public static void FlattenHierarchy(this IINode node) { ////todo: replace this with C# string convertToEditablePoly = $"ConvertTo (maxOps.getNodeByHandle {node.Handle}) Editable_Poly"; ScriptsUtilities.ExecuteMaxScriptCommand(convertToEditablePoly); IPolyObject polyObject = node.GetPolyObjectFromNode(); IEPoly flattenEPoly = (IEPoly)polyObject.GetInterface(Loader.EditablePoly); IINodeTab toflatten = Loader.Global.NodeTab.Create(); foreach (IINode n in node.NodeTree()) { toflatten.AppendNode(n, false, 1); } flattenEPoly.EpfnMultiAttach(toflatten, node, Loader.Core.Time); }
public static IINode FlattenHierarchy(this IINode node) { IILayer nodeLayer = LayerUtilities.GetNodeLayer(node); if (nodeLayer != null) { Loader.Core.LayerManager.SetCurrentLayer(nodeLayer.Name); } List <IINode> children = node.NodeTree().ToList(); List <IINode> nonMeshChildren = children.Where(x => !x.IsMesh()).ToList(); List <IINode> meshChildren = children.Where(x => x.IsMesh()).ToList(); IClass_ID cid = Loader.Global.Class_ID.Create((uint)BuiltInClassIDA.SPHERE_CLASS_ID, 0); object obj = Loader.Core.CreateInstance(SClass_ID.Geomobject, cid as IClass_ID); IINode result = Loader.Core.CreateObjectNode((IObject)obj); result.Name = node.Name; result.SetNodeTM(Loader.Core.Time, node.GetNodeTM(Loader.Core.Time, Forever)); node.ParentNode.AttachChild(result, true); string convertToEditablePoly = $"ConvertTo (maxOps.getNodeByHandle {result.Handle}) Editable_Poly"; ScriptsUtilities.ExecuteMaxScriptCommand(convertToEditablePoly); IPolyObject polyObject = result.GetPolyObjectFromNode(); IEPoly nodeEPoly = (IEPoly)polyObject.GetInterface(Loader.EditablePoly); List <IMtl> newMultiMat = new List <IMtl>(); foreach (IINode n in meshChildren) { ITriObject triObject = n.GetTriObjectFromNode(); IMesh mesh = triObject.Mesh; if (n.Mtl.IsMultiMtl) { Dictionary <IMtl, List <IFace> > matIDtoFacesMap = new Dictionary <IMtl, List <IFace> >(); ////List<int> matIDsInUse = new List<int>(); foreach (IFace face in mesh.Faces) { int faceMatID = face.MatID; IMtl mat = n.Mtl.GetSubMtl(faceMatID); if (!matIDtoFacesMap.ContainsKey(mat)) { List <IFace> facesOfMat = new List <IFace>(); matIDtoFacesMap.Add(mat, facesOfMat); } matIDtoFacesMap[mat].Add(face); } foreach (KeyValuePair <IMtl, List <IFace> > matToFaceKeyValue in matIDtoFacesMap) { IMtl faceMat = matToFaceKeyValue.Key; //get the material from the list of the multimaterial if (!newMultiMat.Contains(faceMat)) { newMultiMat.Add(faceMat); } ushort newId = (ushort)(newMultiMat.IndexOf(faceMat)); foreach (IFace face in matToFaceKeyValue.Value) { face.MatID = newId; } } } else { //IMtl currentMat = n.Mtl; //int matID = newMultiMat.IndexOf(currentMat); //if (matID == -1) //{ // newMultiMat.Add(currentMat); // ushort newId = (ushort)newMultiMat.Count; // for (int fID = 0; fID < mesh.NumFaces; fID++) // { // mesh.SetFaceMtlIndex(fID, (ushort)newId); // } //} //else //{ // for (int fID = 0; fID < mesh.NumFaces; fID++) // { // mesh.SetFaceMtlIndex(fID, (ushort)matID); // } //} } triObject.Mesh = mesh; n.ObjectRef = triObject; //bool undo = false; //nodeEPoly.EpfnAttach(n, ref undo,result, Loader.Core.Time); } IClass_ID matCid = Loader.Global.Class_ID.Create((uint)BuiltInClassIDA.MULTI_MATERIAL_CLASS_ID, 0); IMtl finalMat = (IMtl)Loader.Core.CreateInstance(SClass_ID.Material, matCid); for (int i = 0; i < newMultiMat.Count; i++) { finalMat.SetSubMtl(i, newMultiMat[i]); } finalMat.Name = "final mat"; result.Mtl = finalMat; foreach (IINode n in nonMeshChildren) { result.AttachChild(n, true); } Loader.Core.DeleteNode(node, false, false); return(result); }
/// <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); }
public static BaseNode CreateNode(IINode iNode, bool isPolyObject, bool isParentNode) { //We need to create our 'RealBaseNode' BaseNode tempBaseNode; if (isParentNode) { tempBaseNode = new ParentNode(iNode, isPolyObject); } else { tempBaseNode = new ChildNode(iNode, isPolyObject); } IObject baseObjectRef = iNode.ObjectRef.FindBaseObject(); if (!isPolyObject) { //Cast base object to triObject because we know it's a triObject ITriObject triObj = baseObjectRef as ITriObject; if (triObj == null) { return(null); //if for some reason the cast failed, return } IMesh triMesh = triObj.Mesh; var numFaces = triMesh.NumFaces; DebugMethods.Log(isParentNode? String.Format("ParentNode num face {0}", numFaces) : String.Format("ChildNode num face {0}", numFaces)); //Build FaceID Dictionary. for (int index = 0; index < numFaces; index++) { IFace face = triMesh.Faces[index]; ushort matID = face.MatID; if (tempBaseNode.DoesKeyExist(matID)) { tempBaseNode.SetMaterialIDBit(matID, index); } else { tempBaseNode.CreateNewMaterialBitArray(matID, index, numFaces); } } } else { IPolyObject polyObj = baseObjectRef as IPolyObject; if (polyObj == null) { return(null); //if for some reason the cast failed, return } IMNMesh polyMesh = polyObj.Mesh; var numFaces = polyMesh.FNum; DebugMethods.Log(isParentNode ? String.Format("ParentNode num face {0}", numFaces) : String.Format("ChildNode num face {0}", numFaces)); //Build FaceID Dictionary. for (int index = 0; index < numFaces; index++) { IMNFace face = polyMesh.F(index); ushort matID = face.Material; if (tempBaseNode.DoesKeyExist(matID)) { //Same material ID, just set the bit //tempBaseNode.GetMaterialBitArray(matID).Set(index, true); tempBaseNode.SetMaterialIDBit(matID, index); } else { tempBaseNode.CreateNewMaterialBitArray(matID, index, numFaces); } } } //We should have a 'RealBaseNode' with a filled up dictionary full of IDs & faces! //Maybe there is some weird object with 0 faces? if (tempBaseNode.GetMaterialIDCount() == 0) { return(null); } return(tempBaseNode); }