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