📄 phyexp.h
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/******************************************************************************
*<
FILE: PhyExp.h
DESCRIPTION: Export Interface Functionality for Physique
CREATED BY: John Chadwick with a lot of help from Jurie Horneman
HISTORY: created July 10, 1997, modified for Version 2.0 March 5, 1998
*> Copyright (c) Unreal Pictures, Inc. 1997, 1998 All Rights Reserved.
*******************************************************************************/
#ifndef PHYEXP_H
#define PHYEXP_H
#ifdef BLD_PHYSIQUE
#define PHYExport __declspec( dllexport )
#else
#define PHYExport __declspec( dllimport )
#endif
#include "max.h"
#include "modstack.h"
// this is the interface ID for a Physique Modifier Interface
#define I_PHYINTERFACE 0x00100100
#define I_PHYEXPORT 0x00100100
#define I_PHYIMPORT 0x00100101
//return values for GetInitNodeTM
#define MATRIX_RETURNED 0
#define NODE_NOT_FOUND 1
#define NO_MATRIX_SAVED 2
#define INVALID_MOD_POINTER 3
// version control
#define CURRENT_VERSION 1
// these are the Class ID defines for Physique Modifier:
// Physique Class_ID = ClassID(PHYSIQUE_CLASS_ID_A, PHYSIQUE_CLASS_ID_B);
#define PHYSIQUE_CLASS_ID_A 0x00100
#define PHYSIQUE_CLASS_ID_B 0x00000
#define RIGID_TYPE 1
#define DEFORMABLE_TYPE 2
#define BLENDED_TYPE 4
#define RIGID_NON_BLENDED_TYPE (RIGID_TYPE)
#define DEFORMABLE_NON_BLENDED_TYPE (DEFORMABLE_TYPE)
#define RIGID_BLENDED_TYPE (RIGID_TYPE | BLENDED_TYPE)
#define DEFORMABLE_BLENDED_TYPE (DEFORMABLE_TYPE | BLENDED_TYPE)
// NOTE: for Character Studio 2.1 Deformable Offset Vertices and Vertex Assignment
// Import has been added. These classes and descriptions follow the standard Rigid
// Export functionality at the end of this file.
// Using the Physique Export Interface:
//
// 1. Find the Physique Modifier you which to export rigid vertex assignments from.
// (there is a comment at the bottom of this file giving an example of this)
//
// 2. Given Physique Modifier Modifier *phyMod get the Physique Export Interface:
// IPhysiqueExport *phyExport = (IPhysqiueExport *)phyMod->GetInterface(I_PHYINTERFACE);
//
// 3. For a given Object's INode get this ModContext Interface from the Physique Export Interface:
// IPhyContextExport *contextExport = (IPhyContextExport *)phyExport->GetContextInterface(INode* nodePtr);
//
// 4. For each vertex of the Object get the Vertex Interface from the ModContext Export Interface:
// IPhyVertexExport *vtxExport = (IPhyVertexExport *)contextExport->GetVertexInterface(int i);
// NOTE: only Rigid Vertices are currently supported: (see ConvertToRigid(TRUE) to make all vertices rigid)
// IPhyRigidVertex *rigidExport = (IPhyRigidVertex *)contextExport->GetVertexInterface(int i);
//
// 5. Get the INode for each Rigid Vertex Interface:
// INode *nodePtr = rigidExport->GetNode();
//
// 6. Get the Point3 Offset Vector in INode coordinates for each Rigid Vertex Interface:
// Point3 offsetVector = rigidExport->GetOffsetVector();
// IPhyVertexExport: this is the base class for Vertex Export Interface
// NOTE: currently only RIGID_TYPE vertices are supported (IPhyRigidVertex)
// When a vertex is not assigned Rigid in Physique, the VertexInterface will be NULL
// Unless you call IPhyContextExport->ConvertToRigid(TRUE) (see IPhyContextExport below)
// With ConvertToRigid(TRUE) you will always get a IPhyRigidVertex
// from IPhyContextExport->GetVertexInterface(i)
class IPhyVertexExport
{
public:
PHYExport virtual ~IPhyVertexExport() {}
// NOTE: currently only type RIGID_TYPE | RIGID_BLENDED_TYPE are supported
PHYExport virtual int GetVertexType() = 0;
PHYExport virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) = 0;
};
class IPhyRigidVertex : public IPhyVertexExport
{
public:
PHYExport virtual ~IPhyRigidVertex() {}
// GetNode() will return the INode pointer of the link of the given VertexInterface
PHYExport virtual INode *GetNode() = 0;
// GetOffsetVector() will return the coordinates of the vertex
// in the local coordinates of associated INode pointer from GetNode
// this is NOT THE SAME as the .vph file coordinates. (It is simpler)
// the world coordinates of the vertex have been transformed by the Inverse of the INode pointer.
PHYExport virtual Point3 GetOffsetVector() = 0;
PHYExport virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) = 0;
};
class IPhyBlendedRigidVertex : public IPhyVertexExport
{
public:
PHYExport virtual ~IPhyBlendedRigidVertex() {}
// GetNumberNodes() returns the number of nodes assigned to the given VertexInterface
PHYExport virtual int GetNumberNodes() = 0;
// GetNode(i) will return the i'th INode pointer of the link of the given VertexInterface
PHYExport virtual INode *GetNode(int i) = 0;
// GetOffsetVector(i) will return the coordinates of the vertex
// in the local coordinates of associated i'th INode pointer from GetNode(i)
// this is NOT THE SAME as the .vph file coordinates. (It is simpler)
// the world coordinates of the vertex have been transformed by the Inverse of the INode pointer.
PHYExport virtual Point3 GetOffsetVector(int i) = 0;
// GetWeight(i) will return the weight of the vertex associated with the i'th Node
// pointer from GetNode(i)
PHYExport virtual float GetWeight(int i) = 0;
PHYExport virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) = 0;
};
// IPhyContextExport: This class can be returned by :
// passing the INode pointer of an Object with the given Physique Modifier's IPhysiqueExport::GetContextInterface(node)
// If this Node does contain the Physique Modifier associated with this interface an interface to this object's
// interface is returned (several object's may share the same physique modifier), else returns NULL.
class IPhyContextExport
{
public:
PHYExport virtual ~IPhyContextExport() {}
// this returns the number of vertices for the given modContext's Object
PHYExport virtual int GetNumberVertices() = 0;
// If ConvertToRigid is set to TRUE, all GetVertexInterface calls will be IPhyRigidVertex OR IPhyBlendedRigidVertex.
// Vertices which are not Rigid in Physique will be converted to Rigid for the VertexInterface.
// When ConvertToRigid is set to FALSE, GetVertexInterface for non-Rigid vertices currently returns NULL.
// By default, if you do not call ConvertToRigid, it is set to FALSE.
PHYExport virtual void ConvertToRigid(BOOL flag = TRUE) = 0;
// If AllowBlending is set to FALSE then GetVertexInterface will return a non-blended subclass.
// Currently the only valid VertexInterface subclasses are IPhyRigidVertex, and IPhyBlendedRigidVertex.
// When AllowBlending is FALSE, either IPhyRigidVertex or NULL will be returned.
// If ConvertToRigid is TRUE and AllowBlending is FALSE, all vertices will return
// IPhyRigidVertex. By default AllowBlending is set to TRUE.
PHYExport virtual void AllowBlending(BOOL flag = TRUE) = 0;
// GetVertexInterface return's a VertexInterface (IPhyVertexExport *) for the i'th vertex.
// If ConvertToRigid has been set to TRUE, then all VertexInterfaces will return IPhyRigidVertex OR IPhyBlendedRigidVertex.
// When ConvertToRigid has been set to FALSE, non-Rigid vertices will return NULL (CURRENTLY).
PHYExport virtual IPhyVertexExport *GetVertexInterface(int i) = 0;
// You must call ReleaseVertexInterface to delete the VertexInterface when finished with it.
PHYExport virtual void ReleaseVertexInterface(IPhyVertexExport *vertexExport) = 0;
PHYExport virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) = 0;
};
// IPhysiqueExport: This class can be returned by calling the method GetInterface() for a Physique Modifier
// given Modifier *mod points to a Physique Modifier, then:
// IPhysiqueExport *phyInterface = (IPhysiqueExport *)( mod->GetInterface(I_PHYINTERFACE) );
// will return the interface for this Physique Modifier, else returns NULL.
class IPhysiqueExport
{
public:
PHYExport virtual ~IPhysiqueExport() {}
//GetContextInterface will return a pointer to IPhyContextExport Interface for a given INode.
// Ff the given INode does not contain the Physique Modifier of this IPhysique Export then NULL is returned.
PHYExport virtual IPhyContextExport *GetContextInterface(INode* nodePtr) = 0;
// You must call ReleaseContextInterface to delete the COntextInterface when finished with it.
PHYExport virtual void ReleaseContextInterface(IPhyContextExport *contextExport) = 0;
PHYExport virtual int GetInitNodeTM(INode *node, Matrix3 &initNodeTM) = 0;
PHYExport virtual int Execute(int cmd, ULONG arg1=0, ULONG arg2=0, ULONG arg3=0) = 0;
PHYExport virtual int Version(void) = 0;
};
// example code to find if a given node contains a Physique Modifier
// DerivedObjectPtr requires you include "modstack.h" from the MAX SDK
/*
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