/* =========================================================================== 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 "sys/platform.h" #include "Maya5.0/maya.h" //#include "Maya6.0/maya.h" // must also change include directory in project from "MayaImport\Maya4.5\include" to "MayaImport\Maya6.0\include" (requires MSDev 7.1) #include "MayaImport/exporter.h" #include "MayaImport/maya_main.h" idStr errorMessage; bool initialized = false; #define DEFAULT_ANIM_EPSILON 0.125f #define DEFAULT_QUAT_EPSILON ( 1.0f / 8192.0f ) #define SLOP_VERTEX 0.01f // merge xyz coordinates this far apart #define SLOP_TEXCOORD 0.001f // merge texture coordinates this far apart const char *componentNames[ 6 ] = { "Tx", "Ty", "Tz", "Qx", "Qy", "Qz" }; idSys * sys = NULL; idCommon * common = NULL; idCVarSystem * cvarSystem = NULL; idCVar * idCVar::staticVars = NULL; /* ================= MayaError ================= */ void MayaError( const char *fmt, ... ) { va_list argptr; char text[ 8192 ]; va_start( argptr, fmt ); idStr::vsnPrintf( text, sizeof( text ), fmt, argptr ); va_end( argptr ); throw idException( text ); } /* ================= FS_WriteFloatString ================= */ #define MAX_PRINT_MSG 4096 static int WriteFloatString( FILE *file, const char *fmt, ... ) { long i; unsigned long u; double f; char *str; int index; idStr tmp, format; va_list argPtr; va_start( argPtr, fmt ); index = 0; while( *fmt ) { switch( *fmt ) { case '%': format = ""; format += *fmt++; while ( (*fmt >= '0' && *fmt <= '9') || *fmt == '.' || *fmt == '-' || *fmt == '+' || *fmt == '#') { format += *fmt++; } format += *fmt; switch( *fmt ) { case 'f': case 'e': case 'E': case 'g': case 'G': f = va_arg( argPtr, double ); if ( format.Length() <= 2 ) { // high precision floating point number without trailing zeros sprintf( tmp, "%1.10f", f ); tmp.StripTrailing( '0' ); tmp.StripTrailing( '.' ); index += fprintf( file, "%s", tmp.c_str() ); } else { index += fprintf( file, format.c_str(), f ); } break; case 'd': case 'i': i = va_arg( argPtr, long ); index += fprintf( file, format.c_str(), i ); break; case 'u': u = va_arg( argPtr, unsigned long ); index += fprintf( file, format.c_str(), u ); break; case 'o': u = va_arg( argPtr, unsigned long ); index += fprintf( file, format.c_str(), u ); break; case 'x': u = va_arg( argPtr, unsigned long ); index += fprintf( file, format.c_str(), u ); break; case 'X': u = va_arg( argPtr, unsigned long ); index += fprintf( file, format.c_str(), u ); break; case 'c': i = va_arg( argPtr, long ); index += fprintf( file, format.c_str(), (char) i ); break; case 's': str = va_arg( argPtr, char * ); index += fprintf( file, format.c_str(), str ); break; case '%': index += fprintf( file, format.c_str() ); break; default: MayaError( "WriteFloatString: invalid format %s", format.c_str() ); break; } fmt++; break; case '\\': fmt++; switch( *fmt ) { case 't': index += fprintf( file, "\t" ); break; case 'n': index += fprintf( file, "\n" ); default: MayaError( "WriteFloatString: unknown escape character \'%c\'", *fmt ); break; } fmt++; break; default: index += fprintf( file, "%c", *fmt ); fmt++; break; } } va_end( argPtr ); return index; } /* ================ OSPathToRelativePath takes a full OS path, as might be found in data from a media creation program, and converts it to a qpath by stripping off directories Returns false if the osPath tree doesn't match any of the existing search paths. ================ */ bool OSPathToRelativePath( const char *osPath, idStr &qpath, const char *game ) { char *s, *base; // skip a drive letter? // search for anything with BASE_GAMEDIR in it // Ase files from max may have the form of: // "//Purgatory/purgatory/doom/base/models/mapobjects/bitch/hologirl.tga" // which won't match any of our drive letter based search paths base = (char *)strstr( osPath, BASE_GAMEDIR ); // _D3XP added mod support if ( base == NULL && strlen(game) > 0 ) { base = s = (char *)strstr( osPath, game ); while( s = strstr( s, game ) ) { s += strlen( game ); if ( s[0] == '/' || s[0] == '\\' ) { base = s; } } } if ( base ) { s = strstr( base, "/" ); if ( !s ) { s = strstr( base, "\\" ); } if ( s ) { qpath = s + 1; return true; } } common->Printf( "OSPathToRelativePath failed on %s\n", osPath ); qpath = osPath; return false; } /* =============== ConvertFromIdSpace =============== */ idMat3 ConvertFromIdSpace( const idMat3 &idmat ) { idMat3 mat; mat[ 0 ][ 0 ] = idmat[ 0 ][ 0 ]; mat[ 0 ][ 2 ] = -idmat[ 0 ][ 1 ]; mat[ 0 ][ 1 ] = idmat[ 0 ][ 2 ]; mat[ 1 ][ 0 ] = idmat[ 1 ][ 0 ]; mat[ 1 ][ 2 ] = -idmat[ 1 ][ 1 ]; mat[ 1 ][ 1 ] = idmat[ 1 ][ 2 ]; mat[ 2 ][ 0 ] = idmat[ 2 ][ 0 ]; mat[ 2 ][ 2 ] = -idmat[ 2 ][ 1 ]; mat[ 2 ][ 1 ] = idmat[ 2 ][ 2 ]; return mat; } /* =============== ConvertFromIdSpace =============== */ idVec3 ConvertFromIdSpace( const idVec3 &idpos ) { idVec3 pos; pos.x = idpos.x; pos.z = -idpos.y; pos.y = idpos.z; return pos; } /* =============== ConvertToIdSpace =============== */ idMat3 ConvertToIdSpace( const idMat3 &mat ) { idMat3 idmat; idmat[ 0 ][ 0 ] = mat[ 0 ][ 0 ]; idmat[ 0 ][ 1 ] = -mat[ 0 ][ 2 ]; idmat[ 0 ][ 2 ] = mat[ 0 ][ 1 ]; idmat[ 1 ][ 0 ] = mat[ 1 ][ 0 ]; idmat[ 1 ][ 1 ] = -mat[ 1 ][ 2 ]; idmat[ 1 ][ 2 ] = mat[ 1 ][ 1 ]; idmat[ 2 ][ 0 ] = mat[ 2 ][ 0 ]; idmat[ 2 ][ 1 ] = -mat[ 2 ][ 2 ]; idmat[ 2 ][ 2 ] = mat[ 2 ][ 1 ]; return idmat; } /* =============== ConvertToIdSpace =============== */ idVec3 ConvertToIdSpace( const idVec3 &pos ) { idVec3 idpos; idpos.x = pos.x; idpos.y = -pos.z; idpos.z = pos.y; return idpos; } /* =============== idVec =============== */ idVec3 idVec( const MFloatPoint &point ) { return idVec3( point[ 0 ], point[ 1 ], point[ 2 ] ); } /* =============== idVec =============== */ idVec3 idVec( const MMatrix &matrix ) { return idVec3( matrix[ 3 ][ 0 ], matrix[ 3 ][ 1 ], matrix[ 3 ][ 2 ] ); } /* =============== idMat =============== */ idMat3 idMat( const MMatrix &matrix ) { int j, k; idMat3 mat; for( j = 0; j < 3; j++ ) { for( k = 0; k < 3; k++ ) { mat[ j ][ k ] = matrix[ j ][ k ]; } } return mat; } /* =============== GetParent =============== */ MFnDagNode *GetParent( MFnDagNode *joint ) { MStatus status; MObject parentObject; parentObject = joint->parent( 0, &status ); if ( !status && status.statusCode() == MStatus::kInvalidParameter ) { return NULL; } while( !parentObject.hasFn( MFn::kTransform ) ) { MFnDagNode parentNode( parentObject, &status ); if ( !status ) { return NULL; } parentObject = parentNode.parent( 0, &status ); if ( !status && status.statusCode() == MStatus::kInvalidParameter ) { return NULL; } } MFnDagNode *parentNode; parentNode = new MFnDagNode( parentObject, &status ); if ( !status ) { delete parentNode; return NULL; } return parentNode; } /* ============================================================================================== idTokenizer ============================================================================================== */ /* ==================== idTokenizer::SetTokens ==================== */ int idTokenizer::SetTokens( const char *buffer ) { const char *cmd; Clear(); // tokenize commandline cmd = buffer; while ( *cmd ) { // skip whitespace while( *cmd && isspace( *cmd ) ) { cmd++; } if ( !*cmd ) { break; } idStr ¤t = tokens.Alloc(); while( *cmd && !isspace( *cmd ) ) { current += *cmd; cmd++; } } return tokens.Num(); } /* ==================== idTokenizer::NextToken ==================== */ const char *idTokenizer::NextToken( const char *errorstring ) { if ( currentToken < tokens.Num() ) { return tokens[ currentToken++ ]; } if ( errorstring ) { MayaError( "Error: %s", errorstring ); } return NULL; } /* ============================================================================================== idExportOptions ============================================================================================== */ /* ==================== idExportOptions::Reset ==================== */ void idExportOptions::Reset( const char *commandline ) { scale = 1.0f; type = WRITE_MESH; startframe = -1; endframe = -1; ignoreMeshes = false; clearOrigin = false; clearOriginAxis = false; framerate = 24; align = ""; rotate = 0.0f; commandLine = commandline; prefix = ""; jointThreshold = 0.05f; ignoreScale = false; xyzPrecision = DEFAULT_ANIM_EPSILON; quatPrecision = DEFAULT_QUAT_EPSILON; cycleStart = -1; src.Clear(); dest.Clear(); tokens.SetTokens( commandline ); keepjoints.Clear(); renamejoints.Clear(); remapjoints.Clear(); exportgroups.Clear(); skipmeshes.Clear(); keepmeshes.Clear(); groups.Clear(); } /* ==================== idExportOptions::idExportOptions ==================== */ idExportOptions::idExportOptions( const char *commandline, const char *ospath ) { idStr token; idNamePair joints; int i; idAnimGroup *group; idStr sourceDir; idStr destDir; Reset( commandline ); token = tokens.NextToken( "Missing export command" ); if ( token == "mesh" ) { type = WRITE_MESH; } else if ( token == "anim" ) { type = WRITE_ANIM; } else if ( token == "camera" ) { type = WRITE_CAMERA; } else { MayaError( "Unknown export command '%s'", token.c_str() ); } src = tokens.NextToken( "Missing source filename" ); dest = src; for( token = tokens.NextToken(); token != ""; token = tokens.NextToken() ) { if ( token == "-force" ) { // skip } else if ( token == "-game" ) { // parse game name game = tokens.NextToken( "Expecting game name after -game" ); } else if ( token == "-rename" ) { // parse joint to rename joints.from = tokens.NextToken( "Missing joint name for -rename. Usage: -rename [joint name] [new name]" ); joints.to = tokens.NextToken( "Missing new name for -rename. Usage: -rename [joint name] [new name]" ); renamejoints.Append( joints ); } else if ( token == "-prefix" ) { prefix = tokens.NextToken( "Missing name for -prefix. Usage: -prefix [joint prefix]" ); } else if ( token == "-parent" ) { // parse joint to reparent joints.from = tokens.NextToken( "Missing joint name for -parent. Usage: -parent [joint name] [new parent]" ); joints.to = tokens.NextToken( "Missing new parent for -parent. Usage: -parent [joint name] [new parent]" ); remapjoints.Append( joints ); } else if ( !token.Icmp( "-sourcedir" ) ) { // parse source directory sourceDir = tokens.NextToken( "Missing filename for -sourcedir. Usage: -sourcedir [directory]" ); } else if ( !token.Icmp( "-destdir" ) ) { // parse destination directory destDir = tokens.NextToken( "Missing filename for -destdir. Usage: -destdir [directory]" ); } else if ( token == "-dest" ) { // parse destination filename dest = tokens.NextToken( "Missing filename for -dest. Usage: -dest [filename]" ); } else if ( token == "-range" ) { // parse frame range to export token = tokens.NextToken( "Missing start frame for -range. Usage: -range [start frame] [end frame]" ); startframe = atoi( token ); token = tokens.NextToken( "Missing end frame for -range. Usage: -range [start frame] [end frame]" ); endframe = atoi( token ); if ( startframe > endframe ) { MayaError( "Start frame is greater than end frame." ); } } else if ( !token.Icmp( "-cycleStart" ) ) { // parse start frame of cycle token = tokens.NextToken( "Missing cycle start frame for -cycleStart. Usage: -cycleStart [first frame of cycle]" ); cycleStart = atoi( token ); } else if ( token == "-scale" ) { // parse scale token = tokens.NextToken( "Missing scale amount for -scale. Usage: -scale [scale amount]" ); scale = atof( token ); } else if ( token == "-align" ) { // parse align joint align = tokens.NextToken( "Missing joint name for -align. Usage: -align [joint name]" ); } else if ( token == "-rotate" ) { // parse angle rotation token = tokens.NextToken( "Missing value for -rotate. Usage: -rotate [yaw]" ); rotate = -atof( token ); } else if ( token == "-nomesh" ) { ignoreMeshes = true; } else if ( token == "-clearorigin" ) { clearOrigin = true; clearOriginAxis = true; } else if ( token == "-clearoriginaxis" ) { clearOriginAxis = true; } else if ( token == "-ignorescale" ) { ignoreScale = true; } else if ( token == "-xyzprecision" ) { // parse quaternion precision token = tokens.NextToken( "Missing value for -xyzprecision. Usage: -xyzprecision [precision]" ); xyzPrecision = atof( token ); if ( xyzPrecision < 0.0f ) { MayaError( "Invalid value for -xyzprecision. Must be >= 0" ); } } else if ( token == "-quatprecision" ) { // parse quaternion precision token = tokens.NextToken( "Missing value for -quatprecision. Usage: -quatprecision [precision]" ); quatPrecision = atof( token ); if ( quatPrecision < 0.0f ) { MayaError( "Invalid value for -quatprecision. Must be >= 0" ); } } else if ( token == "-jointthreshold" ) { // parse joint threshold token = tokens.NextToken( "Missing weight for -jointthreshold. Usage: -jointthreshold [minimum joint weight]" ); jointThreshold = atof( token ); } else if ( token == "-skipmesh" ) { token = tokens.NextToken( "Missing name for -skipmesh. Usage: -skipmesh [name of mesh to skip]" ); skipmeshes.AddUnique( token ); } else if ( token == "-keepmesh" ) { token = tokens.NextToken( "Missing name for -keepmesh. Usage: -keepmesh [name of mesh to keep]" ); keepmeshes.AddUnique( token ); } else if ( token == "-jointgroup" ) { token = tokens.NextToken( "Missing name for -jointgroup. Usage: -jointgroup [group name] [joint1] [joint2]...[joint n]" ); group = groups.Ptr(); for( i = 0; i < groups.Num(); i++, group++ ) { if ( group->name == token ) { break; } } if ( i >= groups.Num() ) { // create a new group group = &groups.Alloc(); group->name = token; } while( tokens.TokenAvailable() ) { token = tokens.NextToken(); if ( token[ 0 ] == '-' ) { tokens.UnGetToken(); break; } group->joints.AddUnique( token ); } } else if ( token == "-group" ) { // add the list of groups to export (these don't affect the hierarchy) while( tokens.TokenAvailable() ) { token = tokens.NextToken(); if ( token[ 0 ] == '-' ) { tokens.UnGetToken(); break; } group = groups.Ptr(); for( i = 0; i < groups.Num(); i++, group++ ) { if ( group->name == token ) { break; } } if ( i >= groups.Num() ) { MayaError( "Unknown group '%s'", token.c_str() ); } exportgroups.AddUnique( group ); } } else if ( token == "-keep" ) { // add joints that are kept whether they're used by a mesh or not while( tokens.TokenAvailable() ) { token = tokens.NextToken(); if ( token[ 0 ] == '-' ) { tokens.UnGetToken(); break; } keepjoints.AddUnique( token ); } } else { MayaError( "Unknown option '%s'", token.c_str() ); } } token = src; src = ospath; src.BackSlashesToSlashes(); src.AppendPath( sourceDir ); src.AppendPath( token ); token = dest; dest = ospath; dest.BackSlashesToSlashes(); dest.AppendPath( destDir ); dest.AppendPath( token ); // Maya only accepts unix style path separators src.BackSlashesToSlashes(); dest.BackSlashesToSlashes(); if ( skipmeshes.Num() && keepmeshes.Num() ) { MayaError( "Can't use -keepmesh and -skipmesh together." ); } } /* ==================== idExportOptions::jointInExportGroup ==================== */ bool idExportOptions::jointInExportGroup( const char *jointname ) { int i; int j; idAnimGroup *group; if ( !exportgroups.Num() ) { // if we don't have any groups specified as export then export every joint return true; } // search through all exported groups to see if this joint is exported for( i = 0; i < exportgroups.Num(); i++ ) { group = exportgroups[ i ]; for( j = 0; j < group->joints.Num(); j++ ) { if ( group->joints[ j ] == jointname ) { return true; } } } return false; } /* ============================================================================== idExportJoint ============================================================================== */ idExportJoint::idExportJoint() { index = 0; exportNum = 0; mayaNode.SetOwner( this ); exportNode.SetOwner( this ); dagnode = NULL; t = vec3_zero; wm = mat3_default; bindpos = vec3_zero; bindmat = mat3_default; keep = false; scale = 1.0f; invscale = 1.0f; animBits = 0; firstComponent = 0; baseFrame.q.Set( 0.0f, 0.0f, 0.0f ); baseFrame.t.Zero(); } idExportJoint &idExportJoint::operator=( const idExportJoint &other ) { name = other.name; realname = other.realname; longname = other.longname; index = other.index; exportNum = other.exportNum; keep = other.keep; scale = other.scale; invscale = other.invscale; dagnode = other.dagnode; mayaNode = other.mayaNode; exportNode = other.exportNode; t = other.t; idt = other.idt; wm = other.wm; idwm = other.idwm; bindpos = other.bindpos; bindmat = other.bindmat; animBits = other.animBits; firstComponent = other.firstComponent; baseFrame = other.baseFrame; mayaNode.SetOwner( this ); exportNode.SetOwner( this ); return *this; } /* ============================================================================== idExportMesh ============================================================================== */ void idExportMesh::ShareVerts( void ) { int i, j, k; exportVertex_t vert; idList v; v = verts; verts.Clear(); for( i = 0; i < tris.Num(); i++ ) { for( j = 0; j < 3; j++ ) { vert = v[ tris[ i ].indexes[ j ] ]; vert.texCoords[ 0 ] = uv[ i ].uv[ j ][ 0 ]; vert.texCoords[ 1 ] = 1.0f - uv[ i ].uv[ j ][ 1 ]; for( k = 0; k < verts.Num(); k++ ) { if ( vert.numWeights != verts[ k ].numWeights ) { continue; } if ( vert.startweight != verts[ k ].startweight ) { continue; } if ( !vert.pos.Compare( verts[ k ].pos, SLOP_VERTEX ) ) { continue; } if ( !vert.texCoords.Compare( verts[ k ].texCoords, SLOP_TEXCOORD ) ) { continue; } break; } if ( k < verts.Num() ) { tris[ i ].indexes[ j ] = k; } else { tris[ i ].indexes[ j ] = verts.Append( vert ); } } } } void idExportMesh::Merge( idExportMesh *mesh ) { int i; int numverts; int numtris; int numweights; int numuvs; // merge name sprintf( name, "%s, %s", name.c_str(), mesh->name.c_str() ); // merge verts numverts = verts.Num(); verts.SetNum( numverts + mesh->verts.Num() ); for( i = 0; i < mesh->verts.Num(); i++ ) { verts[ numverts + i ] = mesh->verts[ i ]; verts[ numverts + i ].startweight += weights.Num(); } // merge triangles numtris = tris.Num(); tris.SetNum( numtris + mesh->tris.Num() ); for( i = 0; i < mesh->tris.Num(); i++ ) { tris[ numtris + i ].indexes[ 0 ] = mesh->tris[ i ].indexes[ 0 ] + numverts; tris[ numtris + i ].indexes[ 1 ] = mesh->tris[ i ].indexes[ 1 ] + numverts; tris[ numtris + i ].indexes[ 2 ] = mesh->tris[ i ].indexes[ 2 ] + numverts; } // merge weights numweights = weights.Num(); weights.SetNum( numweights + mesh->weights.Num() ); for( i = 0; i < mesh->weights.Num(); i++ ) { weights[ numweights + i ] = mesh->weights[ i ]; } // merge uvs numuvs = uv.Num(); uv .SetNum( numuvs + mesh->uv.Num() ); for( i = 0; i < mesh->uv.Num(); i++ ) { uv[ numuvs + i ] = mesh->uv[ i ]; } } void idExportMesh::GetBounds( idBounds &bounds ) const { int i; int j; idVec3 pos; const exportWeight_t *weight; const exportVertex_t *vert; bounds.Clear(); weight = weights.Ptr(); vert = verts.Ptr(); for( i = 0; i < verts.Num(); i++, vert++ ) { pos.Zero(); weight = &weights[ vert->startweight ]; for( j = 0; j < vert->numWeights; j++, weight++ ) { pos += weight->jointWeight * ( weight->joint->idwm * weight->offset + weight->joint->idt ); } bounds.AddPoint( pos ); } } /* ============================================================================== idExportModel ============================================================================== */ /* ==================== idExportModel::idExportModel ==================== */ ID_INLINE idExportModel::idExportModel() { export_joints = 0; skipjoints = 0; frameRate = 24; numFrames = 0; exportOrigin = NULL; } /* ==================== idExportModel::~idExportModel ==================== */ ID_INLINE idExportModel::~idExportModel() { meshes.DeleteContents( true ); } idExportJoint *idExportModel::FindJointReal( const char *name ) { idExportJoint *joint; int i; joint = joints.Ptr(); for( i = 0; i < joints.Num(); i++, joint++ ) { if ( joint->realname == name ) { return joint; } } return NULL; } idExportJoint *idExportModel::FindJoint( const char *name ) { idExportJoint *joint; int i; joint = joints.Ptr(); for( i = 0; i < joints.Num(); i++, joint++ ) { if ( joint->name == name ) { return joint; } } return NULL; } bool idExportModel::WriteMesh( const char *filename, idExportOptions &options ) { int i, j; int numMeshes; idExportMesh *mesh; idExportJoint *joint; idExportJoint *parent; idExportJoint *sibling; FILE *file; const char *parentName; int parentNum; idList jointList; file = fopen( filename, "w" ); if ( !file ) { return false; } for( joint = exportHead.GetNext(); joint != NULL; joint = joint->exportNode.GetNext() ) { jointList.Append( joint ); } for( i = 0; i < jointList.Num(); i++ ) { joint = jointList[ i ]; sibling = joint->exportNode.GetSibling(); while( sibling ) { if ( idStr::Cmp( joint->name, sibling->name ) > 0 ) { joint->exportNode.MakeSiblingAfter( sibling->exportNode ); sibling = joint->exportNode.GetSibling(); } else { sibling = sibling->exportNode.GetSibling(); } } } jointList.Clear(); for( joint = exportHead.GetNext(); joint != NULL; joint = joint->exportNode.GetNext() ) { joint->exportNum = jointList.Append( joint ); } numMeshes = 0; if ( !options.ignoreMeshes ) { for( i = 0; i < meshes.Num(); i++ ) { if ( meshes[ i ]->keep ) { numMeshes++; } } } // write version info WriteFloatString( file, MD5_VERSION_STRING " %d\n", MD5_VERSION ); WriteFloatString( file, "commandline \"%s\"\n\n", options.commandLine.c_str() ); // write joints WriteFloatString( file, "numJoints %d\n", jointList.Num() ); WriteFloatString( file, "numMeshes %d\n\n", numMeshes ); WriteFloatString( file, "joints {\n" ); for( i = 0; i < jointList.Num(); i++ ) { joint = jointList[ i ]; parent = joint->exportNode.GetParent(); if ( parent ) { parentNum = parent->exportNum; parentName = parent->name.c_str(); } else { parentNum = -1; parentName = ""; } idCQuat bindQuat = joint->bindmat.ToQuat().ToCQuat(); WriteFloatString( file, "\t\"%s\"\t%d ( %f %f %f ) ( %f %f %f )\t\t// %s\n", joint->name.c_str(), parentNum, joint->bindpos.x, joint->bindpos.y, joint->bindpos.z, bindQuat[ 0 ], bindQuat[ 1 ], bindQuat[ 2 ], parentName ); } WriteFloatString( file, "}\n" ); // write meshes for( i = 0; i < meshes.Num(); i++ ) { mesh = meshes[ i ]; if ( !mesh->keep ) { continue; } WriteFloatString( file, "\nmesh {\n" ); WriteFloatString( file, "\t// meshes: %s\n", mesh->name.c_str() ); WriteFloatString( file, "\tshader \"%s\"\n", mesh->shader.c_str() ); WriteFloatString( file, "\n\tnumverts %d\n", mesh->verts.Num() ); for( j = 0; j < mesh->verts.Num(); j++ ) { WriteFloatString( file, "\tvert %d ( %f %f ) %d %d\n", j, mesh->verts[ j ].texCoords[ 0 ], mesh->verts[ j ].texCoords[ 1 ], mesh->verts[ j ].startweight, mesh->verts[ j ].numWeights ); } WriteFloatString( file, "\n\tnumtris %d\n", mesh->tris.Num() ); for( j = 0; j < mesh->tris.Num(); j++ ) { WriteFloatString( file, "\ttri %d %d %d %d\n", j, mesh->tris[ j ].indexes[ 2 ], mesh->tris[ j ].indexes[ 1 ], mesh->tris[ j ].indexes[ 0 ] ); } WriteFloatString( file, "\n\tnumweights %d\n", mesh->weights.Num() ); for( j = 0; j < mesh->weights.Num(); j++ ) { exportWeight_t *weight; weight = &mesh->weights[ j ]; WriteFloatString( file, "\tweight %d %d %f ( %f %f %f )\n", j, weight->joint->exportNum, weight->jointWeight, weight->offset.x, weight->offset.y, weight->offset.z ); } WriteFloatString( file, "}\n" ); } fclose( file ); return true; } bool idExportModel::WriteAnim( const char *filename, idExportOptions &options ) { int i, j; idExportJoint *joint; idExportJoint *parent; idExportJoint *sibling; jointFrame_t *frame; FILE *file; int numAnimatedComponents; idList jointList; file = fopen( filename, "w" ); if ( !file ) { return false; } for( joint = exportHead.GetNext(); joint != NULL; joint = joint->exportNode.GetNext() ) { jointList.Append( joint ); } for( i = 0; i < jointList.Num(); i++ ) { joint = jointList[ i ]; sibling = joint->exportNode.GetSibling(); while( sibling ) { if ( idStr::Cmp( joint->name, sibling->name ) > 0 ) { joint->exportNode.MakeSiblingAfter( sibling->exportNode ); sibling = joint->exportNode.GetSibling(); } else { sibling = sibling->exportNode.GetSibling(); } } } jointList.Clear(); for( joint = exportHead.GetNext(); joint != NULL; joint = joint->exportNode.GetNext() ) { joint->exportNum = jointList.Append( joint ); } numAnimatedComponents = 0; for( i = 0; i < jointList.Num(); i++ ) { joint = jointList[ i ]; joint->exportNum = i; joint->baseFrame = frames[ 0 ][ joint->index ]; joint->animBits = 0; for( j = 1; j < numFrames; j++ ) { frame = &frames[ j ][ joint->index ]; if ( fabs( frame->t[ 0 ] - joint->baseFrame.t[ 0 ] ) > options.xyzPrecision ) { joint->animBits |= ANIM_TX; } if ( fabs( frame->t[ 1 ] - joint->baseFrame.t[ 1 ] ) > options.xyzPrecision ) { joint->animBits |= ANIM_TY; } if ( fabs( frame->t[ 2 ] - joint->baseFrame.t[ 2 ] ) > options.xyzPrecision ) { joint->animBits |= ANIM_TZ; } if ( fabs( frame->q[ 0 ] - joint->baseFrame.q[ 0 ] ) > options.quatPrecision ) { joint->animBits |= ANIM_QX; } if ( fabs( frame->q[ 1 ] - joint->baseFrame.q[ 1 ] ) > options.quatPrecision ) { joint->animBits |= ANIM_QY; } if ( fabs( frame->q[ 2 ] - joint->baseFrame.q[ 2 ] ) > options.quatPrecision ) { joint->animBits |= ANIM_QZ; } if ( ( joint->animBits & 63 ) == 63 ) { break; } } if ( joint->animBits ) { joint->firstComponent = numAnimatedComponents; for( j = 0; j < 6; j++ ) { if ( joint->animBits & BIT( j ) ) { numAnimatedComponents++; } } } } // write version info WriteFloatString( file, MD5_VERSION_STRING " %d\n", MD5_VERSION ); WriteFloatString( file, "commandline \"%s\"\n\n", options.commandLine.c_str() ); WriteFloatString( file, "numFrames %d\n", numFrames ); WriteFloatString( file, "numJoints %d\n", jointList.Num() ); WriteFloatString( file, "frameRate %d\n", frameRate ); WriteFloatString( file, "numAnimatedComponents %d\n", numAnimatedComponents ); // write out the hierarchy WriteFloatString( file, "\nhierarchy {\n" ); for( i = 0; i < jointList.Num(); i++ ) { joint = jointList[ i ]; parent = joint->exportNode.GetParent(); if ( parent ) { WriteFloatString( file, "\t\"%s\"\t%d %d %d\t// %s", joint->name.c_str(), parent->exportNum, joint->animBits, joint->firstComponent, parent->name.c_str() ); } else { WriteFloatString( file, "\t\"%s\"\t-1 %d %d\t//", joint->name.c_str(), joint->animBits, joint->firstComponent ); } if ( !joint->animBits ) { WriteFloatString( file, "\n" ); } else { WriteFloatString( file, " ( " ); for( j = 0; j < 6; j++ ) { if ( joint->animBits & BIT( j ) ) { WriteFloatString( file, "%s ", componentNames[ j ] ); } } WriteFloatString( file, ")\n" ); } } WriteFloatString( file, "}\n" ); // write the frame bounds WriteFloatString( file, "\nbounds {\n" ); for( i = 0; i < numFrames; i++ ) { WriteFloatString( file, "\t( %f %f %f ) ( %f %f %f )\n", bounds[ i ][ 0 ].x, bounds[ i ][ 0 ].y, bounds[ i ][ 0 ].z, bounds[ i ][ 1 ].x, bounds[ i ][ 1 ].y, bounds[ i ][ 1 ].z ); } WriteFloatString( file, "}\n" ); // write the base frame WriteFloatString( file, "\nbaseframe {\n" ); for( i = 0; i < jointList.Num(); i++ ) { joint = jointList[ i ]; WriteFloatString( file, "\t( %f %f %f ) ( %f %f %f )\n", joint->baseFrame.t[ 0 ], joint->baseFrame.t[ 1 ], joint->baseFrame.t[ 2 ], joint->baseFrame.q[ 0 ], joint->baseFrame.q[ 1 ], joint->baseFrame.q[ 2 ] ); } WriteFloatString( file, "}\n" ); // write the frames for( i = 0; i < numFrames; i++ ) { WriteFloatString( file, "\nframe %d {\n", i ); for( j = 0; j < jointList.Num(); j++ ) { joint = jointList[ j ]; frame = &frames[ i ][ joint->index ]; if ( joint->animBits ) { WriteFloatString( file, "\t" ); if ( joint->animBits & ANIM_TX ) { WriteFloatString( file, " %f", frame->t[ 0 ] ); } if ( joint->animBits & ANIM_TY ) { WriteFloatString( file, " %f", frame->t[ 1 ] ); } if ( joint->animBits & ANIM_TZ ) { WriteFloatString( file, " %f", frame->t[ 2 ] ); } if ( joint->animBits & ANIM_QX ) { WriteFloatString( file, " %f", frame->q[ 0 ] ); } if ( joint->animBits & ANIM_QY ) { WriteFloatString( file, " %f", frame->q[ 1 ] ); } if ( joint->animBits & ANIM_QZ ) { WriteFloatString( file, " %f", frame->q[ 2 ] ); } WriteFloatString( file, "\n" ); } } WriteFloatString( file, "}\n" ); } fclose( file ); return true; } bool idExportModel::WriteCamera( const char *filename, idExportOptions &options ) { int i; FILE *file; file = fopen( filename, "w" ); if ( !file ) { return false; } // write version info WriteFloatString( file, MD5_VERSION_STRING " %d\n", MD5_VERSION ); WriteFloatString( file, "commandline \"%s\"\n\n", options.commandLine.c_str() ); WriteFloatString( file, "numFrames %d\n", camera.Num() ); WriteFloatString( file, "frameRate %d\n", frameRate ); WriteFloatString( file, "numCuts %d\n", cameraCuts.Num() ); // write out the cuts WriteFloatString( file, "\ncuts {\n" ); for( i = 0; i < cameraCuts.Num(); i++ ) { WriteFloatString( file, "\t%d\n", cameraCuts[ i ] ); } WriteFloatString( file, "}\n" ); // write out the frames WriteFloatString( file, "\ncamera {\n" ); cameraFrame_t *frame = camera.Ptr(); for( i = 0; i < camera.Num(); i++, frame++ ) { WriteFloatString( file, "\t( %f %f %f ) ( %f %f %f ) %f\n", frame->t.x, frame->t.y, frame->t.z, frame->q[ 0 ], frame->q[ 1 ], frame->q[ 2 ], frame->fov ); } WriteFloatString( file, "}\n" ); fclose( file ); return true; } /* ============================================================================== Maya ============================================================================== */ /* =============== idMayaExport::~idMayaExport =============== */ idMayaExport::~idMayaExport() { FreeDagNodes(); // free up the file in Maya MFileIO::newFile( true ); } /* =============== idMayaExport::TimeForFrame =============== */ float idMayaExport::TimeForFrame( int num ) const { MTime time; // set time unit to 24 frames per second time.setUnit( MTime::kFilm ); time.setValue( num ); return time.as( MTime::kSeconds ); } /* =============== idMayaExport::GetMayaFrameNum =============== */ int idMayaExport::GetMayaFrameNum( int num ) const { int frameNum; if ( options.cycleStart > options.startframe ) { // in cycles, the last frame is a duplicate of the first frame, so with cycleStart we need to // duplicate one of the interior frames instead and chop off the first frame. frameNum = options.cycleStart + num; if ( frameNum > options.endframe ) { frameNum -= options.endframe - options.startframe; } if ( frameNum < options.startframe ) { frameNum = options.startframe + 1; } } else { frameNum = options.startframe + num; if ( frameNum > options.endframe ) { frameNum -= options.endframe + 1 - options.startframe; } if ( frameNum < options.startframe ) { frameNum = options.startframe; } } return frameNum; } /* =============== idMayaExport::SetFrame =============== */ void idMayaExport::SetFrame( int num ) { MTime time; int frameNum; frameNum = GetMayaFrameNum( num ); // set time unit to 24 frames per second time.setUnit( MTime::kFilm ); time.setValue( frameNum ); MGlobal::viewFrame( time ); } /* =============== idMayaExport::PruneJoints =============== */ void idMayaExport::PruneJoints( idStrList &keepjoints, idStr &prefix ) { int i; int j; idExportMesh *mesh; idExportJoint *joint; idExportJoint *joint2; idExportJoint *parent; int num_weights; // if we don't have any joints specified to keep, mark the ones used by the meshes as keep if ( !keepjoints.Num() && !prefix.Length() ) { if ( !model.meshes.Num() || options.ignoreMeshes ) { // export all joints joint = model.joints.Ptr(); for( i = 0; i < model.joints.Num(); i++, joint++ ) { joint->keep = true; } } else { for( i = 0; i < model.meshes.Num(); i++, mesh++ ) { mesh = model.meshes[ i ]; for( j = 0; j < mesh->weights.Num(); j++ ) { mesh->weights[ j ].joint->keep = true; } } } } else { // mark the joints to keep for( i = 0; i < keepjoints.Num(); i++ ) { joint = model.FindJoint( keepjoints[ i ] ); if ( joint ) { joint->keep = true; } } // count valid meshes for( i = 0; i < model.meshes.Num(); i++ ) { mesh = model.meshes[ i ]; num_weights = 0; for( j = 0; j < mesh->weights.Num(); j++ ) { if ( mesh->weights[ j ].joint->keep ) { num_weights++; } else if ( prefix.Length() && !mesh->weights[ j ].joint->realname.Cmpn( prefix, prefix.Length() ) ) { // keep the joint if it's used by the mesh and it has the right prefix mesh->weights[ j ].joint->keep = true; num_weights++; } } if ( num_weights != mesh->weights.Num() ) { mesh->keep = false; } } } // find all joints aren't exported and reparent joint's children model.export_joints = 0; joint = model.joints.Ptr(); for( i = 0; i < model.joints.Num(); i++, joint++ ) { if ( !joint->keep ) { joint->exportNode.RemoveFromHierarchy(); } else { joint->index = model.export_joints; model.export_joints++; // make sure we are parented to an exported joint for( parent = joint->exportNode.GetParent(); parent != NULL; parent = parent->exportNode.GetParent() ) { if ( parent->keep ) { break; } } if ( parent != NULL ) { joint->exportNode.ParentTo( parent->exportNode ); } else { joint->exportNode.ParentTo( model.exportHead ); } } } // check if we have any duplicate joint names for( joint = model.exportHead.GetNext(); joint != NULL; joint = joint->exportNode.GetNext() ) { if ( !joint->keep ) { MayaError( "Non-kept joint in export tree ('%s')", joint->name.c_str() ); } for( joint2 = model.exportHead.GetNext(); joint2 != NULL; joint2 = joint2->exportNode.GetNext() ) { if ( ( joint2 != joint ) && ( joint2->name == joint->name ) ) { MayaError( "Two joints found with the same name ('%s')", joint->name.c_str() ); } } } } /* =============== idMayaExport::FreeDagNodes =============== */ void idMayaExport::FreeDagNodes( void ) { int i; for( i = 0; i < model.joints.Num(); i++ ) { delete model.joints[ i ].dagnode; model.joints[ i ].dagnode = NULL; } } /* =============== idMayaExport::GetBindPose =============== */ void idMayaExport::GetBindPose( MObject &jointNode, idExportJoint *joint, float scale ) { MStatus status; MFnDependencyNode fnJoint( jointNode ); MObject aBindPose = fnJoint.attribute( "bindPose", &status ); joint->bindpos = vec3_zero; joint->bindmat = mat3_default; if ( MS::kSuccess == status ) { unsigned ii; unsigned jointIndex; unsigned connLength; MPlugArray connPlugs; MPlug pBindPose( jointNode, aBindPose ); pBindPose.connectedTo( connPlugs, false, true ); connLength = connPlugs.length(); for( ii = 0; ii < connLength; ++ii ) { if ( connPlugs[ ii ].node().apiType() == MFn::kDagPose ) { MObject aMember = connPlugs[ ii ].attribute(); MFnAttribute fnAttr( aMember ); if ( fnAttr.name() == "worldMatrix" ) { jointIndex = connPlugs[ ii ].logicalIndex(); MFnDependencyNode nDagPose( connPlugs[ ii ].node() ); // construct plugs for this joint's world matrix MObject aWorldMatrix = nDagPose.attribute( "worldMatrix" ); MPlug pWorldMatrix( connPlugs[ ii ].node(), aWorldMatrix ); pWorldMatrix.selectAncestorLogicalIndex( jointIndex, aWorldMatrix ); // get the world matrix data MObject worldMatrix; MStatus status = pWorldMatrix.getValue( worldMatrix ); if ( MS::kSuccess != status ) { // Problem retrieving world matrix return; } MFnMatrixData dMatrix( worldMatrix ); MMatrix wMatrix = dMatrix.matrix( &status ); joint->bindmat = ConvertToIdSpace( idMat( wMatrix ) ); joint->bindpos = ConvertToIdSpace( idVec( wMatrix ) ) * scale; if ( !options.ignoreScale ) { joint->bindpos *= joint->scale; } else { joint->bindmat[ 0 ].Normalize(); joint->bindmat[ 1 ].Normalize(); joint->bindmat[ 2 ].Normalize(); } return; } } } } } /* =============== idMayaExport::GetLocalTransform =============== */ void idMayaExport::GetLocalTransform( idExportJoint *joint, idVec3 &pos, idMat3 &mat ) { MStatus status; MDagPath dagPath; pos.Zero(); mat.Identity(); if ( !joint->dagnode ) { return; } status = joint->dagnode->getPath( dagPath ); if ( !status ) { return; } MObject transformNode = dagPath.transform( &status ); if ( !status && ( status.statusCode () == MStatus::kInvalidParameter ) ) { return; } MFnDagNode transform( transformNode, &status ); if ( !status ) { return; } pos = idVec( transform.transformationMatrix() ); mat = idMat( transform.transformationMatrix() ); } /* =============== idMayaExport::GetWorldTransform =============== */ void idMayaExport::GetWorldTransform( idExportJoint *joint, idVec3 &pos, idMat3 &mat, float scale ) { idExportJoint *parent; GetLocalTransform( joint, pos, mat ); mat.OrthoNormalizeSelf(); pos *= scale; parent = joint->mayaNode.GetParent(); if ( parent ) { idVec3 parentpos; idMat3 parentmat; GetWorldTransform( parent, parentpos, parentmat, scale ); pos = parentpos + ( parentmat * ( pos * parent->scale ) ); mat = mat * parentmat; } } /* =============== idMayaExport::CreateJoints =============== */ void idMayaExport::CreateJoints( float scale ) { int i; int j; idExportJoint *joint; idExportJoint *parent; MStatus status; MDagPath dagPath; MFnDagNode *parentNode; SetFrame( 0 ); // create an initial list with all of the transformable nodes in the scene MItDag dagIterator( MItDag::kDepthFirst, MFn::kTransform, &status ); for ( ; !dagIterator.isDone(); dagIterator.next() ) { status = dagIterator.getPath( dagPath ); if ( !status ) { MayaError( "CreateJoints: MItDag::getPath failed (%s)", status.errorString().asChar() ); continue; } joint = &model.joints.Alloc(); joint->index = model.joints.Num() - 1; joint->dagnode = new MFnDagNode( dagPath, &status ); if ( !status ) { MayaError( "CreateJoints: MFnDagNode constructor failed (%s)", status.errorString().asChar() ); continue; } joint->name = joint->dagnode->name().asChar(); joint->realname = joint->name; } // allocate an extra joint in case we need to add an origin later model.exportOrigin = &model.joints.Alloc(); model.exportOrigin->index = model.joints.Num() - 1; // create scene hierarchy joint = model.joints.Ptr(); for( i = 0; i < model.joints.Num(); i++, joint++ ) { if ( !joint->dagnode ) { continue; } joint->mayaNode.ParentTo( model.mayaHead ); joint->exportNode.ParentTo( model.exportHead ); parentNode = GetParent( joint->dagnode ); if ( parentNode ) { // find the parent joint in our jointlist for( j = 0; j < model.joints.Num(); j++ ) { if ( !model.joints[ j ].dagnode ) { continue; } if ( model.joints[ j ].dagnode->name() == parentNode->name() ) { joint->mayaNode.ParentTo( model.joints[ j ].mayaNode ); joint->exportNode.ParentTo( model.joints[ j ].exportNode ); break; } } delete parentNode; } // create long name parent = joint->mayaNode.GetParent(); if ( parent ) { joint->longname = parent->longname + "/" + joint->name; } else { joint->longname = joint->name; } // get the joint's scale GetLocalTransform( &model.joints[ i ], joint->t, joint->wm ); joint->scale = joint->wm[ 0 ].Length(); if ( parent ) { joint->scale *= parent->scale; if ( joint->scale != 0 ) { joint->invscale = 1.0f / joint->scale; } else { joint->invscale = 0; } } joint->dagnode->getPath( dagPath ); GetBindPose( dagPath.node( &status ), joint, scale ); } } /* =============== idMayaExport::RenameJoints =============== */ void idMayaExport::RenameJoints( idList &renamejoints, idStr &prefix ) { int i; idExportJoint *joint; // rename joints that match the prefix if ( prefix.Length() ) { joint = model.joints.Ptr(); for( i = 0; i < model.joints.Num(); i++, joint++ ) { if ( !joint->name.Cmpn( prefix, prefix.Length() ) ) { // remove the prefix from the name joint->name = joint->name.Right( joint->name.Length() - prefix.Length() ); } } } // rename joints if necessary for( i = 0; i < renamejoints.Num(); i++ ) { joint = model.FindJoint( renamejoints[ i ].from ); if ( joint ) { joint->name = renamejoints[ i ].to; } } } /* =============== idMayaExport::RemapParents =============== */ bool idMayaExport::RemapParents( idList &remapjoints ) { int i; idExportJoint *joint; idExportJoint *parent; idExportJoint *origin; idExportJoint *sibling; for( i = 0; i < remapjoints.Num(); i++ ) { // find joint to reparent joint = model.FindJoint( remapjoints[ i ].from ); if ( !joint ) { // couldn't find joint, fail MayaError( "Couldn't find joint '%s' to reparent\n", remapjoints[ i ].from.c_str() ); } // find new parent joint parent = model.FindJoint( remapjoints[ i ].to ); if ( !parent ) { // couldn't find parent, fail MayaError( "Couldn't find joint '%s' to be new parent for '%s'\n", remapjoints[ i ].to.c_str(), remapjoints[ i ].from.c_str() ); } if ( parent->exportNode.ParentedBy( joint->exportNode ) ) { MayaError( "Joint '%s' is a child of joint '%s' and can't become the parent.", joint->name.c_str(), parent->name.c_str() ); } joint->exportNode.ParentTo( parent->exportNode ); } // if we have an origin, make it the first node in the export list, otherwise add one origin = model.FindJoint( "origin" ); if ( !origin ) { origin = model.exportOrigin; origin->dagnode = NULL; origin->name = "origin"; origin->realname = "origin"; origin->bindmat.Identity(); origin->bindpos.Zero(); } origin->exportNode.ParentTo( model.exportHead ); // force the joint to be kept origin->keep = true; // make all root joints children of the origin joint joint = model.exportHead.GetChild(); while( joint ) { sibling = joint->exportNode.GetSibling(); if ( joint != origin ) { joint->exportNode.ParentTo( origin->exportNode ); } joint = sibling; } return true; } /* =============== idMayaExport::FindShader Find the shading node for the given shading group set node. =============== */ MObject idMayaExport::FindShader( MObject& setNode ) { MStatus status; MFnDependencyNode fnNode( setNode ); MPlug shaderPlug; shaderPlug = fnNode.findPlug( "surfaceShader" ); if ( !shaderPlug.isNull() ) { MPlugArray connectedPlugs; bool asSrc = false; bool asDst = true; shaderPlug.connectedTo( connectedPlugs, asDst, asSrc, &status ); if ( connectedPlugs.length() != 1 ) { MayaError( "FindShader: Error getting shader (%s)", status.errorString().asChar() ); } else { return connectedPlugs[ 0 ].node(); } } return MObject::kNullObj; } /* =============== idMayaExport::GetTextureForMesh Find the texture files that apply to the color of each polygon of a selected shape if the shape has its polygons organized into sets. =============== */ void idMayaExport::GetTextureForMesh( idExportMesh *mesh, MFnDagNode &dagNode ) { MStatus status; MDagPath path; int i; int instanceNum; status = dagNode.getPath( path ); if ( !status ) { return; } path.extendToShape(); // If the shape is instanced then we need to determine which // instance this path refers to. // instanceNum = 0; if ( path.isInstanced() ) { instanceNum = path.instanceNumber(); } // Get a list of all sets pertaining to the selected shape and the // members of those sets. // MFnMesh fnMesh( path ); MObjectArray sets; MObjectArray comps; status = fnMesh.getConnectedSetsAndMembers( instanceNum, sets, comps, true ); if ( !status ) { MayaError( "GetTextureForMesh: MFnMesh::getConnectedSetsAndMembers failed (%s)", status.errorString().asChar() ); } // Loop through all the sets. If the set is a polygonal set, find the // shader attached to the and print out the texture file name for the // set along with the polygons in the set. // for ( i = 0; i < ( int )sets.length(); i++ ) { MObject set = sets[i]; MObject comp = comps[i]; MFnSet fnSet( set, &status ); if ( status == MS::kFailure ) { MayaError( "GetTextureForMesh: MFnSet constructor failed (%s)", status.errorString().asChar() ); continue; } // Make sure the set is a polygonal set. If not, continue. MItMeshPolygon piter(path, comp, &status); if (status == MS::kFailure) { continue; } // Find the texture that is applied to this set. First, get the // shading node connected to the set. Then, if there is an input // attribute called "color", search upstream from it for a texture // file node. // MObject shaderNode = FindShader( set ); if ( shaderNode == MObject::kNullObj ) { continue; } MPlug colorPlug = MFnDependencyNode(shaderNode).findPlug("color", &status); if ( status == MS::kFailure ) { continue; } MItDependencyGraph dgIt(colorPlug, MFn::kFileTexture, MItDependencyGraph::kUpstream, MItDependencyGraph::kBreadthFirst, MItDependencyGraph::kNodeLevel, &status); if ( status == MS::kFailure ) { continue; } dgIt.disablePruningOnFilter(); // If no texture file node was found, just continue. // if ( dgIt.isDone() ) { continue; } // Print out the texture node name and texture file that it references. // MObject textureNode = dgIt.thisNode(); MPlug filenamePlug = MFnDependencyNode( textureNode ).findPlug( "fileTextureName" ); MString textureName; filenamePlug.getValue( textureName ); // remove the OS path and save it in the mesh OSPathToRelativePath( textureName.asChar(), mesh->shader, options.game ); mesh->shader.StripFileExtension(); return; } } /* =============== idMayaExport::CopyMesh =============== */ idExportMesh *idMayaExport::CopyMesh( MFnSkinCluster &skinCluster, float scale ) { MStatus status; MObjectArray objarray; MObjectArray outputarray; int nGeom; int i, j, k; idExportMesh *mesh; float uv_u, uv_v; idStr name, altname; int pos; status = skinCluster.getInputGeometry( objarray ); if ( !status ) { MayaError( "CopyMesh: Error getting input geometry (%s)", status.errorString().asChar() ); return NULL; } nGeom = objarray.length(); for( i = 0; i < nGeom; i++ ) { MFnDagNode dagNode( objarray[ i ], &status ); if ( !status ) { common->Printf( "CopyMesh: MFnDagNode Constructor failed (%s)", status.errorString().asChar() ); continue; } MFnMesh fnmesh( objarray[ i ], &status ); if ( !status ) { // object isn't an MFnMesh continue; } status = skinCluster.getOutputGeometry( outputarray ); if ( !status ) { common->Printf( "CopyMesh: Error getting output geometry (%s)", status.errorString().asChar() ); return NULL; } if ( outputarray.length() < 1 ) { return NULL; } name = fnmesh.name().asChar(); if ( options.prefix.Length() ) { if ( !name.Cmpn( options.prefix, options.prefix.Length() ) ) { // remove the prefix from the name name = name.Right( name.Length() - options.prefix.Length() ); } else { // name doesn't match prefix, so don't use this mesh //return NULL; } } pos = name.Find( "ShapeOrig" ); if ( pos >= 0 ) { name.CapLength( pos ); } MFnDagNode dagNode2( outputarray[ 0 ], &status ); if ( !status ) { common->Printf( "CopyMesh: MFnDagNode Constructor failed (%s)", status.errorString().asChar() ); continue; } altname = name; MObject parent = fnmesh.parent( 0, &status ); if ( status ) { MFnDagNode parentNode( parent, &status ); if ( status ) { altname = parentNode.name().asChar(); } } name.StripLeadingOnce( options.prefix ); altname.StripLeadingOnce( options.prefix ); if ( options.keepmeshes.Num() ) { if ( !options.keepmeshes.Find( name ) && !options.keepmeshes.Find( altname ) ) { if ( altname != name ) { common->Printf( "Skipping mesh '%s' ('%s')\n", name.c_str(), altname.c_str() ); } else { common->Printf( "Skipping mesh '%s'\n", name.c_str() ); } return NULL; } } if ( options.skipmeshes.Find( name ) || options.skipmeshes.Find( altname ) ) { common->Printf( "Skipping mesh '%s' ('%s')\n", name.c_str(), altname.c_str() ); return NULL; } mesh = new idExportMesh(); model.meshes.Append( mesh ); if ( altname.Length() ) { mesh->name = altname; } else { mesh->name = name; } GetTextureForMesh( mesh, dagNode2 ); int v = fnmesh.numVertices( &status ); mesh->verts.SetNum( v ); MFloatPointArray vertexArray; fnmesh.getPoints( vertexArray, MSpace::kPreTransform ); for( j = 0; j < v; j++ ) { memset( &mesh->verts[ j ], 0, sizeof( mesh->verts[ j ] ) ); mesh->verts[ j ].pos = ConvertToIdSpace( idVec( vertexArray[ j ] ) ) * scale; } MIntArray vertexList; int p; p = fnmesh.numPolygons( &status ); mesh->tris.SetNum( p ); mesh->uv.SetNum( p ); MString setName; status = fnmesh.getCurrentUVSetName( setName ); if ( !status ) { MayaError( "CopyMesh: MFnMesh::getCurrentUVSetName failed (%s)", status.errorString().asChar() ); } for( j = 0; j < p; j++ ) { fnmesh.getPolygonVertices( j, vertexList ); if ( vertexList.length() != 3 ) { MayaError( "CopyMesh: Too many vertices on a face (%d)\n", vertexList.length() ); } for( k = 0; k < 3; k++ ) { mesh->tris[ j ].indexes[ k ] = vertexList[ k ]; status = fnmesh.getPolygonUV( j, k, uv_u, uv_v, &setName ); if ( !status ) { MayaError( "CopyMesh: MFnMesh::getPolygonUV failed (%s)", status.errorString().asChar() ); } mesh->uv[ j ].uv[ k ][ 0 ] = uv_u; mesh->uv[ j ].uv[ k ][ 1 ] = uv_v; } } return mesh; } return NULL; } /* =============== idMayaExport::CreateMesh =============== */ void idMayaExport::CreateMesh( float scale ) { size_t count; idExportMesh *mesh; MStatus status; exportWeight_t weight; unsigned int nGeoms; // Iterate through graph and search for skinCluster nodes MItDependencyNodes iter( MFn::kSkinClusterFilter ); count = 0; for ( ; !iter.isDone(); iter.next() ) { MObject object = iter.item(); count++; // For each skinCluster node, get the list of influence objects MFnSkinCluster skinCluster( object, &status ); if ( !status ) { MayaError( "%s: Error getting skin cluster (%s)", object.apiTypeStr(), status.errorString().asChar() ); } mesh = CopyMesh( skinCluster, scale ); if ( !mesh ) { continue; } MDagPathArray infs; unsigned int nInfs = skinCluster.influenceObjects(infs, &status); if ( !status ) { MayaError( "Mesh '%s': Error getting influence objects (%s)", mesh->name.c_str(), status.errorString().asChar() ); } if ( 0 == nInfs ) { MayaError( "Mesh '%s': No influence objects found", mesh->name.c_str() ); } // loop through the geometries affected by this cluster nGeoms = skinCluster.numOutputConnections(); for (size_t ii = 0; ii < nGeoms; ++ii) { unsigned int index = skinCluster.indexForOutputConnection(ii,&status); if ( !status ) { MayaError( "Mesh '%s': Error getting geometry index (%s)", mesh->name.c_str(), status.errorString().asChar() ); } // get the dag path of the ii'th geometry MDagPath skinPath; status = skinCluster.getPathAtIndex(index,skinPath); if ( !status ) { MayaError( "Mesh '%s': Error getting geometry path (%s)", mesh->name.c_str(), status.errorString().asChar() ); } // iterate through the components of this geometry MItGeometry gIter( skinPath ); // print out the influence objects idList joints; idExportJoint *joint; exportVertex_t *vert; joints.Resize( nInfs ); for (size_t kk = 0; kk < nInfs; ++kk) { const char *c; MString s; s = infs[kk].partialPathName(); c = s.asChar(); joint = model.FindJointReal( c ); if ( !joint ) { MayaError( "Mesh '%s': joint %s not found", mesh->name.c_str(), c ); } joints.Append( joint ); } for ( /* nothing */ ; !gIter.isDone(); gIter.next() ) { MObject comp = gIter.component( &status ); if ( !status ) { MayaError( "Mesh '%s': Error getting component (%s)", mesh->name.c_str(), status.errorString().asChar() ); } // Get the weights for this vertex (one per influence object) MFloatArray wts; unsigned infCount; status = skinCluster.getWeights(skinPath,comp,wts,infCount); if ( !status ) { MayaError( "Mesh '%s': Error getting weights (%s)", mesh->name.c_str(), status.errorString().asChar() ); } if (0 == infCount) { MayaError( "Mesh '%s': Error: 0 influence objects.", mesh->name.c_str() ); } int num = gIter.index(); vert = &mesh->verts[ num ]; vert->startweight = mesh->weights.Num(); float totalweight = 0.0f; // copy the weight data for this vertex int numNonZeroWeights = 0; int jj; for ( jj = 0; jj < (int)infCount ; ++jj ) { float w = ( float )wts[ jj ]; if ( w > 0.0f ) { numNonZeroWeights++; } if ( w > options.jointThreshold ) { weight.joint = joints[ jj ]; weight.jointWeight = wts[ jj ]; if ( !options.ignoreScale ) { weight.joint->bindmat.ProjectVector( vert->pos - ( weight.joint->bindpos * weight.joint->invscale ), weight.offset ); weight.offset *= weight.joint->scale; } else { weight.joint->bindmat.ProjectVector( vert->pos - weight.joint->bindpos, weight.offset ); } mesh->weights.Append( weight ); totalweight += weight.jointWeight; } } vert->numWeights = mesh->weights.Num() - vert->startweight; if ( !vert->numWeights ) { if ( numNonZeroWeights ) { MayaError( "Error on mesh '%s': Vertex %d doesn't have any joint weights exceeding jointThreshold (%f).", mesh->name.c_str(), num, options.jointThreshold ); } else { MayaError( "Error on mesh '%s': Vertex %d doesn't have any joint weights.", mesh->name.c_str(), num ); } } else if ( !totalweight ) { MayaError( "Error on mesh '%s': Combined weight of 0 on vertex %d.", mesh->name.c_str(), num ); } //if ( numNonZeroWeights ) { // common->Printf( "Mesh '%s': skipped %d out of %d weights on vertex %d\n", mesh->name.c_str(), numNonZeroWeights, numNonZeroWeights + vert->numWeights, num ); //} // normalize the joint weights for( jj = 0; jj < vert->numWeights; jj++ ) { mesh->weights[ vert->startweight + jj ].jointWeight /= totalweight; } } break; } } if ( !count && !options.ignoreMeshes ) { MayaError( "CreateMesh: No skinClusters found in this scene.\n" ); } } /* =============== idMayaExport::CombineMeshes combine surfaces with the same shader. =============== */ void idMayaExport::CombineMeshes( void ) { int i, j; int count; idExportMesh *mesh; idExportMesh *combine; idList oldmeshes; oldmeshes = model.meshes; model.meshes.Clear(); count = 0; for( i = 0; i < oldmeshes.Num(); i++ ) { mesh = oldmeshes[ i ]; if ( !mesh->keep ) { delete mesh; continue; } combine = NULL; for( j = 0; j < model.meshes.Num(); j++ ) { if ( model.meshes[ j ]->shader == mesh->shader ) { combine = model.meshes[ j ]; break; } } if ( combine ) { combine->Merge( mesh ); delete mesh; count++; } else { model.meshes.Append( mesh ); } } // share verts for( i = 0; i < model.meshes.Num(); i++ ) { model.meshes[ i ]->ShareVerts(); } common->Printf( "Merged %d meshes\n", count ); } /* =============== idMayaExport::GetAlignment =============== */ void idMayaExport::GetAlignment( idStr &alignName, idMat3 &align, float rotate, int startframe ) { idVec3 pos; idExportJoint *joint; idAngles ang( 0, rotate, 0 ); idMat3 mat; align.Identity(); if ( alignName.Length() ) { SetFrame( 0 ); joint = model.FindJoint( alignName ); if ( !joint ) { MayaError( "could not find joint '%s' to align model to.\n", alignName.c_str() ); } // found it GetWorldTransform( joint, pos, mat, 1.0f ); align[ 0 ][ 0 ] = mat[ 2 ][ 0 ]; align[ 0 ][ 1 ] = -mat[ 2 ][ 2 ]; align[ 0 ][ 2 ] = mat[ 2 ][ 1 ]; align[ 1 ][ 0 ] = mat[ 0 ][ 0 ]; align[ 1 ][ 1 ] = -mat[ 0 ][ 2 ]; align[ 1 ][ 2 ] = mat[ 0 ][ 1 ]; align[ 2 ][ 0 ] = mat[ 1 ][ 0 ]; align[ 2 ][ 1 ] = -mat[ 1 ][ 2 ]; align[ 2 ][ 2 ] = mat[ 1 ][ 1 ]; if ( rotate ) { align *= ang.ToMat3(); } } else if ( rotate ) { align = ang.ToMat3(); } align.TransposeSelf(); } /* =============== idMayaExport::GetObjectType return the type of the object =============== */ const char *idMayaExport::GetObjectType( MObject object ) { if( object.isNull() ) { return "(Null)"; } MStatus stat; MFnDependencyNode dgNode; MString typeName; stat = dgNode.setObject( object ); typeName = dgNode.typeName( &stat ); if( MS::kSuccess != stat ) { // can not get the type name of this object return "(Unknown)"; } return typeName.asChar(); } /* =============== idMayaExport::GetCameraFov =============== */ float idMayaExport::GetCameraFov( idExportJoint *joint ) { int childCount; int j; double horiz; double focal; MStatus status; const char *n1, *n2; MFnDagNode *dagnode; float fov; dagnode = joint->dagnode; MObject cameraNode = dagnode->object(); childCount = dagnode->childCount(); fov = 90.0f; for( j = 0; j < childCount; j++ ) { MObject childNode = dagnode->child( j ); n1 = GetObjectType( cameraNode ); n2 = GetObjectType( childNode ); if ( ( !strcmp( "transform", n1 ) ) && ( !strcmp( "camera", n2 ) ) ) { MFnCamera camera( childNode ); focal = camera.focalLength(); horiz = camera.horizontalFilmAperture(); fov = RAD2DEG( 2 * atan( ( horiz * 0.5 ) / ( focal / 25.4 ) ) ); break; } } return fov; } /* =============== idMayaExport::GetCameraFrame =============== */ void idMayaExport::GetCameraFrame( idExportJoint *camera, idMat3 &align, cameraFrame_t *cam ) { idMat3 mat; idMat3 axis; idVec3 pos; // get the worldspace positions of the joint GetWorldTransform( camera, pos, axis, 1.0f ); // convert to id coordinates cam->t = ConvertToIdSpace( pos ) * align; // correct the orientation for the game axis = ConvertToIdSpace( axis ) * align; mat[ 0 ] = -axis[ 2 ]; mat[ 1 ] = -axis[ 0 ]; mat[ 2 ] = axis[ 1 ]; cam->q = mat.ToQuat().ToCQuat(); // get it's fov cam->fov = GetCameraFov( camera ); } /* =============== idMayaExport::CreateCameraAnim =============== */ void idMayaExport::CreateCameraAnim( idMat3 &align ) { float start, end; MDagPath dagPath; int frameNum; short v; MStatus status; cameraFrame_t cam; idExportJoint *refCam; idExportJoint *camJoint; idStr currentCam; idStr newCam; MPlug plug; MFnEnumAttribute cameraAttribute; start = TimeForFrame( options.startframe ); end = TimeForFrame( options.endframe ); #if 0 options.framerate = 60; model.numFrames = ( int )( ( end - start ) * ( float )options.framerate ) + 1; model.frameRate = options.framerate; #else model.numFrames = options.endframe + 1 - options.startframe; model.frameRate = options.framerate; #endif common->Printf( "start frame = %d\n end frame = %d\n", options.startframe, options.endframe ); common->Printf( " start time = %f\n end time = %f\n total time = %f\n", start, end, end - start ); if ( start > end ) { MayaError( "Start frame is greater than end frame." ); } refCam = model.FindJoint( "refcam" ); if ( refCam == NULL ) { currentCam = MAYA_DEFAULT_CAMERA; } else { MObject cameraNode = refCam->dagnode->object(); MFnDependencyNode cameraDG( cameraNode, &status ); if( MS::kSuccess != status ) { MayaError( "Can't find 'refcam' dependency node." ); return; } MObject attr = cameraDG.attribute( MString( "Camera" ), &status ); if( MS::kSuccess != status ) { MayaError( "Can't find 'Camera' attribute on 'refcam'." ); return; } plug = MPlug( cameraNode, attr ); status = cameraAttribute.setObject( attr ); if( MS::kSuccess != status ) { MayaError( "Bad 'Camera' attribute on 'refcam'." ); return; } model.camera.Clear(); model.cameraCuts.Clear(); SetFrame( 0 ); status = plug.getValue( v ); currentCam = cameraAttribute.fieldName( v, &status ).asChar(); if( MS::kSuccess != status ) { MayaError( "Error getting camera name on frame %d", GetMayaFrameNum( 0 ) ); } } camJoint = model.FindJoint( currentCam ); if ( !camJoint ) { MayaError( "Couldn't find camera '%s'", currentCam.c_str() ); } for( frameNum = 0; frameNum < model.numFrames; frameNum++ ) { common->Printf( "\rFrame %d/%d...", options.startframe + frameNum, options.endframe ); #if 0 MTime time; time.setUnit( MTime::kSeconds ); time.setValue( start + ( ( float )frameNum / ( float )options.framerate ) ); MGlobal::viewFrame( time ); #else SetFrame( frameNum ); #endif // get the position for this frame GetCameraFrame( camJoint, align, &model.camera.Alloc() ); if ( refCam != NULL ) { status = plug.getValue( v ); newCam = cameraAttribute.fieldName( v, &status ).asChar(); if( MS::kSuccess != status ) { MayaError( "Error getting camera name on frame %d", GetMayaFrameNum( frameNum ) ); } if ( newCam != currentCam ) { // place a cut at our last frame model.cameraCuts.Append( model.camera.Num() - 1 ); currentCam = newCam; camJoint = model.FindJoint( currentCam ); if ( !camJoint ) { MayaError( "Couldn't find camera '%s'", currentCam.c_str() ); } // get the position for this frame GetCameraFrame( camJoint, align, &model.camera.Alloc() ); } } } common->Printf( "\n" ); } /* =============== idMayaExport::GetDefaultPose =============== */ void idMayaExport::GetDefaultPose( idMat3 &align ) { float start; MDagPath dagPath; idMat3 jointaxis; idVec3 jointpos; idExportJoint *joint, *parent; idBounds bnds; idBounds meshBounds; idList frame; start = TimeForFrame( options.startframe ); common->Printf( "default pose frame = %d\n", options.startframe ); common->Printf( " default pose time = %f\n", start ); frame.SetNum( model.joints.Num() ); SetFrame( 0 ); // convert joints into local coordinates and save in channels for( joint = model.exportHead.GetNext(); joint != NULL; joint = joint->exportNode.GetNext() ) { if ( !joint->dagnode ) { // custom origin joint joint->idwm.Identity(); joint->idt.Zero(); frame[ joint->index ].t.Zero(); frame[ joint->index ].q.Set( 0.0f, 0.0f, 0.0f ); continue; } // get the worldspace positions of the joint GetWorldTransform( joint, jointpos, jointaxis, options.scale ); // convert to id coordinates jointaxis = ConvertToIdSpace( jointaxis ) * align; jointpos = ConvertToIdSpace( jointpos ) * align; // save worldspace position of joint for children joint->idwm = jointaxis; joint->idt = jointpos; parent = joint->exportNode.GetParent(); if ( parent ) { // convert to local coordinates jointpos = ( jointpos - parent->idt ) * parent->idwm.Transpose(); jointaxis = jointaxis * parent->idwm.Transpose(); } else if ( joint->name == "origin" ) { if ( options.clearOrigin ) { jointpos.Zero(); } if ( options.clearOriginAxis ) { jointaxis.Identity(); } } frame[ joint->index ].t = jointpos; frame[ joint->index ].q = jointaxis.ToQuat().ToCQuat(); } // relocate origin to start at 0, 0, 0 for first frame joint = model.FindJoint( "origin" ); if ( joint ) { frame[ joint->index ].t.Zero(); } // transform the hierarchy for( joint = model.exportHead.GetNext(); joint != NULL; joint = joint->exportNode.GetNext() ) { jointpos = frame[ joint->index ].t; jointaxis = frame[ joint->index ].q.ToQuat().ToMat3(); parent = joint->exportNode.GetParent(); if ( parent ) { joint->idwm = jointaxis * parent->idwm; joint->idt = parent->idt + jointpos * parent->idwm; } else { joint->idwm = jointaxis; joint->idt = jointpos; } joint->bindmat = joint->idwm; joint->bindpos = joint->idt; } common->Printf( "\n" ); } /* =============== idMayaExport::CreateAnimation =============== */ void idMayaExport::CreateAnimation( idMat3 &align ) { int i; float start, end; MDagPath dagPath; idMat3 jointaxis; idVec3 jointpos; int frameNum; idExportJoint *joint, *parent; idBounds bnds; idBounds meshBounds; jointFrame_t *frame; int cycleStart; idVec3 totalDelta; idList copyFrames; start = TimeForFrame( options.startframe ); end = TimeForFrame( options.endframe ); model.numFrames = options.endframe + 1 - options.startframe; model.frameRate = options.framerate; common->Printf( "start frame = %d\n end frame = %d\n", options.startframe, options.endframe ); common->Printf( " start time = %f\n end time = %f\n total time = %f\n", start, end, end - start ); if ( start > end ) { MayaError( "Start frame is greater than end frame." ); } model.bounds.SetNum( model.numFrames ); model.jointFrames.SetNum( model.numFrames * model.joints.Num() ); model.frames.SetNum( model.numFrames ); for( i = 0; i < model.numFrames; i++ ) { model.frames[ i ] = &model.jointFrames[ model.joints.Num() * i ]; } // *sigh*. cyclestart doesn't work nicely with the anims. // may just want to not do it in SetTime anymore. cycleStart = options.cycleStart; options.cycleStart = options.startframe; for( frameNum = 0; frameNum < model.numFrames; frameNum++ ) { common->Printf( "\rFrame %d/%d...", options.startframe + frameNum, options.endframe ); frame = model.frames[ frameNum ]; SetFrame( frameNum ); // convert joints into local coordinates and save in channels for( joint = model.exportHead.GetNext(); joint != NULL; joint = joint->exportNode.GetNext() ) { if ( !joint->dagnode ) { // custom origin joint joint->idwm.Identity(); joint->idt.Zero(); frame[ joint->index ].t.Zero(); frame[ joint->index ].q.Set( 0.0f, 0.0f, 0.0f ); continue; } // get the worldspace positions of the joint GetWorldTransform( joint, jointpos, jointaxis, options.scale ); // convert to id coordinates jointaxis = ConvertToIdSpace( jointaxis ) * align; jointpos = ConvertToIdSpace( jointpos ) * align; // save worldspace position of joint for children joint->idwm = jointaxis; joint->idt = jointpos; parent = joint->exportNode.GetParent(); if ( parent ) { // convert to local coordinates jointpos = ( jointpos - parent->idt ) * parent->idwm.Transpose(); jointaxis = jointaxis * parent->idwm.Transpose(); } else if ( joint->name == "origin" ) { if ( options.clearOrigin ) { jointpos.Zero(); } if ( options.clearOriginAxis ) { jointaxis.Identity(); } } frame[ joint->index ].t = jointpos; frame[ joint->index ].q = jointaxis.ToQuat().ToCQuat(); } } options.cycleStart = cycleStart; totalDelta.Zero(); joint = model.FindJoint( "origin" ); if ( joint ) { frame = model.frames[ 0 ]; idVec3 origin = frame[ joint->index ].t; frame = model.frames[ model.numFrames - 1 ]; totalDelta = frame[ joint->index ].t - origin; } // shift the frames when cycleStart is used if ( options.cycleStart > options.startframe ) { copyFrames = model.jointFrames; for( i = 0; i < model.numFrames; i++ ) { bool shiftorigin = false; frameNum = i + ( options.cycleStart - options.startframe ); if ( frameNum >= model.numFrames ) { // wrap around, skipping the first frame, since it's a dupe of the last frame frameNum -= model.numFrames - 1; shiftorigin = true; } memcpy( &model.jointFrames[ model.joints.Num() * i ], ©Frames[ model.joints.Num() * frameNum ], model.joints.Num() * sizeof( copyFrames[ 0 ] ) ); if ( joint && shiftorigin ) { model.frames[ i ][ joint->index ].t += totalDelta; } } } if ( joint ) { // relocate origin to start at 0, 0, 0 for first frame frame = model.frames[ 0 ]; idVec3 origin = frame[ joint->index ].t; for( i = 0; i < model.numFrames; i++ ) { frame = model.frames[ i ]; frame[ joint->index ].t -= origin; } } // get the bounds for each frame for( frameNum = 0; frameNum < model.numFrames; frameNum++ ) { frame = model.frames[ frameNum ]; // transform the hierarchy for( joint = model.exportHead.GetNext(); joint != NULL; joint = joint->exportNode.GetNext() ) { jointpos = frame[ joint->index ].t; jointaxis = frame[ joint->index ].q.ToQuat().ToMat3(); parent = joint->exportNode.GetParent(); if ( parent ) { joint->idwm = jointaxis * parent->idwm; joint->idt = parent->idt + jointpos * parent->idwm; } else { joint->idwm = jointaxis; joint->idt = jointpos; } } // get bounds for this frame bnds.Clear(); for( i = 0; i < model.meshes.Num(); i++ ) { if ( model.meshes[ i ]->keep ) { model.meshes[ i ]->GetBounds( meshBounds ); bnds.AddBounds( meshBounds ); } } model.bounds[ frameNum ][ 0 ] = bnds[ 0 ]; model.bounds[ frameNum ][ 1 ] = bnds[ 1 ]; } common->Printf( "\n" ); } /* =============== idMayaExport::ConvertModel =============== */ void idMayaExport::ConvertModel( void ) { MStatus status; idMat3 align; common->Printf( "Converting %s to %s...\n", options.src.c_str(), options.dest.c_str() ); // see if the destination file exists FILE *file = fopen( options.dest, "r" ); if ( file ) { fclose( file ); // make sure we can write to the destination FILE *file = fopen( options.dest, "r+" ); if ( !file ) { MayaError( "Unable to write to the file '%s'", options.dest.c_str() ); } fclose( file ); } MString filename( options.src ); MFileIO::newFile( true ); // Load the file into Maya common->Printf( "Loading file...\n" ); status = MFileIO::open( filename, NULL, true ); if ( !status ) { MayaError( "Error loading '%s': '%s'\n", filename.asChar(), status.errorString().asChar() ); } // force Maya to update the frame. When using references, sometimes // the model is posed the way it is in the source. Since Maya only // updates it when the frame time changes to a value other than the // current, just setting the time to the min time doesn't guarantee // that the model gets updated. MGlobal::viewFrame( MAnimControl::maxTime() ); MGlobal::viewFrame( MAnimControl::minTime() ); if ( options.startframe < 0 ) { options.startframe = MAnimControl::minTime().as( MTime::kFilm ); } if ( options.endframe < 0 ) { options.endframe = MAnimControl::maxTime().as( MTime::kFilm ); } if ( options.cycleStart < 0 ) { options.cycleStart = options.startframe; } else if ( ( options.cycleStart < options.startframe ) || ( options.cycleStart > options.endframe ) ) { MayaError( "cycleStart (%d) out of frame range (%d to %d)\n", options.cycleStart, options.startframe, options.endframe ); } else if ( options.cycleStart == options.endframe ) { // end frame is a duplicate of the first frame in cycles, so just disable cycleStart options.cycleStart = options.startframe; } // create a list of the transform nodes that will make up our heirarchy common->Printf( "Creating joints...\n" ); CreateJoints( options.scale ); if ( options.type != WRITE_CAMERA ) { common->Printf( "Creating meshes...\n" ); CreateMesh( options.scale ); common->Printf( "Renaming joints...\n" ); RenameJoints( options.renamejoints, options.prefix ); common->Printf( "Remapping parents...\n" ); RemapParents( options.remapjoints ); common->Printf( "Pruning joints...\n" ); PruneJoints( options.keepjoints, options.prefix ); common->Printf( "Combining meshes...\n" ); CombineMeshes(); } common->Printf( "Align model...\n" ); GetAlignment( options.align, align, options.rotate, 0 ); switch( options.type ) { case WRITE_MESH : common->Printf( "Grabbing default pose:\n" ); GetDefaultPose( align ); common->Printf( "Writing file...\n" ); if ( !model.WriteMesh( options.dest, options ) ) { MayaError( "error writing to '%s'", options.dest.c_str() ); } break; case WRITE_ANIM : common->Printf( "Creating animation frames:\n" ); CreateAnimation( align ); common->Printf( "Writing file...\n" ); if ( !model.WriteAnim( options.dest, options ) ) { MayaError( "error writing to '%s'", options.dest.c_str() ); } break; case WRITE_CAMERA : common->Printf( "Creating camera frames:\n" ); CreateCameraAnim( align ); common->Printf( "Writing file...\n" ); if ( !model.WriteCamera( options.dest, options ) ) { MayaError( "error writing to '%s'", options.dest.c_str() ); } break; } common->Printf( "done\n\n" ); } /* =============== idMayaExport::ConvertToMD3 =============== */ void idMayaExport::ConvertToMD3( void ) { #if 0 int i, j; md3Header_t *pinmodel; md3Frame_t *frame; md3Surface_t *surf; md3Shader_t *shader; md3Triangle_t *tri; md3St_t *st; md3XyzNormal_t *xyz; md3Tag_t *tag; int version; int size; //model_t *mod, int lod, void *buffer, const char *mod_name pinmodel = (md3Header_t *)buffer; version = LittleInt (pinmodel->version); if (version != MD3_VERSION) { common->Printf( "R_LoadMD3: %s has wrong version (%i should be %i)\n", mod_name, version, MD3_VERSION); return qfalse; } mod->type = MOD_MESH; size = LittleInt(pinmodel->ofsEnd); mod->dataSize += size; mod->md3[lod] = ri.Hunk_Alloc( size ); memcpy (mod->md3[lod], buffer, LittleInt(pinmodel->ofsEnd) ); LL(mod->md3[lod]->ident); LL(mod->md3[lod]->version); LL(mod->md3[lod]->numFrames); LL(mod->md3[lod]->numTags); LL(mod->md3[lod]->numSurfaces); LL(mod->md3[lod]->ofsFrames); LL(mod->md3[lod]->ofsTags); LL(mod->md3[lod]->ofsSurfaces); LL(mod->md3[lod]->ofsEnd); if ( mod->md3[lod]->numFrames < 1 ) { common->Printf( "R_LoadMD3: %s has no frames\n", mod_name ); return qfalse; } // swap all the frames frame = (md3Frame_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsFrames ); for ( i = 0 ; i < mod->md3[lod]->numFrames ; i++, frame++) { frame->radius = LittleFloat( frame->radius ); for ( j = 0 ; j < 3 ; j++ ) { frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] ); frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] ); frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] ); } } // swap all the tags tag = (md3Tag_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsTags ); for ( i = 0 ; i < mod->md3[lod]->numTags * mod->md3[lod]->numFrames ; i++, tag++) { for ( j = 0 ; j < 3 ; j++ ) { tag->origin[j] = LittleFloat( tag->origin[j] ); tag->axis[0][j] = LittleFloat( tag->axis[0][j] ); tag->axis[1][j] = LittleFloat( tag->axis[1][j] ); tag->axis[2][j] = LittleFloat( tag->axis[2][j] ); } } // swap all the surfaces surf = (md3Surface_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsSurfaces ); for ( i = 0 ; i < mod->md3[lod]->numSurfaces ; i++) { LL(surf->ident); LL(surf->flags); LL(surf->numFrames); LL(surf->numShaders); LL(surf->numTriangles); LL(surf->ofsTriangles); LL(surf->numVerts); LL(surf->ofsShaders); LL(surf->ofsSt); LL(surf->ofsXyzNormals); LL(surf->ofsEnd); if ( surf->numVerts > SHADER_MAX_VERTEXES ) { ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)", mod_name, SHADER_MAX_VERTEXES, surf->numVerts ); } if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) { ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)", mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles ); } // change to surface identifier surf->ident = SF_MD3; // lowercase the surface name so skin compares are faster Q_strlwr( surf->name ); // strip off a trailing _1 or _2 // this is a crutch for q3data being a mess j = strlen( surf->name ); if ( j > 2 && surf->name[j-2] == '_' ) { surf->name[j-2] = 0; } // register the shaders shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders ); for ( j = 0 ; j < surf->numShaders ; j++, shader++ ) { shader_t *sh; sh = R_FindShader( shader->name, LIGHTMAP_NONE, qtrue ); if ( sh->defaultShader ) { shader->shaderIndex = 0; } else { shader->shaderIndex = sh->index; } } // swap all the triangles tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles ); for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) { LL(tri->indexes[0]); LL(tri->indexes[1]); LL(tri->indexes[2]); } // swap all the ST st = (md3St_t *) ( (byte *)surf + surf->ofsSt ); for ( j = 0 ; j < surf->numVerts ; j++, st++ ) { st->st[0] = LittleFloat( st->st[0] ); st->st[1] = LittleFloat( st->st[1] ); } // swap all the XyzNormals xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals ); for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ ) { xyz->xyz[0] = LittleShort( xyz->xyz[0] ); xyz->xyz[1] = LittleShort( xyz->xyz[1] ); xyz->xyz[2] = LittleShort( xyz->xyz[2] ); xyz->normal = LittleShort( xyz->normal ); } // find the next surface surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd ); } return true; #endif } /* ============================================================================== dll setup ============================================================================== */ /* =============== Maya_Shutdown =============== */ void Maya_Shutdown( void ) { if ( initialized ) { errorMessage.Clear(); initialized = false; // This shuts down the entire app somehow, so just ignore it. //MLibrary::cleanup(); } } /* =============== Maya_ConvertModel =============== */ const char *Maya_ConvertModel( const char *ospath, const char *commandline ) { errorMessage = "Ok"; try { idExportOptions options( commandline, ospath ); idMayaExport exportM( options ); exportM.ConvertModel(); } catch( idException &exception ) { errorMessage = exception.error; } return errorMessage; } /* =============== dllEntry =============== */ bool dllEntry( int version, idCommon *common, idSys *sys ) { if ( !common || !sys ) { return false; } ::common = common; ::sys = sys; ::cvarSystem = NULL; idLib::sys = sys; idLib::common = common; idLib::cvarSystem = NULL; idLib::fileSystem = NULL; idLib::Init(); if ( version != MD5_VERSION ) { common->Printf( "Error initializing Maya exporter: DLL version %d different from .exe version %d\n", MD5_VERSION, version ); return false; } if ( !initialized ) { MStatus status; status = MLibrary::initialize( GAME_NAME, true ); if ( !status ) { common->Printf( "Error calling MLibrary::initialize (%s)\n", status.errorString().asChar() ); return false; } initialized = true; } return true; } // Force type checking on the interface functions to help ensure that they match the ones in the .exe const exporterDLLEntry_t ValidateEntry = &dllEntry; const exporterInterface_t ValidateConvert = &Maya_ConvertModel; const exporterShutdown_t ValidateShutdown = &Maya_Shutdown;