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https://github.com/nillerusr/source-engine.git
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179 lines
5.7 KiB
C
179 lines
5.7 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//===================================================================
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// Useful macros
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//
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#define CONSTRUCTOR
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#define DESTRUCTOR
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#define EXPORT_THIS __declspec(dllexport)
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#define DEFAULT_EXT _T("smd")
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#define FStrEq(sz1, sz2) (strcmp((sz1), (sz2)) == 0)
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//===================================================================
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// Class that implements the scene-export.
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//
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class SmdExportClass : public SceneExport
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{
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friend BOOL CALLBACK ExportOptionsDlgProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
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friend class DumpModelTEP;
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friend class DumpDeformsTEP;
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public:
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CONSTRUCTOR SmdExportClass (void);
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DESTRUCTOR ~SmdExportClass (void);
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// Required by classes derived from SceneExport
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virtual int ExtCount (void) { return 1; }
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virtual const TCHAR* Ext (int i) { return DEFAULT_EXT; }
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virtual const TCHAR* LongDesc (void) { return _T("Valve Skeletal Model Exporter for 3D Studio Max"); }
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virtual const TCHAR* ShortDesc (void) { return _T("Valve SMD"); }
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virtual const TCHAR* AuthorName (void) { return _T("Valve, LLC"); }
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virtual const TCHAR* CopyrightMessage(void) { return _T("Copyright (c) 1998, Valve LLC"); }
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virtual const TCHAR* OtherMessage1 (void) { return _T(""); }
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virtual const TCHAR* OtherMessage2 (void) { return _T(""); }
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virtual unsigned int Version (void) { return 201; }
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virtual void ShowAbout (HWND hWnd) { return; }
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// virtual int DoExport (const TCHAR *name, ExpInterface *ei, Interface *i);
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virtual int DoExport(const TCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts=FALSE,DWORD options=0); // Export file
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// Integer constants for this class
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enum
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{
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MAX_NAME_CHARS = 70,
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UNDESIRABLE_NODE_MARKER = -7777
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};
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// For keeping info about each (non-ignored) 3dsMax node in the tree
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typedef struct
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{
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char szNodeName[MAX_NAME_CHARS]; // usefull for lookups
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Matrix3 mat3NodeTM; // node's transformation matrix (at time zero)
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Matrix3 mat3ObjectTM; // object-offset transformation matrix (at time zero)
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int imaxnodeParent; // cached index of parent node
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float xRotFirstFrame; // 1st frame's X rotation
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float yRotFirstFrame; // 1st frame's Y rotation
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float zRotFirstFrame; // 1st frame's Z rotation
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bool isMirrored;
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} MaxNode;
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MaxNode *m_rgmaxnode; // array of nodes
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long m_imaxnodeMac; // # of nodes
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// Animation metrics (gleaned from 3dsMax and cached for convenience)
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Interval m_intervalOfAnimation;
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TimeValue m_tvStart;
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TimeValue m_tvEnd;
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int m_tpf; // ticks-per-frame
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private:
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BOOL CollectNodes (ExpInterface *expiface);
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BOOL DumpBones (FILE *pFile, ExpInterface *pexpiface);
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BOOL DumpRotations (FILE *pFile, ExpInterface *pexpiface);
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BOOL DumpModel (FILE *pFile, ExpInterface *pexpiface);
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BOOL DumpDeforms (FILE *pFile, ExpInterface *pexpiface);
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// Is this MAX file just the reference frame, or an animation?
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// If TRUE, the "bones" and "mesh" files will be created.
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// If FALSE, the "rots" file will be created.
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BOOL m_fReferenceFrame;
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};
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//===================================================================
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// Basically just a ClassFactory for communicating with 3DSMAX.
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//
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class SmdExportClassDesc : public ClassDesc
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{
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public:
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int IsPublic (void) { return TRUE; }
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void * Create (BOOL loading=FALSE) { return new SmdExportClass; }
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const TCHAR * ClassName (void) { return _T("SmdExport"); }
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SClass_ID SuperClassID (void) { return SCENE_EXPORT_CLASS_ID; }
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Class_ID ClassID (void) { return Class_ID(0x774a43fd, 0x794d2210); }
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const TCHAR * Category (void) { return _T(""); }
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};
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//===================================================================
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// Tree Enumeration Callback
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// Just counts the nodes in the node tree
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//
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class CountNodesTEP : public ITreeEnumProc
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{
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public:
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virtual int callback(INode *node);
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int m_cNodes; // running count of nodes
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};
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//===================================================================
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// Tree Enumeration Callback
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// Collects the nodes in the tree into the global array
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//
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class CollectNodesTEP : public ITreeEnumProc
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{
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public:
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virtual int callback(INode *node);
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SmdExportClass *m_phec;
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};
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//===================================================================
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// Tree Enumeration Callback
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// Dumps the bone offsets to a file.
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//
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class DumpNodesTEP : public ITreeEnumProc
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{
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public:
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virtual int callback(INode *node);
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FILE *m_pfile; // write to this file
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SmdExportClass *m_phec;
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};
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//===================================================================
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// Tree Enumeration Callback
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// Dumps the per-frame bone rotations to a file.
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//
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class DumpFrameRotationsTEP : public ITreeEnumProc
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{
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public:
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virtual int callback(INode *node);
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void cleanup(void);
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FILE *m_pfile; // write to this file
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TimeValue m_tvToDump; // dump snapshot at this frame time
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SmdExportClass *m_phec;
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};
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//===================================================================
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// Tree Enumeration Callback
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// Dumps the triangle meshes to a file.
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//
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class DumpModelTEP : public ITreeEnumProc
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{
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public:
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virtual int callback(INode *node);
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void cleanup(void);
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FILE *m_pfile; // write to this file
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TimeValue m_tvToDump; // dump snapshot at this frame time
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SmdExportClass *m_phec;
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IPhyContextExport *m_mcExport;
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IPhysiqueExport *m_phyExport;
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Modifier *m_phyMod;
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Modifier *m_bonesProMod;
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BonesPro_WeightArray *m_wa;
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private:
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Point3 Pt3GetRVertexNormal(RVertex *prvertex, DWORD smGroupFace);
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void DumpWeights( int iVertex );
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};
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