dhewm3/neo/d3xp/anim/Anim_Import.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

571 lines
14 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 "framework/Licensee.h"
#include "MayaImport/maya_main.h"
#include "gamesys/SysCvar.h"
#include "Game_local.h"
#include "anim/Anim.h"
/***********************************************************************
Maya conversion functions
***********************************************************************/
static idStr Maya_Error;
static exporterInterface_t Maya_ConvertModel = NULL;
static exporterShutdown_t Maya_Shutdown = NULL;
static uintptr_t 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;
}