public static ITriObject GetTriObjectFromNode(this IINode node, int time, out bool deleteIt) { deleteIt = false; IObject obj = node.EvalWorldState(time, true).Obj; IClass_ID triObjId = MaxGlobal.Class_ID.Create((int)BuiltInClassIDA.TRIOBJ_CLASS_ID, 0); if (obj.CanConvertToType(triObjId) != 0) { ITriObject tri = (ITriObject)obj.ConvertToType(time, triObjId); // Note that the TriObject should only be deleted // if the pointer to it is not equal to the object // pointer that called ConvertToType() if (obj != tri) { deleteIt = true; } return(tri); } else { return(null); } }
public static IMesh GetMesh(this IObject obj) { if (obj.CanConvertToType(ClassID.TriObject._IClass_ID) == 0) return null; var tri = obj.ConvertToType(0, ClassID.TriObject._IClass_ID) as ITriObject; return tri == null ? null : tri.Mesh; }
public static ITriObject GetMesh(this IObject obj) { var triObjectClassId = Loader.Global.Class_ID.Create(0x0009, 0); if (obj.CanConvertToType(triObjectClassId) == 0) return null; return obj.ConvertToType(0, triObjectClassId) as ITriObject; }
public static IPolyObject GetPolyObjectFromNode(this IINode iNode) { IObject obj = iNode.EvalWorldState(Loader.Core.Time, false).Obj; if (obj.CanConvertToType(Loader.Global.PolyObjectClassID) == 1) { return((IPolyObject)obj.ConvertToType(Loader.Core.Time, Loader.Global.PolyObjectClassID)); } return(null); }
/// <summary> /// convert the actual node to editable mesh /// </summary> public void ConvertToMesh() { if (!this.IsValid) { return; } // get the current node world state IObjectState state = this.m_node.EvalWorldState(AssemblyFunctions.Core.Time, false); // get the object out of the state and check if it's possible to convert to editable mesh IObject obj = state.Obj; if (obj.CanConvertToType(AssemblyFunctions.GlobalInterface.TriObjectClassID) == 0) { return; } // convert the obj to triobject // if the node type was editable mesh, tit will return just the current node mesh // elsewhere it will return a new triobj instance which is not bound to anything ITriObject tri = obj.ConvertToType(AssemblyFunctions.Core.Time, AssemblyFunctions.GlobalInterface.TriObjectClassID) as ITriObject; // check if we got something if (tri == null) { return; } // remeber the obj and mesh for later use this.m_triMesh = tri.Mesh; this.m_baseObject = obj; // check if the tri is identical with the current object from the node state // if the node was already editable mesh we don't need to do anything if (this.m_triMesh == null || tri.Equals((INoncopyable)obj)) { return; } // notfiy all dependents // this notfiy was from a max sample. not sure why call first before change and call change afterwards this.m_node.NotifyDependents(Globals.FOREVER, Globals.PART_ALL, RefMessage.Change); // the the object reference of the node to the new triobj // important: if you exchange the object ref ith the same objref // like this.m_node.ObjectRef = this.m_node.ObjectRef you will produce a nice crash sometimes // the property setter inside max.net will delete the old reference and since the old is the new // the reference will be set to null which is illegal this.m_node.ObjectRef = tri; // notfiy all dependents this.m_node.NotifyDependents(Globals.FOREVER, 0, RefMessage.SubanimStructureChanged); this.m_node.NotifyDependents(Globals.FOREVER, Globals.PART_ALL, RefMessage.Change); }
/// <summary> /// collect and fill the property base on the trimesh /// </summary> public void CollectTriMeshData() { if (!this.IsValid) { return; } // get the current node world state IObjectState state = this.m_node.EvalWorldState(AssemblyFunctions.Core.Time, false); // get the object out of the state and check if it's possible to convert to editable mesh IObject obj = state.Obj; if (obj.CanConvertToType(AssemblyFunctions.GlobalInterface.TriObjectClassID) == 0) { return; } // convert the obj to triobject // if the node type was editable mesh, tit will return just the current node mesh // elsewhere it will return a new triobj instance which is not bound to anything ITriObject tri = obj.ConvertToType(AssemblyFunctions.Core.Time, AssemblyFunctions.GlobalInterface.TriObjectClassID) as ITriObject; if (tri == null) { return; } this.m_iNumVerts = tri.Mesh.NumVerts; this.m_iNumTris = tri.Mesh.NumFaces; // check if triobj is identical with the object from the node // if its not the same we got a new mesh so delete it if (!tri.Equals((INoncopyable)obj)) { tri.DeleteMe(); } }
/// <summary> /// This is the routine to convert the input node to polygon faces. /// </summary> /// <param name="nodeHandle"> Input the node by handle. </param> /// <param name="convertToTri"> Input whether to convert to a poly object first. </param> /// <param name="addShell"> Input whether to add the shell modifier when finished converting to face. </param> /// <param name="shell"> Input the shell thickness amount. </param> /// <param name="addEditMesh"> Input whether to add the Edit Mesh modifier when finished converting to face. </param> /// <param name="collapseNode"> Input whether to collapse the node afterwards. </param> /// <param name="centerPivot"> Input whether to center the pivot on each new face. </param> /// <returns> Returns 1 if successful or -1 if not. </returns> static public int ConvertToPolygonFaces(uint nodeHandle, bool convertToPoly = true, // C# now supports default parameters bool addShell = true, float shell = 0.1f, bool addEditMesh = true, bool collapseNode = true, bool centerPivot = true) { try { IGlobal global = Autodesk.Max.GlobalInterface.Instance; IInterface14 ip = global.COREInterface14; IINode node = ip.GetINodeByHandle(nodeHandle); if (node == null) { return(-1); } // Get it's current object state. If a modifier has been applied, for example, // it is going to return the OS of the mesh in it's current form in the timeline. IObjectState os = node.ObjectRef.Eval(ip.Time); // Now grab the object itself. IObject objOriginal = os.Obj; IPolyObject polyObject = objOriginal as IPolyObject; IClass_ID cid = global.Class_ID.Create((uint)BuiltInClassIDA.POLYOBJ_CLASS_ID, 0); IPolyObject polyObj = ip.CreateInstance(SClass_ID.Geomobject, cid as IClass_ID) as IPolyObject; if (polyObject == null && convertToPoly) { if (objOriginal.CanConvertToType(global.TriObjectClassID) == 1) { objOriginal = objOriginal.ConvertToType(ip.Time, global.TriObjectClassID); } else { return(-1); } ITriObject triOriginal = objOriginal as ITriObject; polyObj.Mesh.AddTri(triOriginal.Mesh); polyObj.Mesh.FillInMesh(); polyObj.Mesh.EliminateBadVerts(0); polyObj.Mesh.MakePolyMesh(0, true); } else if (polyObject == null) { polyObj = polyObject; } else { return(-1); } IMatrix3 mat = node.GetNodeTM(0, null); IPoint3 ptOffsetPos = node.ObjOffsetPos; IQuat quatOffsetRot = node.ObjOffsetRot; IScaleValue scaleOffsetScale = node.ObjOffsetScale; // We can grab the faces as a List and iterate them in .NET API. int nNumFaces = polyObj.Mesh.FNum; if (m_bUsingProgress) { m_ctrlProgress.PB_ProgressMaxNum = nNumFaces; } ADN_UserBreakCheck checkUserBreak = new ADN_UserBreakCheck(); for (int i = 0; i < nNumFaces; i++) { if (checkUserBreak.Check() == true) { return(-1); } if (m_bUsingProgress) { m_ctrlProgress.PB_ProgressCurrNum = i; } // Create a new poly object for each new face. object objectNewFace = ip.CreateInstance(SClass_ID.Geomobject, cid as IClass_ID); // Create a new node to hold it in the scene. IObject objNewFace = (IObject)objectNewFace; IINode n = global.COREInterface.CreateObjectNode(objNewFace); // Name it and ensure it is unique... string newname = "ADN-Sample-Face"; ip.MakeNameUnique(ref newname); n.Name = newname; // Based on what we created above, we can safely cast it to TriObject IPolyObject polyNewFace = objNewFace as IPolyObject; // Setup the new poly object with 1 face, and the vertex count from the original object's face we are processing polyNewFace.Mesh.SetNumFaces(1); polyNewFace.Mesh.SetMapNum(2); IMNFace f = polyObj.Mesh.F(i); polyNewFace.Mesh.F(0).Assign(f); IMNFace fnew = polyNewFace.Mesh.F(0); IList <int> vtx = f.Vtx; polyNewFace.Mesh.SetNumVerts(vtx.Count); for (int k = 0; k < vtx.Count; k++) { int nvindex = vtx[k]; IMNVert vert = polyObj.Mesh.V(nvindex); Debug.Print("\nVertex = " + k + ", " + nvindex); polyNewFace.Mesh.V(k).Assign(vert); fnew.Vtx[k] = k; } int nedge = nedge = polyNewFace.Mesh.SimpleNewEdge(0, 1); IMNEdge edge = polyNewFace.Mesh.E(nedge); edge.Track = -1; edge.F1 = 0; edge.F2 = -1; polyNewFace.Mesh.SetEdgeVis(nedge, true); nedge = polyNewFace.Mesh.SimpleNewEdge(1, 2); edge = polyNewFace.Mesh.E(nedge); edge.Track = -1; edge.F1 = 0; edge.F2 = -1; polyNewFace.Mesh.SetEdgeVis(nedge, true); nedge = polyNewFace.Mesh.SimpleNewEdge(2, 3); edge = polyNewFace.Mesh.E(nedge); edge.Track = -1; edge.F1 = 0; edge.F2 = -1; polyNewFace.Mesh.SetEdgeVis(nedge, true); nedge = polyNewFace.Mesh.SimpleNewEdge(3, 0); edge = polyNewFace.Mesh.E(nedge); edge.Track = -1; edge.F1 = 0; edge.F2 = -1; polyNewFace.Mesh.SetEdgeVis(nedge, true); polyNewFace.Mesh.FillInMesh(); // make it update. polyNewFace.Mesh.InvalidateGeomCache(); if (addShell) { AddOsmShell(n.Handle, shell); } if (addEditMesh) { AddOsmEditMesh(n.Handle); } if (collapseNode) { ip.CollapseNode(n, true); } // update transform to match object being exploded. n.SetNodeTM(0, mat); n.ObjOffsetPos = ptOffsetPos; n.ObjOffsetRot = quatOffsetRot; n.ObjOffsetScale = scaleOffsetScale; n.ObjOffsetPos = ptOffsetPos; if (centerPivot) { n.CenterPivot(0, false); } } } catch (Exception ex) { Debug.Print(ex.Message); return(-1); } return(1); }
/// <summary> /// This is the routine to convert the input node to triangle faces. /// </summary> /// <param name="nodeHandle"> Input the node by handle. </param> /// <param name="convertToTri"> Input whether to convert to a tri object first. </param> /// <param name="addShell"> Input whether to add the shell modifier when finished converting to face. </param> /// <param name="shell"> Input the shell thickness amount. </param> /// <param name="addEditMesh"> Input whether to add the Edit Mesh modifier when finished converting to face. </param> /// <param name="collapseNode"> Input whether to collapse the node afterwards. </param> /// <param name="centerPivot"> Input whether to center the pivot on each new face. </param> /// <returns> Returns 1 if successful or -1 if not. </returns> static public int ConvertToTriangleFaces(uint nodeHandle, bool convertToTri = true, // C# now supports default parameters bool addShell = true, float shell = 0.1f, bool addEditMesh = true, bool collapseNode = true, bool centerPivot = true) { try { IGlobal global = Autodesk.Max.GlobalInterface.Instance; IInterface14 ip = global.COREInterface14; IINode node = ip.GetINodeByHandle(nodeHandle); // Get it's current object state. If a modifier has been applied, for example, // it is going to return the OS of the mesh in it's current form in the timeline. IObjectState os = node.ObjectRef.Eval(ip.Time); // Now grab the object itself. IObject objOriginal = os.Obj; // Let's make sure it is a TriObject, which is the typical kind of object with a mesh if (!objOriginal.IsSubClassOf(global.TriObjectClassID)) { // If it is NOT, see if we can convert it... if (convertToTri && objOriginal.CanConvertToType(global.TriObjectClassID) == 1) { objOriginal = objOriginal.ConvertToType(ip.Time, global.TriObjectClassID); } else { return(-1); } } // Now we should be safe to know it is a TriObject and we can cast it as such. // An exception will be thrown... ITriObject triOriginal = objOriginal as ITriObject; // Let's first setup a class ID for the type of objects are are creating. // New TriObject in this case to hold each face. IClass_ID cid = global.Class_ID.Create((uint)BuiltInClassIDA.TRIOBJ_CLASS_ID, 0); IMatrix3 mat = node.GetNodeTM(0, null); IPoint3 ptOffsetPos = node.ObjOffsetPos; IQuat quatOffsetRot = node.ObjOffsetRot; IScaleValue scaleOffsetScale = node.ObjOffsetScale; // We can grab the faces as a List and iterate them in .NET API. IMesh mesh = triOriginal.Mesh; IList <IFace> faces = triOriginal.Mesh.Faces; int nNumFaces = faces.Count; if (m_bUsingProgress) { m_ctrlProgress.PB_ProgressMaxNum = nNumFaces; } ADN_UserBreakCheck checkUserBreak = new ADN_UserBreakCheck(); int count = 0; foreach (IFace face in faces) { if (checkUserBreak.Check() == true) { return(-1); } if (m_bUsingProgress) { m_ctrlProgress.PB_ProgressCurrNum = ++count; } // Create a new TriObject for each new face. object objectNewFace = ip.CreateInstance(SClass_ID.Geomobject, cid as IClass_ID); // Create a new node to hold it in the scene. IObject objNewFace = (IObject)objectNewFace; IINode n = global.COREInterface.CreateObjectNode(objNewFace); // Name it and ensure it is unique... string newname = "ADN-Sample-Face"; ip.MakeNameUnique(ref newname); n.Name = newname; // Based on what we created above, we can safely cast it to TriObject ITriObject triNewFace = objNewFace as ITriObject; // Setup the new TriObject with 1 face, and the vertex count from the original object's face we are processing triNewFace.Mesh.SetNumFaces(1, false, false); triNewFace.Mesh.SetNumVerts(face.V.Count(), false, false); // Finish setting up the face (always face '0' because there will only be one per object). triNewFace.Mesh.Faces[0].SetVerts(0, 1, 2); triNewFace.Mesh.Faces[0].SetEdgeVisFlags(EdgeVisibility.Vis, EdgeVisibility.Vis, EdgeVisibility.Vis); triNewFace.Mesh.Faces[0].SmGroup = 2; // Now, for each vertex, get the old face's points and store into new. for (int i = 0; i < face.V.Count(); i++) { //Get the vertex from the original object's face we are processing IPoint3 point = triOriginal.Mesh.GetVert((int)face.GetVert(i)); // Set the vertex point in the new face vertex triNewFace.Mesh.SetVert(i, point); } // make it draw. triNewFace.Mesh.InvalidateGeomCache(); if (addShell) { AddOsmShell(n.Handle, shell); } if (addEditMesh) { AddOsmEditMesh(n.Handle); } if (collapseNode) { ip.CollapseNode(n, true); } // update transform to match object being exploded. n.SetNodeTM(0, mat); n.ObjOffsetPos = ptOffsetPos; n.ObjOffsetRot = quatOffsetRot; n.ObjOffsetScale = scaleOffsetScale; n.ObjOffsetPos = ptOffsetPos; if (centerPivot) { n.CenterPivot(0, false); } } } catch (Exception) { return(-1); } return(1); }
static public string UpdateNodes(float vertexPercent, bool keepNormals, bool collapseStack) { IGlobal globalInterface = Autodesk.Max.GlobalInterface.Instance; IInterface14 coreInterface = globalInterface.COREInterface14; // start the scene process globalInterface.TheHold.Begin(); IINode nodeRoot = coreInterface.RootNode; m_sceneNodes.Clear(); GetSceneNodes(nodeRoot); List <IINode> optimizedNodes = new List <IINode> { }; // Iterate each node in the scene file and process all meshes into ProOptimized meshes. foreach (IINode node in m_sceneNodes) { // Check for object assigned to node (could be something other than object) if (node.ObjectRef != null) { IObjectState os = node.ObjectRef.Eval(coreInterface.Time); IObject objOriginal = os.Obj; if (!objOriginal.IsSubClassOf(globalInterface.TriObjectClassID)) { // If it is NOT, see if we can convert it... if (objOriginal.CanConvertToType(globalInterface.TriObjectClassID) == 1) { objOriginal = objOriginal.ConvertToType(coreInterface.Time, globalInterface.TriObjectClassID); } else { RuntimeExecute.LogTrace("\nNode {0} Object Not Converted Error: {1}", node.NodeName, objOriginal.ObjectName); continue; } } ITriObject tri = objOriginal as ITriObject; if (tri == null) { RuntimeExecute.LogTrace("\nNode {0} Object Not Converted Error: {1}", node.NodeName, objOriginal.ObjectName); continue; } int val = tri.Mesh.NumVerts; AddOsmProoptimizer(node, vertexPercent, keepNormals); // get new mesh state os = node.ObjectRef.Eval(coreInterface.Time); tri = os.Obj as ITriObject; // ** after modifier operation we can see if success by checking if the mesh size is different than before if (val != tri.Mesh.NumVerts) { if (collapseStack) { coreInterface.CollapseNode(node, true); } optimizedNodes.Add(node); } } } int status; if (optimizedNodes.Count() > 0) { // Build result file name based on percentage used string full_filename = coreInterface.CurFilePath; string filename = coreInterface.CurFileName; vertexPercent = vertexPercent * 100; string stringVertexPercent = vertexPercent.ToString("F1"); stringVertexPercent = stringVertexPercent.Replace('.', '_'); string output = "outputFile-" + stringVertexPercent + ".max"; string new_filename = full_filename.Replace(filename, output); status = coreInterface.SaveToFile(new_filename, true, false); // setup to export as FBX as well string outputFBX = new_filename.Replace(".max", ".fbx"); string msCmdFbxExport = "exportFile \"" + outputFBX + "\" #noPrompt using:FBXEXP"; bool fbxOk = globalInterface.ExecuteMAXScriptScript(msCmdFbxExport, false, null, false); // If we changed something, put scene back for next iteration globalInterface.TheHold.Cancel(); if ((status == 0) || (fbxOk == false)) // error saving max or fbx file { return(null); } return(new_filename); } return(null); }
public static bool IsMesh(this IINode node) { IObject obj = node.EvalWorldState(Loader.Core.Time, false).Obj; return(obj.CanConvertToType(Loader.Global.TriObjectClassID) == 1); }