示例#1
0
        private static Tuple <float, float, float> ExtractNodePosition(IINode node, int time)
        {
            var tm = node.GetNodeTM(time, null);
            var x  = tm.GetColumn(0).W;
            var y  = tm.GetColumn(1).W;
            var z  = tm.GetColumn(2).W;

            return(Tuple.Create(x, y, z));
        }
示例#2
0
文件: Tools.cs 项目: lijins/Exporters
        public static IMatrix3 GetWorldMatrix(this IINode node, int t, bool parent)
        {
            var tm = node.GetNodeTM(t, Forever);
            var ptm = node.ParentNode.GetNodeTM(t, Forever);

            if (!parent)
                return tm;

            if (node.ParentNode.SuperClassID == SClass_ID.Camera)
            {
                var r = ptm.GetRow(3);
                ptm.IdentityMatrix();
                ptm.SetRow(3, r);
            }

            ptm.Invert();
            return tm.Multiply(ptm);
        }
示例#3
0
        public static float[] GetTranslation(IINode node, IINode renderedNode)
        {
            float[] res = new float[3];
            //IPoint3 translation =  node.GetNodeTM(0, Tools.Forever).Trans; //position relative to parent, translation

            IObject  obj        = node.ObjectRef;
            IBox3    bbox       = obj.GetWorldBoundBox(0, node, Loader.Core.ActiveViewExp);
            IPoint3  bboxCenter = bbox.Center;
            IMatrix3 inverted   = renderedNode.GetNodeTM(0, Tools.Forever);

            inverted.Invert();
            IPoint3 bboxCenterInRenderNodeSpace = inverted.PointTransform(bboxCenter);


            res[0] = bboxCenterInRenderNodeSpace.X;
            res[1] = bboxCenterInRenderNodeSpace.Z;
            res[2] = -bboxCenterInRenderNodeSpace.Y;

            return(res);
        }
示例#4
0
        public static float[] GetRotation(IINode node, IINode renderedNode)
        {
            float[]  res      = new float[4];
            IMatrix3 nodeTm   = node.GetNodeTM(0, Tools.Forever);
            IMatrix3 inverted = renderedNode.GetNodeTM(0, Tools.Forever);

            inverted.Invert();
            nodeTm = nodeTm.Multiply(inverted);

            IPoint3 p = Loader.Global.Point3.Create(0, 0, 0);
            IQuat   q = Loader.Global.IdentQuat;
            IPoint3 s = Loader.Global.Point3.Create(0, 0, 0);

            Loader.Global.DecomposeMatrix(nodeTm, p, q, s);

            q.Normalize();

            res[0] = q[0];
            res[1] = q[2];
            res[2] = -q[1];
            res[3] = -q[3];

            return(res);
        }
示例#5
0
        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);
        }
        /// <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);
        }