goat3d

diff exporters/maxgoat/src/maxgoat.cc @ 69:66cd8266f078

fixed animation export
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 21 Apr 2014 03:44:10 +0300
parents 8ecaf9cd3ce7
children 36e39632db75
line diff
     1.1 --- a/exporters/maxgoat/src/maxgoat.cc	Sun Apr 20 12:43:26 2014 +0300
     1.2 +++ b/exporters/maxgoat/src/maxgoat.cc	Mon Apr 21 03:44:10 2014 +0300
     1.3 @@ -238,16 +238,6 @@
     1.4  		goat3d_set_node_name(node, name);
     1.5  	}
     1.6  
     1.7 -	// no animation yet, just get the static PRS
     1.8 -	GMatrix maxmatrix = maxnode->GetObjectTM();
     1.9 -	Point3 trans = maxmatrix.Translation();
    1.10 -	Quat rot = maxmatrix.Rotation();
    1.11 -	Point3 scale = maxmatrix.Scaling();
    1.12 -
    1.13 -	goat3d_set_node_position(node, trans.x, trans.y, trans.z, 0);
    1.14 -	goat3d_set_node_rotation(node, rot.x, rot.y, rot.z, rot.w, 0);
    1.15 -	goat3d_set_node_scaling(node, scale.x, scale.y, scale.z, 0);
    1.16 -
    1.17  	IGameObject *maxobj = maxnode->GetIGameObject();
    1.18  	IGameObject::ObjectTypes type = maxobj->GetIGameType();
    1.19  
    1.20 @@ -300,18 +290,31 @@
    1.21  	// grab the animation data
    1.22  	IGameControl *ctrl = maxnode->GetIGameControl();
    1.23  
    1.24 -	// TODO sample keys if requested
    1.25 +	if(!dynamic_cast<GoatAnimExporter*>(this)) {
    1.26 +		// no animation, just get the static PRS
    1.27 +		GMatrix maxmatrix = maxnode->GetObjectTM();
    1.28 +		Point3 trans = maxmatrix.Translation();
    1.29 +		Quat rot = maxmatrix.Rotation();
    1.30 +		Point3 scale = maxmatrix.Scaling();
    1.31  
    1.32 -	if(ctrl->IsAnimated(IGAME_POS) || ctrl->IsAnimated(IGAME_POS_X) ||
    1.33 -			ctrl->IsAnimated(IGAME_POS_Y) || ctrl->IsAnimated(IGAME_POS_Z)) {
    1.34 -		get_position_keys(ctrl, node);
    1.35 -	}
    1.36 -	if(ctrl->IsAnimated(IGAME_ROT) || ctrl->IsAnimated(IGAME_EULER_X) ||
    1.37 -			ctrl->IsAnimated(IGAME_EULER_Y) || ctrl->IsAnimated(IGAME_EULER_Z)) {
    1.38 -		get_rotation_keys(ctrl, node);
    1.39 -	}
    1.40 -	if(ctrl->IsAnimated(IGAME_SCALE)) {
    1.41 -		get_scaling_keys(ctrl, node);
    1.42 +		goat3d_set_node_position(node, trans.x, trans.y, trans.z, 0);
    1.43 +		goat3d_set_node_rotation(node, rot.x, rot.y, rot.z, rot.w, 0);
    1.44 +		goat3d_set_node_scaling(node, scale.x, scale.y, scale.z, 0);
    1.45 +
    1.46 +	} else {
    1.47 +		// exporting animations (if available)
    1.48 +		// TODO sample keys if requested
    1.49 +		if(ctrl->IsAnimated(IGAME_POS) || ctrl->IsAnimated(IGAME_POS_X) ||
    1.50 +				ctrl->IsAnimated(IGAME_POS_Y) || ctrl->IsAnimated(IGAME_POS_Z)) {
    1.51 +			get_position_keys(ctrl, node);
    1.52 +		}
    1.53 +		if(ctrl->IsAnimated(IGAME_ROT) || ctrl->IsAnimated(IGAME_EULER_X) ||
    1.54 +				ctrl->IsAnimated(IGAME_EULER_Y) || ctrl->IsAnimated(IGAME_EULER_Z)) {
    1.55 +			get_rotation_keys(ctrl, node);
    1.56 +		}
    1.57 +		if(ctrl->IsAnimated(IGAME_SCALE)) {
    1.58 +			get_scaling_keys(ctrl, node);
    1.59 +		}
    1.60  	}
    1.61  
    1.62  	for(int i=0; i<maxnode->GetChildCount(); i++) {
    1.63 @@ -493,6 +496,54 @@
    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 +
    1.70 +static bool get_anim_bounds(IGameScene *igame, long *tstart, long *tend)
    1.71 +{
    1.72 +	int tmin = LONG_MAX;
    1.73 +	int tmax = LONG_MIN;
    1.74 +
    1.75 +	int num_nodes = igame->GetTopLevelNodeCount();
    1.76 +	for(int i=0; i<num_nodes; i++) {
    1.77 +		long t0, t1;
    1.78 +		if(get_anim_bounds(igame->GetTopLevelNode(i), &t0, &t1)) {
    1.79 +			if(t0 < tmin) tmin = t0;
    1.80 +			if(t1 > tmax) tmax = t1;
    1.81 +		}
    1.82 +	}
    1.83 +
    1.84 +	if(tmin != LONG_MAX) {
    1.85 +		*tstart = tmin;
    1.86 +		*tend = tmax;
    1.87 +		return true;
    1.88 +	}
    1.89 +	return false;
    1.90 +}
    1.91 +
    1.92 +static bool get_anim_bounds(IGameNode *node, long *tstart, long *tend)
    1.93 +{
    1.94 +	int tmin = LONG_MAX;
    1.95 +	int tmax = LONG_MIN;
    1.96 +
    1.97 +	int num_children = node->GetChildCount();
    1.98 +	for(int i=0; i<num_children; i++) {
    1.99 +		long t0, t1;
   1.100 +		if(get_anim_bounds(node->GetNodeChild(i), &t0, &t1)) {
   1.101 +			if(t0 < tmin) tmin = t0;
   1.102 +			if(t1 > tmax) tmax = t1;
   1.103 +		}
   1.104 +	}
   1.105 +
   1.106 +	if(tmin != LONG_MAX) {
   1.107 +		*tstart = tmin;
   1.108 +		*tend = tmax;
   1.109 +		return true;
   1.110 +	}
   1.111 +	return false;
   1.112 +}
   1.113 +#endif
   1.114 +
   1.115  void GoatExporter::process_mesh(goat3d *goat, goat3d_mesh *mesh, IGameObject *maxobj)
   1.116  {
   1.117  	IGameMesh *maxmesh = (IGameMesh*)maxobj;
   1.118 @@ -600,7 +651,19 @@
   1.119  
   1.120  int GoatAnimExporter::DoExport(const MCHAR *name, ExpInterface *eiface, Interface *iface, BOOL silent, DWORD opt)
   1.121  {
   1.122 +	if(!(igame = GetIGameInterface())) {
   1.123 +		maxlog("failed to get the igame interface\n");
   1.124 +		return IMPEXP_FAIL;
   1.125 +	}
   1.126 +	IGameConversionManager *cm = GetConversionManager();
   1.127 +	cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
   1.128 +	igame->InitialiseIGame();
   1.129 +
   1.130 +	//long tstart = 0, tend = 0;
   1.131 +	//get_anim_bounds(igame, &tstart, &tend);
   1.132 +
   1.133  	if(!DialogBox(hinst, MAKEINTRESOURCE(IDD_GOAT_ANM), 0, anim_gui_handler)) {
   1.134 +		igame->ReleaseIGame();
   1.135  		return IMPEXP_CANCEL;
   1.136  	}
   1.137  
   1.138 @@ -611,13 +674,6 @@
   1.139  	}
   1.140  
   1.141  	maxlog("Exporting Goat3D Animation (text) file: %s\n", fname);
   1.142 -	if(!(igame = GetIGameInterface())) {
   1.143 -		maxlog("failed to get the igame interface\n");
   1.144 -		return IMPEXP_FAIL;
   1.145 -	}
   1.146 -	IGameConversionManager *cm = GetConversionManager();
   1.147 -	cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
   1.148 -	igame->InitialiseIGame();
   1.149  	igame->SetStaticFrame(0);
   1.150  
   1.151  	goat3d *goat = goat3d_create();
   1.152 @@ -630,10 +686,12 @@
   1.153  
   1.154  	if(goat3d_save_anim(goat, fname) == -1) {
   1.155  		goat3d_free(goat);
   1.156 +		igame->ReleaseIGame();
   1.157  		return IMPEXP_FAIL;
   1.158  	}
   1.159  
   1.160  	goat3d_free(goat);
   1.161 +	igame->ReleaseIGame();
   1.162  	return IMPEXP_SUCCESS;
   1.163  }
   1.164  
   1.165 @@ -642,6 +700,7 @@
   1.166  	switch(msg) {
   1.167  	case WM_INITDIALOG:
   1.168  		CheckDlgButton(win, IDC_GOAT_ANM_FULL, 1);
   1.169 +		CheckDlgButton(win, IDC_RAD_KEYS_ORIG, 1);
   1.170  		break;
   1.171  
   1.172  	case WM_COMMAND: