/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * ****/ #include "MAX.H" #include "DECOMP.H" #include "STDMAT.H" #include "ANIMTBL.H" #include "istdplug.h" #include "phyexp.h" #include "smexprc.h" #include "smedefs.h" //=================================================================== // Prototype declarations // int GetIndexOfINode(INode *pnode,BOOL fAssertPropExists = TRUE); void SetIndexOfINode(INode *pnode, int inode); BOOL FUndesirableNode(INode *pnode); BOOL FNodeMarkedToSkip(INode *pnode); float FlReduceRotation(float fl); //=================================================================== // Global variable definitions // // Save for use with dialogs static HINSTANCE hInstance; // We just need one of these to hand off to 3DSMAX. static SmdExportClassDesc SmdExportCD; // For OutputDebugString and misc sprintf's static char st_szDBG[300]; // INode mapping table static int g_inmMac = 0; //=================================================================== // Utility functions // static int AssertFailedFunc(char *sz) { MessageBox(GetActiveWindow(), sz, "Assert failure", MB_OK); int Set_Your_Breakpoint_Here = 1; return 1; } #define ASSERT_MBOX(f, sz) ((f) ? 1 : AssertFailedFunc(sz)) //=================================================================== // Required plug-in export functions // BOOL WINAPI DllMain( HINSTANCE hinstDLL, ULONG fdwReason, LPVOID lpvReserved) { static int fFirstTimeHere = TRUE; if (fFirstTimeHere) { fFirstTimeHere = FALSE; hInstance = hinstDLL; } return TRUE; } EXPORT_THIS int LibNumberClasses(void) { return 1; } EXPORT_THIS ClassDesc *LibClassDesc(int iWhichClass) { switch(iWhichClass) { case 0: return &SmdExportCD; default: return 0; } } EXPORT_THIS const TCHAR *LibDescription() { return _T("Valve SMD Plug-in."); } EXPORT_THIS ULONG LibVersion() { return VERSION_3DSMAX; } //===================================================================== // Methods for SmdExportClass // CONSTRUCTOR SmdExportClass::SmdExportClass(void) { m_rgmaxnode = NULL; } DESTRUCTOR SmdExportClass::~SmdExportClass(void) { if (m_rgmaxnode) delete[] m_rgmaxnode; } int SmdExportClass::DoExport(const TCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts) { ExpInterface *pexpiface = ei; // Hungarian Interface *piface = i; // Hungarian // Reset the name-map property manager g_inmMac = 0; // Present the user with the Export Options dialog if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_EXPORTOPTIONS), GetActiveWindow(), ExportOptionsDlgProc, (LPARAM)this) <= 0) return 0; // error or cancel // Break up filename, re-assemble longer versions TSTR strPath, strFile, strExt; TCHAR szFile[MAX_PATH]; SplitFilename(TSTR(name), &strPath, &strFile, &strExt); sprintf(szFile, "%s\\%s.%s", (char*)strPath, (char*)strFile, DEFAULT_EXT); /* if (m_fReferenceFrame) sprintf(szFile, "%s\\%s_model.%s", (char*)strPath, (char*)strFile, DEFAULT_EXT); */ FILE *pFile; if ((pFile = fopen(szFile, "w")) == NULL) return FALSE/*failure*/; fprintf( pFile, "version %d\n", 1 ); // Get animation metrics m_intervalOfAnimation = piface->GetAnimRange(); m_tvStart = m_intervalOfAnimation.Start(); m_tvEnd = m_intervalOfAnimation.End(); m_tpf = ::GetTicksPerFrame(); // Count nodes, label them, collect into array if (!CollectNodes(pexpiface)) return 0; /*fail*/ // Output nodes if (!DumpBones(pFile, pexpiface)) { fclose( pFile ); return 0; /*fail*/ } // Output bone rotations, for each frame. Do only first frame if this is the reference frame MAX file DumpRotations(pFile, pexpiface); // Output triangle meshes (first frame/all frames), if this is the reference frame MAX file if (m_fReferenceFrame) { DumpModel(pFile, pexpiface); } // Tell user that exporting is finished (it can take a while with no feedback) char szExportComplete[300]; sprintf(szExportComplete, "Exported %s.", szFile); MessageBox(GetActiveWindow(), szExportComplete, "Status", MB_OK); fclose( pFile ); return 1/*success*/; } BOOL SmdExportClass::CollectNodes( ExpInterface *pexpiface) { // Count total nodes in the model, so I can alloc array // Also "brands" each node with node index, or with "skip me" marker. CountNodesTEP procCountNodes; procCountNodes.m_cNodes = 0; (void) pexpiface->theScene->EnumTree(&procCountNodes); ASSERT_MBOX(procCountNodes.m_cNodes > 0, "No nodes!"); // Alloc and fill array m_imaxnodeMac = procCountNodes.m_cNodes; m_rgmaxnode = new MaxNode[m_imaxnodeMac]; ASSERT_MBOX(m_rgmaxnode != NULL, "new failed"); CollectNodesTEP procCollectNodes; procCollectNodes.m_phec = this; (void) pexpiface->theScene->EnumTree(&procCollectNodes); return TRUE; } BOOL SmdExportClass::DumpBones(FILE *pFile, ExpInterface *pexpiface) { // Dump bone names DumpNodesTEP procDumpNodes; procDumpNodes.m_pfile = pFile; procDumpNodes.m_phec = this; fprintf(pFile, "nodes\n" ); (void) pexpiface->theScene->EnumTree(&procDumpNodes); fprintf(pFile, "end\n" ); return TRUE; } BOOL SmdExportClass::DumpRotations(FILE *pFile, ExpInterface *pexpiface) { // Dump bone-rotation info, for each frame // Also dumps root-node translation info (the model's world-position at each frame) DumpFrameRotationsTEP procDumpFrameRotations; procDumpFrameRotations.m_pfile = pFile; procDumpFrameRotations.m_phec = this; TimeValue m_tvTill = (m_fReferenceFrame) ? m_tvStart : m_tvEnd; fprintf(pFile, "skeleton\n" ); for (TimeValue tv = m_tvStart; tv <= m_tvTill; tv += m_tpf) { fprintf(pFile, "time %d\n", tv / GetTicksPerFrame() ); procDumpFrameRotations.m_tvToDump = tv; (void) pexpiface->theScene->EnumTree(&procDumpFrameRotations); } fprintf(pFile, "end\n" ); return TRUE; } BOOL SmdExportClass::DumpModel( FILE *pFile, ExpInterface *pexpiface) { // Dump mesh info: vertices, normals, UV texture map coords, bone assignments DumpModelTEP procDumpModel; procDumpModel.m_pfile = pFile; procDumpModel.m_phec = this; fprintf(pFile, "triangles\n" ); procDumpModel.m_tvToDump = m_tvStart; (void) pexpiface->theScene->EnumTree(&procDumpModel); fprintf(pFile, "end\n" ); return TRUE; } //============================================================================= // TREE-ENUMERATION PROCEDURES //============================================================================= #define ASSERT_AND_ABORT(f, sz) \ if (!(f)) \ { \ ASSERT_MBOX(FALSE, sz); \ cleanup( ); \ return TREE_ABORT; \ } //================================================================= // Methods for CountNodesTEP // int CountNodesTEP::callback( INode *node) { INode *pnode = node; // Hungarian ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!"); if (::FUndesirableNode(pnode)) { // Mark as skippable ::SetIndexOfINode(pnode, SmdExportClass::UNDESIRABLE_NODE_MARKER); return TREE_CONTINUE; } // Establish "node index"--just ascending ints ::SetIndexOfINode(pnode, m_cNodes); m_cNodes++; return TREE_CONTINUE; } //================================================================= // Methods for CollectNodesTEP // int CollectNodesTEP::callback(INode *node) { INode *pnode = node; // Hungarian ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!"); if (::FNodeMarkedToSkip(pnode)) return TREE_CONTINUE; // Get pre-stored "index" int iNode = ::GetIndexOfINode(pnode); ASSERT_MBOX(iNode >= 0 && iNode <= m_phec->m_imaxnodeMac-1, "Bogus iNode"); // Get name, store name in array TSTR strNodeName(pnode->GetName()); strcpy(m_phec->m_rgmaxnode[iNode].szNodeName, (char*)strNodeName); // Get Node's time-zero Transformation Matrices m_phec->m_rgmaxnode[iNode].mat3NodeTM = pnode->GetNodeTM(0/*TimeValue*/); m_phec->m_rgmaxnode[iNode].mat3ObjectTM = pnode->GetObjectTM(0/*TimeValue*/); // I'll calculate this later m_phec->m_rgmaxnode[iNode].imaxnodeParent = SmdExportClass::UNDESIRABLE_NODE_MARKER; return TREE_CONTINUE; } //================================================================= // Methods for DumpNodesTEP // int DumpNodesTEP::callback(INode *pnode) { ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!"); if (::FNodeMarkedToSkip(pnode)) return TREE_CONTINUE; // Get node's parent INode *pnodeParent; pnodeParent = pnode->GetParentNode(); // The model's root is a child of the real "scene root" TSTR strNodeName(pnode->GetName()); BOOL fNodeIsRoot = pnodeParent->IsRootNode( ); int iNode = ::GetIndexOfINode(pnode); int iNodeParent = ::GetIndexOfINode(pnodeParent, !fNodeIsRoot/*fAssertPropExists*/); // Convenient time to cache this m_phec->m_rgmaxnode[iNode].imaxnodeParent = fNodeIsRoot ? SmdExportClass::UNDESIRABLE_NODE_MARKER : iNodeParent; // Root node has no parent, thus no translation if (fNodeIsRoot) iNodeParent = -1; // Dump node description fprintf(m_pfile, "%3d \"%s\" %3d\n", iNode, strNodeName, iNodeParent ); return TREE_CONTINUE; } //================================================================= // Methods for DumpFrameRotationsTEP // int DumpFrameRotationsTEP::callback(INode *pnode) { ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!"); if (::FNodeMarkedToSkip(pnode)) return TREE_CONTINUE; int iNode = ::GetIndexOfINode(pnode); TSTR strNodeName(pnode->GetName()); // The model's root is a child of the real "scene root" INode *pnodeParent = pnode->GetParentNode(); BOOL fNodeIsRoot = pnodeParent->IsRootNode( ); // Get Node's "Local" Transformation Matrix Matrix3 mat3NodeTM = pnode->GetNodeTM(m_tvToDump); Matrix3 mat3ParentTM = pnodeParent->GetNodeTM(m_tvToDump); mat3NodeTM.NoScale(); // Clear these out because they apparently mat3ParentTM.NoScale(); // screw up the following calculation. Matrix3 mat3NodeLocalTM = mat3NodeTM * Inverse(mat3ParentTM); Point3 rowTrans = mat3NodeLocalTM.GetTrans(); // Get the rotation (via decomposition into "affine parts", then quaternion-to-Euler) // Apparently the order of rotations returned by QuatToEuler() is X, then Y, then Z. AffineParts affparts; float rgflXYZRotations[3]; decomp_affine(mat3NodeLocalTM, &affparts); QuatToEuler(affparts.q, rgflXYZRotations); float xRot = rgflXYZRotations[0]; // in radians float yRot = rgflXYZRotations[1]; // in radians float zRot = rgflXYZRotations[2]; // in radians // Get rotations in the -2pi...2pi range xRot = ::FlReduceRotation(xRot); yRot = ::FlReduceRotation(yRot); zRot = ::FlReduceRotation(zRot); // Print rotations //fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", fprintf(m_pfile, "%3d %f %f %f %f %f %f\n", // Node:%-15s Rotation (x,y,z)\n", iNode, rowTrans.x, rowTrans.y, rowTrans.z, xRot, yRot, zRot); return TREE_CONTINUE; } //================================================================= // Methods for DumpModelTEP // Modifier *FindPhysiqueModifier (INode *nodePtr) { // Get object from node. Abort if no object. Object *ObjectPtr = nodePtr->GetObjectRef(); if (!ObjectPtr) return NULL; // Is derived object ? if (ObjectPtr->SuperClassID() == GEN_DERIVOB_CLASS_ID) { // Yes -> Cast. IDerivedObject *DerivedObjectPtr = static_cast(ObjectPtr); // Iterate over all entries of the modifier stack. int ModStackIndex = 0; while (ModStackIndex < DerivedObjectPtr->NumModifiers()) { // Get current modifier. Modifier *ModifierPtr = DerivedObjectPtr->GetModifier(ModStackIndex); // Is this Physique ? if (ModifierPtr->ClassID() == Class_ID( PHYSIQUE_CLASS_ID_A, PHYSIQUE_CLASS_ID_B) ) { // Yes -> Exit. return ModifierPtr; } // Next modifier stack entry. ModStackIndex++; } } // Not found. return NULL; } // #define DEBUG_MESH_DUMP //================================================================= // Methods for DumpModelTEP // int DumpModelTEP::callback(INode *pnode) { Object* pobj; int fHasMat = TRUE; // clear physique export parameters m_mcExport = NULL; m_phyExport = NULL; m_phyMod = NULL; ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!"); if (::FNodeMarkedToSkip(pnode)) return TREE_CONTINUE; int iNode = ::GetIndexOfINode(pnode); TSTR strNodeName(pnode->GetName()); // The Footsteps node apparently MUST have a dummy mesh attached! Ignore it explicitly. if (FStrEq((char*)strNodeName, "Bip01 Footsteps")) return TREE_CONTINUE; // Helper nodes don't have meshes pobj = pnode->GetObjectRef(); if (pobj->SuperClassID() == HELPER_CLASS_ID) return TREE_CONTINUE; // The model's root is a child of the real "scene root" INode *pnodeParent = pnode->GetParentNode(); BOOL fNodeIsRoot = pnodeParent->IsRootNode( ); // Get node's material: should be a multi/sub (if it has a material at all) Mtl *pmtlNode = pnode->GetMtl(); if (pmtlNode == NULL) { return TREE_CONTINUE; fHasMat = FALSE; } else if (!(pmtlNode->ClassID() == Class_ID(MULTI_CLASS_ID, 0) && pmtlNode->IsMultiMtl())) { // sprintf(st_szDBG, "ERROR--Material on node %s isn't a Multi/Sub-Object", (char*)strNodeName); // ASSERT_AND_ABORT(FALSE, st_szDBG); fHasMat = FALSE; } // Get Node's object, convert to a triangle-mesh object, so I can access the Faces ObjectState os = pnode->EvalWorldState(m_tvToDump); pobj = os.obj; TriObject *ptriobj; BOOL fConvertedToTriObject = pobj->CanConvertToType(triObjectClassID) && (ptriobj = (TriObject*)pobj->ConvertToType(m_tvToDump, triObjectClassID)) != NULL; if (!fConvertedToTriObject) return TREE_CONTINUE; Mesh *pmesh = &ptriobj->mesh; // Shouldn't have gotten this far if it's a helper object if (pobj->SuperClassID() == HELPER_CLASS_ID) { sprintf(st_szDBG, "ERROR--Helper node %s has an attached mesh, and it shouldn't.", (char*)strNodeName); ASSERT_AND_ABORT(FALSE, st_szDBG); } // Ensure that the vertex normals are up-to-date pmesh->buildNormals(); // We want the vertex coordinates in World-space, not object-space Matrix3 mat3ObjectTM = pnode->GetObjectTM(m_tvToDump); // initialize physique export parameters m_phyMod = FindPhysiqueModifier(pnode); if (m_phyMod) { // Physique Modifier exists for given Node m_phyExport = (IPhysiqueExport *)m_phyMod->GetInterface(I_PHYINTERFACE); if (m_phyExport) { // create a ModContext Export Interface for the specific node of the Physique Modifier m_mcExport = (IPhyContextExport *)m_phyExport->GetContextInterface(pnode); if (m_mcExport) { // convert all vertices to Rigid m_mcExport->ConvertToRigid(TRUE); } } } // Dump the triangle face info int cFaces = pmesh->getNumFaces(); for (int iFace = 0; iFace < cFaces; iFace++) { Face* pface = &pmesh->faces[iFace]; TVFace* ptvface = &pmesh->tvFace[iFace]; DWORD smGroupFace = pface->getSmGroup(); // Get face's 3 indexes into the Mesh's vertex array(s). DWORD iVertex0 = pface->getVert(0); DWORD iVertex1 = pface->getVert(1); DWORD iVertex2 = pface->getVert(2); ASSERT_AND_ABORT((int)iVertex0 < pmesh->getNumVerts(), "Bogus Vertex 0 index"); ASSERT_AND_ABORT((int)iVertex1 < pmesh->getNumVerts(), "Bogus Vertex 1 index"); ASSERT_AND_ABORT((int)iVertex2 < pmesh->getNumVerts(), "Bogus Vertex 2 index"); // Get the 3 Vertex's for this face Point3 pt3Vertex0 = pmesh->getVert(iVertex0); Point3 pt3Vertex1 = pmesh->getVert(iVertex1); Point3 pt3Vertex2 = pmesh->getVert(iVertex2); // Get the 3 RVertex's for this face // NOTE: I'm using getRVertPtr instead of getRVert to work around a 3DSMax bug RVertex *prvertex0 = pmesh->getRVertPtr(iVertex0); RVertex *prvertex1 = pmesh->getRVertPtr(iVertex1); RVertex *prvertex2 = pmesh->getRVertPtr(iVertex2); // Find appropriate normals for each RVertex // A vertex can be part of multiple faces, so the "smoothing group" // is used to locate the normal for this face's use of the vertex. Point3 pt3Vertex0Normal; Point3 pt3Vertex1Normal; Point3 pt3Vertex2Normal; if (smGroupFace) { pt3Vertex0Normal = Pt3GetRVertexNormal(prvertex0, smGroupFace); pt3Vertex1Normal = Pt3GetRVertexNormal(prvertex1, smGroupFace); pt3Vertex2Normal = Pt3GetRVertexNormal(prvertex2, smGroupFace); } else { pt3Vertex0Normal = pmesh->getFaceNormal( iFace ); pt3Vertex1Normal = pmesh->getFaceNormal( iFace ); pt3Vertex2Normal = pmesh->getFaceNormal( iFace ); } ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus orig normal 0" ); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus orig normal 1" ); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus orig normal 2" ); // Get Face's sub-material from node's material, to get the bitmap name. // And no, there isn't a simpler way to get the bitmap name, you have to // dig down through all these levels. TCHAR szBitmapName[256] = "null.bmp"; if (fHasMat) { MtlID mtlidFace = pface->getMatID(); if (mtlidFace >= pmtlNode->NumSubMtls()) { sprintf(st_szDBG, "ERROR--Bogus sub-material index %d in node %s; highest valid index is %d", mtlidFace, (char*)strNodeName, pmtlNode->NumSubMtls()-1); // ASSERT_AND_ABORT(FALSE, st_szDBG); mtlidFace = 0; } Mtl *pmtlFace = pmtlNode->GetSubMtl(mtlidFace); ASSERT_AND_ABORT(pmtlFace != NULL, "NULL Sub-material returned"); if ((pmtlFace->ClassID() == Class_ID(MULTI_CLASS_ID, 0) && pmtlFace->IsMultiMtl())) { // it's a sub-sub material. Gads. pmtlFace = pmtlFace->GetSubMtl(mtlidFace); ASSERT_AND_ABORT(pmtlFace != NULL, "NULL Sub-material returned"); } if (!(pmtlFace->ClassID() == Class_ID(DMTL_CLASS_ID, 0))) { sprintf(st_szDBG, "ERROR--Sub-material with index %d (used in node %s) isn't a 'default/standard' material [%x].", mtlidFace, (char*)strNodeName, pmtlFace->ClassID()); ASSERT_AND_ABORT(FALSE, st_szDBG); } StdMat *pstdmtlFace = (StdMat*)pmtlFace; Texmap *ptexmap = pstdmtlFace->GetSubTexmap(ID_DI); // ASSERT_AND_ABORT(ptexmap != NULL, "NULL diffuse texture") if (ptexmap != NULL) { if (!(ptexmap->ClassID() == Class_ID(BMTEX_CLASS_ID, 0))) { sprintf(st_szDBG, "ERROR--Sub-material with index %d (used in node %s) doesn't have a bitmap as its diffuse texture.", mtlidFace, (char*)strNodeName); ASSERT_AND_ABORT(FALSE, st_szDBG); } BitmapTex *pbmptex = (BitmapTex*)ptexmap; strcpy(szBitmapName, pbmptex->GetMapName()); TSTR strPath, strFile; SplitPathFile(TSTR(szBitmapName), &strPath, &strFile); strcpy(szBitmapName,strFile); } } UVVert UVvertex0( 0, 0, 0 ); UVVert UVvertex1( 1, 0, 0 ); UVVert UVvertex2( 0, 1, 0 ); // All faces must have textures assigned to them if (pface->flags & HAS_TVERTS) { // Get TVface's 3 indexes into the Mesh's TVertex array(s). DWORD iTVertex0 = ptvface->getTVert(0); DWORD iTVertex1 = ptvface->getTVert(1); DWORD iTVertex2 = ptvface->getTVert(2); ASSERT_AND_ABORT((int)iTVertex0 < pmesh->getNumTVerts(), "Bogus TVertex 0 index"); ASSERT_AND_ABORT((int)iTVertex1 < pmesh->getNumTVerts(), "Bogus TVertex 1 index"); ASSERT_AND_ABORT((int)iTVertex2 < pmesh->getNumTVerts(), "Bogus TVertex 2 index"); // Get the 3 TVertex's for this TVFace // NOTE: I'm using getRVertPtr instead of getRVert to work around a 3DSMax bug UVvertex0 = pmesh->getTVert(iTVertex0); UVvertex1 = pmesh->getTVert(iTVertex1); UVvertex2 = pmesh->getTVert(iTVertex2); } else { //sprintf(st_szDBG, "ERROR--Node %s has a textureless face. All faces must have an applied texture.", (char*)strNodeName); //ASSERT_AND_ABORT(FALSE, st_szDBG); } /* const char *szExpectedExtension = ".bmp"; if (stricmp(szBitmapName+strlen(szBitmapName)-strlen(szExpectedExtension), szExpectedExtension) != 0) { sprintf(st_szDBG, "Node %s uses %s, which is not a %s file", (char*)strNodeName, szBitmapName, szExpectedExtension); ASSERT_AND_ABORT(FALSE, st_szDBG); } */ // Determine owning bones for the vertices. int iNodeV0, iNodeV1, iNodeV2; if (m_mcExport) { // The Physique add-in allows vertices to be assigned to bones arbitrarily iNodeV0 = InodeOfPhyVectex( iVertex0 ); iNodeV1 = InodeOfPhyVectex( iVertex1 ); iNodeV2 = InodeOfPhyVectex( iVertex2 ); } else { // Simple 3dsMax model: the vertices are owned by the object, and hence the node iNodeV0 = iNode; iNodeV1 = iNode; iNodeV2 = iNode; } // Rotate the face vertices out of object-space, and into world-space space Point3 v0 = pt3Vertex0 * mat3ObjectTM; Point3 v1 = pt3Vertex1 * mat3ObjectTM; Point3 v2 = pt3Vertex2 * mat3ObjectTM; Matrix3 mat3ObjectNTM = mat3ObjectTM; mat3ObjectNTM.NoScale( ); ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus pre normal 0" ); pt3Vertex0Normal = VectorTransform(mat3ObjectNTM, pt3Vertex0Normal); ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus post normal 0" ); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus pre normal 1" ); pt3Vertex1Normal = VectorTransform(mat3ObjectNTM, pt3Vertex1Normal); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus post normal 1" ); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus pre normal 2" ); pt3Vertex2Normal = VectorTransform(mat3ObjectNTM, pt3Vertex2Normal); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus post normal 2" ); // Finally dump the bitmap name and 3 lines of face info fprintf(m_pfile, "%s\n", szBitmapName); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV0, v0.x, v0.y, v0.z, pt3Vertex0Normal.x, pt3Vertex0Normal.y, pt3Vertex0Normal.z, UVvertex0.x, UVvertex0.y); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV1, v1.x, v1.y, v1.z, pt3Vertex1Normal.x, pt3Vertex1Normal.y, pt3Vertex1Normal.z, UVvertex1.x, UVvertex1.y); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV2, v2.x, v2.y, v2.z, pt3Vertex2Normal.x, pt3Vertex2Normal.y, pt3Vertex2Normal.z, UVvertex2.x, UVvertex2.y); } cleanup( ); return TREE_CONTINUE; } void DumpModelTEP::cleanup(void) { if (m_phyMod && m_phyExport) { if (m_mcExport) { m_phyExport->ReleaseContextInterface(m_mcExport); m_mcExport = NULL; } m_phyMod->ReleaseInterface(I_PHYINTERFACE, m_phyExport); m_phyExport = NULL; m_phyMod = NULL; } } int DumpModelTEP::InodeOfPhyVectex(int iVertex) { int iNode = 0; IPhyVertexExport *vtxExport = m_mcExport->GetVertexInterface(iVertex); if (vtxExport) { //need to check if vertex has blending if (vtxExport->GetVertexType() & BLENDED_TYPE) { // } else { INode *Bone = ((IPhyRigidVertex *)vtxExport)->GetNode(); iNode = GetIndexOfINode(Bone); } m_mcExport->ReleaseVertexInterface(vtxExport); } return iNode; } Point3 DumpModelTEP::Pt3GetRVertexNormal(RVertex *prvertex, DWORD smGroupFace) { // Lookup the appropriate vertex normal, based on smoothing group. int cNormals = prvertex->rFlags & NORCT_MASK; ASSERT_MBOX((cNormals == 1 && prvertex->ern == NULL) || (cNormals > 1 && prvertex->ern != NULL), "BOGUS RVERTEX"); if (cNormals == 1) return prvertex->rn.getNormal(); else { for (int irn = 0; irn < cNormals; irn++) if (prvertex->ern[irn].getSmGroup() & smGroupFace) break; if (irn >= cNormals) { irn = 0; // ASSERT_MBOX(irn < cNormals, "unknown smoothing group\n"); } return prvertex->ern[irn].getNormal(); } } //=========================================================== // Dialog proc for export options // static BOOL CALLBACK ExportOptionsDlgProc( HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { static SmdExportClass *pexp; switch (message) { case WM_INITDIALOG: pexp = (SmdExportClass*) lParam; CheckRadioButton(hDlg, IDC_CHECK_SKELETAL, IDC_CHECK_REFFRAME, IDC_CHECK_SKELETAL); return FALSE; case WM_DESTROY: return FALSE; case WM_COMMAND: switch (LOWORD(wParam)) { case IDOK: pexp->m_fReferenceFrame = IsDlgButtonChecked(hDlg, IDC_CHECK_REFFRAME); EndDialog(hDlg, 1); // 1 indicates "ok to export" return TRUE; case IDCANCEL: // 0 indicates "cancel export" EndDialog(hDlg, 0); return TRUE; case IDC_CHECK_SKELETAL: case IDC_CHECK_REFFRAME: CheckRadioButton(hDlg, IDC_CHECK_SKELETAL, IDC_CHECK_REFFRAME, LOWORD(wParam)); break; } } return FALSE; } //======================================================================== // Utility functions for getting/setting the personal "node index" property. // NOTE: I'm storing a string-property because I hit a 3DSMax bug in v1.2 when I // NOTE: tried using an integer property. // FURTHER NOTE: those properties seem to change randomly sometimes, so I'm // implementing my own. typedef struct { char szNodeName[SmdExportClass::MAX_NAME_CHARS]; int iNode; } NAMEMAP; const int MAX_NAMEMAP = 512; static NAMEMAP g_rgnm[MAX_NAMEMAP]; int GetIndexOfINode(INode *pnode, BOOL fAssertPropExists) { TSTR strNodeName(pnode->GetName()); for (int inm = 0; inm < g_inmMac; inm++) if (FStrEq(g_rgnm[inm].szNodeName, (char*)strNodeName)) return g_rgnm[inm].iNode; if (fAssertPropExists) ASSERT_MBOX(FALSE, "No NODEINDEXSTR property"); return -7777; } void SetIndexOfINode(INode *pnode, int inode) { TSTR strNodeName(pnode->GetName()); NAMEMAP *pnm; for (int inm = 0; inm < g_inmMac; inm++) if (FStrEq(g_rgnm[inm].szNodeName, (char*)strNodeName)) break; if (inm < g_inmMac) pnm = &g_rgnm[inm]; else { ASSERT_MBOX(g_inmMac < MAX_NAMEMAP, "NAMEMAP is full"); pnm = &g_rgnm[g_inmMac++]; strcpy(pnm->szNodeName, (char*)strNodeName); } pnm->iNode = inode; } //============================================================= // Returns TRUE if a node should be ignored during tree traversal. // BOOL FUndesirableNode(INode *pnode) { // Get Node's underlying object, and object class name Object *pobj = pnode->GetObjectRef(); // Don't care about lights, dummies, and cameras if (pobj->SuperClassID() == CAMERA_CLASS_ID) return TRUE; if (pobj->SuperClassID() == LIGHT_CLASS_ID) return TRUE; return FALSE; // Actually, if it's not selected, pretend it doesn't exist! //if (!pnode->Selected()) // return TRUE; //return FALSE; } //============================================================= // Returns TRUE if a node has been marked as skippable // BOOL FNodeMarkedToSkip(INode *pnode) { return (::GetIndexOfINode(pnode) == SmdExportClass::UNDESIRABLE_NODE_MARKER); } //============================================================= // Reduces a rotation to within the -2PI..2PI range. // static float FlReduceRotation(float fl) { while (fl >= TWOPI) fl -= TWOPI; while (fl <= -TWOPI) fl += TWOPI; return fl; }