HLua/utils/smdlexp/smedefs.h

182 lines
5.8 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
****/
//===================================================================
// Useful macros
//
#define CONSTRUCTOR
#define DESTRUCTOR
#define EXPORT_THIS __declspec(dllexport)
#define DEFAULT_EXT _T("smd")
#define FStrEq(sz1, sz2) (strcmp((sz1), (sz2)) == 0)
//===================================================================
// Class that implements the scene-export.
//
class SmdExportClass : public SceneExport
{
friend BOOL CALLBACK ExportOptionsDlgProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
friend class DumpModelTEP;
friend class DumpDeformsTEP;
public:
CONSTRUCTOR SmdExportClass (void);
DESTRUCTOR ~SmdExportClass (void);
// Required by classes derived from SceneExport
virtual int ExtCount (void) { return 1; }
virtual const TCHAR* Ext (int i) { return DEFAULT_EXT; }
virtual const TCHAR* LongDesc (void) { return _T("Valve Skeletal Model Exporter for 3D Studio Max"); }
virtual const TCHAR* ShortDesc (void) { return _T("Valve SMD"); }
virtual const TCHAR* AuthorName (void) { return _T("Valve, LLC"); }
virtual const TCHAR* CopyrightMessage(void) { return _T("Copyright (c) 1998, Valve LLC"); }
virtual const TCHAR* OtherMessage1 (void) { return _T(""); }
virtual const TCHAR* OtherMessage2 (void) { return _T(""); }
virtual unsigned int Version (void) { return 201; }
virtual void ShowAbout (HWND hWnd) { return; }
// virtual int DoExport (const TCHAR *name, ExpInterface *ei, Interface *i);
virtual int DoExport(const TCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts=FALSE, DWORD options=0); // Export file
// Integer constants for this class
enum
{
MAX_NAME_CHARS = 70,
UNDESIRABLE_NODE_MARKER = -7777
};
// For keeping info about each (non-ignored) 3dsMax node in the tree
typedef struct
{
char szNodeName[MAX_NAME_CHARS]; // usefull for lookups
Matrix3 mat3NodeTM; // node's transformation matrix (at time zero)
Matrix3 mat3ObjectTM; // object-offset transformation matrix (at time zero)
int imaxnodeParent; // cached index of parent node
float xRotFirstFrame; // 1st frame's X rotation
float yRotFirstFrame; // 1st frame's Y rotation
float zRotFirstFrame; // 1st frame's Z rotation
} MaxNode;
MaxNode *m_rgmaxnode; // array of nodes
long m_imaxnodeMac; // # of nodes
// Animation metrics (gleaned from 3dsMax and cached for convenience)
Interval m_intervalOfAnimation;
TimeValue m_tvStart;
TimeValue m_tvEnd;
int m_tpf; // ticks-per-frame
protected:
// Property stuff
bool hasStringPropertyValue( const char *propertyName, const char *propertyValue, Interface *ip );
const PROPVARIANT* getPropertyVariant( const char *propertyName, Interface *ip );
void VariantToString( const PROPVARIANT *propertyVariant, TCHAR *buffer, int bufferSize );
private:
BOOL CollectNodes (ExpInterface *expiface);
BOOL DumpBones (FILE *pFile, ExpInterface *pexpiface);
BOOL DumpRotations (FILE *pFile, ExpInterface *pexpiface);
BOOL DumpModel (FILE *pFile, ExpInterface *pexpiface);
BOOL DumpDeforms (FILE *pFile, ExpInterface *pexpiface);
// Is this MAX file just the reference frame, or an animation?
// If TRUE, the "bones" and "mesh" files will be created.
// If FALSE, the "rots" file will be created.
BOOL m_fReferenceFrame;
};
//===================================================================
// Basically just a ClassFactory for communicating with 3DSMAX.
//
class SmdExportClassDesc : public ClassDesc
{
public:
int IsPublic (void) { return TRUE; }
void * Create (BOOL loading=FALSE) { return new SmdExportClass; }
const TCHAR * ClassName (void) { return _T("SmdExport"); }
SClass_ID SuperClassID (void) { return SCENE_EXPORT_CLASS_ID; }
Class_ID ClassID (void) { return Class_ID(0x774a43fd, 0x794d2210); }
const TCHAR * Category (void) { return _T(""); }
};
//===================================================================
// Tree Enumeration Callback
// Just counts the nodes in the node tree
//
class CountNodesTEP : public ITreeEnumProc
{
public:
virtual int callback(INode *node);
int m_cNodes; // running count of nodes
};
//===================================================================
// Tree Enumeration Callback
// Collects the nodes in the tree into the global array
//
class CollectNodesTEP : public ITreeEnumProc
{
public:
virtual int callback(INode *node);
SmdExportClass *m_phec;
};
//===================================================================
// Tree Enumeration Callback
// Dumps the bone offsets to a file.
//
class DumpNodesTEP : public ITreeEnumProc
{
public:
virtual int callback(INode *node);
FILE *m_pfile; // write to this file
SmdExportClass *m_phec;
};
//===================================================================
// Tree Enumeration Callback
// Dumps the per-frame bone rotations to a file.
//
class DumpFrameRotationsTEP : public ITreeEnumProc
{
public:
virtual int callback(INode *node);
void cleanup(void);
FILE *m_pfile; // write to this file
TimeValue m_tvToDump; // dump snapshot at this frame time
SmdExportClass *m_phec;
};
//===================================================================
// Tree Enumeration Callback
// Dumps the triangle meshes to a file.
//
class DumpModelTEP : public ITreeEnumProc
{
public:
virtual int callback(INode *node);
void cleanup(void);
FILE *m_pfile; // write to this file
TimeValue m_tvToDump; // dump snapshot at this frame time
SmdExportClass *m_phec;
IPhyContextExport *m_mcExport;
IPhysiqueExport *m_phyExport;
Modifier *m_phyMod;
private:
int InodeOfPhyVectex( int iVertex0 );
Point3 Pt3GetRVertexNormal(RVertex *prvertex, DWORD smGroupFace);
};