkMoppBvTreeShapeRef mopp = new bhkMoppBvTreeShape();
mopp->SetMaterial( HAV_MAT_WOOD );
mopp->SetShape( mesh );
list = ConstructHKMesh(mesh);
hkpMoppCompilerInput mfr;
mfr.setAbsoluteFitToleranceOfAxisAlignedTriangles( hkVector4( 0.1f, 0.1f, 0.1f ) );
vector<Niflib::byte> moppcode;
try
{
hkpMoppCode* code = hkpMoppUtility::buildCode(list, mfr);
moppcode.resize( code->m_data.getSize() );
for (int i=0; i<code->m_data.getSize(); ++i )
moppcode[i] = code->m_data[i];
mopp->SetMoppCode( moppcode );
mopp->SetMoppOrigin( Vector3(code->m_info.m_offset(0), code->m_info.m_offset(1), code->m_info.m_offset(2) ));
mopp->SetMoppScale( code->m_info.getScale() );
code->removeReference();
}
catch(...)
{
}
list->removeReference();
return mopp;
}
#endif
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bhkPackedNiTriStripsShapeRef Exporter::makePackedTriStripsShape(Mesh& mesh, Matrix3& sm)
{
// Need to separate the vertices based on material.
typedef vector<Triangle> Triangles;
// setup shape data
vector<Vector3> verts;
vector<Vector3> norms;
Triangles tris;
int vi[3];
if (TMNegParity(sm)) {
vi[0] = 2; vi[1] = 1; vi[2] = 0;
} else {
vi[0] = 0; vi[1] = 1; vi[2] = 2;
}
int nvert = mesh.getNumVerts();
int nface = mesh.getNumFaces();
mesh.buildNormals();
tris.resize(nface);
verts.resize(nvert);
norms.resize(nface);
for (int i=0; i<nvert; ++i)
{
Point3 vert = (mesh.getVert(i) * sm) / Exporter::bhkScaleFactor;
verts[i] = TOVECTOR3(vert);
}
for (int i=0; i<nface; ++i)
{
Triangle& tri = tris[i];
norms[i] = TOVECTOR3(mesh.getFaceNormal(i));
Face& face = mesh.faces[i];
tri[0] = (USHORT)face.getVert(0);
tri[1] = (USHORT)face.getVert(1);
tri[2] = (USHORT)face.getVert(2);
hkPackedNiTriStripsDataRef data = new hkPackedNiTriStripsData();
data->SetNumFaces( tris.size() );
data->SetVertices(verts);
data->SetTriangles(tris);
data->SetNormals(norms);
// setup shape
bhkPackedNiTriStripsShapeRef shape = new bhkPackedNiTriStripsShape();
shape->SetData(data);
OblivionSubShape subshape;
subshape.layer = OL_STATIC;
subshape.material = HAV_MAT_WOOD;
subshape.numVertices = verts.size();
vector<OblivionSubShape> subshapes;
subshapes.push_back(subshape);
shape->SetSubShapes( subshapes );
//shape->SetStripsData(0, data);
//shape->SetNumDataLayers(1);
//shape->SetOblivionLayer(0, OL_STATIC);
return shape;
}
bhkConvexVerticesShapeRef Exporter::makeConvexShape(Mesh& mesh, Matrix3& tm)
{
bhkConvexVerticesShapeRef shape = StaticCast<bhkConvexVerticesShape>(bhkConvexVerticesShape::Create());
Point3 center(0.0f, 0.0f, 0.0f);
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CalcCenteredSphere(mesh, center, radius);
radius /= Exporter::bhkScaleFactor;
verts[i] = TOVECTOR3(vert);
}
for (int i=0; i<nface; ++i)
{
Float4 &value = norms[i];
Point3 &pt = mesh.getFaceNormal(i);
value[0] = pt.x;
value[1] = pt.y;
value[2] = pt.z;
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value[3] = -(mesh.FaceCenter(i) * tm).Length() / Exporter::bhkScaleFactor;
bhkShapeRef Exporter::makeCollisionShape(INode *node, Matrix3& tm, bhkRigidBodyRef body)
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{
bhkShapeRef shape;
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TimeValue t = 0;
ObjectState os = node->EvalWorldState(t);
if (os.obj->ClassID() == SCUBA_CLASS_ID)
shape = makeCapsuleShape(node, os.obj, tm);
else if (os.obj->ClassID() == Class_ID(BOXOBJ_CLASS_ID, 0))
shape = makeBoxShape(node, os.obj, tm);
else if (os.obj->ClassID() == Class_ID(SPHERE_CLASS_ID, 0))
shape = makeSphereShape(node, os.obj, tm);
else if (os.obj->ClassID() == bhkBoxObject_CLASS_ID)
shape = makebhkBoxShape(node, os.obj, tm);
else if (os.obj->ClassID() == bhkSphereObject_CLASS_ID)
shape = makebhkSphereShape(node, os.obj, tm);
else if (os.obj->ClassID() == BHKCAPSULEOBJECT_CLASS_ID)
shape = makebhkCapsuleShape(node, os.obj, tm);
else if (os.obj->ClassID() == BHKLISTOBJECT_CLASS_ID)
shape = makeListShape(node, tm, body);
else if (os.obj->ClassID() == BHKPROXYOBJECT_CLASS_ID)
shape = makeProxyShape(node, os.obj, tm);
else if (os.obj->SuperClassID() == GEOMOBJECT_CLASS_ID)
{
if (Modifier* mod = GetbhkCollisionModifier(node))
{
shape = makeModifierShape(node, os.obj, mod, tm);
}
else
{
shape = makeTriStripsShape(node, tm);
}
}
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return shape;
}
bhkShapeRef Exporter::makeBoxShape(INode *node, Object *obj, Matrix3& tm)
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{
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float length = 0;
float height = 0;
float width = 0;
if (IParamBlock2* pblock2 = obj->GetParamBlockByID(0))
{
pblock2->GetValue(BOXOBJ_LENGTH, 0, length, FOREVER);
pblock2->GetValue(BOXOBJ_HEIGHT, 0, height, FOREVER);
pblock2->GetValue(BOXOBJ_WIDTH, 0, width, FOREVER);
}
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Vector3 dim(width * scale[0], length * scale[1], height * scale[2]);
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// Adjust translation for center of z axis in box
tm.Translate(Point3(0.0, 0.0, dim.z / 2.0));
dim /= (Exporter::bhkScaleFactor * 2);
box->SetDimensions(dim);
int mtl = 0;
npGetProp(node, NP_HVK_MATERIAL, mtl, NP_DEFAULT_HVK_MATERIAL);
box->SetMaterial(HavokMaterial(mtl));
return bhkShapeRef(DynamicCast<bhkSphereRepShape>(box));
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}
bhkShapeRef Exporter::makeSphereShape(INode *node, Object *obj, Matrix3& tm)
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{
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float radius = 0;
if (IParamBlock2* pblock2 = obj->GetParamBlockByID(0))
{
pblock2->GetValue(SPHERE_RADIUS, 0, radius, FOREVER);
}
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bhkSphereShapeRef sphere = new bhkSphereShape();
sphere->SetRadius(radius * s);
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int mtl = 0;
npGetProp(node, NP_HVK_MATERIAL, mtl, NP_DEFAULT_HVK_MATERIAL);
sphere->SetMaterial(HavokMaterial(mtl));
return bhkShapeRef(DynamicCast<bhkSphereRepShape>(sphere));
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}
bhkShapeRef Exporter::makeCapsuleShape(INode *node, Object *obj, Matrix3& tm)
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{
float radius = 0.1f;
float height = 0.1f;
if (IParamBlock2* params = obj->GetParamBlockByID(0))
{
params->GetValue(CAPSULE_RADIUS, 0, radius, FOREVER);
params->GetValue(CAPSULE_HEIGHT, 0, height, FOREVER);
}
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bhkCapsuleShapeRef capsule = CreateNiObject<bhkCapsuleShape>();
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capsule->SetRadius(radius);
capsule->SetRadius1(radius);
capsule->SetRadius2(radius);
int mtl = 0;
npGetProp(node, NP_HVK_MATERIAL, mtl, NP_DEFAULT_HVK_MATERIAL);
capsule->SetMaterial(HavokMaterial(mtl));
return bhkShapeRef(DynamicCast<bhkSphereRepShape>(capsule));
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}
bhkShapeRef Exporter::makebhkBoxShape(INode *node, Object *obj, Matrix3& tm)
{
enum { box_params, };
enum { PB_MATERIAL, PB_LENGTH, PB_WIDTH, PB_HEIGHT, };
bhkShapeRef retval;
if (IParamBlock2* pblock2 = obj->GetParamBlockByID(box_params))
{
Point3 scale = GetScale(tm);
pblock2->GetValue(PB_MATERIAL, 0, mtl, FOREVER, 0);
pblock2->GetValue(PB_LENGTH, 0, length, FOREVER, 0);
pblock2->GetValue(PB_WIDTH, 0, width, FOREVER, 0);
pblock2->GetValue(PB_HEIGHT, 0, height, FOREVER, 0);
bhkBoxShapeRef box = new bhkBoxShape();
Vector3 dim(width * scale[0], length * scale[1], height * scale[2]);
float radius = max( max(dim.x, dim.y), dim.z );
box->SetRadius(radius);
// Adjust translation for center of z axis in box
tm.Translate(Point3(0.0, 0.0, dim.z / 2.0));
box->SetDimensions(dim);
box->SetMaterial(HavokMaterial(mtl));
transform->SetShape(box);
transform->SetMaterial(HavokMaterial(mtl));
retval = StaticCast<bhkShape>(transform);
}
}
return retval;
}
bhkShapeRef Exporter::makebhkSphereShape(INode *node, Object *obj, Matrix3& tm)
{
bhkShapeRef retval;
enum { sphere_params, };
enum { PB_MATERIAL, PB_RADIUS, PB_SEGS, PB_SMOOTH, };
if (IParamBlock2* pblock2 = obj->GetParamBlockByID(sphere_params))
{
float radius = 0.0f;
int mtl = NP_DEFAULT_HVK_MATERIAL;
pblock2->GetValue(PB_RADIUS, 0, radius, FOREVER, 0);
pblock2->GetValue(PB_MATERIAL, 0, mtl, FOREVER, 0);
bhkSphereShapeRef shape = new bhkSphereShape();
shape->SetRadius(radius);
shape->SetMaterial(HavokMaterial(mtl));
transform->SetShape(shape);
transform->SetMaterial(HavokMaterial(mtl));
retval = StaticCast<bhkShape>(transform);
}
}
return retval;
}
bhkShapeRef Exporter::makebhkCapsuleShape(INode *node, Object *obj, Matrix3& tm)
{
bhkShapeRef retval;
enum { cap_params, };
enum { PB_MATERIAL, PB_RADIUS1, PB_RADIUS2, PB_LENGTH, };
if (IParamBlock2* pblock2 = obj->GetParamBlockByID(cap_params))
{
float radius1 = 0.0f, radius2 = 0.0f, len = 0.0f;
int mtl = NP_DEFAULT_HVK_MATERIAL;
pblock2->GetValue(PB_RADIUS1, 0, radius1, FOREVER, 0);
pblock2->GetValue(PB_RADIUS2, 0, radius2, FOREVER, 0);
pblock2->GetValue(PB_LENGTH, 0, len, FOREVER, 0);
pblock2->GetValue(PB_MATERIAL, 0, mtl, FOREVER, 0);
bhkCapsuleShapeRef shape = new bhkCapsuleShape();
shape->SetRadius((radius1 + radius2)/2.0f);
shape->SetRadius1(radius1);
shape->SetRadius2(radius2);
shape->SetMaterial(HavokMaterial(mtl));
Matrix3 ltm = node->GetNodeTM(0) * tm;
Point3 center = ltm.GetTrans();
rot.NoTrans();
rot.NoScale();
float distFromCenter = len*Exporter::bhkScaleFactor/2.0f;
Point3 pt1 = ((TransMatrix(Point3(0.0f, 0.0f, +distFromCenter)) * rot).GetTrans() + center) / Exporter::bhkScaleFactor;
Point3 pt2 = ((TransMatrix(Point3(0.0f, 0.0f, -distFromCenter)) * rot).GetTrans() + center) / Exporter::bhkScaleFactor;
shape->SetFirstPoint(TOVECTOR3(pt1));
shape->SetSecondPoint(TOVECTOR3(pt2));
retval = StaticCast<bhkShape>(shape);
}
bhkShapeRef Exporter::makeTriStripsShape(INode *node, Matrix3& tm)
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{
TimeValue t = 0;
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// Order of the vertices. Get 'em counter clockwise if the objects is
// negatively scaled.
ObjectState os = node->EvalWorldState(t);
TriObject *tri = (TriObject *)os.obj->ConvertToType(t, Class_ID(TRIOBJ_CLASS_ID, 0));
if (!tri)
return false;
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bhkNiTriStripsShapeRef shape = makeTriStripsShape(mesh, sm);
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int lyr = OL_STATIC;
npGetProp(node, NP_HVK_LAYER, lyr, NP_DEFAULT_HVK_LAYER);
shape->SetNumDataLayers(1);
shape->SetOblivionLayer(0, OblivionLayer(lyr));
npGetProp(node, NP_HVK_MATERIAL, mtl, NP_DEFAULT_HVK_MATERIAL);
shape->SetMaterial(HavokMaterial(mtl));
return StaticCast<bhkShape>(shape);
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}
bhkShapeRef Exporter::makeConvexShape(INode *node, Object* obj, Matrix3& tm)
{
bhkShapeRef shape;
return shape;
}
Exporter::Result Exporter::scanForCollision(INode *node)
{
if (node == NULL || (node->IsHidden() && !mExportHidden))
return Exporter::Skip;
// Get the bhk RigidBody modifier if available and then get the picked node.
if (Modifier * mod = GetbhkCollisionModifier(node)){
if (IParamBlock2* pblock = (IParamBlock2*)mod->GetReference(0)) {
if (INode *collMesh = pblock->GetINode(0, 0)) {
mCollisionNodes.insert(collMesh);
} else {
if (mSceneCollisionNode != NULL) {
if (mExportCollision) {
throw runtime_error("There are more than one Collision mesh found at the Scene Level.");
}
} else {
mSceneCollisionNode = node;
}
}
}
}
// Check self to see if is one of our bhkXXXObject classes
if (Object* obj = node->GetObjectRef())
{
if (obj->ClassID() == BHKLISTOBJECT_CLASS_ID)
{
mCollisionNodes.insert(node);
const int PB_MESHLIST = 1;
IParamBlock2* pblock2 = obj->GetParamBlockByID(0);
int nBlocks = pblock2->Count(PB_MESHLIST);
for (int i = 0;i < pblock2->Count(PB_MESHLIST); i++) {
INode *tnode = NULL;
pblock2->GetValue(PB_MESHLIST,0,tnode,FOREVER,i);
if (tnode != NULL && (!tnode->IsHidden() || mExportHidden)) {
mCollisionNodes.insert(tnode);
markAsHandled(tnode); // dont process collision since the list will
}
}
}
else if (obj->SuperClassID() == HELPER_CLASS_ID &&
obj->ClassID().PartB() == BHKRIGIDBODYCLASS_DESC.PartB())
{
mCollisionNodes.insert(node);
}
else
{
Modifier* mod = GetbhkCollisionModifier(node);
if (mod != NULL)
{
mCollisionNodes.insert(node);
}
}
if (npIsCollision(node))
{
mCollisionNodes.insert(node);
}
for (int i=0; i<node->NumberOfChildren(); i++) {
scanForCollision(node->GetChildNode(i));
}
return Exporter::Ok;
}
bool Exporter::isHandled(INode *node)
{
return (mHandledNodes.find(node) != mHandledNodes.end());
}
bool Exporter::markAsHandled(INode* node)
{
mHandledNodes.insert(node);
return true;
}
bool Exporter::isCollision(INode *node)
{
return (mCollisionNodes.find(node) != mCollisionNodes.end());
}
bhkShapeRef Exporter::makeListShape(INode *node, Matrix3& tm, bhkRigidBodyRef body)
{
const int PB_MATERIAL = 0;
const int PB_MESHLIST = 1;
IParamBlock2* pblock2 = node->GetObjectRef()->GetParamBlockByID(0);
int nBlocks = pblock2->Count(PB_MESHLIST);
if (nBlocks > 0)
{
if (bhkRigidBodyInterface *irb = (bhkRigidBodyInterface *)node->GetObjectRef()->GetInterface(BHKRIGIDBODYINTERFACE_DESC))
{
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float frict = irb->GetFriction(0);
float resti = irb->GetRestitution(0);
int lyr = irb->GetLayer(0);
int msys = irb->GetMotionSystem(0);
int qtype = irb->GetQualityType(0);
float lindamp = irb->GetLinearDamping(0);
float angdamp = irb->GetAngularDamping(0);
float maxlinvel = irb->GetMaxLinearVelocity(0);
float maxangvel = irb->GetMaxAngularVelocity(0);
float pendepth = irb->GetPenetrationDepth(0);
body->SetLayer(OblivionLayer(lyr));
body->SetLayerCopy(OblivionLayer(lyr));
body->SetMotionSystem(MotionSystem(msys));
body->SetQualityType(MotionQuality(qtype));
body->SetMass(mass);
body->SetLinearDamping(lindamp);
body->SetAngularDamping(angdamp);
body->SetFriction(frict);
body->SetRestitution(resti);
body->SetMaxLinearVelocity(maxlinvel);
body->SetMaxAngularVelocity(maxangvel);
body->SetPenetrationDepth(pendepth);
}
bhkListShapeRef shape = new bhkListShape();
int mtl = pblock2->GetInt(PB_MATERIAL, 0, 0);
shape->SetMaterial(HavokMaterial(mtl));
vector<bhkShapeRef> shapes;
for (int i = 0; i < nBlocks; i++) {
INode *tnode = NULL;
pblock2->GetValue(PB_MESHLIST,0,tnode,FOREVER,i);
if (tnode != NULL && (!tnode->IsHidden() || mExportHidden))
{
bhkShapeRef subshape = makeCollisionShape(tnode, tm, body);
if (subshape)
shapes.push_back(subshape);
}
}
shape->SetSubShapes(shapes);
if (shapes.size() == 1) // ignore the list when only one object is present
{
return shapes[0];
}
else if (!shapes.empty())
{
return bhkShapeRef(shape);
}
}
return bhkShapeRef();