rev |
line source |
nuclear@5
|
1 #include <stdio.h>
|
nuclear@5
|
2 #include <string.h>
|
nuclear@27
|
3 #include <stdlib.h>
|
nuclear@5
|
4 #include <errno.h>
|
nuclear@27
|
5 #include <map>
|
nuclear@5
|
6 #include <windows.h>
|
nuclear@5
|
7 #include <shlobj.h>
|
nuclear@5
|
8 #include "max.h"
|
nuclear@5
|
9 #include "impexp.h" // SceneExport
|
nuclear@5
|
10 #include "iparamb2.h" // ClassDesc2
|
nuclear@5
|
11 #include "plugapi.h"
|
nuclear@5
|
12 #include "IGame.h"
|
nuclear@5
|
13 #include "IGameExport.h"
|
nuclear@5
|
14 #include "IConversionmanager.h"
|
nuclear@25
|
15 #include "goat3d.h"
|
nuclear@60
|
16 #include "minwin.h"
|
nuclear@10
|
17 #include "config.h"
|
nuclear@5
|
18
|
nuclear@5
|
19
|
nuclear@5
|
20 #pragma comment (lib, "core.lib")
|
nuclear@5
|
21 #pragma comment (lib, "geom.lib")
|
nuclear@5
|
22 #pragma comment (lib, "gfx.lib")
|
nuclear@5
|
23 #pragma comment (lib, "mesh.lib")
|
nuclear@5
|
24 #pragma comment (lib, "maxutil.lib")
|
nuclear@5
|
25 #pragma comment (lib, "maxscrpt.lib")
|
nuclear@5
|
26 #pragma comment (lib, "paramblk2.lib")
|
nuclear@5
|
27 #pragma comment (lib, "msxml2.lib")
|
nuclear@5
|
28 #pragma comment (lib, "igame.lib")
|
nuclear@5
|
29 #pragma comment (lib, "comctl32.lib")
|
nuclear@5
|
30
|
nuclear@5
|
31
|
nuclear@10
|
32 #define VERSION(major, minor) \
|
nuclear@10
|
33 ((major) * 100 + ((minor) < 10 ? (minor) * 10 : (minor)))
|
nuclear@10
|
34
|
nuclear@5
|
35 static FILE *logfile;
|
nuclear@5
|
36 static HINSTANCE hinst;
|
nuclear@5
|
37
|
nuclear@5
|
38 class GoatExporter : public SceneExport {
|
nuclear@27
|
39 private:
|
nuclear@28
|
40 std::map<IGameMaterial*, goat3d_material*> mtlmap;
|
nuclear@28
|
41 std::map<IGameNode*, goat3d_node*> nodemap;
|
nuclear@27
|
42
|
nuclear@5
|
43 public:
|
nuclear@5
|
44 IGameScene *igame;
|
nuclear@5
|
45
|
nuclear@5
|
46 int ExtCount();
|
nuclear@5
|
47 const TCHAR *Ext(int n);
|
nuclear@5
|
48 const TCHAR *LongDesc();
|
nuclear@5
|
49 const TCHAR *ShortDesc();
|
nuclear@5
|
50 const TCHAR *AuthorName();
|
nuclear@5
|
51 const TCHAR *CopyrightMessage();
|
nuclear@5
|
52 const TCHAR *OtherMessage1();
|
nuclear@5
|
53 const TCHAR *OtherMessage2();
|
nuclear@5
|
54 unsigned int Version();
|
nuclear@5
|
55 void ShowAbout(HWND win);
|
nuclear@5
|
56
|
nuclear@5
|
57 int DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent = FALSE, DWORD opt = 0);
|
nuclear@5
|
58
|
nuclear@27
|
59 void process_materials(goat3d *goat);
|
nuclear@27
|
60
|
nuclear@27
|
61 void process_node(goat3d *goat, goat3d_node *parent, IGameNode *maxnode);
|
nuclear@27
|
62
|
nuclear@27
|
63 void process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj);
|
nuclear@27
|
64 void process_light(goat3d *goat, goat3d_light *light, IGameObject *maxobj);
|
nuclear@27
|
65 void process_camera(goat3d *goat, goat3d_camera *cam, IGameObject *maxobj);
|
nuclear@5
|
66 };
|
nuclear@5
|
67
|
nuclear@5
|
68
|
nuclear@5
|
69 int GoatExporter::ExtCount()
|
nuclear@5
|
70 {
|
nuclear@5
|
71 return 1;
|
nuclear@5
|
72 }
|
nuclear@5
|
73
|
nuclear@5
|
74 const TCHAR *GoatExporter::Ext(int n)
|
nuclear@5
|
75 {
|
nuclear@27
|
76 return L"xml";
|
nuclear@5
|
77 }
|
nuclear@5
|
78
|
nuclear@5
|
79 const TCHAR *GoatExporter::LongDesc()
|
nuclear@5
|
80 {
|
nuclear@5
|
81 return L"Goat3D scene file";
|
nuclear@5
|
82 }
|
nuclear@5
|
83
|
nuclear@5
|
84 const TCHAR *GoatExporter::ShortDesc()
|
nuclear@5
|
85 {
|
nuclear@5
|
86 return L"Goat3D";
|
nuclear@5
|
87 }
|
nuclear@5
|
88
|
nuclear@5
|
89 const TCHAR *GoatExporter::AuthorName()
|
nuclear@5
|
90 {
|
nuclear@5
|
91 return L"John Tsiombikas";
|
nuclear@5
|
92 }
|
nuclear@5
|
93
|
nuclear@5
|
94 const TCHAR *GoatExporter::CopyrightMessage()
|
nuclear@5
|
95 {
|
nuclear@5
|
96 return L"Copyright 2013 (C) John Tsiombikas - GNU General Public License v3, see COPYING for details.";
|
nuclear@5
|
97 }
|
nuclear@5
|
98
|
nuclear@5
|
99 const TCHAR *GoatExporter::OtherMessage1()
|
nuclear@5
|
100 {
|
nuclear@5
|
101 return L"other1";
|
nuclear@5
|
102 }
|
nuclear@5
|
103
|
nuclear@5
|
104 const TCHAR *GoatExporter::OtherMessage2()
|
nuclear@5
|
105 {
|
nuclear@5
|
106 return L"other2";
|
nuclear@5
|
107 }
|
nuclear@5
|
108
|
nuclear@5
|
109 unsigned int GoatExporter::Version()
|
nuclear@5
|
110 {
|
nuclear@10
|
111 return VERSION(VER_MAJOR, VER_MINOR);
|
nuclear@5
|
112 }
|
nuclear@5
|
113
|
nuclear@5
|
114 void GoatExporter::ShowAbout(HWND win)
|
nuclear@5
|
115 {
|
nuclear@5
|
116 MessageBoxA(win, "Goat3D exporter plugin", "About this plugin", 0);
|
nuclear@5
|
117 }
|
nuclear@5
|
118
|
nuclear@5
|
119 int GoatExporter::DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface,
|
nuclear@5
|
120 BOOL non_interactive, DWORD opt)
|
nuclear@5
|
121 {
|
nuclear@60
|
122 mw_test();
|
nuclear@60
|
123
|
nuclear@28
|
124 mtlmap.clear();
|
nuclear@28
|
125 nodemap.clear();
|
nuclear@27
|
126
|
nuclear@5
|
127 char fname[512];
|
nuclear@5
|
128 wcstombs(fname, name, sizeof fname - 1);
|
nuclear@5
|
129
|
nuclear@58
|
130 fprintf(logfile, "Exporting Goat3D Scene (text) file: %s\n", fname);
|
nuclear@5
|
131 if(!(igame = GetIGameInterface())) {
|
nuclear@5
|
132 fprintf(logfile, "failed to get the igame interface\n");
|
nuclear@5
|
133 return IMPEXP_FAIL;
|
nuclear@5
|
134 }
|
nuclear@5
|
135 IGameConversionManager *cm = GetConversionManager();
|
nuclear@5
|
136 cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
|
nuclear@5
|
137 igame->InitialiseIGame();
|
nuclear@5
|
138 igame->SetStaticFrame(0);
|
nuclear@5
|
139
|
nuclear@25
|
140 goat3d *goat = goat3d_create();
|
nuclear@5
|
141
|
nuclear@27
|
142 process_materials(goat);
|
nuclear@27
|
143
|
nuclear@27
|
144 // process all nodes
|
nuclear@27
|
145 for(int i=0; i<igame->GetTopLevelNodeCount(); i++) {
|
nuclear@27
|
146 IGameNode *node = igame->GetTopLevelNode(i);
|
nuclear@27
|
147 process_node(goat, 0, node);
|
nuclear@27
|
148 }
|
nuclear@5
|
149
|
nuclear@25
|
150 if(goat3d_save(goat, fname) == -1) {
|
nuclear@25
|
151 goat3d_free(goat);
|
nuclear@25
|
152 return IMPEXP_FAIL;
|
nuclear@25
|
153 }
|
nuclear@25
|
154
|
nuclear@25
|
155 goat3d_free(goat);
|
nuclear@5
|
156 return IMPEXP_SUCCESS;
|
nuclear@5
|
157 }
|
nuclear@5
|
158
|
nuclear@25
|
159 static const char *max_string(const MCHAR *wstr)
|
nuclear@25
|
160 {
|
nuclear@25
|
161 if(!wstr) return 0;
|
nuclear@25
|
162 static char str[512];
|
nuclear@25
|
163 wcstombs(str, wstr, sizeof str - 1);
|
nuclear@25
|
164 return str;
|
nuclear@25
|
165 }
|
nuclear@25
|
166
|
nuclear@27
|
167 void GoatExporter::process_materials(goat3d *goat)
|
nuclear@5
|
168 {
|
nuclear@5
|
169 IGameProperty *prop;
|
nuclear@5
|
170
|
nuclear@5
|
171 int num_mtl = igame->GetRootMaterialCount();
|
nuclear@25
|
172 for(int i=0; i<num_mtl; i++) {
|
nuclear@25
|
173 IGameMaterial *maxmtl = igame->GetRootMaterial(i);
|
nuclear@25
|
174 if(maxmtl) {
|
nuclear@25
|
175 goat3d_material *mtl = goat3d_create_mtl();
|
nuclear@5
|
176
|
nuclear@25
|
177 const char *name = max_string(maxmtl->GetMaterialName());
|
nuclear@25
|
178 if(name) {
|
nuclear@25
|
179 goat3d_set_mtl_name(mtl, name);
|
nuclear@5
|
180 }
|
nuclear@5
|
181
|
nuclear@25
|
182 // diffuse
|
nuclear@25
|
183 if((prop = maxmtl->GetDiffuseData())) {
|
nuclear@25
|
184 Point3 diffuse(1, 1, 1);
|
nuclear@5
|
185 prop->GetPropertyValue(diffuse);
|
nuclear@25
|
186 goat3d_set_mtl_attrib3f(mtl, GOAT3D_MAT_ATTR_DIFFUSE, diffuse[0],
|
nuclear@25
|
187 diffuse[1], diffuse[2]);
|
nuclear@5
|
188 }
|
nuclear@25
|
189 // specular
|
nuclear@25
|
190 if((prop = maxmtl->GetSpecularData())) {
|
nuclear@25
|
191 Point3 specular(0, 0, 0);
|
nuclear@5
|
192 prop->GetPropertyValue(specular);
|
nuclear@25
|
193
|
nuclear@25
|
194 float sstr = 1.0;
|
nuclear@25
|
195 if((prop = maxmtl->GetSpecularLevelData())) {
|
nuclear@25
|
196 prop->GetPropertyValue(sstr);
|
nuclear@25
|
197 }
|
nuclear@25
|
198 goat3d_set_mtl_attrib3f(mtl, GOAT3D_MAT_ATTR_SPECULAR, specular[0] * sstr,
|
nuclear@25
|
199 specular[1] * sstr, specular[2] * sstr);
|
nuclear@5
|
200 }
|
nuclear@25
|
201 // shininess
|
nuclear@25
|
202 if((prop = maxmtl->GetGlossinessData())) {
|
nuclear@25
|
203 float shin;
|
nuclear@5
|
204 prop->GetPropertyValue(shin);
|
nuclear@25
|
205 goat3d_set_mtl_attrib1f(mtl, GOAT3D_MAT_ATTR_SHININESS, shin * 100.0);
|
nuclear@5
|
206 }
|
nuclear@5
|
207
|
nuclear@25
|
208 // textures
|
nuclear@25
|
209 for(int j=0; j<maxmtl->GetNumberOfTextureMaps(); j++) {
|
nuclear@25
|
210 IGameTextureMap *tex = maxmtl->GetIGameTextureMap(j);
|
nuclear@5
|
211
|
nuclear@25
|
212 const char *fname = max_string(tex->GetBitmapFileName());
|
nuclear@25
|
213 if(!fname) {
|
nuclear@25
|
214 continue;
|
nuclear@25
|
215 }
|
nuclear@25
|
216
|
nuclear@25
|
217 int slot = tex->GetStdMapSlot();
|
nuclear@25
|
218 switch(slot) {
|
nuclear@25
|
219 case ID_DI: // diffuse
|
nuclear@25
|
220 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_DIFFUSE, fname);
|
nuclear@25
|
221 break;
|
nuclear@25
|
222
|
nuclear@25
|
223 case ID_SP:
|
nuclear@25
|
224 case ID_SS:
|
nuclear@25
|
225 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_SPECULAR, fname);
|
nuclear@25
|
226 break;
|
nuclear@25
|
227
|
nuclear@25
|
228 case ID_SH:
|
nuclear@25
|
229 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_SHININESS, fname);
|
nuclear@25
|
230 break;
|
nuclear@25
|
231
|
nuclear@25
|
232 case ID_BU:
|
nuclear@25
|
233 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_NORMAL, fname);
|
nuclear@25
|
234 break;
|
nuclear@25
|
235
|
nuclear@25
|
236 case ID_RL:
|
nuclear@25
|
237 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_REFLECTION, fname);
|
nuclear@25
|
238 break;
|
nuclear@25
|
239
|
nuclear@25
|
240 case ID_RR:
|
nuclear@25
|
241 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_TRANSMISSION, fname);
|
nuclear@25
|
242 break;
|
nuclear@25
|
243
|
nuclear@25
|
244 default:
|
nuclear@25
|
245 break;
|
nuclear@5
|
246 }
|
nuclear@5
|
247 }
|
nuclear@25
|
248
|
nuclear@25
|
249 goat3d_add_mtl(goat, mtl);
|
nuclear@28
|
250 mtlmap[maxmtl] = mtl;
|
nuclear@5
|
251 }
|
nuclear@5
|
252 }
|
nuclear@25
|
253 }
|
nuclear@5
|
254
|
nuclear@27
|
255 void GoatExporter::process_node(goat3d *goat, goat3d_node *parent, IGameNode *maxnode)
|
nuclear@25
|
256 {
|
nuclear@27
|
257 goat3d_node *node = goat3d_create_node();
|
nuclear@27
|
258 goat3d_add_node(goat, node);
|
nuclear@25
|
259
|
nuclear@27
|
260 const char *name = max_string(maxnode->GetName());
|
nuclear@27
|
261 if(name) {
|
nuclear@27
|
262 goat3d_set_node_name(node, name);
|
nuclear@27
|
263 }
|
nuclear@27
|
264
|
nuclear@27
|
265 // no animation yet, just get the static PRS
|
nuclear@27
|
266 GMatrix maxmatrix = maxnode->GetObjectTM();
|
nuclear@27
|
267 Point3 trans = maxmatrix.Translation();
|
nuclear@27
|
268 Quat rot = maxmatrix.Rotation();
|
nuclear@27
|
269 Point3 scale = maxmatrix.Scaling();
|
nuclear@27
|
270
|
nuclear@27
|
271 goat3d_set_node_position(node, trans.x, trans.y, trans.z, 0);
|
nuclear@27
|
272 goat3d_set_node_rotation(node, rot.x, rot.y, rot.z, rot.w, 0);
|
nuclear@27
|
273 goat3d_set_node_scaling(node, scale.x, scale.y, scale.z, 0);
|
nuclear@27
|
274
|
nuclear@27
|
275 IGameObject *maxobj = maxnode->GetIGameObject();
|
nuclear@27
|
276 IGameObject::ObjectTypes type = maxobj->GetIGameType();
|
nuclear@27
|
277
|
nuclear@27
|
278 switch(type) {
|
nuclear@27
|
279 case IGameObject::IGAME_MESH:
|
nuclear@27
|
280 {
|
nuclear@27
|
281 goat3d_mesh *mesh = goat3d_create_mesh();
|
nuclear@27
|
282 if(name) goat3d_set_mesh_name(mesh, name);
|
nuclear@27
|
283 goat3d_set_node_object(node, GOAT3D_NODE_MESH, mesh);
|
nuclear@27
|
284
|
nuclear@27
|
285 // get the node material and assign it to the mesh
|
nuclear@27
|
286 IGameMaterial *maxmtl = maxnode->GetNodeMaterial();
|
nuclear@28
|
287 goat3d_material *mtl = mtlmap[maxmtl];
|
nuclear@27
|
288 if(mtl) {
|
nuclear@27
|
289 goat3d_set_mesh_mtl(mesh, mtl);
|
nuclear@27
|
290 }
|
nuclear@27
|
291
|
nuclear@27
|
292 process_mesh(goat, mesh, maxobj);
|
nuclear@30
|
293 goat3d_add_mesh(goat, mesh);
|
nuclear@27
|
294 }
|
nuclear@27
|
295 break;
|
nuclear@27
|
296
|
nuclear@27
|
297 case IGameObject::IGAME_LIGHT:
|
nuclear@27
|
298 {
|
nuclear@27
|
299 goat3d_light *light = goat3d_create_light();
|
nuclear@27
|
300 //if(name) goat3d_set_light_name(light, name);
|
nuclear@27
|
301 goat3d_set_node_object(node, GOAT3D_NODE_LIGHT, light);
|
nuclear@27
|
302
|
nuclear@27
|
303 process_light(goat, light, maxobj);
|
nuclear@30
|
304 goat3d_add_light(goat, light);
|
nuclear@27
|
305 }
|
nuclear@27
|
306 break;
|
nuclear@27
|
307
|
nuclear@27
|
308 case IGameObject::IGAME_CAMERA:
|
nuclear@27
|
309 {
|
nuclear@27
|
310 goat3d_camera *cam = goat3d_create_camera();
|
nuclear@27
|
311 //if(name) goat3d_set_camera_name(camera, name);
|
nuclear@27
|
312 goat3d_set_node_object(node, GOAT3D_NODE_CAMERA, cam);
|
nuclear@27
|
313
|
nuclear@27
|
314 process_camera(goat, cam, maxobj);
|
nuclear@30
|
315 goat3d_add_camera(goat, cam);
|
nuclear@27
|
316 }
|
nuclear@27
|
317 break;
|
nuclear@27
|
318
|
nuclear@27
|
319 default:
|
nuclear@27
|
320 // otherwise don't assign an object, essentially treating it as a null node
|
nuclear@27
|
321 break;
|
nuclear@27
|
322 }
|
nuclear@27
|
323
|
nuclear@27
|
324
|
nuclear@27
|
325 for(int i=0; i<maxnode->GetChildCount(); i++) {
|
nuclear@27
|
326 process_node(goat, node, maxnode->GetNodeChild(i));
|
nuclear@25
|
327 }
|
nuclear@5
|
328 }
|
nuclear@5
|
329
|
nuclear@27
|
330 void GoatExporter::process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj)
|
nuclear@27
|
331 {
|
nuclear@27
|
332 IGameMesh *maxmesh = (IGameMesh*)maxobj;
|
nuclear@27
|
333
|
nuclear@27
|
334 maxmesh->SetCreateOptimizedNormalList(); // not needed any more according to docs
|
nuclear@27
|
335 maxobj->InitializeData();
|
nuclear@27
|
336
|
nuclear@27
|
337 int num_verts = maxmesh->GetNumberOfVerts();
|
nuclear@30
|
338 int num_faces = maxmesh->GetNumberOfFaces();
|
nuclear@28
|
339 //assert(maxmesh->GetNumberOfTexVerts() == num_verts);
|
nuclear@27
|
340
|
nuclear@27
|
341 float *vertices = new float[num_verts * 3];
|
nuclear@27
|
342 float *normals = new float[num_verts * 3];
|
nuclear@28
|
343 //float *texcoords = new float[num_verts * 2];
|
nuclear@30
|
344 int *indices = new int[num_faces * 3];
|
nuclear@27
|
345
|
nuclear@27
|
346 for(int i=0; i<num_verts; i++) {
|
nuclear@27
|
347 Point3 v = maxmesh->GetVertex(i, true);
|
nuclear@27
|
348 vertices[i * 3] = v.x;
|
nuclear@27
|
349 vertices[i * 3 + 1] = v.y;
|
nuclear@27
|
350 vertices[i * 3 + 2] = v.z;
|
nuclear@27
|
351 }
|
nuclear@27
|
352
|
nuclear@27
|
353 for(int i=0; i<maxmesh->GetNumberOfNormals(); i++) {
|
nuclear@27
|
354 Point3 norm = maxmesh->GetNormal(i);
|
nuclear@27
|
355
|
nuclear@27
|
356 int vidx = maxmesh->GetNormalVertexIndex(i);
|
nuclear@27
|
357 normals[vidx * 3] = norm.x;
|
nuclear@27
|
358 normals[vidx * 3 + 1] = norm.y;
|
nuclear@27
|
359 normals[vidx * 3 + 2] = norm.z;
|
nuclear@27
|
360 }
|
nuclear@27
|
361
|
nuclear@28
|
362 /*for(int i=0; i<maxmesh->GetNumberOfTexVerts(); i++) {
|
nuclear@27
|
363 Point3 tex = maxmesh->GetTexVertex(i);
|
nuclear@27
|
364
|
nuclear@27
|
365 texcoords[i * 2] = tex.x;
|
nuclear@27
|
366 texcoords[i * 2 + 1] = tex.y;
|
nuclear@28
|
367 }*/
|
nuclear@27
|
368
|
nuclear@30
|
369 // get the faces
|
nuclear@30
|
370 for(int i=0; i<num_faces; i++) {
|
nuclear@30
|
371 FaceEx *face = maxmesh->GetFace(i);
|
nuclear@30
|
372 indices[i * 3] = face->vert[0];
|
nuclear@30
|
373 indices[i * 3 + 1] = face->vert[1];
|
nuclear@30
|
374 indices[i * 3 + 2] = face->vert[2];
|
nuclear@30
|
375 // TODO at some point I'll have to split based on normal/texcoord indices
|
nuclear@30
|
376 }
|
nuclear@30
|
377
|
nuclear@27
|
378 goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_VERTEX, vertices, num_verts);
|
nuclear@27
|
379 goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_NORMAL, normals, num_verts);
|
nuclear@28
|
380 //goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_TEXCOORD, texcoords, num_verts);
|
nuclear@30
|
381 goat3d_set_mesh_faces(mesh, indices, num_faces);
|
nuclear@27
|
382
|
nuclear@27
|
383 delete [] vertices;
|
nuclear@27
|
384 delete [] normals;
|
nuclear@28
|
385 //delete [] texcoords;
|
nuclear@30
|
386 delete [] indices;
|
nuclear@27
|
387 }
|
nuclear@27
|
388
|
nuclear@27
|
389 void GoatExporter::process_light(goat3d *goat, goat3d_light *light, IGameObject *maxobj)
|
nuclear@27
|
390 {
|
nuclear@27
|
391 }
|
nuclear@27
|
392
|
nuclear@27
|
393 void GoatExporter::process_camera(goat3d *goat, goat3d_camera *cam, IGameObject *maxobj)
|
nuclear@27
|
394 {
|
nuclear@27
|
395 }
|
nuclear@27
|
396
|
nuclear@27
|
397
|
nuclear@5
|
398 // ------------------------------------------
|
nuclear@5
|
399
|
nuclear@5
|
400 class GoatClassDesc : public ClassDesc2 {
|
nuclear@5
|
401 public:
|
nuclear@5
|
402 int IsPublic() { return TRUE; }
|
nuclear@5
|
403 void *Create(BOOL loading = FALSE) { return new GoatExporter; }
|
nuclear@5
|
404 const TCHAR *ClassName() { return L"GoatExporter"; }
|
nuclear@5
|
405 SClass_ID SuperClassID() { return SCENE_EXPORT_CLASS_ID; }
|
nuclear@5
|
406 Class_ID ClassID() { return Class_ID(0x77050f0d, 0x7d4c5ab5); }
|
nuclear@5
|
407 const TCHAR *Category() { return L"Mutant Stargoat"; }
|
nuclear@5
|
408
|
nuclear@5
|
409 const TCHAR *InternalName() { return L"GoatExporter"; }
|
nuclear@5
|
410 HINSTANCE HInstance() { return hinst; }
|
nuclear@5
|
411 };
|
nuclear@5
|
412
|
nuclear@58
|
413 // TODO: make 2 class descriptors, one for goat3d, one for goat3danim
|
nuclear@5
|
414 static GoatClassDesc class_desc;
|
nuclear@5
|
415
|
nuclear@5
|
416 BOOL WINAPI DllMain(HINSTANCE inst_handle, ULONG reason, void *reserved)
|
nuclear@5
|
417 {
|
nuclear@5
|
418 if(reason == DLL_PROCESS_ATTACH) {
|
nuclear@5
|
419 hinst = inst_handle;
|
nuclear@5
|
420 DisableThreadLibraryCalls(hinst);
|
nuclear@5
|
421 }
|
nuclear@5
|
422 return TRUE;
|
nuclear@5
|
423 }
|
nuclear@5
|
424
|
nuclear@5
|
425 extern "C" {
|
nuclear@5
|
426
|
nuclear@5
|
427 __declspec(dllexport) const TCHAR *LibDescription()
|
nuclear@5
|
428 {
|
nuclear@5
|
429 return L"test exporter";
|
nuclear@5
|
430 }
|
nuclear@5
|
431
|
nuclear@5
|
432 __declspec(dllexport) int LibNumberClasses()
|
nuclear@5
|
433 {
|
nuclear@5
|
434 return 1;
|
nuclear@5
|
435 }
|
nuclear@5
|
436
|
nuclear@5
|
437 __declspec(dllexport) ClassDesc *LibClassDesc(int i)
|
nuclear@5
|
438 {
|
nuclear@5
|
439 return i == 0 ? &class_desc : 0;
|
nuclear@5
|
440 }
|
nuclear@5
|
441
|
nuclear@5
|
442 __declspec(dllexport) ULONG LibVersion()
|
nuclear@5
|
443 {
|
nuclear@5
|
444 return Get3DSMAXVersion();
|
nuclear@5
|
445 }
|
nuclear@5
|
446
|
nuclear@5
|
447 __declspec(dllexport) int LibInitialize()
|
nuclear@5
|
448 {
|
nuclear@5
|
449 static char path[1024];
|
nuclear@5
|
450
|
nuclear@5
|
451 SHGetFolderPathA(0, CSIDL_PERSONAL, 0, 0, path);
|
nuclear@5
|
452 strcat(path, "/testexp.log");
|
nuclear@5
|
453
|
nuclear@5
|
454 if((logfile = fopen(path, "w"))) {
|
nuclear@5
|
455 setvbuf(logfile, 0, _IONBF, 0);
|
nuclear@5
|
456 }
|
nuclear@5
|
457 return TRUE;
|
nuclear@5
|
458 }
|
nuclear@5
|
459
|
nuclear@5
|
460 __declspec(dllexport) int LibShutdown()
|
nuclear@5
|
461 {
|
nuclear@5
|
462 if(logfile) {
|
nuclear@5
|
463 fclose(logfile);
|
nuclear@5
|
464 logfile = 0;
|
nuclear@5
|
465 }
|
nuclear@5
|
466 return TRUE;
|
nuclear@5
|
467 }
|
nuclear@5
|
468
|
nuclear@5
|
469 } // extern "C" |