quake4-sdk/source/mpgame/anim/Anim_Import.cpp
2007-06-15 00:00:00 +00:00

604 lines
14 KiB
C++

#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;
// RAVEN BEGIN
// scork: now needed to cleanup after last Maya model conversion since I cache them for speed during "exportmodels"
bool g_bMayaConversionCleanerRunning = false; // so we can check all calls to Maya_ConvertModel have been updated to include this ;-)
struct MayaConversionCleaner
{
MayaConversionCleaner()
{
g_bMayaConversionCleanerRunning = true;
}
~MayaConversionCleaner()
{
if ( Maya_ConvertModel )
{
Maya_ConvertModel( NULL, NULL, NULL );
}
g_bMayaConversionCleanerRunning = false;
}
};
// RAVEN END
/*
====================
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 ) {
// RAVEN BEGIN
// jscott:revisit - this should go into the exe
//#ifdef _WIN32
#ifndef _WINDOWS
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
// RAVEN BEGIN
// rhummer: unify allocation strategy to try to fix some of our crashes
#ifdef RV_UNIFIED_ALLOCATOR
if ( !dllEntry( MD5_VERSION, common, sys, Memory::Allocate, Memory::Free, Memory::MSize ) ) {
#else
if ( !dllEntry( MD5_VERSION, common, sys ) ) {
#endif
// RAVEN END
// init failed
Maya_ConvertModel = NULL;
Maya_Shutdown = NULL;
sys->DLL_Unload( importDLL );
importDLL = 0;
gameLocal.Error( "Export DLL init failed." );
return;
}
// RAVEN BEGIN
// jscott: maya needs the source control in the tools dll
common->LoadToolsDLL();
// RAVEN END
}
/*
=====================
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 ) {
unsigned sourceTime;
unsigned 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;
}
// RAVEN BEGIN
// bdube: fs_import path
// we need to make sure we have a full path, so convert the filename to an OS path
path.AppendPath( cvarSystem->GetCVarString ("fs_importpath"));
path.AppendPath(src);
idFile* f = fileSystem->OpenExplicitFileRead ( path );
if ( !f ) {
Maya_Error = "could not open source file";
return false;
}
sourceTime = f->Timestamp ( );
fileSystem->CloseFile ( f );
/*
// get the source file's time
if ( fileSystem->ReadFile( src, NULL, &sourceTime ) < 0 ) {
// source file doesn't exist
return true;
}
*/
// RAVEN END
// 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
src = fileSystem->RelativePathToOSPath( src );
dest = fileSystem->RelativePathToOSPath( dest );
dest.ExtractFilePath( path );
if ( path.Length() ) {
fileSystem->CreateOSPath( path );
}
// get the os path in case it needs to create one
path = fileSystem->RelativePathToOSPath( "" );
common->SetRefreshOnPrint( true );
// RAVEN BEGIN
// scork: if this assert ever triggers it means there's a call to ConvertMayaToMD5() that doesn't have a 'MayaConversionCleaner' object above it. Go and put one in. Now.
assert( g_bMayaConversionCleanerRunning );
// bdube: support src and dest ospath
Maya_Error = Maya_ConvertModel( cvarSystem->GetCVarString ( "fs_importpath" ), path, commandLine );
// RAVEN END
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 ) {
// RAVEN BEGIN
// scork:
MayaConversionCleaner _any_old_name;
// RAVEN END
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 ) {
// RAVEN BEGIN
// scork:
MayaConversionCleaner _any_old_name;
// RAVEN END
Reset();
src = anim;
dest = anim;
dest.SetFileExtension( MD5_ANIM_EXT );
sprintf( commandLine, "anim %s -dest %s -game %s", src.c_str(), dest.c_str(), CD_BASEDIR );
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 ) {
// RAVEN BEGIN
// scork:
MayaConversionCleaner _any_old_name;
// RAVEN END
idToken command;
idToken token;
idStr defaultCommands;
idLexer lex;
idStr temp;
idStr parms;
int count;
// 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 ) ) {
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(), CD_BASEDIR, 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;
}