/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "../../idlib/precompiled.h" #pragma hdrstop #include "../Game_local.h" #include "../../MayaImport/maya_main.h" /*********************************************************************** Maya conversion functions ***********************************************************************/ static idStr Maya_Error; static exporterInterface_t Maya_ConvertModel = NULL; static exporterShutdown_t Maya_Shutdown = NULL; static int importDLL = 0; bool idModelExport::initialized = false; /* ==================== idModelExport::idModelExport ==================== */ idModelExport::idModelExport() { Reset(); } /* ==================== idModelExport::Shutdown ==================== */ void idModelExport::Shutdown( void ) { if ( Maya_Shutdown ) { Maya_Shutdown(); } if ( importDLL ) { sys->DLL_Unload( importDLL ); } importDLL = 0; Maya_Shutdown = NULL; Maya_ConvertModel = NULL; Maya_Error.Clear(); initialized = false; } /* ===================== idModelExport::CheckMayaInstall Determines if Maya is installed on the user's machine ===================== */ bool idModelExport::CheckMayaInstall( void ) { #ifndef _WIN32 return false; #elif 0 HKEY hKey; long lres, lType; lres = RegOpenKey( HKEY_LOCAL_MACHINE, "SOFTWARE\\Alias|Wavefront\\Maya\\4.5\\Setup\\InstallPath", &hKey ); if ( lres != ERROR_SUCCESS ) { return false; } lres = RegQueryValueEx( hKey, "MAYA_INSTALL_LOCATION", NULL, (unsigned long*)&lType, (unsigned char*)NULL, (unsigned long*)NULL ); RegCloseKey( hKey ); if ( lres != ERROR_SUCCESS ) { return false; } return true; #else HKEY hKey; long lres; // only check the non-version specific key so that we only have to update the maya dll when new versions are released lres = RegOpenKey( HKEY_LOCAL_MACHINE, "SOFTWARE\\Alias|Wavefront\\Maya", &hKey ); RegCloseKey( hKey ); if ( lres != ERROR_SUCCESS ) { return false; } return true; #endif } /* ===================== idModelExport::LoadMayaDll Checks to see if we can load the Maya export dll ===================== */ void idModelExport::LoadMayaDll( void ) { exporterDLLEntry_t dllEntry; char dllPath[ MAX_OSPATH ]; fileSystem->FindDLL( "MayaImport", dllPath, false ); if ( !dllPath[ 0 ] ) { return; } importDLL = sys->DLL_Load( dllPath ); if ( !importDLL ) { return; } // look up the dll interface functions dllEntry = ( exporterDLLEntry_t )sys->DLL_GetProcAddress( importDLL, "dllEntry" ); Maya_ConvertModel = ( exporterInterface_t )sys->DLL_GetProcAddress( importDLL, "Maya_ConvertModel" ); Maya_Shutdown = ( exporterShutdown_t )sys->DLL_GetProcAddress( importDLL, "Maya_Shutdown" ); if ( !Maya_ConvertModel || !dllEntry || !Maya_Shutdown ) { Maya_ConvertModel = NULL; Maya_Shutdown = NULL; sys->DLL_Unload( importDLL ); importDLL = 0; gameLocal.Error( "Invalid interface on export DLL." ); return; } // initialize the DLL if ( !dllEntry( MD5_VERSION, common, sys ) ) { // init failed Maya_ConvertModel = NULL; Maya_Shutdown = NULL; sys->DLL_Unload( importDLL ); importDLL = 0; gameLocal.Error( "Export DLL init failed." ); return; } } /* ===================== idModelExport::ConvertMayaToMD5 Checks if a Maya model should be converted to an MD5, and converts if if the time/date or version number has changed. ===================== */ bool idModelExport::ConvertMayaToMD5( void ) { ID_TIME_T sourceTime; ID_TIME_T destTime; int version; idToken cmdLine; idStr path; // check if our DLL got loaded if ( initialized && !Maya_ConvertModel ) { Maya_Error = "MayaImport dll not loaded."; return false; } // if idAnimManager::forceExport is set then we always reexport Maya models if ( idAnimManager::forceExport ) { force = true; } // get the source file's time if ( fileSystem->ReadFile( src, NULL, &sourceTime ) < 0 ) { // source file doesn't exist return true; } // get the destination file's time if ( !force && ( fileSystem->ReadFile( dest, NULL, &destTime ) >= 0 ) ) { idParser parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS ); parser.LoadFile( dest ); // read the file version if ( parser.CheckTokenString( MD5_VERSION_STRING ) ) { version = parser.ParseInt(); // check the command line if ( parser.CheckTokenString( "commandline" ) ) { parser.ReadToken( &cmdLine ); // check the file time, scale, and version if ( ( destTime >= sourceTime ) && ( version == MD5_VERSION ) && ( cmdLine == commandLine ) ) { // don't convert it return true; } } } } // if this is the first time we've been run, check if Maya is installed and load our DLL if ( !initialized ) { initialized = true; if ( !CheckMayaInstall() ) { Maya_Error = "Maya not installed in registry."; return false; } LoadMayaDll(); // check if our DLL got loaded if ( !Maya_ConvertModel ) { Maya_Error = "Could not load MayaImport dll."; return false; } } // we need to make sure we have a full path, so convert the filename to an OS path // _D3XP :: we work out of the cdpath, at least until we get Alienbrain src = fileSystem->RelativePathToOSPath( src, "fs_cdpath" ); dest = fileSystem->RelativePathToOSPath( dest, "fs_cdpath" ); dest.ExtractFilePath( path ); if ( path.Length() ) { fileSystem->CreateOSPath( path ); } // get the os path in case it needs to create one path = fileSystem->RelativePathToOSPath( "", "fs_cdpath" /* _D3XP */ ); common->SetRefreshOnPrint( true ); Maya_Error = Maya_ConvertModel( path, commandLine ); common->SetRefreshOnPrint( false ); if ( Maya_Error != "Ok" ) { return false; } // conversion succeded return true; } /* ==================== idModelExport::Reset ==================== */ void idModelExport::Reset( void ) { force = false; commandLine = ""; src = ""; dest = ""; } /* ==================== idModelExport::ExportModel ==================== */ bool idModelExport::ExportModel( const char *model ) { const char *game = cvarSystem->GetCVarString( "fs_game" ); if ( strlen(game) == 0 ) { game = BASE_GAMEDIR; } Reset(); src = model; dest = model; dest.SetFileExtension( MD5_MESH_EXT ); sprintf( commandLine, "mesh %s -dest %s -game %s", src.c_str(), dest.c_str(), game ); if ( !ConvertMayaToMD5() ) { gameLocal.Printf( "Failed to export '%s' : %s", src.c_str(), Maya_Error.c_str() ); return false; } return true; } /* ==================== idModelExport::ExportAnim ==================== */ bool idModelExport::ExportAnim( const char *anim ) { const char *game = cvarSystem->GetCVarString( "fs_game" ); if ( strlen(game) == 0 ) { game = BASE_GAMEDIR; } Reset(); src = anim; dest = anim; dest.SetFileExtension( MD5_ANIM_EXT ); sprintf( commandLine, "anim %s -dest %s -game %s", src.c_str(), dest.c_str(), game ); if ( !ConvertMayaToMD5() ) { gameLocal.Printf( "Failed to export '%s' : %s", src.c_str(), Maya_Error.c_str() ); return false; } return true; } /* ==================== idModelExport::ParseOptions ==================== */ bool idModelExport::ParseOptions( idLexer &lex ) { idToken token; idStr destdir; idStr sourcedir; if ( !lex.ReadToken( &token ) ) { lex.Error( "Expected filename" ); return false; } src = token; dest = token; while( lex.ReadToken( &token ) ) { if ( token == "-" ) { if ( !lex.ReadToken( &token ) ) { lex.Error( "Expecting option" ); return false; } if ( token == "sourcedir" ) { if ( !lex.ReadToken( &token ) ) { lex.Error( "Missing pathname after -sourcedir" ); return false; } sourcedir = token; } else if ( token == "destdir" ) { if ( !lex.ReadToken( &token ) ) { lex.Error( "Missing pathname after -destdir" ); return false; } destdir = token; } else if ( token == "dest" ) { if ( !lex.ReadToken( &token ) ) { lex.Error( "Missing filename after -dest" ); return false; } dest = token; } else { commandLine += va( " -%s", token.c_str() ); } } else { commandLine += va( " %s", token.c_str() ); } } if ( sourcedir.Length() ) { src.StripPath(); sourcedir.BackSlashesToSlashes(); sprintf( src, "%s/%s", sourcedir.c_str(), src.c_str() ); } if ( destdir.Length() ) { dest.StripPath(); destdir.BackSlashesToSlashes(); sprintf( dest, "%s/%s", destdir.c_str(), dest.c_str() ); } return true; } /* ==================== idModelExport::ParseExportSection ==================== */ int idModelExport::ParseExportSection( idParser &parser ) { idToken command; idToken token; idStr defaultCommands; idLexer lex; idStr temp; idStr parms; int count; const char *game = cvarSystem->GetCVarString( "fs_game" ); if ( strlen(game) == 0 ) { game = BASE_GAMEDIR; } // only export sections that match our export mask if ( g_exportMask.GetString()[ 0 ] ) { if ( parser.CheckTokenString( "{" ) ) { parser.SkipBracedSection( false ); return 0; } parser.ReadToken( &token ); if ( token.Icmp( g_exportMask.GetString() ) ) { parser.SkipBracedSection(); return 0; } parser.ExpectTokenString( "{" ); } else if ( !parser.CheckTokenString( "{" ) ) { // skip the export mask parser.ReadToken( &token ); parser.ExpectTokenString( "{" ); } count = 0; lex.SetFlags( LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT ); while( 1 ) { if ( !parser.ReadToken( &command ) ) { parser.Error( "Unexpoected end-of-file" ); break; } if ( command == "}" ) { break; } if ( command == "options" ) { parser.ParseRestOfLine( defaultCommands ); } else if ( command == "addoptions" ) { parser.ParseRestOfLine( temp ); defaultCommands += " "; defaultCommands += temp; } else if ( ( command == "mesh" ) || ( command == "anim" ) || ( command == "camera" ) ) { if ( !parser.ReadToken( &token ) ) { parser.Error( "Expected filename" ); } temp = token; parser.ParseRestOfLine( parms ); if ( defaultCommands.Length() ) { sprintf( temp, "%s %s", temp.c_str(), defaultCommands.c_str() ); } if ( parms.Length() ) { sprintf( temp, "%s %s", temp.c_str(), parms.c_str() ); } lex.LoadMemory( temp, temp.Length(), parser.GetFileName() ); Reset(); if ( ParseOptions( lex ) ) { const char *game = cvarSystem->GetCVarString( "fs_game" ); if ( strlen(game) == 0 ) { game = BASE_GAMEDIR; } if ( command == "mesh" ) { dest.SetFileExtension( MD5_MESH_EXT ); } else if ( command == "anim" ) { dest.SetFileExtension( MD5_ANIM_EXT ); } else if ( command == "camera" ) { dest.SetFileExtension( MD5_CAMERA_EXT ); } else { dest.SetFileExtension( command ); } idStr back = commandLine; sprintf( commandLine, "%s %s -dest %s -game %s%s", command.c_str(), src.c_str(), dest.c_str(), game, commandLine.c_str() ); if ( ConvertMayaToMD5() ) { count++; } else { parser.Warning( "Failed to export '%s' : %s", src.c_str(), Maya_Error.c_str() ); } } lex.FreeSource(); } else { parser.Error( "Unknown token: %s", command.c_str() ); parser.SkipBracedSection( false ); break; } } return count; } /* ================ idModelExport::ExportDefFile ================ */ int idModelExport::ExportDefFile( const char *filename ) { idParser parser( LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT ); idToken token; int count; count = 0; if ( !parser.LoadFile( filename ) ) { gameLocal.Printf( "Could not load '%s'\n", filename ); return 0; } while( parser.ReadToken( &token ) ) { if ( token == "export" ) { count += ParseExportSection( parser ); } else { parser.ReadToken( &token ); parser.SkipBracedSection(); } } return count; } /* ================ idModelExport::ExportModels ================ */ int idModelExport::ExportModels( const char *pathname, const char *extension ) { int count; count = 0; idFileList *files; int i; if ( !CheckMayaInstall() ) { // if Maya isn't installed, don't bother checking if we have anims to export return 0; } gameLocal.Printf( "--------- Exporting models --------\n" ); if ( !g_exportMask.GetString()[ 0 ] ) { gameLocal.Printf( " Export mask: '%s'\n", g_exportMask.GetString() ); } count = 0; files = fileSystem->ListFiles( pathname, extension ); for( i = 0; i < files->GetNumFiles(); i++ ) { count += ExportDefFile( va( "%s/%s", pathname, files->GetFile( i ) ) ); } fileSystem->FreeFileList( files ); gameLocal.Printf( "...%d models exported.\n", count ); gameLocal.Printf( "-----------------------------------\n" ); return count; }