goat3d

annotate exporters/maxgoat/src/maxgoat.cc @ 58:d317eb4f83da

- made everything compile properly on windows again - removed libanim/libvmath, we'll use them as external dependencies - added new maxgoat_stub 3dsmax plugin project. Gets loaded as a max plugin and loads the actual maxgoat (and later maxgoat_anim) exporters on demand, to allow reloading the actual exporters without having to restart 3dsmax (which takes AGES).
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 25 Mar 2014 03:19:55 +0200
parents 0fe02696fb1e
children 0c3576325480
rev   line source
nuclear@5 1 #include <stdio.h>
nuclear@5 2 #include <string.h>
nuclear@27 3 #include <stdlib.h>
nuclear@5 4 #include <errno.h>
nuclear@27 5 #include <map>
nuclear@5 6 #include <windows.h>
nuclear@5 7 #include <shlobj.h>
nuclear@5 8 #include "max.h"
nuclear@5 9 #include "impexp.h" // SceneExport
nuclear@5 10 #include "iparamb2.h" // ClassDesc2
nuclear@5 11 #include "plugapi.h"
nuclear@5 12 #include "IGame.h"
nuclear@5 13 #include "IGameExport.h"
nuclear@5 14 #include "IConversionmanager.h"
nuclear@25 15 #include "goat3d.h"
nuclear@10 16 #include "config.h"
nuclear@5 17
nuclear@5 18
nuclear@5 19 #pragma comment (lib, "core.lib")
nuclear@5 20 #pragma comment (lib, "geom.lib")
nuclear@5 21 #pragma comment (lib, "gfx.lib")
nuclear@5 22 #pragma comment (lib, "mesh.lib")
nuclear@5 23 #pragma comment (lib, "maxutil.lib")
nuclear@5 24 #pragma comment (lib, "maxscrpt.lib")
nuclear@5 25 #pragma comment (lib, "paramblk2.lib")
nuclear@5 26 #pragma comment (lib, "msxml2.lib")
nuclear@5 27 #pragma comment (lib, "igame.lib")
nuclear@5 28 #pragma comment (lib, "comctl32.lib")
nuclear@5 29
nuclear@5 30
nuclear@10 31 #define VERSION(major, minor) \
nuclear@10 32 ((major) * 100 + ((minor) < 10 ? (minor) * 10 : (minor)))
nuclear@10 33
nuclear@5 34 static FILE *logfile;
nuclear@5 35 static HINSTANCE hinst;
nuclear@5 36
nuclear@5 37 class GoatExporter : public SceneExport {
nuclear@27 38 private:
nuclear@28 39 std::map<IGameMaterial*, goat3d_material*> mtlmap;
nuclear@28 40 std::map<IGameNode*, goat3d_node*> nodemap;
nuclear@27 41
nuclear@5 42 public:
nuclear@5 43 IGameScene *igame;
nuclear@5 44
nuclear@5 45 int ExtCount();
nuclear@5 46 const TCHAR *Ext(int n);
nuclear@5 47 const TCHAR *LongDesc();
nuclear@5 48 const TCHAR *ShortDesc();
nuclear@5 49 const TCHAR *AuthorName();
nuclear@5 50 const TCHAR *CopyrightMessage();
nuclear@5 51 const TCHAR *OtherMessage1();
nuclear@5 52 const TCHAR *OtherMessage2();
nuclear@5 53 unsigned int Version();
nuclear@5 54 void ShowAbout(HWND win);
nuclear@5 55
nuclear@5 56 int DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent = FALSE, DWORD opt = 0);
nuclear@5 57
nuclear@27 58 void process_materials(goat3d *goat);
nuclear@27 59
nuclear@27 60 void process_node(goat3d *goat, goat3d_node *parent, IGameNode *maxnode);
nuclear@27 61
nuclear@27 62 void process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj);
nuclear@27 63 void process_light(goat3d *goat, goat3d_light *light, IGameObject *maxobj);
nuclear@27 64 void process_camera(goat3d *goat, goat3d_camera *cam, IGameObject *maxobj);
nuclear@5 65 };
nuclear@5 66
nuclear@5 67
nuclear@5 68 int GoatExporter::ExtCount()
nuclear@5 69 {
nuclear@5 70 return 1;
nuclear@5 71 }
nuclear@5 72
nuclear@5 73 const TCHAR *GoatExporter::Ext(int n)
nuclear@5 74 {
nuclear@27 75 return L"xml";
nuclear@5 76 }
nuclear@5 77
nuclear@5 78 const TCHAR *GoatExporter::LongDesc()
nuclear@5 79 {
nuclear@5 80 return L"Goat3D scene file";
nuclear@5 81 }
nuclear@5 82
nuclear@5 83 const TCHAR *GoatExporter::ShortDesc()
nuclear@5 84 {
nuclear@5 85 return L"Goat3D";
nuclear@5 86 }
nuclear@5 87
nuclear@5 88 const TCHAR *GoatExporter::AuthorName()
nuclear@5 89 {
nuclear@5 90 return L"John Tsiombikas";
nuclear@5 91 }
nuclear@5 92
nuclear@5 93 const TCHAR *GoatExporter::CopyrightMessage()
nuclear@5 94 {
nuclear@5 95 return L"Copyright 2013 (C) John Tsiombikas - GNU General Public License v3, see COPYING for details.";
nuclear@5 96 }
nuclear@5 97
nuclear@5 98 const TCHAR *GoatExporter::OtherMessage1()
nuclear@5 99 {
nuclear@5 100 return L"other1";
nuclear@5 101 }
nuclear@5 102
nuclear@5 103 const TCHAR *GoatExporter::OtherMessage2()
nuclear@5 104 {
nuclear@5 105 return L"other2";
nuclear@5 106 }
nuclear@5 107
nuclear@5 108 unsigned int GoatExporter::Version()
nuclear@5 109 {
nuclear@10 110 return VERSION(VER_MAJOR, VER_MINOR);
nuclear@5 111 }
nuclear@5 112
nuclear@5 113 void GoatExporter::ShowAbout(HWND win)
nuclear@5 114 {
nuclear@5 115 MessageBoxA(win, "Goat3D exporter plugin", "About this plugin", 0);
nuclear@5 116 }
nuclear@5 117
nuclear@5 118 int GoatExporter::DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface,
nuclear@5 119 BOOL non_interactive, DWORD opt)
nuclear@5 120 {
nuclear@28 121 mtlmap.clear();
nuclear@28 122 nodemap.clear();
nuclear@27 123
nuclear@5 124 char fname[512];
nuclear@5 125 wcstombs(fname, name, sizeof fname - 1);
nuclear@5 126
nuclear@58 127 fprintf(logfile, "Exporting Goat3D Scene (text) file: %s\n", fname);
nuclear@5 128 if(!(igame = GetIGameInterface())) {
nuclear@5 129 fprintf(logfile, "failed to get the igame interface\n");
nuclear@5 130 return IMPEXP_FAIL;
nuclear@5 131 }
nuclear@5 132 IGameConversionManager *cm = GetConversionManager();
nuclear@5 133 cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
nuclear@5 134 igame->InitialiseIGame();
nuclear@5 135 igame->SetStaticFrame(0);
nuclear@5 136
nuclear@25 137 goat3d *goat = goat3d_create();
nuclear@5 138
nuclear@27 139 process_materials(goat);
nuclear@27 140
nuclear@27 141 // process all nodes
nuclear@27 142 for(int i=0; i<igame->GetTopLevelNodeCount(); i++) {
nuclear@27 143 IGameNode *node = igame->GetTopLevelNode(i);
nuclear@27 144 process_node(goat, 0, node);
nuclear@27 145 }
nuclear@5 146
nuclear@25 147 if(goat3d_save(goat, fname) == -1) {
nuclear@25 148 goat3d_free(goat);
nuclear@25 149 return IMPEXP_FAIL;
nuclear@25 150 }
nuclear@25 151
nuclear@25 152 goat3d_free(goat);
nuclear@5 153 return IMPEXP_SUCCESS;
nuclear@5 154 }
nuclear@5 155
nuclear@25 156 static const char *max_string(const MCHAR *wstr)
nuclear@25 157 {
nuclear@25 158 if(!wstr) return 0;
nuclear@25 159 static char str[512];
nuclear@25 160 wcstombs(str, wstr, sizeof str - 1);
nuclear@25 161 return str;
nuclear@25 162 }
nuclear@25 163
nuclear@27 164 void GoatExporter::process_materials(goat3d *goat)
nuclear@5 165 {
nuclear@5 166 IGameProperty *prop;
nuclear@5 167
nuclear@5 168 int num_mtl = igame->GetRootMaterialCount();
nuclear@25 169 for(int i=0; i<num_mtl; i++) {
nuclear@25 170 IGameMaterial *maxmtl = igame->GetRootMaterial(i);
nuclear@25 171 if(maxmtl) {
nuclear@25 172 goat3d_material *mtl = goat3d_create_mtl();
nuclear@5 173
nuclear@25 174 const char *name = max_string(maxmtl->GetMaterialName());
nuclear@25 175 if(name) {
nuclear@25 176 goat3d_set_mtl_name(mtl, name);
nuclear@5 177 }
nuclear@5 178
nuclear@25 179 // diffuse
nuclear@25 180 if((prop = maxmtl->GetDiffuseData())) {
nuclear@25 181 Point3 diffuse(1, 1, 1);
nuclear@5 182 prop->GetPropertyValue(diffuse);
nuclear@25 183 goat3d_set_mtl_attrib3f(mtl, GOAT3D_MAT_ATTR_DIFFUSE, diffuse[0],
nuclear@25 184 diffuse[1], diffuse[2]);
nuclear@5 185 }
nuclear@25 186 // specular
nuclear@25 187 if((prop = maxmtl->GetSpecularData())) {
nuclear@25 188 Point3 specular(0, 0, 0);
nuclear@5 189 prop->GetPropertyValue(specular);
nuclear@25 190
nuclear@25 191 float sstr = 1.0;
nuclear@25 192 if((prop = maxmtl->GetSpecularLevelData())) {
nuclear@25 193 prop->GetPropertyValue(sstr);
nuclear@25 194 }
nuclear@25 195 goat3d_set_mtl_attrib3f(mtl, GOAT3D_MAT_ATTR_SPECULAR, specular[0] * sstr,
nuclear@25 196 specular[1] * sstr, specular[2] * sstr);
nuclear@5 197 }
nuclear@25 198 // shininess
nuclear@25 199 if((prop = maxmtl->GetGlossinessData())) {
nuclear@25 200 float shin;
nuclear@5 201 prop->GetPropertyValue(shin);
nuclear@25 202 goat3d_set_mtl_attrib1f(mtl, GOAT3D_MAT_ATTR_SHININESS, shin * 100.0);
nuclear@5 203 }
nuclear@5 204
nuclear@25 205 // textures
nuclear@25 206 for(int j=0; j<maxmtl->GetNumberOfTextureMaps(); j++) {
nuclear@25 207 IGameTextureMap *tex = maxmtl->GetIGameTextureMap(j);
nuclear@5 208
nuclear@25 209 const char *fname = max_string(tex->GetBitmapFileName());
nuclear@25 210 if(!fname) {
nuclear@25 211 continue;
nuclear@25 212 }
nuclear@25 213
nuclear@25 214 int slot = tex->GetStdMapSlot();
nuclear@25 215 switch(slot) {
nuclear@25 216 case ID_DI: // diffuse
nuclear@25 217 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_DIFFUSE, fname);
nuclear@25 218 break;
nuclear@25 219
nuclear@25 220 case ID_SP:
nuclear@25 221 case ID_SS:
nuclear@25 222 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_SPECULAR, fname);
nuclear@25 223 break;
nuclear@25 224
nuclear@25 225 case ID_SH:
nuclear@25 226 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_SHININESS, fname);
nuclear@25 227 break;
nuclear@25 228
nuclear@25 229 case ID_BU:
nuclear@25 230 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_NORMAL, fname);
nuclear@25 231 break;
nuclear@25 232
nuclear@25 233 case ID_RL:
nuclear@25 234 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_REFLECTION, fname);
nuclear@25 235 break;
nuclear@25 236
nuclear@25 237 case ID_RR:
nuclear@25 238 goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_TRANSMISSION, fname);
nuclear@25 239 break;
nuclear@25 240
nuclear@25 241 default:
nuclear@25 242 break;
nuclear@5 243 }
nuclear@5 244 }
nuclear@25 245
nuclear@25 246 goat3d_add_mtl(goat, mtl);
nuclear@28 247 mtlmap[maxmtl] = mtl;
nuclear@5 248 }
nuclear@5 249 }
nuclear@25 250 }
nuclear@5 251
nuclear@27 252 void GoatExporter::process_node(goat3d *goat, goat3d_node *parent, IGameNode *maxnode)
nuclear@25 253 {
nuclear@27 254 goat3d_node *node = goat3d_create_node();
nuclear@27 255 goat3d_add_node(goat, node);
nuclear@25 256
nuclear@27 257 const char *name = max_string(maxnode->GetName());
nuclear@27 258 if(name) {
nuclear@27 259 goat3d_set_node_name(node, name);
nuclear@27 260 }
nuclear@27 261
nuclear@27 262 // no animation yet, just get the static PRS
nuclear@27 263 GMatrix maxmatrix = maxnode->GetObjectTM();
nuclear@27 264 Point3 trans = maxmatrix.Translation();
nuclear@27 265 Quat rot = maxmatrix.Rotation();
nuclear@27 266 Point3 scale = maxmatrix.Scaling();
nuclear@27 267
nuclear@27 268 goat3d_set_node_position(node, trans.x, trans.y, trans.z, 0);
nuclear@27 269 goat3d_set_node_rotation(node, rot.x, rot.y, rot.z, rot.w, 0);
nuclear@27 270 goat3d_set_node_scaling(node, scale.x, scale.y, scale.z, 0);
nuclear@27 271
nuclear@27 272 IGameObject *maxobj = maxnode->GetIGameObject();
nuclear@27 273 IGameObject::ObjectTypes type = maxobj->GetIGameType();
nuclear@27 274
nuclear@27 275 switch(type) {
nuclear@27 276 case IGameObject::IGAME_MESH:
nuclear@27 277 {
nuclear@27 278 goat3d_mesh *mesh = goat3d_create_mesh();
nuclear@27 279 if(name) goat3d_set_mesh_name(mesh, name);
nuclear@27 280 goat3d_set_node_object(node, GOAT3D_NODE_MESH, mesh);
nuclear@27 281
nuclear@27 282 // get the node material and assign it to the mesh
nuclear@27 283 IGameMaterial *maxmtl = maxnode->GetNodeMaterial();
nuclear@28 284 goat3d_material *mtl = mtlmap[maxmtl];
nuclear@27 285 if(mtl) {
nuclear@27 286 goat3d_set_mesh_mtl(mesh, mtl);
nuclear@27 287 }
nuclear@27 288
nuclear@27 289 process_mesh(goat, mesh, maxobj);
nuclear@30 290 goat3d_add_mesh(goat, mesh);
nuclear@27 291 }
nuclear@27 292 break;
nuclear@27 293
nuclear@27 294 case IGameObject::IGAME_LIGHT:
nuclear@27 295 {
nuclear@27 296 goat3d_light *light = goat3d_create_light();
nuclear@27 297 //if(name) goat3d_set_light_name(light, name);
nuclear@27 298 goat3d_set_node_object(node, GOAT3D_NODE_LIGHT, light);
nuclear@27 299
nuclear@27 300 process_light(goat, light, maxobj);
nuclear@30 301 goat3d_add_light(goat, light);
nuclear@27 302 }
nuclear@27 303 break;
nuclear@27 304
nuclear@27 305 case IGameObject::IGAME_CAMERA:
nuclear@27 306 {
nuclear@27 307 goat3d_camera *cam = goat3d_create_camera();
nuclear@27 308 //if(name) goat3d_set_camera_name(camera, name);
nuclear@27 309 goat3d_set_node_object(node, GOAT3D_NODE_CAMERA, cam);
nuclear@27 310
nuclear@27 311 process_camera(goat, cam, maxobj);
nuclear@30 312 goat3d_add_camera(goat, cam);
nuclear@27 313 }
nuclear@27 314 break;
nuclear@27 315
nuclear@27 316 default:
nuclear@27 317 // otherwise don't assign an object, essentially treating it as a null node
nuclear@27 318 break;
nuclear@27 319 }
nuclear@27 320
nuclear@27 321
nuclear@27 322 for(int i=0; i<maxnode->GetChildCount(); i++) {
nuclear@27 323 process_node(goat, node, maxnode->GetNodeChild(i));
nuclear@25 324 }
nuclear@5 325 }
nuclear@5 326
nuclear@27 327 void GoatExporter::process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj)
nuclear@27 328 {
nuclear@27 329 IGameMesh *maxmesh = (IGameMesh*)maxobj;
nuclear@27 330
nuclear@27 331 maxmesh->SetCreateOptimizedNormalList(); // not needed any more according to docs
nuclear@27 332 maxobj->InitializeData();
nuclear@27 333
nuclear@27 334 int num_verts = maxmesh->GetNumberOfVerts();
nuclear@30 335 int num_faces = maxmesh->GetNumberOfFaces();
nuclear@28 336 //assert(maxmesh->GetNumberOfTexVerts() == num_verts);
nuclear@27 337
nuclear@27 338 float *vertices = new float[num_verts * 3];
nuclear@27 339 float *normals = new float[num_verts * 3];
nuclear@28 340 //float *texcoords = new float[num_verts * 2];
nuclear@30 341 int *indices = new int[num_faces * 3];
nuclear@27 342
nuclear@27 343 for(int i=0; i<num_verts; i++) {
nuclear@27 344 Point3 v = maxmesh->GetVertex(i, true);
nuclear@27 345 vertices[i * 3] = v.x;
nuclear@27 346 vertices[i * 3 + 1] = v.y;
nuclear@27 347 vertices[i * 3 + 2] = v.z;
nuclear@27 348 }
nuclear@27 349
nuclear@27 350 for(int i=0; i<maxmesh->GetNumberOfNormals(); i++) {
nuclear@27 351 Point3 norm = maxmesh->GetNormal(i);
nuclear@27 352
nuclear@27 353 int vidx = maxmesh->GetNormalVertexIndex(i);
nuclear@27 354 normals[vidx * 3] = norm.x;
nuclear@27 355 normals[vidx * 3 + 1] = norm.y;
nuclear@27 356 normals[vidx * 3 + 2] = norm.z;
nuclear@27 357 }
nuclear@27 358
nuclear@28 359 /*for(int i=0; i<maxmesh->GetNumberOfTexVerts(); i++) {
nuclear@27 360 Point3 tex = maxmesh->GetTexVertex(i);
nuclear@27 361
nuclear@27 362 texcoords[i * 2] = tex.x;
nuclear@27 363 texcoords[i * 2 + 1] = tex.y;
nuclear@28 364 }*/
nuclear@27 365
nuclear@30 366 // get the faces
nuclear@30 367 for(int i=0; i<num_faces; i++) {
nuclear@30 368 FaceEx *face = maxmesh->GetFace(i);
nuclear@30 369 indices[i * 3] = face->vert[0];
nuclear@30 370 indices[i * 3 + 1] = face->vert[1];
nuclear@30 371 indices[i * 3 + 2] = face->vert[2];
nuclear@30 372 // TODO at some point I'll have to split based on normal/texcoord indices
nuclear@30 373 }
nuclear@30 374
nuclear@27 375 goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_VERTEX, vertices, num_verts);
nuclear@27 376 goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_NORMAL, normals, num_verts);
nuclear@28 377 //goat3d_set_mesh_attribs(mesh, GOAT3D_MESH_ATTR_TEXCOORD, texcoords, num_verts);
nuclear@30 378 goat3d_set_mesh_faces(mesh, indices, num_faces);
nuclear@27 379
nuclear@27 380 delete [] vertices;
nuclear@27 381 delete [] normals;
nuclear@28 382 //delete [] texcoords;
nuclear@30 383 delete [] indices;
nuclear@27 384 }
nuclear@27 385
nuclear@27 386 void GoatExporter::process_light(goat3d *goat, goat3d_light *light, IGameObject *maxobj)
nuclear@27 387 {
nuclear@27 388 }
nuclear@27 389
nuclear@27 390 void GoatExporter::process_camera(goat3d *goat, goat3d_camera *cam, IGameObject *maxobj)
nuclear@27 391 {
nuclear@27 392 }
nuclear@27 393
nuclear@27 394
nuclear@5 395 // ------------------------------------------
nuclear@5 396
nuclear@5 397 class GoatClassDesc : public ClassDesc2 {
nuclear@5 398 public:
nuclear@5 399 int IsPublic() { return TRUE; }
nuclear@5 400 void *Create(BOOL loading = FALSE) { return new GoatExporter; }
nuclear@5 401 const TCHAR *ClassName() { return L"GoatExporter"; }
nuclear@5 402 SClass_ID SuperClassID() { return SCENE_EXPORT_CLASS_ID; }
nuclear@5 403 Class_ID ClassID() { return Class_ID(0x77050f0d, 0x7d4c5ab5); }
nuclear@5 404 const TCHAR *Category() { return L"Mutant Stargoat"; }
nuclear@5 405
nuclear@5 406 const TCHAR *InternalName() { return L"GoatExporter"; }
nuclear@5 407 HINSTANCE HInstance() { return hinst; }
nuclear@5 408 };
nuclear@5 409
nuclear@58 410 // TODO: make 2 class descriptors, one for goat3d, one for goat3danim
nuclear@5 411 static GoatClassDesc class_desc;
nuclear@5 412
nuclear@5 413 BOOL WINAPI DllMain(HINSTANCE inst_handle, ULONG reason, void *reserved)
nuclear@5 414 {
nuclear@5 415 if(reason == DLL_PROCESS_ATTACH) {
nuclear@5 416 hinst = inst_handle;
nuclear@5 417 DisableThreadLibraryCalls(hinst);
nuclear@5 418 }
nuclear@5 419 return TRUE;
nuclear@5 420 }
nuclear@5 421
nuclear@5 422 extern "C" {
nuclear@5 423
nuclear@5 424 __declspec(dllexport) const TCHAR *LibDescription()
nuclear@5 425 {
nuclear@5 426 return L"test exporter";
nuclear@5 427 }
nuclear@5 428
nuclear@5 429 __declspec(dllexport) int LibNumberClasses()
nuclear@5 430 {
nuclear@5 431 return 1;
nuclear@5 432 }
nuclear@5 433
nuclear@5 434 __declspec(dllexport) ClassDesc *LibClassDesc(int i)
nuclear@5 435 {
nuclear@5 436 return i == 0 ? &class_desc : 0;
nuclear@5 437 }
nuclear@5 438
nuclear@5 439 __declspec(dllexport) ULONG LibVersion()
nuclear@5 440 {
nuclear@5 441 return Get3DSMAXVersion();
nuclear@5 442 }
nuclear@5 443
nuclear@5 444 __declspec(dllexport) int LibInitialize()
nuclear@5 445 {
nuclear@5 446 static char path[1024];
nuclear@5 447
nuclear@5 448 SHGetFolderPathA(0, CSIDL_PERSONAL, 0, 0, path);
nuclear@5 449 strcat(path, "/testexp.log");
nuclear@5 450
nuclear@5 451 if((logfile = fopen(path, "w"))) {
nuclear@5 452 setvbuf(logfile, 0, _IONBF, 0);
nuclear@5 453 }
nuclear@5 454 return TRUE;
nuclear@5 455 }
nuclear@5 456
nuclear@5 457 __declspec(dllexport) int LibShutdown()
nuclear@5 458 {
nuclear@5 459 if(logfile) {
nuclear@5 460 fclose(logfile);
nuclear@5 461 logfile = 0;
nuclear@5 462 }
nuclear@5 463 return TRUE;
nuclear@5 464 }
nuclear@5 465
nuclear@5 466 } // extern "C"