goat3d

diff exporters/maxgoat/src/maxgoat.cc @ 72:36e39632db75

- fixed exporter animation bounds calculation - fixed missing scene name in exported meshes - rewritting goatview as a full GUI app with Qt
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 06 May 2014 03:31:35 +0300
parents 66cd8266f078
children 9862541fdcf5
line diff
     1.1 --- a/exporters/maxgoat/src/maxgoat.cc	Mon Apr 21 03:44:42 2014 +0300
     1.2 +++ b/exporters/maxgoat/src/maxgoat.cc	Tue May 06 03:31:35 2014 +0300
     1.3 @@ -107,6 +107,10 @@
     1.4  	for(int i=0; fname[i]; i++) {
     1.5  		fname[i] = tolower(fname[i]);
     1.6  	}
     1.7 +	char *basename = (char*)alloca(strlen(fname) + 1);
     1.8 +	strcpy(basename, fname);
     1.9 +	char *suffix = strrchr(basename, '.');
    1.10 +	if(suffix) *suffix = 0;
    1.11  
    1.12  	maxlog("Exporting Goat3D Scene (text) file: %s\n", fname);
    1.13  	if(!(igame = GetIGameInterface())) {
    1.14 @@ -118,6 +122,7 @@
    1.15  	igame->InitialiseIGame();
    1.16  
    1.17  	goat3d *goat = goat3d_create();
    1.18 +	goat3d_set_name(goat, basename);
    1.19  
    1.20  	process_materials(goat);
    1.21  
    1.22 @@ -288,8 +293,6 @@
    1.23  	}
    1.24  
    1.25  	// grab the animation data
    1.26 -	IGameControl *ctrl = maxnode->GetIGameControl();
    1.27 -
    1.28  	if(!dynamic_cast<GoatAnimExporter*>(this)) {
    1.29  		// no animation, just get the static PRS
    1.30  		GMatrix maxmatrix = maxnode->GetObjectTM();
    1.31 @@ -304,16 +307,21 @@
    1.32  	} else {
    1.33  		// exporting animations (if available)
    1.34  		// TODO sample keys if requested
    1.35 -		if(ctrl->IsAnimated(IGAME_POS) || ctrl->IsAnimated(IGAME_POS_X) ||
    1.36 -				ctrl->IsAnimated(IGAME_POS_Y) || ctrl->IsAnimated(IGAME_POS_Z)) {
    1.37 -			get_position_keys(ctrl, node);
    1.38 -		}
    1.39 -		if(ctrl->IsAnimated(IGAME_ROT) || ctrl->IsAnimated(IGAME_EULER_X) ||
    1.40 -				ctrl->IsAnimated(IGAME_EULER_Y) || ctrl->IsAnimated(IGAME_EULER_Z)) {
    1.41 -			get_rotation_keys(ctrl, node);
    1.42 -		}
    1.43 -		if(ctrl->IsAnimated(IGAME_SCALE)) {
    1.44 -			get_scaling_keys(ctrl, node);
    1.45 +		IGameControl *ctrl = maxnode->GetIGameControl();
    1.46 +		if(ctrl) {
    1.47 +			if(ctrl->IsAnimated(IGAME_POS) || ctrl->IsAnimated(IGAME_POS_X) ||
    1.48 +					ctrl->IsAnimated(IGAME_POS_Y) || ctrl->IsAnimated(IGAME_POS_Z)) {
    1.49 +				get_position_keys(ctrl, node);
    1.50 +			}
    1.51 +			if(ctrl->IsAnimated(IGAME_ROT) || ctrl->IsAnimated(IGAME_EULER_X) ||
    1.52 +					ctrl->IsAnimated(IGAME_EULER_Y) || ctrl->IsAnimated(IGAME_EULER_Z)) {
    1.53 +				get_rotation_keys(ctrl, node);
    1.54 +			}
    1.55 +			if(ctrl->IsAnimated(IGAME_SCALE)) {
    1.56 +				get_scaling_keys(ctrl, node);
    1.57 +			}
    1.58 +		} else {
    1.59 +			maxlog("%s: failed to get IGameControl for node: %s\n", __FUNCTION__, name);
    1.60  		}
    1.61  	}
    1.62  
    1.63 @@ -496,13 +504,13 @@
    1.64  	}
    1.65  }
    1.66  
    1.67 -#if 0
    1.68  static bool get_anim_bounds(IGameNode *node, long *tstart, long *tend);
    1.69 +static bool get_node_anim_bounds(IGameNode *node, long *tstart, long *tend);
    1.70  
    1.71  static bool get_anim_bounds(IGameScene *igame, long *tstart, long *tend)
    1.72  {
    1.73 -	int tmin = LONG_MAX;
    1.74 -	int tmax = LONG_MIN;
    1.75 +	long tmin = LONG_MAX;
    1.76 +	long tmax = LONG_MIN;
    1.77  
    1.78  	int num_nodes = igame->GetTopLevelNodeCount();
    1.79  	for(int i=0; i<num_nodes; i++) {
    1.80 @@ -523,8 +531,10 @@
    1.81  
    1.82  static bool get_anim_bounds(IGameNode *node, long *tstart, long *tend)
    1.83  {
    1.84 -	int tmin = LONG_MAX;
    1.85 -	int tmax = LONG_MIN;
    1.86 +	long tmin = LONG_MAX;
    1.87 +	long tmax = LONG_MIN;
    1.88 +
    1.89 +	get_node_anim_bounds(node, &tmin, &tmax);
    1.90  
    1.91  	int num_children = node->GetChildCount();
    1.92  	for(int i=0; i<num_children; i++) {
    1.93 @@ -542,7 +552,56 @@
    1.94  	}
    1.95  	return false;
    1.96  }
    1.97 -#endif
    1.98 +
    1.99 +static bool get_node_anim_bounds(IGameNode *node, long *tstart, long *tend)
   1.100 +{
   1.101 +	static const IGameControlType ctypes[] = {
   1.102 +		IGAME_POS, IGAME_POS_X, IGAME_POS_Y, IGAME_POS_Z,
   1.103 +		IGAME_ROT, IGAME_EULER_X, IGAME_EULER_Y, IGAME_EULER_Z,
   1.104 +		IGAME_SCALE
   1.105 +	};
   1.106 +
   1.107 +	// NOTE: apparently if I don't call GetIGameObject, then GetIGameControl always returns null...
   1.108 +	node->GetIGameObject();
   1.109 +	IGameControl *ctrl = node->GetIGameControl();
   1.110 +	if(!ctrl) {
   1.111 +		maxlog("%s: failed to get IGameControl for node: %s\n", __FUNCTION__, max_string(node->GetName()));
   1.112 +		return false;
   1.113 +	}
   1.114 +
   1.115 +	IGameKeyTab keys;
   1.116 +	long t0, t1;
   1.117 +	long tmin = LONG_MAX;
   1.118 +	long tmax = LONG_MIN;
   1.119 +
   1.120 +	for(int i=0; i<sizeof ctypes / sizeof *ctypes; i++) {
   1.121 +		if(ctrl->GetBezierKeys(keys, ctypes[i]) && keys.Count()) {
   1.122 +			t0 = KEY_TIME(keys[0]);
   1.123 +			t1 = KEY_TIME(keys[keys.Count() - 1]);
   1.124 +			if(t0 < tmin) tmin = t0;
   1.125 +			if(t1 > tmax) tmax = t1;
   1.126 +		}
   1.127 +		if(ctrl->GetLinearKeys(keys, ctypes[i]) && keys.Count()) {
   1.128 +			t0 = KEY_TIME(keys[0]);
   1.129 +			t1 = KEY_TIME(keys[keys.Count() - 1]);
   1.130 +			if(t0 < tmin) tmin = t0;
   1.131 +			if(t1 > tmax) tmax = t1;
   1.132 +		}
   1.133 +		if(ctrl->GetTCBKeys(keys, ctypes[i]) && keys.Count()) {
   1.134 +			t0 = KEY_TIME(keys[0]);
   1.135 +			t1 = KEY_TIME(keys[keys.Count() - 1]);
   1.136 +			if(t0 < tmin) tmin = t0;
   1.137 +			if(t1 > tmax) tmax = t1;
   1.138 +		}
   1.139 +	}
   1.140 +
   1.141 +	if(tmin != LONG_MAX) {
   1.142 +		*tstart = tmin;
   1.143 +		*tend = tmax;
   1.144 +		return true;
   1.145 +	}
   1.146 +	return false;
   1.147 +}
   1.148  
   1.149  void GoatExporter::process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj)
   1.150  {
   1.151 @@ -648,6 +707,7 @@
   1.152  
   1.153  
   1.154  // ---- GoatAnimExporter implementation ----
   1.155 +static long tstart, tend;
   1.156  
   1.157  int GoatAnimExporter::DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent, DWORD opt)
   1.158  {
   1.159 @@ -658,9 +718,10 @@
   1.160  	IGameConversionManager *cm = GetConversionManager();
   1.161  	cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
   1.162  	igame->InitialiseIGame();
   1.163 +	igame->SetStaticFrame(0);
   1.164  
   1.165 -	//long tstart = 0, tend = 0;
   1.166 -	//get_anim_bounds(igame, &tstart, &tend);
   1.167 +	tstart = tend = 0;
   1.168 +	get_anim_bounds(igame, &tstart, &tend);
   1.169  
   1.170  	if(!DialogBox(hinst, MAKEINTRESOURCE(IDD_GOAT_ANM), 0, anim_gui_handler)) {
   1.171  		igame->ReleaseIGame();
   1.172 @@ -674,7 +735,6 @@
   1.173  	}
   1.174  
   1.175  	maxlog("Exporting Goat3D Animation (text) file: %s\n", fname);
   1.176 -	igame->SetStaticFrame(0);
   1.177  
   1.178  	goat3d *goat = goat3d_create();
   1.179  
   1.180 @@ -699,8 +759,15 @@
   1.181  {
   1.182  	switch(msg) {
   1.183  	case WM_INITDIALOG:
   1.184 -		CheckDlgButton(win, IDC_GOAT_ANM_FULL, 1);
   1.185 -		CheckDlgButton(win, IDC_RAD_KEYS_ORIG, 1);
   1.186 +		{
   1.187 +			wchar_t buf[128];
   1.188 +			CheckDlgButton(win, IDC_GOAT_ANM_FULL, BST_CHECKED);
   1.189 +			CheckDlgButton(win, IDC_RAD_KEYS_ORIG, BST_CHECKED);
   1.190 +			wsprintf(buf, L"%ld", tstart);
   1.191 +			SetDlgItemText(win, IDC_EDIT_TSTART, buf);
   1.192 +			wsprintf(buf, L"%ld", tend);
   1.193 +			SetDlgItemText(win, IDC_EDIT_TEND, buf);
   1.194 +		}
   1.195  		break;
   1.196  
   1.197  	case WM_COMMAND: