halflife-thewastes-sdk/utils/smdlexp/smdlexp.cpp

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/***
*
* 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<IDerivedObject*>(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;
}