goat3d

annotate exporters/maxgoat/src/maxgoat.cc @ 66:3751aabbc5b3

igame animation api is weird...
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 19 Apr 2014 07:56:43 +0300
parents fdece14403ff
children 8ecaf9cd3ce7
rev   line source
nuclear@5 1 #include <stdio.h>
nuclear@5 2 #include <string.h>
nuclear@27 3 #include <stdlib.h>
nuclear@66 4 #include <ctype.h>
nuclear@5 5 #include <errno.h>
nuclear@27 6 #include <map>
nuclear@5 7 #include <windows.h>
nuclear@5 8 #include <shlobj.h>
nuclear@5 9 #include "max.h"
nuclear@5 10 #include "impexp.h" // SceneExport
nuclear@5 11 #include "iparamb2.h" // ClassDesc2
nuclear@5 12 #include "plugapi.h"
nuclear@5 13 #include "IGame.h"
nuclear@5 14 #include "IGameExport.h"
nuclear@66 15 #include "IGameControl.h"
nuclear@5 16 #include "IConversionmanager.h"
nuclear@25 17 #include "goat3d.h"
nuclear@10 18 #include "config.h"
nuclear@61 19 #include "logger.h"
nuclear@61 20 #include "resource.h"
nuclear@5 21
nuclear@5 22
nuclear@5 23 #pragma comment (lib, "core.lib")
nuclear@5 24 #pragma comment (lib, "geom.lib")
nuclear@5 25 #pragma comment (lib, "gfx.lib")
nuclear@5 26 #pragma comment (lib, "mesh.lib")
nuclear@5 27 #pragma comment (lib, "maxutil.lib")
nuclear@5 28 #pragma comment (lib, "maxscrpt.lib")
nuclear@5 29 #pragma comment (lib, "paramblk2.lib")
nuclear@5 30 #pragma comment (lib, "msxml2.lib")
nuclear@5 31 #pragma comment (lib, "igame.lib")
nuclear@5 32 #pragma comment (lib, "comctl32.lib")
nuclear@5 33
nuclear@5 34
nuclear@66 35 #define COPYRIGHT \
nuclear@66 36 L"Copyright 2014 (C) John Tsiombikas - GNU General Public License v3, see COPYING for details."
nuclear@10 37 #define VERSION(major, minor) \
nuclear@10 38 ((major) * 100 + ((minor) < 10 ? (minor) * 10 : (minor)))
nuclear@10 39
nuclear@66 40 static INT_PTR CALLBACK scene_gui_handler(HWND win, unsigned int msg, WPARAM wparam, LPARAM lparam);
nuclear@66 41 static INT_PTR CALLBACK anim_gui_handler(HWND win, unsigned int msg, WPARAM wparam, LPARAM lparam);
nuclear@66 42 static const char *max_string(const MCHAR *wstr);
nuclear@66 43
nuclear@61 44 HINSTANCE hinst;
nuclear@5 45
nuclear@5 46 class GoatExporter : public SceneExport {
nuclear@27 47 private:
nuclear@28 48 std::map<IGameMaterial*, goat3d_material*> mtlmap;
nuclear@28 49 std::map<IGameNode*, goat3d_node*> nodemap;
nuclear@27 50
nuclear@5 51 public:
nuclear@5 52 IGameScene *igame;
nuclear@5 53
nuclear@5 54 int DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent = FALSE, DWORD opt = 0);
nuclear@5 55
nuclear@27 56 void process_materials(goat3d *goat);
nuclear@27 57
nuclear@27 58 void process_node(goat3d *goat, goat3d_node *parent, IGameNode *maxnode);
nuclear@27 59
nuclear@27 60 void process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj);
nuclear@27 61 void process_light(goat3d *goat, goat3d_light *light, IGameObject *maxobj);
nuclear@27 62 void process_camera(goat3d *goat, goat3d_camera *cam, IGameObject *maxobj);
nuclear@66 63
nuclear@66 64
nuclear@66 65 int ExtCount() { return 1; }
nuclear@66 66 const TCHAR *Ext(int n) { return L"goatsce"; }
nuclear@66 67 const TCHAR *LongDesc() { return L"Goat3D scene file"; }
nuclear@66 68 const TCHAR *ShortDesc() { return L"Goat3D"; }
nuclear@66 69 const TCHAR *AuthorName() { return L"John Tsiombikas"; }
nuclear@66 70 const TCHAR *CopyrightMessage() { return COPYRIGHT; }
nuclear@66 71 const TCHAR *OtherMessage1() { return L"other1"; }
nuclear@66 72 const TCHAR *OtherMessage2() { return L"other2"; }
nuclear@66 73 unsigned int Version() { return VERSION(VER_MAJOR, VER_MINOR); }
nuclear@66 74 void ShowAbout(HWND win) { MessageBoxA(win, "Goat3D exporter plugin", "About this plugin", 0); }
nuclear@5 75 };
nuclear@5 76
nuclear@66 77 class GoatAnimExporter : public GoatExporter {
nuclear@66 78 private:
nuclear@66 79 public:
nuclear@66 80 int DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent = FALSE, DWORD opt = 0);
nuclear@5 81
nuclear@66 82 const TCHAR *Ext(int n) { return L"goatanm"; }
nuclear@66 83 const TCHAR *LongDesc() { return L"Goat3D animation file"; }
nuclear@66 84 };
nuclear@5 85
nuclear@5 86
nuclear@66 87 // ---- GoatExporter implementation ----
nuclear@61 88
nuclear@5 89 int GoatExporter::DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface,
nuclear@5 90 BOOL non_interactive, DWORD opt)
nuclear@5 91 {
nuclear@66 92 if(!DialogBox(hinst, MAKEINTRESOURCE(IDD_GOAT_SCE), 0, scene_gui_handler)) {
nuclear@61 93 return IMPEXP_CANCEL;
nuclear@61 94 }
nuclear@60 95
nuclear@28 96 mtlmap.clear();
nuclear@28 97 nodemap.clear();
nuclear@27 98
nuclear@5 99 char fname[512];
nuclear@5 100 wcstombs(fname, name, sizeof fname - 1);
nuclear@66 101 for(int i=0; fname[i]; i++) {
nuclear@66 102 fname[i] = tolower(fname[i]);
nuclear@66 103 }
nuclear@5 104
nuclear@61 105 maxlog("Exporting Goat3D Scene (text) file: %s\n", fname);
nuclear@5 106 if(!(igame = GetIGameInterface())) {
nuclear@61 107 maxlog("failed to get the igame interface\n");
nuclear@5 108 return IMPEXP_FAIL;
nuclear@5 109 }
nuclear@5 110 IGameConversionManager *cm = GetConversionManager();
nuclear@5 111 cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
nuclear@5 112 igame->InitialiseIGame();
nuclear@5 113
nuclear@25 114 goat3d *goat = goat3d_create();
nuclear@5 115
nuclear@27 116 process_materials(goat);
nuclear@27 117
nuclear@27 118 // process all nodes
nuclear@27 119 for(int i=0; i<igame->GetTopLevelNodeCount(); i++) {
nuclear@27 120 IGameNode *node = igame->GetTopLevelNode(i);
nuclear@27 121 process_node(goat, 0, node);
nuclear@27 122 }
nuclear@5 123
nuclear@25 124 if(goat3d_save(goat, fname) == -1) {
nuclear@25 125 goat3d_free(goat);
nuclear@25 126 return IMPEXP_FAIL;
nuclear@25 127 }
nuclear@25 128
nuclear@25 129 goat3d_free(goat);
nuclear@5 130 return IMPEXP_SUCCESS;
nuclear@5 131 }
nuclear@5 132
nuclear@27 133 void GoatExporter::process_materials(goat3d *goat)
nuclear@5 134 {
nuclear@5 135 IGameProperty *prop;
nuclear@5 136
nuclear@5 137 int num_mtl = igame->GetRootMaterialCount();
nuclear@25 138 for(int i=0; i<num_mtl; i++) {
nuclear@25 139 IGameMaterial *maxmtl = igame->GetRootMaterial(i);
nuclear@25 140 if(maxmtl) {
nuclear@25 141 goat3d_material *mtl = goat3d_create_mtl();
nuclear@5 142
nuclear@25 143 const char *name = max_string(maxmtl->GetMaterialName());
nuclear@25 144 if(name) {
nuclear@25 145 goat3d_set_mtl_name(mtl, name);
nuclear@5 146 }
nuclear@5 147
nuclear@25 148 // diffuse
nuclear@25 149 if((prop = maxmtl->GetDiffuseData())) {
nuclear@25 150 Point3 diffuse(1, 1, 1);
nuclear@5 151 prop->GetPropertyValue(diffuse);
nuclear@25 152 goat3d_set_mtl_attrib3f(mtl, GOAT3D_MAT_ATTR_DIFFUSE, diffuse[0],
nuclear@25 153 diffuse[1], diffuse[2]);
nuclear@5 154 }
nuclear@25 155 // specular
nuclear@25 156 if((prop = maxmtl->GetSpecularData())) {
nuclear@25 157 Point3 specular(0, 0, 0);
nuclear@5 158 prop->GetPropertyValue(specular);
nuclear@25 159
nuclear@25 160 float sstr = 1.0;
nuclear@25 161 if((prop = maxmtl->GetSpecularLevelData())) {
nuclear@25 162 prop->GetPropertyValue(sstr);
nuclear@25 163 }
nuclear@25 164 goat3d_set_mtl_attrib3f(mtl, GOAT3D_MAT_ATTR_SPECULAR, specular[0] * sstr,
nuclear@25 165 specular[1] * sstr, specular[2] * sstr);
nuclear@5 166 }
nuclear@25 167 // shininess
nuclear@25 168 if((prop = maxmtl->GetGlossinessData())) {
nuclear@25 169 float shin;
nuclear@5 170 prop->GetPropertyValue(shin);
nuclear@25 171 goat3d_set_mtl_attrib1f(mtl, GOAT3D_MAT_ATTR_SHININESS, shin * 100.0);
nuclear@5 172 }
nuclear@5 173
nuclear@25 174 // textures
nuclear@25 175 for(int j=0; j<maxmtl->GetNumberOfTextureMaps(); j++) {
nuclear@25 176 IGameTextureMap *tex = maxmtl->GetIGameTextureMap(j);
nuclear@5 177
nuclear@25 178 const char *fname = max_string(tex->GetBitmapFileName());
nuclear@25 179 if(!fname) {
nuclear@25 180 continue;
nuclear@25 181 }
nuclear@25 182
nuclear@25 183 int slot = tex->GetStdMapSlot();
nuclear@25 184 switch(slot) {
nuclear@25 185 case ID_DI: // diffuse
nuclear@25 186 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_DIFFUSE, fname);
nuclear@25 187 break;
nuclear@25 188
nuclear@25 189 case ID_SP:
nuclear@25 190 case ID_SS:
nuclear@25 191 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_SPECULAR, fname);
nuclear@25 192 break;
nuclear@25 193
nuclear@25 194 case ID_SH:
nuclear@25 195 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_SHININESS, fname);
nuclear@25 196 break;
nuclear@25 197
nuclear@25 198 case ID_BU:
nuclear@25 199 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_NORMAL, fname);
nuclear@25 200 break;
nuclear@25 201
nuclear@25 202 case ID_RL:
nuclear@25 203 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_REFLECTION, fname);
nuclear@25 204 break;
nuclear@25 205
nuclear@25 206 case ID_RR:
nuclear@25 207 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_TRANSMISSION, fname);
nuclear@25 208 break;
nuclear@25 209
nuclear@25 210 default:
nuclear@25 211 break;
nuclear@5 212 }
nuclear@5 213 }
nuclear@25 214
nuclear@25 215 goat3d_add_mtl(goat, mtl);
nuclear@28 216 mtlmap[maxmtl] = mtl;
nuclear@5 217 }
nuclear@5 218 }
nuclear@25 219 }
nuclear@5 220
nuclear@27 221 void GoatExporter::process_node(goat3d *goat, goat3d_node *parent, IGameNode *maxnode)
nuclear@25 222 {
nuclear@27 223 goat3d_node *node = goat3d_create_node();
nuclear@27 224 goat3d_add_node(goat, node);
nuclear@25 225
nuclear@66 226 if(parent) {
nuclear@66 227 goat3d_add_node_child(parent, node);
nuclear@66 228 }
nuclear@66 229
nuclear@27 230 const char *name = max_string(maxnode->GetName());
nuclear@27 231 if(name) {
nuclear@27 232 goat3d_set_node_name(node, name);
nuclear@27 233 }
nuclear@27 234
nuclear@27 235 // no animation yet, just get the static PRS
nuclear@27 236 GMatrix maxmatrix = maxnode->GetObjectTM();
nuclear@27 237 Point3 trans = maxmatrix.Translation();
nuclear@27 238 Quat rot = maxmatrix.Rotation();
nuclear@27 239 Point3 scale = maxmatrix.Scaling();
nuclear@27 240
nuclear@27 241 goat3d_set_node_position(node, trans.x, trans.y, trans.z, 0);
nuclear@27 242 goat3d_set_node_rotation(node, rot.x, rot.y, rot.z, rot.w, 0);
nuclear@27 243 goat3d_set_node_scaling(node, scale.x, scale.y, scale.z, 0);
nuclear@27 244
nuclear@27 245 IGameObject *maxobj = maxnode->GetIGameObject();
nuclear@27 246 IGameObject::ObjectTypes type = maxobj->GetIGameType();
nuclear@27 247
nuclear@27 248 switch(type) {
nuclear@27 249 case IGameObject::IGAME_MESH:
nuclear@27 250 {
nuclear@27 251 goat3d_mesh *mesh = goat3d_create_mesh();
nuclear@27 252 if(name) goat3d_set_mesh_name(mesh, name);
nuclear@27 253 goat3d_set_node_object(node, GOAT3D_NODE_MESH, mesh);
nuclear@27 254
nuclear@27 255 // get the node material and assign it to the mesh
nuclear@27 256 IGameMaterial *maxmtl = maxnode->GetNodeMaterial();
nuclear@28 257 goat3d_material *mtl = mtlmap[maxmtl];
nuclear@27 258 if(mtl) {
nuclear@27 259 goat3d_set_mesh_mtl(mesh, mtl);
nuclear@27 260 }
nuclear@27 261
nuclear@27 262 process_mesh(goat, mesh, maxobj);
nuclear@30 263 goat3d_add_mesh(goat, mesh);
nuclear@27 264 }
nuclear@27 265 break;
nuclear@27 266
nuclear@27 267 case IGameObject::IGAME_LIGHT:
nuclear@27 268 {
nuclear@27 269 goat3d_light *light = goat3d_create_light();
nuclear@27 270 //if(name) goat3d_set_light_name(light, name);
nuclear@27 271 goat3d_set_node_object(node, GOAT3D_NODE_LIGHT, light);
nuclear@27 272
nuclear@27 273 process_light(goat, light, maxobj);
nuclear@30 274 goat3d_add_light(goat, light);
nuclear@27 275 }
nuclear@27 276 break;
nuclear@27 277
nuclear@27 278 case IGameObject::IGAME_CAMERA:
nuclear@27 279 {
nuclear@27 280 goat3d_camera *cam = goat3d_create_camera();
nuclear@27 281 //if(name) goat3d_set_camera_name(camera, name);
nuclear@27 282 goat3d_set_node_object(node, GOAT3D_NODE_CAMERA, cam);
nuclear@27 283
nuclear@27 284 process_camera(goat, cam, maxobj);
nuclear@30 285 goat3d_add_camera(goat, cam);
nuclear@27 286 }
nuclear@27 287 break;
nuclear@27 288
nuclear@27 289 default:
nuclear@27 290 // otherwise don't assign an object, essentially treating it as a null node
nuclear@27 291 break;
nuclear@27 292 }
nuclear@66 293
nuclear@66 294 // grab the animation data
nuclear@66 295 IGameControl *ctrl = maxnode->GetIGameControl();
nuclear@66 296
nuclear@66 297 IGameKeyTab tm_keys;
nuclear@66 298 if(ctrl->GetFullSampledKeys(tm_keys, 1, IGAME_TM)) {
nuclear@66 299 maxlog("node: %s has %d keys\n", name, tm_keys.Count());
nuclear@66 300 /*for(int i=0; i<pkeys.Count(); i++) {
nuclear@66 301 Point3 p = pkeys[i].linearKey.pval;
nuclear@66 302 TimeValue t = pkeys[i].t;
nuclear@66 303 goat3d_set_node_position(node, p.x, p.y, p.z, TicksToSec(t));
nuclear@66 304 }*/
nuclear@66 305 }
nuclear@27 306
nuclear@27 307 for(int i=0; i<maxnode->GetChildCount(); i++) {
nuclear@27 308 process_node(goat, node, maxnode->GetNodeChild(i));
nuclear@25 309 }
nuclear@5 310 }
nuclear@5 311
nuclear@27 312 void GoatExporter::process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj)
nuclear@27 313 {
nuclear@27 314 IGameMesh *maxmesh = (IGameMesh*)maxobj;
nuclear@27 315
nuclear@27 316 maxmesh->SetCreateOptimizedNormalList(); // not needed any more according to docs
nuclear@27 317 maxobj->InitializeData();
nuclear@27 318
nuclear@27 319 int num_verts = maxmesh->GetNumberOfVerts();
nuclear@30 320 int num_faces = maxmesh->GetNumberOfFaces();
nuclear@28 321 //assert(maxmesh->GetNumberOfTexVerts() == num_verts);
nuclear@27 322
nuclear@27 323 float *vertices = new float[num_verts * 3];
nuclear@27 324 float *normals = new float[num_verts * 3];
nuclear@28 325 //float *texcoords = new float[num_verts * 2];
nuclear@30 326 int *indices = new int[num_faces * 3];
nuclear@27 327
nuclear@27 328 for(int i=0; i<num_verts; i++) {
nuclear@27 329 Point3 v = maxmesh->GetVertex(i, true);
nuclear@27 330 vertices[i * 3] = v.x;
nuclear@27 331 vertices[i * 3 + 1] = v.y;
nuclear@27 332 vertices[i * 3 + 2] = v.z;
nuclear@27 333 }
nuclear@27 334
nuclear@27 335 for(int i=0; i<maxmesh->GetNumberOfNormals(); i++) {
nuclear@27 336 Point3 norm = maxmesh->GetNormal(i);
nuclear@27 337
nuclear@27 338 int vidx = maxmesh->GetNormalVertexIndex(i);
nuclear@27 339 normals[vidx * 3] = norm.x;
nuclear@27 340 normals[vidx * 3 + 1] = norm.y;
nuclear@27 341 normals[vidx * 3 + 2] = norm.z;
nuclear@27 342 }
nuclear@27 343
nuclear@28 344 /*for(int i=0; i<maxmesh->GetNumberOfTexVerts(); i++) {
nuclear@27 345 Point3 tex = maxmesh->GetTexVertex(i);
nuclear@27 346
nuclear@27 347 texcoords[i * 2] = tex.x;
nuclear@27 348 texcoords[i * 2 + 1] = tex.y;
nuclear@28 349 }*/
nuclear@27 350
nuclear@30 351 // get the faces
nuclear@30 352 for(int i=0; i<num_faces; i++) {
nuclear@30 353 FaceEx *face = maxmesh->GetFace(i);
nuclear@30 354 indices[i * 3] = face->vert[0];
nuclear@30 355 indices[i * 3 + 1] = face->vert[1];
nuclear@30 356 indices[i * 3 + 2] = face->vert[2];
nuclear@30 357 // TODO at some point I'll have to split based on normal/texcoord indices
nuclear@30 358 }
nuclear@30 359
nuclear@27 360 goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_VERTEX, vertices, num_verts);
nuclear@27 361 goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_NORMAL, normals, num_verts);
nuclear@28 362 //goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_TEXCOORD, texcoords, num_verts);
nuclear@30 363 goat3d_set_mesh_faces(mesh, indices, num_faces);
nuclear@27 364
nuclear@27 365 delete [] vertices;
nuclear@27 366 delete [] normals;
nuclear@28 367 //delete [] texcoords;
nuclear@30 368 delete [] indices;
nuclear@27 369 }
nuclear@27 370
nuclear@27 371 void GoatExporter::process_light(goat3d *goat, goat3d_light *light, IGameObject *maxobj)
nuclear@27 372 {
nuclear@66 373 // TODO
nuclear@27 374 }
nuclear@27 375
nuclear@27 376 void GoatExporter::process_camera(goat3d *goat, goat3d_camera *cam, IGameObject *maxobj)
nuclear@27 377 {
nuclear@66 378 // TODO
nuclear@27 379 }
nuclear@27 380
nuclear@66 381 static INT_PTR CALLBACK scene_gui_handler(HWND win, unsigned int msg, WPARAM wparam, LPARAM lparam)
nuclear@66 382 {
nuclear@66 383 switch(msg) {
nuclear@66 384 case WM_INITDIALOG:
nuclear@66 385 CheckDlgButton(win, IDC_GOAT_NODES, 1);
nuclear@66 386 CheckDlgButton(win, IDC_GOAT_MESHES, 1);
nuclear@66 387 CheckDlgButton(win, IDC_GOAT_LIGHTS, 1);
nuclear@66 388 CheckDlgButton(win, IDC_GOAT_CAMERAS, 1);
nuclear@66 389 break;
nuclear@66 390
nuclear@66 391 case WM_COMMAND:
nuclear@66 392 switch(LOWORD(wparam)) {
nuclear@66 393 case IDOK:
nuclear@66 394 EndDialog(win, 1);
nuclear@66 395 break;
nuclear@66 396
nuclear@66 397 case IDCANCEL:
nuclear@66 398 EndDialog(win, 0);
nuclear@66 399 break;
nuclear@66 400
nuclear@66 401 default:
nuclear@66 402 return 0;
nuclear@66 403 }
nuclear@66 404 break;
nuclear@66 405
nuclear@66 406 default:
nuclear@66 407 return 0;
nuclear@66 408 }
nuclear@66 409
nuclear@66 410 return 1;
nuclear@66 411 }
nuclear@66 412
nuclear@66 413
nuclear@66 414
nuclear@66 415 // ---- GoatAnimExporter implementation ----
nuclear@66 416
nuclear@66 417 int GoatAnimExporter::DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent, DWORD opt)
nuclear@66 418 {
nuclear@66 419 if(!DialogBox(hinst, MAKEINTRESOURCE(IDD_GOAT_ANM), 0, anim_gui_handler)) {
nuclear@66 420 return IMPEXP_CANCEL;
nuclear@66 421 }
nuclear@66 422
nuclear@66 423 char fname[512];
nuclear@66 424 wcstombs(fname, name, sizeof fname - 1);
nuclear@66 425 for(int i=0; fname[i]; i++) {
nuclear@66 426 fname[i] = tolower(fname[i]);
nuclear@66 427 }
nuclear@66 428
nuclear@66 429 maxlog("Exporting Goat3D Animation (text) file: %s\n", fname);
nuclear@66 430 if(!(igame = GetIGameInterface())) {
nuclear@66 431 maxlog("failed to get the igame interface\n");
nuclear@66 432 return IMPEXP_FAIL;
nuclear@66 433 }
nuclear@66 434 IGameConversionManager *cm = GetConversionManager();
nuclear@66 435 cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
nuclear@66 436 igame->InitialiseIGame();
nuclear@66 437 igame->SetStaticFrame(0);
nuclear@66 438
nuclear@66 439 goat3d *goat = goat3d_create();
nuclear@66 440
nuclear@66 441 // process all nodes
nuclear@66 442 for(int i=0; i<igame->GetTopLevelNodeCount(); i++) {
nuclear@66 443 IGameNode *node = igame->GetTopLevelNode(i);
nuclear@66 444 process_node(goat, 0, node);
nuclear@66 445 }
nuclear@66 446
nuclear@66 447 if(goat3d_save_anim(goat, fname) == -1) {
nuclear@66 448 goat3d_free(goat);
nuclear@66 449 return IMPEXP_FAIL;
nuclear@66 450 }
nuclear@66 451
nuclear@66 452 goat3d_free(goat);
nuclear@66 453 return IMPEXP_SUCCESS;
nuclear@66 454 }
nuclear@66 455
nuclear@66 456 static INT_PTR CALLBACK anim_gui_handler(HWND win, unsigned int msg, WPARAM wparam, LPARAM lparam)
nuclear@66 457 {
nuclear@66 458 switch(msg) {
nuclear@66 459 case WM_INITDIALOG:
nuclear@66 460 CheckDlgButton(win, IDC_GOAT_ANM_FULL, 1);
nuclear@66 461 break;
nuclear@66 462
nuclear@66 463 case WM_COMMAND:
nuclear@66 464 switch(LOWORD(wparam)) {
nuclear@66 465 case IDOK:
nuclear@66 466 EndDialog(win, 1);
nuclear@66 467 break;
nuclear@66 468
nuclear@66 469 case IDCANCEL:
nuclear@66 470 EndDialog(win, 0);
nuclear@66 471 break;
nuclear@66 472
nuclear@66 473 default:
nuclear@66 474 return 0;
nuclear@66 475 }
nuclear@66 476 break;
nuclear@66 477
nuclear@66 478 default:
nuclear@66 479 return 0;
nuclear@66 480 }
nuclear@66 481
nuclear@66 482 return 1;
nuclear@66 483 }
nuclear@27 484
nuclear@5 485 // ------------------------------------------
nuclear@5 486
nuclear@5 487 class GoatClassDesc : public ClassDesc2 {
nuclear@5 488 public:
nuclear@5 489 int IsPublic() { return TRUE; }
nuclear@5 490 void *Create(BOOL loading = FALSE) { return new GoatExporter; }
nuclear@5 491 const TCHAR *ClassName() { return L"GoatExporter"; }
nuclear@5 492 SClass_ID SuperClassID() { return SCENE_EXPORT_CLASS_ID; }
nuclear@5 493 Class_ID ClassID() { return Class_ID(0x77050f0d, 0x7d4c5ab5); }
nuclear@5 494 const TCHAR *Category() { return L"Mutant Stargoat"; }
nuclear@5 495
nuclear@5 496 const TCHAR *InternalName() { return L"GoatExporter"; }
nuclear@5 497 HINSTANCE HInstance() { return hinst; }
nuclear@5 498 };
nuclear@5 499
nuclear@66 500 class GoatAnimClassDesc : public ClassDesc2 {
nuclear@66 501 public:
nuclear@66 502 int IsPublic() { return TRUE; }
nuclear@66 503 void *Create(BOOL loading = FALSE) { return new GoatAnimExporter; }
nuclear@66 504 const TCHAR *ClassName() { return L"GoatAnimExporter"; }
nuclear@66 505 SClass_ID SuperClassID() { return SCENE_EXPORT_CLASS_ID; }
nuclear@66 506 Class_ID ClassID() { return Class_ID(0x51b94924, 0x2e0332f3); }
nuclear@66 507 const TCHAR *Category() { return L"Mutant Stargoat"; }
nuclear@66 508
nuclear@66 509 const TCHAR *InternalName() { return L"GoatAnimExporter"; }
nuclear@66 510 HINSTANCE HInstance() { return hinst; }
nuclear@66 511 };
nuclear@66 512
nuclear@58 513 // TODO: make 2 class descriptors, one for goat3d, one for goat3danim
nuclear@5 514 static GoatClassDesc class_desc;
nuclear@66 515 static GoatAnimClassDesc anim_class_desc;
nuclear@5 516
nuclear@5 517 BOOL WINAPI DllMain(HINSTANCE inst_handle, ULONG reason, void *reserved)
nuclear@5 518 {
nuclear@5 519 if(reason == DLL_PROCESS_ATTACH) {
nuclear@5 520 hinst = inst_handle;
nuclear@5 521 DisableThreadLibraryCalls(hinst);
nuclear@5 522 }
nuclear@5 523 return TRUE;
nuclear@5 524 }
nuclear@5 525
nuclear@5 526 extern "C" {
nuclear@5 527
nuclear@5 528 __declspec(dllexport) const TCHAR *LibDescription()
nuclear@5 529 {
nuclear@5 530 return L"test exporter";
nuclear@5 531 }
nuclear@5 532
nuclear@5 533 __declspec(dllexport) int LibNumberClasses()
nuclear@5 534 {
nuclear@5 535 return 1;
nuclear@5 536 }
nuclear@5 537
nuclear@5 538 __declspec(dllexport) ClassDesc *LibClassDesc(int i)
nuclear@5 539 {
nuclear@66 540 switch(i) {
nuclear@66 541 case 0:
nuclear@66 542 return &class_desc;
nuclear@66 543 case 1:
nuclear@66 544 return &anim_class_desc;
nuclear@66 545 default:
nuclear@66 546 break;
nuclear@66 547 }
nuclear@66 548 return 0;
nuclear@5 549 }
nuclear@5 550
nuclear@5 551 __declspec(dllexport) ULONG LibVersion()
nuclear@5 552 {
nuclear@5 553 return Get3DSMAXVersion();
nuclear@5 554 }
nuclear@5 555
nuclear@5 556 __declspec(dllexport) int LibInitialize()
nuclear@5 557 {
nuclear@5 558 static char path[1024];
nuclear@5 559
nuclear@5 560 SHGetFolderPathA(0, CSIDL_PERSONAL, 0, 0, path);
nuclear@5 561 strcat(path, "/testexp.log");
nuclear@5 562
nuclear@61 563 maxlog_open(path);
nuclear@5 564 return TRUE;
nuclear@5 565 }
nuclear@5 566
nuclear@5 567 __declspec(dllexport) int LibShutdown()
nuclear@5 568 {
nuclear@61 569 maxlog_close();
nuclear@5 570 return TRUE;
nuclear@5 571 }
nuclear@5 572
nuclear@66 573 } // extern "C"
nuclear@66 574
nuclear@66 575
nuclear@66 576 static const char *max_string(const MCHAR *wstr)
nuclear@66 577 {
nuclear@66 578 if(!wstr) return 0;
nuclear@66 579 static char str[512];
nuclear@66 580 wcstombs(str, wstr, sizeof str - 1);
nuclear@66 581 return str;
nuclear@66 582 }