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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("vvw")
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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 VWeightImportClass : public SceneImport
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{
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// friend BOOL CALLBACK ImportOptionsDlgProc(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 VWeightImportClass (void);
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DESTRUCTOR ~VWeightImportClass (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 VVW"); }
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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 DoImport(const TCHAR *name,ImpInterface *ii,Interface *i, BOOL suppressPrompts=FALSE); // Export file
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MaxNode m_SrcMaxNode[512]; // array of nodes
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long m_cSrcMaxNodes; // # of nodes
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MaxVertWeight *m_SrcMaxVertex[10000];
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long m_cSrcMaxVertex;
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MaxNode m_MaxNode[512]; // array of nodes
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long m_cMaxNodes; // # of nodes
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int m_iToSrc[512]; // translate src nodes to local bones
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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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void CollectNodes( INode *pnode );
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void NodeEnum( INode *node );
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int UpdateModel( INode *node );
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void CollectWeights(int iVertex, MaxVertWeight *pweight);
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void RemapSrcWeights( void );
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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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};
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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 VWeightImportClassDesc : 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 VWeightImportClass; }
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const TCHAR * ClassName (void) { return _T("VWeightImport"); }
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SClass_ID SuperClassID (void) { return SCENE_IMPORT_CLASS_ID; }
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Class_ID ClassID (void) { return Class_ID(0x554b1092, 0x206a444f); }
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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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// Collects the nodes in the tree into the global array
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//
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class UpdateNodesTEP : public ITreeEnumProc
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{
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public:
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virtual int callback(INode *node);
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VWeightImportClass *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 UpdateModelTEP : 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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VWeightImportClass *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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void CollectWeights( int iVertex, MaxVertWeight *pweight );
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};
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