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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "max.h"
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#include "notify.h"
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#include "MaxComponent/plComponent.h"
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#include <vector>
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#include "plMaxNode.h"
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bool IIsNodeInTab(INodeTab &tab, INode *node)
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{
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for (int i = 0; i < tab.Count(); i++)
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if (tab[i] == node)
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return true;
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return false;
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}
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class ComponentRefs
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{
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public:
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plComponentBase *comp;
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INodeTab refs;
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};
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void plSaveSelected()
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{
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Interface *ip = GetCOREInterface();
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// Get the Max filename to save to
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char buf[256];
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memset(&buf, 0, sizeof(buf));
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OPENFILENAME ofn = {0};
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ofn.lStructSize = sizeof(OPENFILENAME);
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ofn.hwndOwner = ip->GetMAXHWnd();
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ofn.lpstrFilter = "3ds max (*.max)\0*.max\0\0";
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ofn.nFilterIndex = 1;
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ofn.lpstrFile = buf;
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ofn.nMaxFile = sizeof(buf);
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// ofn.lpstrInitialDir = ip->GetDir(APP_SCENE_DIR);
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ofn.Flags = OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT;
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ofn.lpstrDefExt = "max";
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if (GetSaveFileName(&ofn))
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{
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int count = ip->GetSelNodeCount();
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int i;
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// Put all the selected nodes in a list
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INodeTab selected;
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for (i = 0; i < count; i++)
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{
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plMaxNode *node = (plMaxNode*)ip->GetSelNode(i);
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selected.Append(1, (INode**)&node);
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}
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// Put all the components attached to those nodes in a list
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INodeTab components;
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for (i = 0; i < count; i++)
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{
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plMaxNode *node = (plMaxNode*)ip->GetSelNode(i);
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UInt32 compCount = node->NumAttachedComponents();
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for (int j = 0; j < compCount; j++)
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{
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INode *compNode = node->GetAttachedComponent(j)->GetINode();//Node(j);
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if (!IIsNodeInTab(components, compNode))
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components.Append(1, &compNode);
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}
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}
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// Find the objects that the components are reffing that are not part of the selection.
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// Back them up, and delete them out of the components ref list so they won't be saved too.
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std::vector<ComponentRefs> out;
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for (i = 0; i < components.Count(); i++)
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{
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plComponentBase *comp = ((plMaxNode*)components[i])->ConvertToComponent();
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for (int j = comp->NumTargets() - 1; j >= 0; --j)
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{
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plMaxNodeBase *node = comp->GetTarget(j);
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if (!node)
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continue;
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const char *t1 = components[i]->GetName();
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const char *t2 = node->GetName();
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if (!IIsNodeInTab(selected, node))
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{
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UInt32 idx = -1;
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for (UInt32 k = 0; k < out.size(); k++)
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{
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if (out[k].comp == comp)
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idx = k;
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}
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if (idx == -1)
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{
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idx = out.size();
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out.resize(idx+1);
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out[idx].comp = comp;
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}
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out[idx].refs.Append(1, (INode**)&node);
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comp->DeleteTarget(node);
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}
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}
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}
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// Save the selected objects and their components
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INodeTab allNodes;
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allNodes.Append(selected.Count(), &selected[0]);
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allNodes.Append(components.Count(), &components[0]);
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ip->FileSaveNodes(&allNodes, buf);
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// Restore the component refs to objects that weren't selected
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for (i = 0; i < out.size(); i++)
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{
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for (int j = 0; j < out[i].refs.Count(); j++)
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out[i].comp->AddTarget((plMaxNode*)out[i].refs[j]);
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void IFindComponentsRecur(plMaxNode *node, std::vector<plComponentBase*> &components)
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{
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if (node->IsComponent())
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components.push_back(node->ConvertToComponent());
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for (int i = 0; i < node->NumberOfChildren(); i++)
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IFindComponentsRecur((plMaxNode*)node->GetChildNode(i), components);
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}
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void IMergeComponents(plComponentBase *to, plComponentBase *from)
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{
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for (int i = 0; i < from->NumTargets(); i++)
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to->AddTarget(from->GetTarget(i));
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// Delete the component from the scene
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theHold.Begin();
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GetCOREInterface()->DeleteNode(from->GetINode());
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theHold.Accept(_T("Delete Component"));
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}
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plMaxNode *IFindComponentRecur(plMaxNode *node, const char *name)
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{
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if (!strcmp(node->GetName(), name))
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{
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if (node->IsComponent())
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return node;
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}
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for (int i = 0; i < node->NumberOfChildren(); i++)
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{
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plMaxNode *ret = IFindComponentRecur((plMaxNode*)node->GetChildNode(i), name);
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if (ret)
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return ret;
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}
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return nil;
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}
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void plMerge()
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{
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Interface *ip = GetCOREInterface();
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// Get the Max filename to merge
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char file[MAX_PATH];
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memset(&file, 0, sizeof(file));
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OPENFILENAME ofn = {0};
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ofn.lStructSize = sizeof(OPENFILENAME);
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ofn.hwndOwner = ip->GetMAXHWnd();
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ofn.lpstrFilter = "3ds max (*.max)\0*.max\0\0";
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ofn.nFilterIndex = 1;
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ofn.lpstrFile = file;
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ofn.nMaxFile = sizeof(file);
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// ofn.lpstrInitialDir = ip->GetDir(APP_SCENE_DIR);
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ofn.Flags = OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT;
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ofn.lpstrTitle = "Merge";
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if (!GetOpenFileName(&ofn))
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return;
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// Don't actually merge yet, just get the names of every node in the file
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NameTab nodeNames;
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ip->MergeFromFile(file, TRUE, FALSE, FALSE, MERGE_LIST_NAMES, &nodeNames);
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// For each node name, search the current scene for a component with the same name.
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// If one is found, append "Merged" to it so its name won't cause a conflict during
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// the actual merge.
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std::vector<plMaxNode*> renamedNodes;
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int i;
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for (i = 0; i < nodeNames.Count(); i++)
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{
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plMaxNode *node = IFindComponentRecur((plMaxNode*)ip->GetRootNode(), nodeNames[i]);
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if (node)
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{
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char buf[256];
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strcpy(buf, node->GetName());
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strcat(buf, "Merged");
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node->SetName(buf);
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renamedNodes.push_back(node);
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}
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}
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// Do the merge
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ip->MergeFromFile(file);
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// Rename the components back to their original names
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for (i = 0; i < renamedNodes.size(); i++)
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{
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char buf[256];
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strcpy(buf, renamedNodes[i]->GetName());
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buf[strlen(buf)-6] = '\0';
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renamedNodes[i]->SetName(buf);
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}
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// Put all the components in the scene in a list
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std::vector<plComponentBase*> components;
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IFindComponentsRecur((plMaxNode*)ip->GetRootNode(), components);
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nodeNames.ZeroCount();
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// For each component, search the scene for any other components with the same
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// name and type. If there are any, merge their target lists and delete one.
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for (i = 0; i < renamedNodes.size(); i++)
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{
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if (!renamedNodes[i])
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continue;
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plComponentBase *oldComp = renamedNodes[i]->ConvertToComponent();
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char *oldCompName = oldComp->GetINode()->GetName();
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for (int j = 0; j < components.size(); j++)
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{
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plComponentBase *comp = components[j];
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if (oldComp == comp)
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components[j] = nil;
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else if (comp)
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{
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const char *temp = comp->GetINode()->GetName();
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if (!strcmp(oldCompName, comp->GetINode()->GetName()) &&
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comp->ClassID() == comp->ClassID())
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{
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IMergeComponents(comp, oldComp);
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nodeNames.AddName(oldCompName);
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continue;
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}
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}
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}
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}
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// Send out merge notifications again, so that the component dialog will be updated
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BroadcastNotification(NOTIFY_FILE_PRE_MERGE);
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BroadcastNotification(NOTIFY_FILE_POST_MERGE);
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#if 0
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if (nodeNames.Count() == 0)
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return;
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// Actually calculate the size of all the merged component names, because
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// a static buffer could be too small in large merges
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UInt32 size = 0;
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for (i = 0; i < nodeNames.Count(); i++)
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size += strlen(nodeNames[i]) + 1;
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// Put all the component names in a list and show it to the user
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char *buf = TRACKED_NEW char[size+25];
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strcpy(buf, "Components Merged:\n\n");
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for (i = 0; i < nodeNames.Count(); i++)
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{
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strcat(buf, nodeNames[i]);
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strcat(buf, "\n");
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}
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MessageBox(ip->GetMAXHWnd(), buf, "Components Merged", MB_OK);
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delete [] buf;
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#endif
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}
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