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nuclear@5
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1 #include <stdio.h>
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nuclear@5
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2 #include <string.h>
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nuclear@27
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3 #include <stdlib.h>
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nuclear@66
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4 #include <ctype.h>
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nuclear@5
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5 #include <errno.h>
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nuclear@27
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6 #include <map>
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nuclear@5
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7 #include <windows.h>
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nuclear@5
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8 #include <shlobj.h>
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nuclear@5
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9 #include "max.h"
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10 #include "impexp.h" // SceneExport
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11 #include "iparamb2.h" // ClassDesc2
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12 #include "plugapi.h"
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13 #include "IGame.h"
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14 #include "IGameExport.h"
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15 #include "IGameControl.h"
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16 #include "IConversionmanager.h"
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17 #include "goat3d.h"
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18 #include "config.h"
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19 #include "logger.h"
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nuclear@61
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20 #include "resource.h"
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21
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22
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23 #pragma comment (lib, "core.lib")
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24 #pragma comment (lib, "geom.lib")
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25 #pragma comment (lib, "gfx.lib")
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26 #pragma comment (lib, "mesh.lib")
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27 #pragma comment (lib, "maxutil.lib")
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28 #pragma comment (lib, "maxscrpt.lib")
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29 #pragma comment (lib, "paramblk2.lib")
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30 #pragma comment (lib, "msxml2.lib")
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31 #pragma comment (lib, "igame.lib")
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32 #pragma comment (lib, "comctl32.lib")
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33
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34
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35 #define COPYRIGHT \
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36 L"Copyright 2014 (C) John Tsiombikas - GNU General Public License v3, see COPYING for details."
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nuclear@10
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37 #define VERSION(major, minor) \
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38 ((major) * 100 + ((minor) < 10 ? (minor) * 10 : (minor)))
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39
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40 static INT_PTR CALLBACK scene_gui_handler(HWND win, unsigned int msg, WPARAM wparam, LPARAM lparam);
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41 static INT_PTR CALLBACK anim_gui_handler(HWND win, unsigned int msg, WPARAM wparam, LPARAM lparam);
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42 static const char *max_string(const MCHAR *wstr);
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43
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44 HINSTANCE hinst;
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45
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46 class GoatExporter : public SceneExport {
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47 private:
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48 std::map<IGameMaterial*, goat3d_material*> mtlmap;
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49 std::map<IGameNode*, goat3d_node*> nodemap;
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50
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51 public:
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52 IGameScene *igame;
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53
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54 int DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent = FALSE, DWORD opt = 0);
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55
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56 void process_materials(goat3d *goat);
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57
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58 void process_node(goat3d *goat, goat3d_node *parent, IGameNode *maxnode);
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59
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60 void process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj);
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61 void process_light(goat3d *goat, goat3d_light *light, IGameObject *maxobj);
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62 void process_camera(goat3d *goat, goat3d_camera *cam, IGameObject *maxobj);
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63
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64
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65 int ExtCount() { return 1; }
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66 const TCHAR *Ext(int n) { return L"goatsce"; }
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67 const TCHAR *LongDesc() { return L"Goat3D scene file"; }
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68 const TCHAR *ShortDesc() { return L"Goat3D"; }
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69 const TCHAR *AuthorName() { return L"John Tsiombikas"; }
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70 const TCHAR *CopyrightMessage() { return COPYRIGHT; }
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71 const TCHAR *OtherMessage1() { return L"other1"; }
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72 const TCHAR *OtherMessage2() { return L"other2"; }
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73 unsigned int Version() { return VERSION(VER_MAJOR, VER_MINOR); }
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74 void ShowAbout(HWND win) { MessageBoxA(win, "Goat3D exporter plugin", "About this plugin", 0); }
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75 };
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76
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77 class GoatAnimExporter : public GoatExporter {
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78 private:
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79 public:
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80 int DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent = FALSE, DWORD opt = 0);
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nuclear@5
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81
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82 const TCHAR *Ext(int n) { return L"goatanm"; }
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83 const TCHAR *LongDesc() { return L"Goat3D animation file"; }
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84 };
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85
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86
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nuclear@66
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87 // ---- GoatExporter implementation ----
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88
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89 int GoatExporter::DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface,
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90 BOOL non_interactive, DWORD opt)
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91 {
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92 if(!DialogBox(hinst, MAKEINTRESOURCE(IDD_GOAT_SCE), 0, scene_gui_handler)) {
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93 return IMPEXP_CANCEL;
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94 }
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nuclear@60
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95
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nuclear@28
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96 mtlmap.clear();
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nuclear@28
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97 nodemap.clear();
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nuclear@27
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98
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99 char fname[512];
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100 wcstombs(fname, name, sizeof fname - 1);
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101 for(int i=0; fname[i]; i++) {
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102 fname[i] = tolower(fname[i]);
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103 }
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104
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105 maxlog("Exporting Goat3D Scene (text) file: %s\n", fname);
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nuclear@5
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106 if(!(igame = GetIGameInterface())) {
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107 maxlog("failed to get the igame interface\n");
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108 return IMPEXP_FAIL;
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109 }
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110 IGameConversionManager *cm = GetConversionManager();
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111 cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
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112 igame->InitialiseIGame();
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113
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114 goat3d *goat = goat3d_create();
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115
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116 process_materials(goat);
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117
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118 // process all nodes
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119 for(int i=0; i<igame->GetTopLevelNodeCount(); i++) {
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120 IGameNode *node = igame->GetTopLevelNode(i);
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121 process_node(goat, 0, node);
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122 }
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123
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124 if(goat3d_save(goat, fname) == -1) {
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125 goat3d_free(goat);
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126 return IMPEXP_FAIL;
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nuclear@25
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127 }
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nuclear@25
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128
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129 goat3d_free(goat);
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nuclear@5
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130 return IMPEXP_SUCCESS;
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nuclear@5
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131 }
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132
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nuclear@27
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133 void GoatExporter::process_materials(goat3d *goat)
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134 {
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135 IGameProperty *prop;
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136
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137 int num_mtl = igame->GetRootMaterialCount();
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nuclear@25
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138 for(int i=0; i<num_mtl; i++) {
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139 IGameMaterial *maxmtl = igame->GetRootMaterial(i);
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140 if(maxmtl) {
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141 goat3d_material *mtl = goat3d_create_mtl();
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142
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143 const char *name = max_string(maxmtl->GetMaterialName());
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144 if(name) {
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145 goat3d_set_mtl_name(mtl, name);
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146 }
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147
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148 // diffuse
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149 if((prop = maxmtl->GetDiffuseData())) {
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150 Point3 diffuse(1, 1, 1);
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151 prop->GetPropertyValue(diffuse);
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152 goat3d_set_mtl_attrib3f(mtl, GOAT3D_MAT_ATTR_DIFFUSE, diffuse[0],
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153 diffuse[1], diffuse[2]);
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154 }
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nuclear@25
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155 // specular
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156 if((prop = maxmtl->GetSpecularData())) {
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157 Point3 specular(0, 0, 0);
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158 prop->GetPropertyValue(specular);
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159
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160 float sstr = 1.0;
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161 if((prop = maxmtl->GetSpecularLevelData())) {
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162 prop->GetPropertyValue(sstr);
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163 }
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164 goat3d_set_mtl_attrib3f(mtl, GOAT3D_MAT_ATTR_SPECULAR, specular[0] * sstr,
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165 specular[1] * sstr, specular[2] * sstr);
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166 }
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nuclear@25
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167 // shininess
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168 if((prop = maxmtl->GetGlossinessData())) {
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169 float shin;
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170 prop->GetPropertyValue(shin);
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171 goat3d_set_mtl_attrib1f(mtl, GOAT3D_MAT_ATTR_SHININESS, shin * 100.0);
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172 }
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173
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174 // textures
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175 for(int j=0; j<maxmtl->GetNumberOfTextureMaps(); j++) {
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176 IGameTextureMap *tex = maxmtl->GetIGameTextureMap(j);
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177
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178 const char *fname = max_string(tex->GetBitmapFileName());
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179 if(!fname) {
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180 continue;
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181 }
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182
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183 int slot = tex->GetStdMapSlot();
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184 switch(slot) {
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185 case ID_DI: // diffuse
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186 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_DIFFUSE, fname);
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187 break;
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188
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189 case ID_SP:
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190 case ID_SS:
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191 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_SPECULAR, fname);
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192 break;
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193
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194 case ID_SH:
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195 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_SHININESS, fname);
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196 break;
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197
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198 case ID_BU:
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199 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_NORMAL, fname);
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200 break;
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201
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202 case ID_RL:
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203 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_REFLECTION, fname);
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204 break;
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205
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206 case ID_RR:
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207 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_TRANSMISSION, fname);
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208 break;
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209
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210 default:
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211 break;
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nuclear@5
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212 }
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nuclear@5
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213 }
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nuclear@25
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214
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215 goat3d_add_mtl(goat, mtl);
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nuclear@28
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216 mtlmap[maxmtl] = mtl;
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217 }
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218 }
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nuclear@25
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219 }
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220
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nuclear@27
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221 void GoatExporter::process_node(goat3d *goat, goat3d_node *parent, IGameNode *maxnode)
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nuclear@25
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222 {
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nuclear@27
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223 goat3d_node *node = goat3d_create_node();
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nuclear@27
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224 goat3d_add_node(goat, node);
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nuclear@25
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225
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nuclear@66
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226 if(parent) {
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nuclear@66
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227 goat3d_add_node_child(parent, node);
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228 }
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229
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nuclear@27
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230 const char *name = max_string(maxnode->GetName());
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231 if(name) {
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nuclear@27
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232 goat3d_set_node_name(node, name);
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233 }
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234
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nuclear@27
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235 // no animation yet, just get the static PRS
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236 GMatrix maxmatrix = maxnode->GetObjectTM();
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nuclear@27
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237 Point3 trans = maxmatrix.Translation();
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nuclear@27
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238 Quat rot = maxmatrix.Rotation();
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nuclear@27
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239 Point3 scale = maxmatrix.Scaling();
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nuclear@27
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240
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241 goat3d_set_node_position(node, trans.x, trans.y, trans.z, 0);
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nuclear@27
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242 goat3d_set_node_rotation(node, rot.x, rot.y, rot.z, rot.w, 0);
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243 goat3d_set_node_scaling(node, scale.x, scale.y, scale.z, 0);
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244
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245 IGameObject *maxobj = maxnode->GetIGameObject();
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nuclear@27
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246 IGameObject::ObjectTypes type = maxobj->GetIGameType();
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nuclear@27
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247
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nuclear@27
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248 switch(type) {
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nuclear@27
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249 case IGameObject::IGAME_MESH:
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nuclear@27
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250 {
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nuclear@27
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251 goat3d_mesh *mesh = goat3d_create_mesh();
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nuclear@27
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252 if(name) goat3d_set_mesh_name(mesh, name);
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253 goat3d_set_node_object(node, GOAT3D_NODE_MESH, mesh);
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254
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nuclear@27
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255 // get the node material and assign it to the mesh
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nuclear@27
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256 IGameMaterial *maxmtl = maxnode->GetNodeMaterial();
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nuclear@28
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257 goat3d_material *mtl = mtlmap[maxmtl];
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nuclear@27
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258 if(mtl) {
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nuclear@27
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259 goat3d_set_mesh_mtl(mesh, mtl);
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nuclear@27
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260 }
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nuclear@27
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261
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nuclear@27
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262 process_mesh(goat, mesh, maxobj);
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nuclear@30
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263 goat3d_add_mesh(goat, mesh);
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nuclear@27
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264 }
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nuclear@27
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265 break;
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nuclear@27
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266
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nuclear@27
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267 case IGameObject::IGAME_LIGHT:
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nuclear@27
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268 {
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nuclear@27
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269 goat3d_light *light = goat3d_create_light();
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nuclear@27
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270 //if(name) goat3d_set_light_name(light, name);
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nuclear@27
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271 goat3d_set_node_object(node, GOAT3D_NODE_LIGHT, light);
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nuclear@27
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272
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nuclear@27
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273 process_light(goat, light, maxobj);
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nuclear@30
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274 goat3d_add_light(goat, light);
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nuclear@27
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275 }
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nuclear@27
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276 break;
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277
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nuclear@27
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278 case IGameObject::IGAME_CAMERA:
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nuclear@27
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279 {
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nuclear@27
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280 goat3d_camera *cam = goat3d_create_camera();
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nuclear@27
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281 //if(name) goat3d_set_camera_name(camera, name);
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nuclear@27
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282 goat3d_set_node_object(node, GOAT3D_NODE_CAMERA, cam);
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283
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nuclear@27
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284 process_camera(goat, cam, maxobj);
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nuclear@30
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285 goat3d_add_camera(goat, cam);
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nuclear@27
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286 }
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nuclear@27
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287 break;
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nuclear@27
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288
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nuclear@27
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289 default:
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nuclear@27
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290 // otherwise don't assign an object, essentially treating it as a null node
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nuclear@27
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291 break;
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nuclear@27
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292 }
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nuclear@66
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293
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nuclear@66
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294 // grab the animation data
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nuclear@66
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295 IGameControl *ctrl = maxnode->GetIGameControl();
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nuclear@66
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296
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nuclear@66
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297 IGameKeyTab tm_keys;
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298 if(ctrl->GetFullSampledKeys(tm_keys, 1, IGAME_TM)) {
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nuclear@66
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299 maxlog("node: %s has %d keys\n", name, tm_keys.Count());
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nuclear@66
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300 /*for(int i=0; i<pkeys.Count(); i++) {
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nuclear@66
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301 Point3 p = pkeys[i].linearKey.pval;
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nuclear@66
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302 TimeValue t = pkeys[i].t;
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nuclear@66
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303 goat3d_set_node_position(node, p.x, p.y, p.z, TicksToSec(t));
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nuclear@66
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304 }*/
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nuclear@66
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305 }
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nuclear@27
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306
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nuclear@27
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307 for(int i=0; i<maxnode->GetChildCount(); i++) {
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nuclear@27
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308 process_node(goat, node, maxnode->GetNodeChild(i));
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nuclear@25
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309 }
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nuclear@5
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310 }
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nuclear@5
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311
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nuclear@27
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312 void GoatExporter::process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj)
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nuclear@27
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313 {
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nuclear@27
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314 IGameMesh *maxmesh = (IGameMesh*)maxobj;
|
nuclear@27
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315
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nuclear@27
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316 maxmesh->SetCreateOptimizedNormalList(); // not needed any more according to docs
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nuclear@27
|
317 maxobj->InitializeData();
|
nuclear@27
|
318
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nuclear@27
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319 int num_verts = maxmesh->GetNumberOfVerts();
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nuclear@30
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320 int num_faces = maxmesh->GetNumberOfFaces();
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nuclear@28
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321 //assert(maxmesh->GetNumberOfTexVerts() == num_verts);
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nuclear@27
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322
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nuclear@27
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323 float *vertices = new float[num_verts * 3];
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nuclear@27
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324 float *normals = new float[num_verts * 3];
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nuclear@28
|
325 //float *texcoords = new float[num_verts * 2];
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nuclear@30
|
326 int *indices = new int[num_faces * 3];
|
nuclear@27
|
327
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nuclear@27
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328 for(int i=0; i<num_verts; i++) {
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nuclear@27
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329 Point3 v = maxmesh->GetVertex(i, true);
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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
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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 } |