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nuclear@73
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1 #include <stdio.h>
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nuclear@73
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2 #include <string.h>
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nuclear@73
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3 #include <stdlib.h>
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nuclear@73
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4 #include <ctype.h>
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nuclear@73
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5 #include <errno.h>
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nuclear@73
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6 #include <map>
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nuclear@73
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7 #include <vector>
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nuclear@73
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8 #include <windows.h>
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nuclear@73
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9 #include <shlobj.h>
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10 #include "max.h"
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11 #include "impexp.h" // SceneExport
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12 #include "iparamb2.h" // ClassDesc2
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13 #include "plugapi.h"
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14 #include "IGame.h"
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nuclear@73
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15 #include "IGameExport.h"
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16 #include "IGameControl.h"
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17 #include "IConversionmanager.h"
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18 #include "goat3d.h"
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19 #include "config.h"
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20 #include "logger.h"
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21 #include "resource.h"
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22
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23
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24 #pragma comment (lib, "core.lib")
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25 #pragma comment (lib, "geom.lib")
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26 #pragma comment (lib, "gfx.lib")
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27 #pragma comment (lib, "mesh.lib")
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28 #pragma comment (lib, "maxutil.lib")
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29 #pragma comment (lib, "maxscrpt.lib")
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30 #pragma comment (lib, "paramblk2.lib")
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31 #pragma comment (lib, "msxml2.lib")
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32 #pragma comment (lib, "igame.lib")
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33 #pragma comment (lib, "comctl32.lib")
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34
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35
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36 #define COPYRIGHT \
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37 L"Copyright 2014 (C) John Tsiombikas - GNU General Public License v3, see COPYING for details."
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38 #define VERSION(major, minor) \
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39 ((major) * 100 + ((minor) < 10 ? (minor) * 10 : (minor)))
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40
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41 static INT_PTR CALLBACK scene_gui_handler(HWND win, unsigned int msg, WPARAM wparam, LPARAM lparam);
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42 static INT_PTR CALLBACK anim_gui_handler(HWND win, unsigned int msg, WPARAM wparam, LPARAM lparam);
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43 static void get_position_keys(IGameControl *ctrl, goat3d_node *node);
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44 static void get_xyz_position_keys(IGameControl *ctrl, goat3d_node *node);
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45 static void get_rotation_keys(IGameControl *ctrl, goat3d_node *node);
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46 static void get_euler_keys(IGameControl *ctrl, goat3d_node *node);
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47 static void get_scaling_keys(IGameControl *ctrl, goat3d_node *node);
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48 static const char *max_string(const MCHAR *wstr);
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49
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50 HINSTANCE hinst;
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51
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52 class GoatExporter : public SceneExport {
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53 private:
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54 std::map<IGameMaterial*, goat3d_material*> mtlmap;
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55 std::map<IGameNode*, goat3d_node*> nodemap;
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56
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57 public:
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58 IGameScene *igame;
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59
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60 int DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent = FALSE, DWORD opt = 0);
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61
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62 void process_materials(goat3d *goat);
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63
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64 void process_node(goat3d *goat, goat3d_node *parent, IGameNode *maxnode);
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65
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66 void process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj);
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67 void process_light(goat3d *goat, goat3d_light *light, IGameObject *maxobj);
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68 void process_camera(goat3d *goat, goat3d_camera *cam, IGameObject *maxobj);
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69
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70
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71 int ExtCount() { return 1; }
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72 const TCHAR *Ext(int n) { return L"goatsce"; }
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73 const TCHAR *LongDesc() { return L"Goat3D scene file"; }
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74 const TCHAR *ShortDesc() { return L"Goat3D"; }
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75 const TCHAR *AuthorName() { return L"John Tsiombikas"; }
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76 const TCHAR *CopyrightMessage() { return COPYRIGHT; }
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77 const TCHAR *OtherMessage1() { return L"other1"; }
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78 const TCHAR *OtherMessage2() { return L"other2"; }
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79 unsigned int Version() { return VERSION(VER_MAJOR, VER_MINOR); }
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80 void ShowAbout(HWND win) { MessageBoxA(win, "Goat3D exporter plugin", "About this plugin", 0); }
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81 };
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82
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83 class GoatAnimExporter : public GoatExporter {
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84 private:
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85 public:
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86 int DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent = FALSE, DWORD opt = 0);
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87
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88 const TCHAR *Ext(int n) { return L"goatanm"; }
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89 const TCHAR *LongDesc() { return L"Goat3D animation file"; }
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90 };
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91
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92
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nuclear@73
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93 // ---- GoatExporter implementation ----
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94
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95 int GoatExporter::DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface,
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96 BOOL non_interactive, DWORD opt)
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97 {
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98 if(!DialogBox(hinst, MAKEINTRESOURCE(IDD_GOAT_SCE), 0, scene_gui_handler)) {
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99 return IMPEXP_CANCEL;
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100 }
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101
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102 mtlmap.clear();
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103 nodemap.clear();
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104
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105 char fname[512];
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106 wcstombs(fname, name, sizeof fname - 1);
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107 for(int i=0; fname[i]; i++) {
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108 fname[i] = tolower(fname[i]);
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109 }
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110 char *basename = (char*)alloca(strlen(fname) + 1);
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111 strcpy(basename, fname);
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112 char *suffix = strrchr(basename, '.');
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113 if(suffix) *suffix = 0;
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114
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115 maxlog("Exporting Goat3D Scene (text) file: %s\n", fname);
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116 if(!(igame = GetIGameInterface())) {
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117 maxlog("failed to get the igame interface\n");
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118 return IMPEXP_FAIL;
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119 }
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120 IGameConversionManager *cm = GetConversionManager();
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121 cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
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122 igame->InitialiseIGame();
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123
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124 goat3d *goat = goat3d_create();
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125 goat3d_set_name(goat, basename);
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126
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127 process_materials(goat);
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128
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129 // process all nodes
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130 for(int i=0; i<igame->GetTopLevelNodeCount(); i++) {
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131 IGameNode *node = igame->GetTopLevelNode(i);
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132 process_node(goat, 0, node);
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133 }
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134
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135 if(goat3d_save(goat, fname) == -1) {
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136 goat3d_free(goat);
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137 return IMPEXP_FAIL;
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138 }
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139
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140 goat3d_free(goat);
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141 return IMPEXP_SUCCESS;
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142 }
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143
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144 void GoatExporter::process_materials(goat3d *goat)
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145 {
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146 IGameProperty *prop;
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147
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148 int num_mtl = igame->GetRootMaterialCount();
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149 for(int i=0; i<num_mtl; i++) {
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150 IGameMaterial *maxmtl = igame->GetRootMaterial(i);
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151 if(maxmtl) {
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152 goat3d_material *mtl = goat3d_create_mtl();
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153
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154 const char *name = max_string(maxmtl->GetMaterialName());
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155 if(name) {
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156 goat3d_set_mtl_name(mtl, name);
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157 }
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158
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nuclear@73
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159 // diffuse
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160 if((prop = maxmtl->GetDiffuseData())) {
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161 Point3 diffuse(1, 1, 1);
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162 prop->GetPropertyValue(diffuse);
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163 goat3d_set_mtl_attrib3f(mtl, GOAT3D_MAT_ATTR_DIFFUSE, diffuse[0],
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164 diffuse[1], diffuse[2]);
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165 }
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nuclear@73
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166 // specular
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167 if((prop = maxmtl->GetSpecularData())) {
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168 Point3 specular(0, 0, 0);
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169 prop->GetPropertyValue(specular);
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170
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171 float sstr = 1.0;
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172 if((prop = maxmtl->GetSpecularLevelData())) {
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173 prop->GetPropertyValue(sstr);
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174 }
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175 goat3d_set_mtl_attrib3f(mtl, GOAT3D_MAT_ATTR_SPECULAR, specular[0] * sstr,
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176 specular[1] * sstr, specular[2] * sstr);
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177 }
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nuclear@73
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178 // shininess
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179 if((prop = maxmtl->GetGlossinessData())) {
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180 float shin;
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181 prop->GetPropertyValue(shin);
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182 goat3d_set_mtl_attrib1f(mtl, GOAT3D_MAT_ATTR_SHININESS, shin * 100.0);
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183 }
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184
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185 // textures
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186 for(int j=0; j<maxmtl->GetNumberOfTextureMaps(); j++) {
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187 IGameTextureMap *tex = maxmtl->GetIGameTextureMap(j);
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188
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189 const char *fname = max_string(tex->GetBitmapFileName());
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190 if(!fname) {
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191 continue;
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192 }
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193
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194 int slot = tex->GetStdMapSlot();
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195 switch(slot) {
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196 case ID_DI: // diffuse
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197 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_DIFFUSE, fname);
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198 break;
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199
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200 case ID_SP:
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201 case ID_SS:
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202 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_SPECULAR, fname);
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203 break;
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204
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205 case ID_SH:
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206 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_SHININESS, fname);
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207 break;
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208
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209 case ID_BU:
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210 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_NORMAL, fname);
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211 break;
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212
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213 case ID_RL:
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214 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_REFLECTION, fname);
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215 break;
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216
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217 case ID_RR:
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218 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_TRANSMISSION, fname);
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219 break;
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220
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nuclear@73
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221 default:
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222 break;
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223 }
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224 }
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225
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226 goat3d_add_mtl(goat, mtl);
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227 mtlmap[maxmtl] = mtl;
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228 }
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nuclear@73
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229 }
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nuclear@73
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230 }
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231
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232 void GoatExporter::process_node(goat3d *goat, goat3d_node *parent, IGameNode *maxnode)
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233 {
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234 goat3d_node *node = goat3d_create_node();
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235 goat3d_add_node(goat, node);
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236
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237 if(parent) {
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238 goat3d_add_node_child(parent, node);
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nuclear@73
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239 }
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240
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241 const char *name = max_string(maxnode->GetName());
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242 if(name) {
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243 goat3d_set_node_name(node, name);
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244 }
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245
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246 IGameObject *maxobj = maxnode->GetIGameObject();
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247 IGameObject::ObjectTypes type = maxobj->GetIGameType();
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248
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249 switch(type) {
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nuclear@73
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250 case IGameObject::IGAME_MESH:
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251 {
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252 goat3d_mesh *mesh = goat3d_create_mesh();
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253 if(name) goat3d_set_mesh_name(mesh, name);
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254 goat3d_set_node_object(node, GOAT3D_NODE_MESH, mesh);
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255
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nuclear@73
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256 // get the node material and assign it to the mesh
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257 IGameMaterial *maxmtl = maxnode->GetNodeMaterial();
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258 goat3d_material *mtl = mtlmap[maxmtl];
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259 if(mtl) {
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260 goat3d_set_mesh_mtl(mesh, mtl);
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261 }
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262
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263 process_mesh(goat, mesh, maxobj);
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264 goat3d_add_mesh(goat, mesh);
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nuclear@73
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265 }
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nuclear@73
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266 break;
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267
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nuclear@73
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268 case IGameObject::IGAME_LIGHT:
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269 {
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270 goat3d_light *light = goat3d_create_light();
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nuclear@73
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271 //if(name) goat3d_set_light_name(light, name);
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272 goat3d_set_node_object(node, GOAT3D_NODE_LIGHT, light);
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273
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274 process_light(goat, light, maxobj);
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275 goat3d_add_light(goat, light);
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nuclear@73
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276 }
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277 break;
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278
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nuclear@73
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279 case IGameObject::IGAME_CAMERA:
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280 {
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281 goat3d_camera *cam = goat3d_create_camera();
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nuclear@73
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282 //if(name) goat3d_set_camera_name(camera, name);
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283 goat3d_set_node_object(node, GOAT3D_NODE_CAMERA, cam);
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284
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285 process_camera(goat, cam, maxobj);
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286 goat3d_add_camera(goat, cam);
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nuclear@73
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287 }
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288 break;
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289
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290 default:
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291 // otherwise don't assign an object, essentially treating it as a null node
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292 break;
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293 }
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294
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nuclear@73
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295 // grab the animation data
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nuclear@73
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296 if(!dynamic_cast<GoatAnimExporter*>(this)) {
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297 // no animation, just get the static PRS
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298 GMatrix maxmatrix = maxnode->GetObjectTM();
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299 Point3 trans = maxmatrix.Translation();
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300 Quat rot = maxmatrix.Rotation();
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301 Point3 scale = maxmatrix.Scaling();
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302
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303 goat3d_set_node_position(node, trans.x, trans.y, trans.z, 0);
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304 goat3d_set_node_rotation(node, rot.x, rot.y, rot.z, rot.w, 0);
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305 goat3d_set_node_scaling(node, scale.x, scale.y, scale.z, 0);
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306
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307 } else {
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308 // exporting animations (if available)
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309 // TODO sample keys if requested
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310 IGameControl *ctrl = maxnode->GetIGameControl();
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311 if(ctrl) {
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312 if(ctrl->IsAnimated(IGAME_POS) || ctrl->IsAnimated(IGAME_POS_X) ||
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313 ctrl->IsAnimated(IGAME_POS_Y) || ctrl->IsAnimated(IGAME_POS_Z)) {
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314 get_position_keys(ctrl, node);
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315 }
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nuclear@73
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316 if(ctrl->IsAnimated(IGAME_ROT) || ctrl->IsAnimated(IGAME_EULER_X) ||
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317 ctrl->IsAnimated(IGAME_EULER_Y) || ctrl->IsAnimated(IGAME_EULER_Z)) {
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318 get_rotation_keys(ctrl, node);
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319 }
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320 if(ctrl->IsAnimated(IGAME_SCALE)) {
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321 get_scaling_keys(ctrl, node);
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nuclear@73
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322 }
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nuclear@73
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323 } else {
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324 maxlog("%s: failed to get IGameControl for node: %s\n", __FUNCTION__, name);
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325 }
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nuclear@73
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326 }
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327
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nuclear@73
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328 for(int i=0; i<maxnode->GetChildCount(); i++) {
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329 process_node(goat, node, maxnode->GetNodeChild(i));
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nuclear@73
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330 }
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nuclear@73
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331 }
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332
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nuclear@73
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333 #define KEY_TIME(key) ((long)(TicksToSec(key.t) * 1000.0))
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334
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nuclear@73
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335 static void get_position_keys(IGameControl *ctrl, goat3d_node *node)
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336 {
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337 const char *nodename = goat3d_get_node_name(node);
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338 IGameKeyTab keys;
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339
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nuclear@73
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340 if(ctrl->GetLinearKeys(keys, IGAME_POS)) {
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341 maxlog("node %s: getting %d linear position keys\n", nodename, keys.Count());
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nuclear@73
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342 for(int i=0; i<keys.Count(); i++) {
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nuclear@73
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343 Point3 p = keys[i].linearKey.pval;
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nuclear@73
|
344 goat3d_set_node_position(node, p.x, p.y, p.z, KEY_TIME(keys[i]));
|
nuclear@73
|
345 }
|
nuclear@73
|
346 } else if(ctrl->GetBezierKeys(keys, IGAME_POS)) {
|
nuclear@73
|
347 maxlog("node %s: getting %d bezier position keys\n", nodename, keys.Count());
|
nuclear@73
|
348 for(int i=0; i<keys.Count(); i++) {
|
nuclear@73
|
349 Point3 p = keys[i].bezierKey.pval;
|
nuclear@73
|
350 goat3d_set_node_position(node, p.x, p.y, p.z, KEY_TIME(keys[i]));
|
nuclear@73
|
351 }
|
nuclear@73
|
352 } else if(ctrl->GetTCBKeys(keys, IGAME_POS)) {
|
nuclear@73
|
353 maxlog("node %s: getting %d tcb position keys\n", nodename, keys.Count());
|
nuclear@73
|
354 for(int i=0; i<keys.Count(); i++) {
|
nuclear@73
|
355 Point3 p = keys[i].tcbKey.pval;
|
nuclear@73
|
356 goat3d_set_node_position(node, p.x, p.y, p.z, KEY_TIME(keys[i]));
|
nuclear@73
|
357 }
|
nuclear@73
|
358 } else {
|
nuclear@73
|
359 get_xyz_position_keys(ctrl, node);
|
nuclear@73
|
360 }
|
nuclear@73
|
361 }
|
nuclear@73
|
362
|
nuclear@73
|
363 static void get_xyz_position_keys(IGameControl *ctrl, goat3d_node *node)
|
nuclear@73
|
364 {
|
nuclear@73
|
365 const char *nodename = goat3d_get_node_name(node);
|
nuclear@73
|
366 IGameKeyTab keys;
|
nuclear@73
|
367 IGameControlType postype[] = {IGAME_POS_X, IGAME_POS_Y, IGAME_POS_Z};
|
nuclear@73
|
368 std::map<long, Point3> pos;
|
nuclear@73
|
369
|
nuclear@73
|
370 for(int i=0; i<3; i++) {
|
nuclear@73
|
371 if(ctrl->GetLinearKeys(keys, postype[i])) {
|
nuclear@73
|
372 maxlog("node %s: getting %d linear position %c keys\n", nodename, keys.Count(), "xyz"[i]);
|
nuclear@73
|
373 for(int j=0; j<keys.Count(); j++) {
|
nuclear@73
|
374 long tm = KEY_TIME(keys[j]);
|
nuclear@73
|
375 Point3 v = pos[tm];
|
nuclear@73
|
376 v[i] = keys[j].linearKey.fval;
|
nuclear@73
|
377 pos[tm] = v;
|
nuclear@73
|
378 }
|
nuclear@73
|
379 } else if(ctrl->GetBezierKeys(keys, postype[i])) {
|
nuclear@73
|
380 maxlog("node %s: getting %d bezier position %c keys\n", nodename, keys.Count(), "xyz"[i]);
|
nuclear@73
|
381 for(int j=0; j<keys.Count(); j++) {
|
nuclear@73
|
382 long tm = KEY_TIME(keys[j]);
|
nuclear@73
|
383 Point3 v = pos[tm];
|
nuclear@73
|
384 v[i] = keys[j].bezierKey.fval;
|
nuclear@73
|
385 pos[tm] = v;
|
nuclear@73
|
386 }
|
nuclear@73
|
387 } else if(ctrl->GetTCBKeys(keys, postype[i])) {
|
nuclear@73
|
388 maxlog("node %s: getting %d tcb position %c keys\n", nodename, keys.Count(), "xyz"[i]);
|
nuclear@73
|
389 for(int j=0; j<keys.Count(); j++) {
|
nuclear@73
|
390 long tm = KEY_TIME(keys[j]);
|
nuclear@73
|
391 Point3 v = pos[tm];
|
nuclear@73
|
392 v[i] = keys[j].tcbKey.fval;
|
nuclear@73
|
393 pos[tm] = v;
|
nuclear@73
|
394 }
|
nuclear@73
|
395 }
|
nuclear@73
|
396 }
|
nuclear@73
|
397
|
nuclear@73
|
398 std::map<long, Point3>::iterator it = pos.begin();
|
nuclear@73
|
399 while(it != pos.end()) {
|
nuclear@73
|
400 Point3 p = it->second;
|
nuclear@73
|
401 goat3d_set_node_position(node, p.x, p.y, p.z, it->first);
|
nuclear@73
|
402 ++it;
|
nuclear@73
|
403 }
|
nuclear@73
|
404 }
|
nuclear@73
|
405
|
nuclear@73
|
406 static void get_rotation_keys(IGameControl *ctrl, goat3d_node *node)
|
nuclear@73
|
407 {
|
nuclear@73
|
408 const char *nodename = goat3d_get_node_name(node);
|
nuclear@73
|
409 IGameKeyTab rkeys;
|
nuclear@73
|
410
|
nuclear@73
|
411 if(ctrl->GetLinearKeys(rkeys, IGAME_ROT)) {
|
nuclear@73
|
412 maxlog("node %s: getting %d linear rotation keys\n", nodename, rkeys.Count());
|
nuclear@73
|
413 for(int i=0; i<rkeys.Count(); i++) {
|
nuclear@73
|
414 Quat q = rkeys[i].linearKey.qval;
|
nuclear@73
|
415 goat3d_set_node_rotation(node, q.x, q.y, q.z, q.w, KEY_TIME(rkeys[i]));
|
nuclear@73
|
416 }
|
nuclear@73
|
417 } else if(ctrl->GetBezierKeys(rkeys, IGAME_ROT)) {
|
nuclear@73
|
418 maxlog("node %s: getting %d bezier rotation keys\n", nodename, rkeys.Count());
|
nuclear@73
|
419 for(int i=0; i<rkeys.Count(); i++) {
|
nuclear@73
|
420 Quat q = rkeys[i].bezierKey.qval;
|
nuclear@73
|
421 goat3d_set_node_rotation(node, q.x, q.y, q.z, q.w, KEY_TIME(rkeys[i]));
|
nuclear@73
|
422 }
|
nuclear@73
|
423 } else if(ctrl->GetTCBKeys(rkeys, IGAME_ROT)) {
|
nuclear@73
|
424 maxlog("node %s: getting %d TCB rotation keys\n", nodename, rkeys.Count());
|
nuclear@73
|
425 for(int i=0; i<rkeys.Count(); i++) {
|
nuclear@73
|
426 Quat q(rkeys[i].tcbKey.aval);
|
nuclear@73
|
427 goat3d_set_node_rotation(node, q.x, q.y, q.z, q.w, KEY_TIME(rkeys[i]));
|
nuclear@73
|
428 }
|
nuclear@73
|
429 } else {
|
nuclear@73
|
430 get_euler_keys(ctrl, node);
|
nuclear@73
|
431 }
|
nuclear@73
|
432 }
|
nuclear@73
|
433
|
nuclear@73
|
434 static void get_euler_keys(IGameControl *ctrl, goat3d_node *node)
|
nuclear@73
|
435 {
|
nuclear@73
|
436 const char *nodename = goat3d_get_node_name(node);
|
nuclear@73
|
437 IGameKeyTab keys;
|
nuclear@73
|
438 IGameControlType eulertype[] = {IGAME_EULER_X, IGAME_EULER_Y, IGAME_EULER_Z};
|
nuclear@73
|
439 std::map<long, Point3> euler;
|
nuclear@73
|
440
|
nuclear@73
|
441 for(int i=0; i<3; i++) {
|
nuclear@73
|
442 if(ctrl->GetLinearKeys(keys, eulertype[i])) {
|
nuclear@73
|
443 maxlog("node %s: getting %d linear euler %c keys\n", nodename, keys.Count(), "xyz"[i]);
|
nuclear@73
|
444 for(int j=0; j<keys.Count(); j++) {
|
nuclear@73
|
445 long tm = KEY_TIME(keys[j]);
|
nuclear@73
|
446 Point3 v = euler[tm];
|
nuclear@73
|
447 v[i] = keys[j].linearKey.fval;
|
nuclear@73
|
448 euler[tm] = v;
|
nuclear@73
|
449 }
|
nuclear@73
|
450 } else if(ctrl->GetBezierKeys(keys, eulertype[i])) {
|
nuclear@73
|
451 maxlog("node %s: getting %d bezier euler %c keys\n", nodename, keys.Count(), "xyz"[i]);
|
nuclear@73
|
452 for(int j=0; j<keys.Count(); j++) {
|
nuclear@73
|
453 long tm = KEY_TIME(keys[j]);
|
nuclear@73
|
454 Point3 v = euler[tm];
|
nuclear@73
|
455 v[i] = keys[j].bezierKey.fval;
|
nuclear@73
|
456 euler[tm] = v;
|
nuclear@73
|
457 }
|
nuclear@73
|
458 } else if(ctrl->GetTCBKeys(keys, eulertype[i])) {
|
nuclear@73
|
459 maxlog("node %s: getting %d tcb euler %c keys\n", nodename, keys.Count(), "xyz"[i]);
|
nuclear@73
|
460 for(int j=0; j<keys.Count(); j++) {
|
nuclear@73
|
461 long tm = KEY_TIME(keys[j]);
|
nuclear@73
|
462 Point3 v = euler[tm];
|
nuclear@73
|
463 v[i] = keys[j].tcbKey.fval;
|
nuclear@73
|
464 euler[tm] = v;
|
nuclear@73
|
465 }
|
nuclear@73
|
466 }
|
nuclear@73
|
467 }
|
nuclear@73
|
468
|
nuclear@73
|
469 int order = ctrl->GetEulerOrder();
|
nuclear@73
|
470 std::map<long, Point3>::iterator it = euler.begin();
|
nuclear@73
|
471 while(it != euler.end()) {
|
nuclear@73
|
472 Quat q;
|
nuclear@73
|
473 EulerToQuat(it->second, q, order);
|
nuclear@73
|
474 goat3d_set_node_rotation(node, q.x, q.y, q.z, q.w, it->first);
|
nuclear@73
|
475 ++it;
|
nuclear@73
|
476 }
|
nuclear@73
|
477 }
|
nuclear@73
|
478
|
nuclear@73
|
479 static void get_scaling_keys(IGameControl *ctrl, goat3d_node *node)
|
nuclear@73
|
480 {
|
nuclear@73
|
481 const char *nodename = goat3d_get_node_name(node);
|
nuclear@73
|
482 IGameKeyTab keys;
|
nuclear@73
|
483
|
nuclear@73
|
484 // XXX the way I'm using the ScaleValue is wrong, but fuck it...
|
nuclear@73
|
485
|
nuclear@73
|
486 if(ctrl->GetLinearKeys(keys, IGAME_SCALE)) {
|
nuclear@73
|
487 maxlog("node %s: getting %d linear scaling keys\n", nodename, keys.Count());
|
nuclear@73
|
488 for(int i=0; i<keys.Count(); i++) {
|
nuclear@73
|
489 ScaleValue s = keys[i].linearKey.sval;
|
nuclear@73
|
490 goat3d_set_node_scaling(node, s.s.x, s.s.y, s.s.z, KEY_TIME(keys[i]));
|
nuclear@73
|
491 }
|
nuclear@73
|
492 } else if(ctrl->GetBezierKeys(keys, IGAME_SCALE)) {
|
nuclear@73
|
493 maxlog("node %s: getting %d bezier scaling keys\n", nodename, keys.Count());
|
nuclear@73
|
494 for(int i=0; i<keys.Count(); i++) {
|
nuclear@73
|
495 ScaleValue s = keys[i].bezierKey.sval;
|
nuclear@73
|
496 goat3d_set_node_scaling(node, s.s.x, s.s.y, s.s.z, KEY_TIME(keys[i]));
|
nuclear@73
|
497 }
|
nuclear@73
|
498 } else if(ctrl->GetTCBKeys(keys, IGAME_SCALE)) {
|
nuclear@73
|
499 maxlog("node %s: getting %d tcb scaling keys\n", nodename, keys.Count());
|
nuclear@73
|
500 for(int i=0; i<keys.Count(); i++) {
|
nuclear@73
|
501 ScaleValue s = keys[i].tcbKey.sval;
|
nuclear@73
|
502 goat3d_set_node_scaling(node, s.s.x, s.s.y, s.s.z, KEY_TIME(keys[i]));
|
nuclear@73
|
503 }
|
nuclear@73
|
504 }
|
nuclear@73
|
505 }
|
nuclear@73
|
506
|
nuclear@73
|
507 static bool get_anim_bounds(IGameNode *node, long *tstart, long *tend);
|
nuclear@73
|
508 static bool get_node_anim_bounds(IGameNode *node, long *tstart, long *tend);
|
nuclear@73
|
509
|
nuclear@73
|
510 static bool get_anim_bounds(IGameScene *igame, long *tstart, long *tend)
|
nuclear@73
|
511 {
|
nuclear@73
|
512 long tmin = LONG_MAX;
|
nuclear@73
|
513 long tmax = LONG_MIN;
|
nuclear@73
|
514
|
nuclear@73
|
515 int num_nodes = igame->GetTopLevelNodeCount();
|
nuclear@73
|
516 for(int i=0; i<num_nodes; i++) {
|
nuclear@73
|
517 long t0, t1;
|
nuclear@73
|
518 if(get_anim_bounds(igame->GetTopLevelNode(i), &t0, &t1)) {
|
nuclear@73
|
519 if(t0 < tmin) tmin = t0;
|
nuclear@73
|
520 if(t1 > tmax) tmax = t1;
|
nuclear@73
|
521 }
|
nuclear@73
|
522 }
|
nuclear@73
|
523
|
nuclear@73
|
524 if(tmin != LONG_MAX) {
|
nuclear@73
|
525 *tstart = tmin;
|
nuclear@73
|
526 *tend = tmax;
|
nuclear@73
|
527 return true;
|
nuclear@73
|
528 }
|
nuclear@73
|
529 return false;
|
nuclear@73
|
530 }
|
nuclear@73
|
531
|
nuclear@73
|
532 static bool get_anim_bounds(IGameNode *node, long *tstart, long *tend)
|
nuclear@73
|
533 {
|
nuclear@73
|
534 long tmin = LONG_MAX;
|
nuclear@73
|
535 long tmax = LONG_MIN;
|
nuclear@73
|
536
|
nuclear@73
|
537 get_node_anim_bounds(node, &tmin, &tmax);
|
nuclear@73
|
538
|
nuclear@73
|
539 int num_children = node->GetChildCount();
|
nuclear@73
|
540 for(int i=0; i<num_children; i++) {
|
nuclear@73
|
541 long t0, t1;
|
nuclear@73
|
542 if(get_anim_bounds(node->GetNodeChild(i), &t0, &t1)) {
|
nuclear@73
|
543 if(t0 < tmin) tmin = t0;
|
nuclear@73
|
544 if(t1 > tmax) tmax = t1;
|
nuclear@73
|
545 }
|
nuclear@73
|
546 }
|
nuclear@73
|
547
|
nuclear@73
|
548 if(tmin != LONG_MAX) {
|
nuclear@73
|
549 *tstart = tmin;
|
nuclear@73
|
550 *tend = tmax;
|
nuclear@73
|
551 return true;
|
nuclear@73
|
552 }
|
nuclear@73
|
553 return false;
|
nuclear@73
|
554 }
|
nuclear@73
|
555
|
nuclear@73
|
556 static bool get_node_anim_bounds(IGameNode *node, long *tstart, long *tend)
|
nuclear@73
|
557 {
|
nuclear@73
|
558 static const IGameControlType ctypes[] = {
|
nuclear@73
|
559 IGAME_POS, IGAME_POS_X, IGAME_POS_Y, IGAME_POS_Z,
|
nuclear@73
|
560 IGAME_ROT, IGAME_EULER_X, IGAME_EULER_Y, IGAME_EULER_Z,
|
nuclear@73
|
561 IGAME_SCALE
|
nuclear@73
|
562 };
|
nuclear@73
|
563
|
nuclear@73
|
564 // NOTE: apparently if I don't call GetIGameObject, then GetIGameControl always returns null...
|
nuclear@73
|
565 node->GetIGameObject();
|
nuclear@73
|
566 IGameControl *ctrl = node->GetIGameControl();
|
nuclear@73
|
567 if(!ctrl) {
|
nuclear@73
|
568 maxlog("%s: failed to get IGameControl for node: %s\n", __FUNCTION__, max_string(node->GetName()));
|
nuclear@73
|
569 return false;
|
nuclear@73
|
570 }
|
nuclear@73
|
571
|
nuclear@73
|
572 IGameKeyTab keys;
|
nuclear@73
|
573 long t0, t1;
|
nuclear@73
|
574 long tmin = LONG_MAX;
|
nuclear@73
|
575 long tmax = LONG_MIN;
|
nuclear@73
|
576
|
nuclear@73
|
577 for(int i=0; i<sizeof ctypes / sizeof *ctypes; i++) {
|
nuclear@73
|
578 if(ctrl->GetBezierKeys(keys, ctypes[i]) && keys.Count()) {
|
nuclear@73
|
579 t0 = KEY_TIME(keys[0]);
|
nuclear@73
|
580 t1 = KEY_TIME(keys[keys.Count() - 1]);
|
nuclear@73
|
581 if(t0 < tmin) tmin = t0;
|
nuclear@73
|
582 if(t1 > tmax) tmax = t1;
|
nuclear@73
|
583 }
|
nuclear@73
|
584 if(ctrl->GetLinearKeys(keys, ctypes[i]) && keys.Count()) {
|
nuclear@73
|
585 t0 = KEY_TIME(keys[0]);
|
nuclear@73
|
586 t1 = KEY_TIME(keys[keys.Count() - 1]);
|
nuclear@73
|
587 if(t0 < tmin) tmin = t0;
|
nuclear@73
|
588 if(t1 > tmax) tmax = t1;
|
nuclear@73
|
589 }
|
nuclear@73
|
590 if(ctrl->GetTCBKeys(keys, ctypes[i]) && keys.Count()) {
|
nuclear@73
|
591 t0 = KEY_TIME(keys[0]);
|
nuclear@73
|
592 t1 = KEY_TIME(keys[keys.Count() - 1]);
|
nuclear@73
|
593 if(t0 < tmin) tmin = t0;
|
nuclear@73
|
594 if(t1 > tmax) tmax = t1;
|
nuclear@73
|
595 }
|
nuclear@73
|
596 }
|
nuclear@73
|
597
|
nuclear@73
|
598 if(tmin != LONG_MAX) {
|
nuclear@73
|
599 *tstart = tmin;
|
nuclear@73
|
600 *tend = tmax;
|
nuclear@73
|
601 return true;
|
nuclear@73
|
602 }
|
nuclear@73
|
603 return false;
|
nuclear@73
|
604 }
|
nuclear@73
|
605
|
nuclear@73
|
606 void GoatExporter::process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj)
|
nuclear@73
|
607 {
|
nuclear@73
|
608 IGameMesh *maxmesh = (IGameMesh*)maxobj;
|
nuclear@73
|
609
|
nuclear@73
|
610 maxmesh->SetCreateOptimizedNormalList(); // not needed any more according to docs
|
nuclear@73
|
611 maxobj->InitializeData();
|
nuclear@73
|
612
|
nuclear@73
|
613 int num_verts = maxmesh->GetNumberOfVerts();
|
nuclear@73
|
614 int num_faces = maxmesh->GetNumberOfFaces();
|
nuclear@73
|
615 //assert(maxmesh->GetNumberOfTexVerts() == num_verts);
|
nuclear@73
|
616
|
nuclear@73
|
617 float *vertices = new float[num_verts * 3];
|
nuclear@73
|
618 float *normals = new float[num_verts * 3];
|
nuclear@73
|
619 //float *texcoords = new float[num_verts * 2];
|
nuclear@73
|
620 int *indices = new int[num_faces * 3];
|
nuclear@73
|
621
|
nuclear@73
|
622 for(int i=0; i<num_verts; i++) {
|
nuclear@73
|
623 Point3 v = maxmesh->GetVertex(i, true);
|
nuclear@73
|
624 vertices[i * 3] = v.x;
|
nuclear@73
|
625 vertices[i * 3 + 1] = v.y;
|
nuclear@73
|
626 vertices[i * 3 + 2] = v.z;
|
nuclear@73
|
627 }
|
nuclear@73
|
628
|
nuclear@73
|
629 for(int i=0; i<maxmesh->GetNumberOfNormals(); i++) {
|
nuclear@73
|
630 Point3 norm = maxmesh->GetNormal(i);
|
nuclear@73
|
631
|
nuclear@73
|
632 int vidx = maxmesh->GetNormalVertexIndex(i);
|
nuclear@73
|
633 normals[vidx * 3] = norm.x;
|
nuclear@73
|
634 normals[vidx * 3 + 1] = norm.y;
|
nuclear@73
|
635 normals[vidx * 3 + 2] = norm.z;
|
nuclear@73
|
636 }
|
nuclear@73
|
637
|
nuclear@73
|
638 /*for(int i=0; i<maxmesh->GetNumberOfTexVerts(); i++) {
|
nuclear@73
|
639 Point3 tex = maxmesh->GetTexVertex(i);
|
nuclear@73
|
640
|
nuclear@73
|
641 texcoords[i * 2] = tex.x;
|
nuclear@73
|
642 texcoords[i * 2 + 1] = tex.y;
|
nuclear@73
|
643 }*/
|
nuclear@73
|
644
|
nuclear@73
|
645 // get the faces
|
nuclear@73
|
646 for(int i=0; i<num_faces; i++) {
|
nuclear@73
|
647 FaceEx *face = maxmesh->GetFace(i);
|
nuclear@73
|
648 indices[i * 3] = face->vert[0];
|
nuclear@73
|
649 indices[i * 3 + 1] = face->vert[1];
|
nuclear@73
|
650 indices[i * 3 + 2] = face->vert[2];
|
nuclear@73
|
651 // TODO at some point I'll have to split based on normal/texcoord indices
|
nuclear@73
|
652 }
|
nuclear@73
|
653
|
nuclear@73
|
654 goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_VERTEX, vertices, num_verts);
|
nuclear@73
|
655 goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_NORMAL, normals, num_verts);
|
nuclear@73
|
656 //goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_TEXCOORD, texcoords, num_verts);
|
nuclear@73
|
657 goat3d_set_mesh_faces(mesh, indices, num_faces);
|
nuclear@73
|
658
|
nuclear@73
|
659 delete [] vertices;
|
nuclear@73
|
660 delete [] normals;
|
nuclear@73
|
661 //delete [] texcoords;
|
nuclear@73
|
662 delete [] indices;
|
nuclear@73
|
663 }
|
nuclear@73
|
664
|
nuclear@73
|
665 void GoatExporter::process_light(goat3d *goat, goat3d_light *light, IGameObject *maxobj)
|
nuclear@73
|
666 {
|
nuclear@73
|
667 // TODO
|
nuclear@73
|
668 }
|
nuclear@73
|
669
|
nuclear@73
|
670 void GoatExporter::process_camera(goat3d *goat, goat3d_camera *cam, IGameObject *maxobj)
|
nuclear@73
|
671 {
|
nuclear@73
|
672 // TODO
|
nuclear@73
|
673 }
|
nuclear@73
|
674
|
nuclear@73
|
675 static INT_PTR CALLBACK scene_gui_handler(HWND win, unsigned int msg, WPARAM wparam, LPARAM lparam)
|
nuclear@73
|
676 {
|
nuclear@73
|
677 switch(msg) {
|
nuclear@73
|
678 case WM_INITDIALOG:
|
nuclear@73
|
679 CheckDlgButton(win, IDC_GOAT_NODES, 1);
|
nuclear@73
|
680 CheckDlgButton(win, IDC_GOAT_MESHES, 1);
|
nuclear@73
|
681 CheckDlgButton(win, IDC_GOAT_LIGHTS, 1);
|
nuclear@73
|
682 CheckDlgButton(win, IDC_GOAT_CAMERAS, 1);
|
nuclear@73
|
683 break;
|
nuclear@73
|
684
|
nuclear@73
|
685 case WM_COMMAND:
|
nuclear@73
|
686 switch(LOWORD(wparam)) {
|
nuclear@73
|
687 case IDOK:
|
nuclear@73
|
688 EndDialog(win, 1);
|
nuclear@73
|
689 break;
|
nuclear@73
|
690
|
nuclear@73
|
691 case IDCANCEL:
|
nuclear@73
|
692 EndDialog(win, 0);
|
nuclear@73
|
693 break;
|
nuclear@73
|
694
|
nuclear@73
|
695 default:
|
nuclear@73
|
696 return 0;
|
nuclear@73
|
697 }
|
nuclear@73
|
698 break;
|
nuclear@73
|
699
|
nuclear@73
|
700 default:
|
nuclear@73
|
701 return 0;
|
nuclear@73
|
702 }
|
nuclear@73
|
703
|
nuclear@73
|
704 return 1;
|
nuclear@73
|
705 }
|
nuclear@73
|
706
|
nuclear@73
|
707
|
nuclear@73
|
708
|
nuclear@73
|
709 // ---- GoatAnimExporter implementation ----
|
nuclear@73
|
710 static long tstart, tend;
|
nuclear@73
|
711
|
nuclear@73
|
712 int GoatAnimExporter::DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent, DWORD opt)
|
nuclear@73
|
713 {
|
nuclear@73
|
714 if(!(igame = GetIGameInterface())) {
|
nuclear@73
|
715 maxlog("failed to get the igame interface\n");
|
nuclear@73
|
716 return IMPEXP_FAIL;
|
nuclear@73
|
717 }
|
nuclear@73
|
718 IGameConversionManager *cm = GetConversionManager();
|
nuclear@73
|
719 cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
|
nuclear@73
|
720 igame->InitialiseIGame();
|
nuclear@73
|
721 igame->SetStaticFrame(0);
|
nuclear@73
|
722
|
nuclear@73
|
723 tstart = tend = 0;
|
nuclear@73
|
724 get_anim_bounds(igame, &tstart, &tend);
|
nuclear@73
|
725
|
nuclear@73
|
726 if(!DialogBox(hinst, MAKEINTRESOURCE(IDD_GOAT_ANM), 0, anim_gui_handler)) {
|
nuclear@73
|
727 igame->ReleaseIGame();
|
nuclear@73
|
728 return IMPEXP_CANCEL;
|
nuclear@73
|
729 }
|
nuclear@73
|
730
|
nuclear@73
|
731 char fname[512];
|
nuclear@73
|
732 wcstombs(fname, name, sizeof fname - 1);
|
nuclear@73
|
733 for(int i=0; fname[i]; i++) {
|
nuclear@73
|
734 fname[i] = tolower(fname[i]);
|
nuclear@73
|
735 }
|
nuclear@73
|
736
|
nuclear@73
|
737 maxlog("Exporting Goat3D Animation (text) file: %s\n", fname);
|
nuclear@73
|
738
|
nuclear@73
|
739 goat3d *goat = goat3d_create();
|
nuclear@73
|
740
|
nuclear@73
|
741 // process all nodes
|
nuclear@73
|
742 for(int i=0; i<igame->GetTopLevelNodeCount(); i++) {
|
nuclear@73
|
743 IGameNode *node = igame->GetTopLevelNode(i);
|
nuclear@73
|
744 process_node(goat, 0, node);
|
nuclear@73
|
745 }
|
nuclear@73
|
746
|
nuclear@73
|
747 if(goat3d_save_anim(goat, fname) == -1) {
|
nuclear@73
|
748 goat3d_free(goat);
|
nuclear@73
|
749 igame->ReleaseIGame();
|
nuclear@73
|
750 return IMPEXP_FAIL;
|
nuclear@73
|
751 }
|
nuclear@73
|
752
|
nuclear@73
|
753 goat3d_free(goat);
|
nuclear@73
|
754 igame->ReleaseIGame();
|
nuclear@73
|
755 return IMPEXP_SUCCESS;
|
nuclear@73
|
756 }
|
nuclear@73
|
757
|
nuclear@73
|
758 static INT_PTR CALLBACK anim_gui_handler(HWND win, unsigned int msg, WPARAM wparam, LPARAM lparam)
|
nuclear@73
|
759 {
|
nuclear@73
|
760 switch(msg) {
|
nuclear@73
|
761 case WM_INITDIALOG:
|
nuclear@73
|
762 {
|
nuclear@73
|
763 wchar_t buf[128];
|
nuclear@73
|
764 CheckDlgButton(win, IDC_GOAT_ANM_FULL, BST_CHECKED);
|
nuclear@73
|
765 CheckDlgButton(win, IDC_RAD_KEYS_ORIG, BST_CHECKED);
|
nuclear@73
|
766 wsprintf(buf, L"%ld", tstart);
|
nuclear@73
|
767 SetDlgItemText(win, IDC_EDIT_TSTART, buf);
|
nuclear@73
|
768 wsprintf(buf, L"%ld", tend);
|
nuclear@73
|
769 SetDlgItemText(win, IDC_EDIT_TEND, buf);
|
nuclear@73
|
770 }
|
nuclear@73
|
771 break;
|
nuclear@73
|
772
|
nuclear@73
|
773 case WM_COMMAND:
|
nuclear@73
|
774 switch(LOWORD(wparam)) {
|
nuclear@73
|
775 case IDOK:
|
nuclear@73
|
776 EndDialog(win, 1);
|
nuclear@73
|
777 break;
|
nuclear@73
|
778
|
nuclear@73
|
779 case IDCANCEL:
|
nuclear@73
|
780 EndDialog(win, 0);
|
nuclear@73
|
781 break;
|
nuclear@73
|
782
|
nuclear@73
|
783 default:
|
nuclear@73
|
784 return 0;
|
nuclear@73
|
785 }
|
nuclear@73
|
786 break;
|
nuclear@73
|
787
|
nuclear@73
|
788 default:
|
nuclear@73
|
789 return 0;
|
nuclear@73
|
790 }
|
nuclear@73
|
791
|
nuclear@73
|
792 return 1;
|
nuclear@73
|
793 }
|
nuclear@73
|
794
|
nuclear@73
|
795 // ------------------------------------------
|
nuclear@73
|
796
|
nuclear@73
|
797 class GoatClassDesc : public ClassDesc2 {
|
nuclear@73
|
798 public:
|
nuclear@73
|
799 int IsPublic() { return TRUE; }
|
nuclear@73
|
800 void *Create(BOOL loading = FALSE) { return new GoatExporter; }
|
nuclear@73
|
801 const TCHAR *ClassName() { return L"GoatExporter"; }
|
nuclear@73
|
802 SClass_ID SuperClassID() { return SCENE_EXPORT_CLASS_ID; }
|
nuclear@73
|
803 Class_ID ClassID() { return Class_ID(0x77050f0d, 0x7d4c5ab5); }
|
nuclear@73
|
804 const TCHAR *Category() { return L"Mutant Stargoat"; }
|
nuclear@73
|
805
|
nuclear@73
|
806 const TCHAR *InternalName() { return L"GoatExporter"; }
|
nuclear@73
|
807 HINSTANCE HInstance() { return hinst; }
|
nuclear@73
|
808 };
|
nuclear@73
|
809
|
nuclear@73
|
810 class GoatAnimClassDesc : public ClassDesc2 {
|
nuclear@73
|
811 public:
|
nuclear@73
|
812 int IsPublic() { return TRUE; }
|
nuclear@73
|
813 void *Create(BOOL loading = FALSE) { return new GoatAnimExporter; }
|
nuclear@73
|
814 const TCHAR *ClassName() { return L"GoatAnimExporter"; }
|
nuclear@73
|
815 SClass_ID SuperClassID() { return SCENE_EXPORT_CLASS_ID; }
|
nuclear@73
|
816 Class_ID ClassID() { return Class_ID(0x51b94924, 0x2e0332f3); }
|
nuclear@73
|
817 const TCHAR *Category() { return L"Mutant Stargoat"; }
|
nuclear@73
|
818
|
nuclear@73
|
819 const TCHAR *InternalName() { return L"GoatAnimExporter"; }
|
nuclear@73
|
820 HINSTANCE HInstance() { return hinst; }
|
nuclear@73
|
821 };
|
nuclear@73
|
822
|
nuclear@73
|
823 // TODO: make 2 class descriptors, one for goat3d, one for goat3danim
|
nuclear@73
|
824 static GoatClassDesc class_desc;
|
nuclear@73
|
825 static GoatAnimClassDesc anim_class_desc;
|
nuclear@73
|
826
|
nuclear@73
|
827 BOOL WINAPI DllMain(HINSTANCE inst_handle, ULONG reason, void *reserved)
|
nuclear@73
|
828 {
|
nuclear@73
|
829 if(reason == DLL_PROCESS_ATTACH) {
|
nuclear@73
|
830 hinst = inst_handle;
|
nuclear@73
|
831 DisableThreadLibraryCalls(hinst);
|
nuclear@73
|
832 }
|
nuclear@73
|
833 return TRUE;
|
nuclear@73
|
834 }
|
nuclear@73
|
835
|
nuclear@73
|
836 extern "C" {
|
nuclear@73
|
837
|
nuclear@73
|
838 __declspec(dllexport) const TCHAR *LibDescription()
|
nuclear@73
|
839 {
|
nuclear@73
|
840 return L"test exporter";
|
nuclear@73
|
841 }
|
nuclear@73
|
842
|
nuclear@73
|
843 __declspec(dllexport) int LibNumberClasses()
|
nuclear@73
|
844 {
|
nuclear@73
|
845 return 1;
|
nuclear@73
|
846 }
|
nuclear@73
|
847
|
nuclear@73
|
848 __declspec(dllexport) ClassDesc *LibClassDesc(int i)
|
nuclear@73
|
849 {
|
nuclear@73
|
850 switch(i) {
|
nuclear@73
|
851 case 0:
|
nuclear@73
|
852 return &class_desc;
|
nuclear@73
|
853 case 1:
|
nuclear@73
|
854 return &anim_class_desc;
|
nuclear@73
|
855 default:
|
nuclear@73
|
856 break;
|
nuclear@73
|
857 }
|
nuclear@73
|
858 return 0;
|
nuclear@73
|
859 }
|
nuclear@73
|
860
|
nuclear@73
|
861 __declspec(dllexport) ULONG LibVersion()
|
nuclear@73
|
862 {
|
nuclear@73
|
863 return Get3DSMAXVersion();
|
nuclear@73
|
864 }
|
nuclear@73
|
865
|
nuclear@73
|
866 __declspec(dllexport) int LibInitialize()
|
nuclear@73
|
867 {
|
nuclear@73
|
868 static char path[1024];
|
nuclear@73
|
869
|
nuclear@73
|
870 SHGetFolderPathA(0, CSIDL_PERSONAL, 0, 0, path);
|
nuclear@73
|
871 strcat(path, "/testexp.log");
|
nuclear@73
|
872
|
nuclear@73
|
873 maxlog_open(path);
|
nuclear@73
|
874 return TRUE;
|
nuclear@73
|
875 }
|
nuclear@73
|
876
|
nuclear@73
|
877 __declspec(dllexport) int LibShutdown()
|
nuclear@73
|
878 {
|
nuclear@73
|
879 maxlog_close();
|
nuclear@73
|
880 return TRUE;
|
nuclear@73
|
881 }
|
nuclear@73
|
882
|
nuclear@73
|
883 } // extern "C"
|
nuclear@73
|
884
|
nuclear@73
|
885
|
nuclear@73
|
886 static const char *max_string(const MCHAR *wstr)
|
nuclear@73
|
887 {
|
nuclear@73
|
888 if(!wstr) return 0;
|
nuclear@73
|
889 static char str[512];
|
nuclear@73
|
890 wcstombs(str, wstr, sizeof str - 1);
|
nuclear@73
|
891 return str;
|
nuclear@73
|
892 }
|