GiantsTools/Plugins/imp_gbs/GbsImporter.cpp

304 lines
9.5 KiB
C++

#include "GbsImporter.h"
#include "StdUtil.h"
void GbsImporter::ImportFile(const MCHAR* name, ImpInterface* ii, Interface* i, BOOL suppressPrompts)
{
ReadGbsFile(name);
BuildMeshes(ii);
ii->RedrawViews();
}
void GbsImporter::ReadGbsFile(const MCHAR* Name)
{
FILE* file = nullptr;
try
{
errno_t err = _tfopen_s(&file, Name, (_T("rb")));
if (err != 0)
{
throw std::exception("Could not open input file.");
}
// Read object into memory
m_gbsData.Read(file);
fclose(file);
}
catch (const std::exception& e)
{
if (file)
fclose(file);
throw e;
}
}
int GbsImporter::GetLocalVertex(Point3* avert, const Mesh& mesh)
{
for (int i = 0; i < mesh.getNumVerts(); i++)
{
auto& vert = mesh.verts[i];
if (vert.x == avert->x && vert.y == avert->y && vert.z == avert->z)
{
return i;
}
}
assert(false && "Invalid vertex for object");
return -1;
}
void GbsImporter::BuildMeshes(ImpInterface* EI)
{
for (const auto& mobj : m_gbsData.MaxObjs)
{
assert(mobj.fcount > 0);
assert(mobj.vcount > 0);
Mesh mesh;
mesh.setNumVerts(mobj.vcount);
mesh.setNumTVerts(mobj.vcount);
mesh.setNumVertCol(mobj.vcount);
mesh.setNumFaces(mobj.fcount);
mesh.setNumTVFaces(mobj.fcount);
mesh.setNumVCFaces(mobj.fcount);
for (int i = 0; i < mobj.vcount; i++)
{
int vstart = mobj.vstart;
int index = i + vstart;
assert(index < m_gbsData.naverts);
UV* uvptr = (UV*)(m_gbsData.vertuv.data() + (mobj.vstart + i));
Point3 point(m_gbsData.averts[index].x, m_gbsData.averts[index].y, m_gbsData.averts[index].z);
mesh.setVert(i, point);
mesh.setTVert(i, UVVert(uvptr->u, uvptr->v, 0.0f));
//mesh.setTVert(i, UVVert(uvptr->u, -uvptr->v, 0.0f));
}
Mtl* topLevelMaterial = nullptr;
const char* objName = nullptr;
int materialLevel = 0;
int faceIndex = 0;
for (int subObjIndex = mobj.sostart; subObjIndex < mobj.sostart + mobj.socount; subObjIndex++)
{
SubObject& obj = m_gbsData.SubObjs.at(subObjIndex);
if (mobj.socount > 1)
{
// Max object consists of multiple sub objects
if (materialLevel == 0)
{
// Build parent material (either MixMat or multi-mtl):
topLevelMaterial = BuildParentMaterial(obj, mobj.socount);
objName = obj.objname;
}
// Add sub-material:
Mtl* subMtl = BuildMaterial(obj, topLevelMaterial);
topLevelMaterial->SetSubMtl(materialLevel, subMtl);
}
else
{
// Just one subobj, build the single material and be done with it:
topLevelMaterial = BuildMaterial(obj, nullptr);
objName = obj.objname;
}
int v1, v2, v3;
unsigned short tidx = -1;
unsigned short* tptr = obj.tridata.data();
unsigned short count = 0;
while (EvaluateTriData(&tptr, &tidx, &count, &v1, &v2, &v3))
{
assert(faceIndex < mesh.getNumFaces());
int vstart = mobj.vstart;
Face& face = mesh.faces[faceIndex];
// Map from display to animation vertices, then to a "local" index for this sub object, starting from zero:
int remappedV0 = GetLocalVertex(&m_gbsData.averts[m_gbsData.iverts.at(v1)], mesh);
int remappedV1 = GetLocalVertex(&m_gbsData.averts[m_gbsData.iverts.at(v2)], mesh);
int remappedV2 = GetLocalVertex(&m_gbsData.averts[m_gbsData.iverts.at(v3)], mesh);
VertColor v0Col = VertColor(m_gbsData.vertrgb.at(v1).r / 255.0f, m_gbsData.vertrgb.at(v1).g / 255.0f, m_gbsData.vertrgb.at(v1).b / 255.0f);
VertColor v1Col = VertColor(m_gbsData.vertrgb.at(v2).r / 255.0f, m_gbsData.vertrgb.at(v2).g / 255.0f, m_gbsData.vertrgb.at(v2).b / 255.0f);
VertColor v2Col = VertColor(m_gbsData.vertrgb.at(v3).r / 255.0f, m_gbsData.vertrgb.at(v3).g / 255.0f, m_gbsData.vertrgb.at(v3).b / 255.0f);
mesh.vertCol[remappedV0] = v0Col;
mesh.vertCol[remappedV1] = v1Col;
mesh.vertCol[remappedV2] = v2Col;
assert(remappedV0 >= 0 && remappedV1 >= 0 && remappedV2 >= 0);
assert(remappedV0 < mobj.vcount&& remappedV1 < mobj.vcount&& remappedV2 < mobj.vcount);
assert(remappedV0 < m_gbsData.naverts&& remappedV1 < m_gbsData.naverts&& remappedV2 < m_gbsData.naverts);
face.setVerts(remappedV0, remappedV1, remappedV2);
face.setEdgeVisFlags(EDGE_VIS, EDGE_VIS, EDGE_VIS);
face.setMatID(materialLevel);
TVFace& tvFace = mesh.tvFace[faceIndex];
tvFace.setTVerts(remappedV0, remappedV1, remappedV2);
TVFace& vcFace = mesh.vcFace[faceIndex];
vcFace.setTVerts(remappedV0, remappedV1, remappedV2);
faceIndex++;
}
materialLevel++;
}
mesh.buildNormals();
mesh.buildBoundingBox();
mesh.InvalidateEdgeList();
TriObject* tri = CreateNewTriObject();
tri->mesh = mesh;
Matrix3 tm;
tm.IdentityMatrix();
ImpNode* Node = EI->CreateNode();
if (!Node)
{
throw std::exception("Could not create Node");
}
Node->Reference(tri);
Node->SetTransform(0, tm);
EI->AddNodeToScene(Node);
INode* iNode = Node->GetINode();
iNode->SetMtl(topLevelMaterial);
Node->SetName(util::to_wstring(objName).c_str());
}
}
Mtl* GbsImporter::BuildParentMaterial(SubObject& obj, int numSubMaterials)
{
// Check if we need to create a MixMat blend material
// (this check is iffy, not fully certain how to identify MixMat exports but this seems close enough)
if (obj.blend > 0.50 && (obj.flags & 0x10 || obj.flags & 0x20))
{
//if (bitmapTex)
//{
// //bitmapTex->GetUVGen()->SetUVWSource(2);
//}
// Create custom MixMat material (from official 3dsmax plugin)
Mtl* mixMatMaterial = (Mtl*)CreateInstance(SClass_ID(MATERIAL_CLASS_ID), Class_ID(MIXMAT_CLASS_ID, 0));
mixMatMaterial->SetName(util::to_wstring(obj.objname).c_str());
int ns = mixMatMaterial->NumSubMtls();
// Set the blend value
IParamBlock2* parameterBlock = mixMatMaterial->GetParamBlock(0);
parameterBlock->SetValue(0, 0, obj.blend);
return mixMatMaterial;
}
else
{
// Standard multi-material
MultiMtl* multiMtl = NewDefaultMultiMtl();
multiMtl->SetName(util::to_wstring(obj.objname).c_str());
multiMtl->SetNumSubMtls(numSubMaterials);
return multiMtl;
}
}
Mtl* GbsImporter::BuildMaterial(SubObject& obj, Mtl* parentMaterial)
{
BitmapTex* bitmapTex = nullptr;
if (obj.texname && obj.texname[0])
{
std::wstring mapName = util::to_wstring(obj.texname).c_str();
mapName += L".tga"; // DDS partially supported but not in use, okay to hardcode for now
bitmapTex = NewDefaultBitmapTex();
bitmapTex->SetName(util::to_wstring(obj.texname).c_str());
bitmapTex->SetMapName(mapName.c_str());
}
StdMat2* stdMat = NewDefaultStdMat();
if (FlagIsSet(obj.flags, GBSFlagMaxLit) || parentMaterial)
{
// This isn't quite right, not all models with blend materials have this flag set. See ripper.gbs.
// Behavior is correct enough for now though.
stdMat->SetWireUnits(TRUE);
}
stdMat->EnableMap(ID_DI, true);
if (obj.flags & 0x10)
{
stdMat->SetTransparencyType(TRANSP_ADDITIVE);
}
else if (obj.flags & 0x20)
{
stdMat->SetTransparencyType(TRANSP_SUBTRACTIVE);
}
stdMat->SetShinStr(1.0f, 0);
stdMat->SetOpacFalloff(obj.falloff, 0);
if (obj.emissive != 0)
{
Color emissive(GetRValue(obj.emissive), GetGValue(obj.emissive), GetBValue(obj.emissive));
stdMat->SetSelfIllumColor(emissive, 0);
}
if (bitmapTex)
{
stdMat->SetSubTexmap(ID_DI, bitmapTex);
}
Color diffuse(GetRValue(obj.diffuse), GetGValue(obj.diffuse), GetBValue(obj.diffuse));
stdMat->SetDiffuse(diffuse, 0);
Color ambient(GetRValue(obj.ambient), GetGValue(obj.ambient), GetBValue(obj.ambient));
stdMat->SetAmbient(ambient, 0);
Color specular(GetRValue(obj.specular), GetGValue(obj.specular), GetBValue(obj.specular));
stdMat->SetSpecular(specular, 0);
stdMat->SetShininess(obj.power / 100.0f, 0);
stdMat->SetName(util::to_wstring(obj.objname).c_str());
return stdMat;
}
bool GbsImporter::EvaluateTriData(unsigned short** pTriData, unsigned short* pTriIdx, unsigned short* acount, int* pV1, int* pV2, int* pV3)
{
unsigned short* triData = *pTriData;
unsigned short triIdx = *pTriIdx;
unsigned short count = *acount;
if (!count)
{
if (!(count = *triData))
{
return false;
}
triIdx = 0;
}
*pV1 = triData[triIdx + 1];
*pV2 = triData[triIdx + 2];
*pV3 = triData[triIdx + 3];
triIdx += 3;
if (!--count)
{
triData += *triData * 3 + 1;
}
*pTriData = triData;
*pTriIdx = triIdx;
*acount = count;
return true;
}