forked from valve/halflife-sdk
951 lines
27 KiB
C++
951 lines
27 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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****/
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#include "MAX.H"
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#include "DECOMP.H"
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#include "STDMAT.H"
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#include "ANIMTBL.H"
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#include "istdplug.h"
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#include "phyexp.h"
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#include "smexprc.h"
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#include "smedefs.h"
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//===================================================================
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// Prototype declarations
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//
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int GetIndexOfINode(INode *pnode,BOOL fAssertPropExists = TRUE);
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void SetIndexOfINode(INode *pnode, int inode);
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BOOL FUndesirableNode(INode *pnode);
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BOOL FNodeMarkedToSkip(INode *pnode);
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float FlReduceRotation(float fl);
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//===================================================================
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// Global variable definitions
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//
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// Save for use with dialogs
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static HINSTANCE hInstance;
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// We just need one of these to hand off to 3DSMAX.
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static SmdExportClassDesc SmdExportCD;
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// For OutputDebugString and misc sprintf's
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static char st_szDBG[300];
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// INode mapping table
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static int g_inmMac = 0;
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//===================================================================
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// Utility functions
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//
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static int AssertFailedFunc(char *sz)
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{
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MessageBox(GetActiveWindow(), sz, "Assert failure", MB_OK);
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int Set_Your_Breakpoint_Here = 1;
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return 1;
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}
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#define ASSERT_MBOX(f, sz) ((f) ? 1 : AssertFailedFunc(sz))
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//===================================================================
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// Required plug-in export functions
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//
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BOOL WINAPI DllMain( HINSTANCE hinstDLL, ULONG fdwReason, LPVOID lpvReserved)
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{
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static int fFirstTimeHere = TRUE;
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if (fFirstTimeHere)
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{
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fFirstTimeHere = FALSE;
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hInstance = hinstDLL;
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}
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return TRUE;
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}
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EXPORT_THIS int LibNumberClasses(void)
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{
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return 1;
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}
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EXPORT_THIS ClassDesc *LibClassDesc(int iWhichClass)
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{
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switch(iWhichClass)
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{
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case 0: return &SmdExportCD;
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default: return 0;
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}
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}
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EXPORT_THIS const TCHAR *LibDescription()
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{
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return _T("Valve SMD Plug-in.");
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}
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EXPORT_THIS ULONG LibVersion()
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{
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return VERSION_3DSMAX;
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}
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//=====================================================================
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// Methods for SmdExportClass
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//
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CONSTRUCTOR SmdExportClass::SmdExportClass(void)
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{
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m_rgmaxnode = NULL;
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}
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DESTRUCTOR SmdExportClass::~SmdExportClass(void)
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{
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if (m_rgmaxnode)
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delete[] m_rgmaxnode;
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}
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int SmdExportClass::DoExport(const TCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts)
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{
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ExpInterface *pexpiface = ei; // Hungarian
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Interface *piface = i; // Hungarian
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// Reset the name-map property manager
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g_inmMac = 0;
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// Present the user with the Export Options dialog
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if (DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_EXPORTOPTIONS), GetActiveWindow(),
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ExportOptionsDlgProc, (LPARAM)this) <= 0)
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return 0; // error or cancel
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// Break up filename, re-assemble longer versions
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TSTR strPath, strFile, strExt;
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TCHAR szFile[MAX_PATH];
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SplitFilename(TSTR(name), &strPath, &strFile, &strExt);
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sprintf(szFile, "%s\\%s.%s", (char*)strPath, (char*)strFile, DEFAULT_EXT);
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/*
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if (m_fReferenceFrame)
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sprintf(szFile, "%s\\%s_model.%s", (char*)strPath, (char*)strFile, DEFAULT_EXT);
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*/
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FILE *pFile;
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if ((pFile = fopen(szFile, "w")) == NULL)
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return FALSE/*failure*/;
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fprintf( pFile, "version %d\n", 1 );
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// Get animation metrics
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m_intervalOfAnimation = piface->GetAnimRange();
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m_tvStart = m_intervalOfAnimation.Start();
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m_tvEnd = m_intervalOfAnimation.End();
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m_tpf = ::GetTicksPerFrame();
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// Count nodes, label them, collect into array
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if (!CollectNodes(pexpiface))
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return 0; /*fail*/
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// Output nodes
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if (!DumpBones(pFile, pexpiface))
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{
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fclose( pFile );
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return 0; /*fail*/
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}
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// Output bone rotations, for each frame. Do only first frame if this is the reference frame MAX file
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DumpRotations(pFile, pexpiface);
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// Output triangle meshes (first frame/all frames), if this is the reference frame MAX file
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if (m_fReferenceFrame)
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{
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DumpModel(pFile, pexpiface);
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}
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// Tell user that exporting is finished (it can take a while with no feedback)
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char szExportComplete[300];
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sprintf(szExportComplete, "Exported %s.", szFile);
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MessageBox(GetActiveWindow(), szExportComplete, "Status", MB_OK);
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fclose( pFile );
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return 1/*success*/;
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}
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BOOL SmdExportClass::CollectNodes( ExpInterface *pexpiface)
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{
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// Count total nodes in the model, so I can alloc array
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// Also "brands" each node with node index, or with "skip me" marker.
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CountNodesTEP procCountNodes;
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procCountNodes.m_cNodes = 0;
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(void) pexpiface->theScene->EnumTree(&procCountNodes);
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ASSERT_MBOX(procCountNodes.m_cNodes > 0, "No nodes!");
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// Alloc and fill array
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m_imaxnodeMac = procCountNodes.m_cNodes;
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m_rgmaxnode = new MaxNode[m_imaxnodeMac];
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ASSERT_MBOX(m_rgmaxnode != NULL, "new failed");
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CollectNodesTEP procCollectNodes;
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procCollectNodes.m_phec = this;
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(void) pexpiface->theScene->EnumTree(&procCollectNodes);
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return TRUE;
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}
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BOOL SmdExportClass::DumpBones(FILE *pFile, ExpInterface *pexpiface)
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{
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// Dump bone names
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DumpNodesTEP procDumpNodes;
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procDumpNodes.m_pfile = pFile;
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procDumpNodes.m_phec = this;
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fprintf(pFile, "nodes\n" );
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(void) pexpiface->theScene->EnumTree(&procDumpNodes);
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fprintf(pFile, "end\n" );
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return TRUE;
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}
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BOOL SmdExportClass::DumpRotations(FILE *pFile, ExpInterface *pexpiface)
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{
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// Dump bone-rotation info, for each frame
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// Also dumps root-node translation info (the model's world-position at each frame)
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DumpFrameRotationsTEP procDumpFrameRotations;
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procDumpFrameRotations.m_pfile = pFile;
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procDumpFrameRotations.m_phec = this;
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TimeValue m_tvTill = (m_fReferenceFrame) ? m_tvStart : m_tvEnd;
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fprintf(pFile, "skeleton\n" );
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for (TimeValue tv = m_tvStart; tv <= m_tvTill; tv += m_tpf)
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{
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fprintf(pFile, "time %d\n", tv / GetTicksPerFrame() );
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procDumpFrameRotations.m_tvToDump = tv;
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(void) pexpiface->theScene->EnumTree(&procDumpFrameRotations);
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}
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fprintf(pFile, "end\n" );
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return TRUE;
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}
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BOOL SmdExportClass::DumpModel( FILE *pFile, ExpInterface *pexpiface)
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{
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// Dump mesh info: vertices, normals, UV texture map coords, bone assignments
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DumpModelTEP procDumpModel;
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procDumpModel.m_pfile = pFile;
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procDumpModel.m_phec = this;
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fprintf(pFile, "triangles\n" );
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procDumpModel.m_tvToDump = m_tvStart;
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(void) pexpiface->theScene->EnumTree(&procDumpModel);
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fprintf(pFile, "end\n" );
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return TRUE;
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}
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//=============================================================================
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// TREE-ENUMERATION PROCEDURES
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//=============================================================================
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#define ASSERT_AND_ABORT(f, sz) \
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if (!(f)) \
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{ \
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ASSERT_MBOX(FALSE, sz); \
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cleanup( ); \
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return TREE_ABORT; \
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}
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//=================================================================
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// Methods for CountNodesTEP
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//
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int CountNodesTEP::callback( INode *node)
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{
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INode *pnode = node; // Hungarian
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ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!");
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if (::FUndesirableNode(pnode))
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{
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// Mark as skippable
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::SetIndexOfINode(pnode, SmdExportClass::UNDESIRABLE_NODE_MARKER);
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return TREE_CONTINUE;
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}
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// Establish "node index"--just ascending ints
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::SetIndexOfINode(pnode, m_cNodes);
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m_cNodes++;
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return TREE_CONTINUE;
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}
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//=================================================================
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// Methods for CollectNodesTEP
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//
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int CollectNodesTEP::callback(INode *node)
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{
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INode *pnode = node; // Hungarian
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ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!");
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if (::FNodeMarkedToSkip(pnode))
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return TREE_CONTINUE;
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// Get pre-stored "index"
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int iNode = ::GetIndexOfINode(pnode);
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ASSERT_MBOX(iNode >= 0 && iNode <= m_phec->m_imaxnodeMac-1, "Bogus iNode");
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// Get name, store name in array
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TSTR strNodeName(pnode->GetName());
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strcpy(m_phec->m_rgmaxnode[iNode].szNodeName, (char*)strNodeName);
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// Get Node's time-zero Transformation Matrices
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m_phec->m_rgmaxnode[iNode].mat3NodeTM = pnode->GetNodeTM(0/*TimeValue*/);
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m_phec->m_rgmaxnode[iNode].mat3ObjectTM = pnode->GetObjectTM(0/*TimeValue*/);
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// I'll calculate this later
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m_phec->m_rgmaxnode[iNode].imaxnodeParent = SmdExportClass::UNDESIRABLE_NODE_MARKER;
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return TREE_CONTINUE;
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}
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//=================================================================
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// Methods for DumpNodesTEP
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//
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int DumpNodesTEP::callback(INode *pnode)
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{
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ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!");
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if (::FNodeMarkedToSkip(pnode))
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return TREE_CONTINUE;
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// Get node's parent
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INode *pnodeParent;
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pnodeParent = pnode->GetParentNode();
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// The model's root is a child of the real "scene root"
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TSTR strNodeName(pnode->GetName());
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BOOL fNodeIsRoot = pnodeParent->IsRootNode( );
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int iNode = ::GetIndexOfINode(pnode);
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int iNodeParent = ::GetIndexOfINode(pnodeParent, !fNodeIsRoot/*fAssertPropExists*/);
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// Convenient time to cache this
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m_phec->m_rgmaxnode[iNode].imaxnodeParent = fNodeIsRoot ? SmdExportClass::UNDESIRABLE_NODE_MARKER : iNodeParent;
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// Root node has no parent, thus no translation
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if (fNodeIsRoot)
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iNodeParent = -1;
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// Dump node description
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fprintf(m_pfile, "%3d \"%s\" %3d\n",
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iNode,
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strNodeName,
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iNodeParent );
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return TREE_CONTINUE;
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}
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//=================================================================
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// Methods for DumpFrameRotationsTEP
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//
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int DumpFrameRotationsTEP::callback(INode *pnode)
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{
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ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!");
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if (::FNodeMarkedToSkip(pnode))
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return TREE_CONTINUE;
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int iNode = ::GetIndexOfINode(pnode);
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TSTR strNodeName(pnode->GetName());
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// The model's root is a child of the real "scene root"
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INode *pnodeParent = pnode->GetParentNode();
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BOOL fNodeIsRoot = pnodeParent->IsRootNode( );
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// Get Node's "Local" Transformation Matrix
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Matrix3 mat3NodeTM = pnode->GetNodeTM(m_tvToDump);
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Matrix3 mat3ParentTM = pnodeParent->GetNodeTM(m_tvToDump);
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mat3NodeTM.NoScale(); // Clear these out because they apparently
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mat3ParentTM.NoScale(); // screw up the following calculation.
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Matrix3 mat3NodeLocalTM = mat3NodeTM * Inverse(mat3ParentTM);
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Point3 rowTrans = mat3NodeLocalTM.GetTrans();
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// Get the rotation (via decomposition into "affine parts", then quaternion-to-Euler)
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// Apparently the order of rotations returned by QuatToEuler() is X, then Y, then Z.
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AffineParts affparts;
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float rgflXYZRotations[3];
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decomp_affine(mat3NodeLocalTM, &affparts);
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QuatToEuler(affparts.q, rgflXYZRotations);
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float xRot = rgflXYZRotations[0]; // in radians
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float yRot = rgflXYZRotations[1]; // in radians
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float zRot = rgflXYZRotations[2]; // in radians
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// Get rotations in the -2pi...2pi range
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xRot = ::FlReduceRotation(xRot);
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yRot = ::FlReduceRotation(yRot);
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zRot = ::FlReduceRotation(zRot);
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// Print rotations
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//fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n",
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fprintf(m_pfile, "%3d %f %f %f %f %f %f\n",
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// Node:%-15s Rotation (x,y,z)\n",
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iNode, rowTrans.x, rowTrans.y, rowTrans.z, xRot, yRot, zRot);
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return TREE_CONTINUE;
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}
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//=================================================================
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// Methods for DumpModelTEP
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//
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Modifier *FindPhysiqueModifier (INode *nodePtr)
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{
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// Get object from node. Abort if no object.
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Object *ObjectPtr = nodePtr->GetObjectRef();
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if (!ObjectPtr) return NULL;
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// Is derived object ?
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if (ObjectPtr->SuperClassID() == GEN_DERIVOB_CLASS_ID)
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{
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// Yes -> Cast.
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IDerivedObject *DerivedObjectPtr = static_cast<IDerivedObject*>(ObjectPtr);
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// Iterate over all entries of the modifier stack.
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int ModStackIndex = 0;
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while (ModStackIndex < DerivedObjectPtr->NumModifiers())
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{
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// Get current modifier.
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Modifier *ModifierPtr = DerivedObjectPtr->GetModifier(ModStackIndex);
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// Is this Physique ?
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if (ModifierPtr->ClassID() == Class_ID( PHYSIQUE_CLASS_ID_A, PHYSIQUE_CLASS_ID_B) )
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{
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// Yes -> Exit.
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return ModifierPtr;
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}
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// Next modifier stack entry.
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ModStackIndex++;
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}
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}
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// Not found.
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return NULL;
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}
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// #define DEBUG_MESH_DUMP
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//=================================================================
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// Methods for DumpModelTEP
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//
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int DumpModelTEP::callback(INode *pnode)
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{
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Object* pobj;
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int fHasMat = TRUE;
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// clear physique export parameters
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m_mcExport = NULL;
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m_phyExport = NULL;
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m_phyMod = NULL;
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ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!");
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if (::FNodeMarkedToSkip(pnode))
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return TREE_CONTINUE;
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int iNode = ::GetIndexOfINode(pnode);
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TSTR strNodeName(pnode->GetName());
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// The Footsteps node apparently MUST have a dummy mesh attached! Ignore it explicitly.
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if (FStrEq((char*)strNodeName, "Bip01 Footsteps"))
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return TREE_CONTINUE;
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// Helper nodes don't have meshes
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pobj = pnode->GetObjectRef();
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if (pobj->SuperClassID() == HELPER_CLASS_ID)
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return TREE_CONTINUE;
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// The model's root is a child of the real "scene root"
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INode *pnodeParent = pnode->GetParentNode();
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BOOL fNodeIsRoot = pnodeParent->IsRootNode( );
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// Get node's material: should be a multi/sub (if it has a material at all)
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Mtl *pmtlNode = pnode->GetMtl();
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if (pmtlNode == NULL)
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{
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return TREE_CONTINUE;
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fHasMat = FALSE;
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}
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else if (!(pmtlNode->ClassID() == Class_ID(MULTI_CLASS_ID, 0) && pmtlNode->IsMultiMtl()))
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{
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// sprintf(st_szDBG, "ERROR--Material on node %s isn't a Multi/Sub-Object", (char*)strNodeName);
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// ASSERT_AND_ABORT(FALSE, st_szDBG);
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fHasMat = FALSE;
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}
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// Get Node's object, convert to a triangle-mesh object, so I can access the Faces
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ObjectState os = pnode->EvalWorldState(m_tvToDump);
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pobj = os.obj;
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TriObject *ptriobj;
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BOOL fConvertedToTriObject =
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pobj->CanConvertToType(triObjectClassID) &&
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(ptriobj = (TriObject*)pobj->ConvertToType(m_tvToDump, triObjectClassID)) != NULL;
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if (!fConvertedToTriObject)
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return TREE_CONTINUE;
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Mesh *pmesh = &ptriobj->mesh;
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// Shouldn't have gotten this far if it's a helper object
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if (pobj->SuperClassID() == HELPER_CLASS_ID)
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{
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sprintf(st_szDBG, "ERROR--Helper node %s has an attached mesh, and it shouldn't.", (char*)strNodeName);
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ASSERT_AND_ABORT(FALSE, st_szDBG);
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}
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// Ensure that the vertex normals are up-to-date
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pmesh->buildNormals();
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// 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;
|
|
}
|