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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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#ifndef plMaxNode_inc
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#define plMaxNode_inc
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#include "plMaxNodeBase.h"
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#include <iparamb2.h>
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#include <map>
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#include "hsTemplates.h"
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class plAGAnim;
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class plAGMasterMod;
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class plAGModifier;
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class plController;
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class plConvertSettings;
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class plDrawInterface;
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class plDrawable;
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class plDrawableCriteria;
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class plDrawableSpans;
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class plErrorMsg;
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class plExportProgressBar;
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class plGeometrySpan;
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class plLightInfo;
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class plLightMapComponent;
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class plLightModifier;
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class plLtdDirModifier;
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class plMaxBoneMap;
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class plMaxNode;
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class plOmniLightInfo;
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class plOmniModifier;
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class plPageInfoComponent;
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class plPhysicalProps;
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class plSceneNode;
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class plSceneObject;
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class plSpotLightInfo;
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class plSpotModifier;
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class plSynchedObject;
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class plXImposterComp;
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typedef bool (plMaxNode:: *PMaxNodeFunc) (plErrorMsg *, plConvertSettings *); // Function pointer to a plMaxNode member funtion
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class plMaxNodeTab : public Tab<plMaxNode*>
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{
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};
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//-------------------------------------------
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// plMaxNode
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//-------------------------------------------
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// CAREFUL! This class is different, it is derived from Max's INode (as you can see)
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// But we can only add (NON Virtual) functions to plMaxNode directly
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// If you want some new Data members, you can add them by adding to the class
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// plMaxNodeData This data is stored in each INode through some mechanisms supplied
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// It would be nice of you to add GetFunctions for each new data member you add (see below)
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//--------------------------------------------
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// NOTE: an INode can be cast to a plMaxNode, but currently it is the MakeSceneObject Pass which
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// Adds the plMaxNodeData to the Node
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class plMaxNode : public plMaxNodeBase
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{
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public:
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bool DoRecur(PMaxNodeFunc p,plErrorMsg *, plConvertSettings *, plExportProgressBar*);
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bool DoAllRecur(PMaxNodeFunc p,plErrorMsg *, plConvertSettings *, plExportProgressBar*);
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// DoRecur takes one of the following functions
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bool ConvertValidate (plErrorMsg *, plConvertSettings *);
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bool SetupPropertiesPass (plErrorMsg *, plConvertSettings *);
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bool MakeSceneObject (plErrorMsg *, plConvertSettings *);
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bool PrepareSkin (plErrorMsg *, plConvertSettings *);
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bool MakePhysical (plErrorMsg *, plConvertSettings *);
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bool FirstComponentPass (plErrorMsg *, plConvertSettings *);
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bool MakeController (plErrorMsg *, plConvertSettings *);
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bool MakeCoordinateInterface (plErrorMsg *, plConvertSettings *);
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bool MakeModifiers (plErrorMsg *, plConvertSettings *);
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bool MakeParentOrRoomConnection (plErrorMsg *, plConvertSettings *);
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bool MakeMesh (plErrorMsg *, plConvertSettings *);
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bool MakeLight (plErrorMsg *, plConvertSettings *);
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bool MakeOccluder (plErrorMsg *, plConvertSettings *);
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bool ConvertComponents (plErrorMsg *, plConvertSettings *);
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bool ClearData (plErrorMsg *, plConvertSettings *);
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bool ShadeMesh (plErrorMsg *, plConvertSettings *);
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bool MakeIfaceReferences (plErrorMsg *, plConvertSettings *);
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bool ClearMaxNodeData (plErrorMsg *, plConvertSettings *);
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bool DeInitComponents (plErrorMsg *, plConvertSettings *);
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// Does specified function for all components attached to this node
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enum { kSetupProperties, kPreConvert, kConvert };
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bool DoComponents(int convertType, plErrorMsg *, plConvertSettings *);
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plKey AddModifier(plModifier *pMod, const plString& name);
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bool ConvertToOccluder (plErrorMsg* pErrMsg, bool twoSided, bool isHole);
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plDrawableCriteria GetDrawableCriteria(bool needBlending, bool needSorting);
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Point3 GetFlexibility(); // returns Point3(flexibility, interRand, intraRand).
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plXImposterComp* GetXImposterComp();
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int AlphaHackLayersNeeded(int iSubMtl);
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int NumUVWChannels();
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bool VtxAlphaNotAvailable();
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bool NonVtxPreshaded();
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TriObject* GetTriObject(bool& deleteIt);
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plAGModifier* HasAGMod();
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plAGMasterMod* GetAGMasterMod();
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plMaxNode* GetBonesRoot(); // Returns the root of my bones hierarchy, if I have any bones, else nil.
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void GetBonesRootsRecur(hsTArray<plMaxNode*>& list);
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plSceneObject* MakeCharacterHierarchy(plErrorMsg *pErrMsg);
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void SetupBonesAliasesRecur(const char *rootName);
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void SetupBoneHierarchyPalette(plMaxBoneMap *bones = nil);
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void SetDISceneNodeSpans( plDrawInterface *di, bool needBlending );
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bool IsLegalDecal(bool checkParent = true);
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bool IsAnimatedLight();
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// These are public so the animation component can use them, no one else should need them
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void GetRTLightColAnim(IParamBlock2* ProperPB, plAGAnim* anim);
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void GetRTConeAnim(IParamBlock2* ProperPB, plAGAnim* anim);
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void GetRTLightAttenAnim(IParamBlock2* ProperPB, plAGAnim* anim);
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// This is used in the shading pass, where the lightmap component can
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// serve as a cache for some shading info. Returns nil if there is no LightMapComponent on this.
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plLightMapComponent* GetLightMapComponent();
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// Starting at 0, returns an incrementing index for each maxNode. Useful for assigning
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// indices to sound objects attached to the node
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uint32_t GetNextSoundIdx( void );
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bool IsPhysical( void );
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bool CanMakeMesh( Object *obj, plErrorMsg *pErrMsg, plConvertSettings *settings );
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plDrawInterface* GetDrawInterface(); // Returns nil if there isn't a sceneobject and a drawinterface.
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// Only call during convert
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plPhysicalProps *GetPhysicalProps();
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// Little helper function. Calls FindKey() in the resManager using the location (page) of this node
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plKey FindPageKey( uint16_t classIdx, const plString &name );
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const char *GetAgeName();
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void CheckSynchOptions(plSynchedObject* so);
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protected:
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INode *GetRootNode() { return GetInterface()->GetRootNode(); }
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plDrawableSpans *IGetSceneNodeSpans( plSceneNode *node, bool needBlending, bool needSorting=true );
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plLightInfo* IMakeDirectional(plErrorMsg* pErrMsg, plConvertSettings* settings);
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plLightInfo* IMakeOmni(plErrorMsg* pErrMsg, plConvertSettings* settings);
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plLightInfo* IMakeSpot(plErrorMsg* pErrMsg, plConvertSettings* settings);
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bool IGetProjection(plLightInfo* li, plErrorMsg* pErrMsg);
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plLightInfo* IMakeRTDirectional(plErrorMsg* pErrMsg, plConvertSettings* settings);
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plLightInfo* IMakeRTOmni(plErrorMsg* pErrMsg, plConvertSettings* settings);
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plLightInfo* IMakeRTSpot(plErrorMsg* pErrMsg, plConvertSettings* settings);
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plLightInfo* IMakeRTProjDirectional( plErrorMsg *pErrMsg, plConvertSettings *settings );
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void IGetCone(plSpotLightInfo* liInfo, LightObject* light, LightState& ls);
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void IGetLightColors(plLightInfo* liInfo, LightObject* light, LightState& ls);
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void IGetLightAttenuation(plOmniLightInfo* liInfo, LightObject* light, LightState& ls);
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// RunTime Lights versions
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void IGetRTCone(plSpotLightInfo* liInfo, IParamBlock2* ProperPB);
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void IGetRTLightColors(plLightInfo* liInfo, IParamBlock2* ProperPB);
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void IGetRTLightAttenuation(plOmniLightInfo* liInfo, IParamBlock2* ProperPB);
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// RunTime Light animation builders
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bool IGetRTLightAttenValues(IParamBlock2* ProperPB, float& attenConst, float& attenLinear, float& attenQuadratic,float &attenCutoff);
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void IAdjustRTColorByIntensity(plController* ctl, IParamBlock2* ProperPB);
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bool IAttachRTLightModifier(plLightModifier* liMod);
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plLightInfo* IMakeLight(plErrorMsg *pErrMsg, plConvertSettings *settings);
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plSceneNode* IGetDrawableSceneNode(plErrorMsg *pErrMsg);
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void IAssignSpansToDrawables( hsTArray<plGeometrySpan *> &spanArray, plDrawInterface *di,
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plErrorMsg *pErrMsg, plConvertSettings *settings );
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void IAssignSpan( plDrawableSpans *drawable, hsTArray<plGeometrySpan *> &spanArray, uint32_t &index,
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hsMatrix44 &l2w, hsMatrix44 &w2l,
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plErrorMsg *pErrMsg, plConvertSettings *settings );
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void ISetupBones( plDrawableSpans *drawable, hsTArray<plGeometrySpan *> &spanArray,
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hsMatrix44 &l2w, hsMatrix44 &w2l,
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plErrorMsg *pErrMsg, plConvertSettings *settings );
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bool IFindBones(plErrorMsg *pErrMsg, plConvertSettings *settings);
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void IWipeBranchDrawable(bool b);
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uint32_t IBuildInstanceList( Object *obj, TimeValue t, hsTArray<plMaxNode *> &nodes, bool beMoreAccurate = false );
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bool IMakeInstanceSpans( plMaxNode *node, hsTArray<plGeometrySpan *> &spanArray,
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plErrorMsg *pErrMsg, plConvertSettings *settings );
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bool IMaterialsMatch( plMaxNode *otherNode, bool beMoreAccurate );
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int IGetCachedAlphaHackValue( int iSubMtl );
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void ISetCachedAlphaHackValue( int iSubMtl, int value );
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friend class plLocationDlg;
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};
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class plMaxBoneMap
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{
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protected:
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typedef std::map<plMaxNodeBase*, uint32_t> BoneMap;
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BoneMap fBones;
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typedef std::map<plDrawable*, uint32_t> DrawableMap;
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DrawableMap fBaseMatrices;
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public:
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uint8_t fNumBones;
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plMaxNodeBase *fOwner; // Make note of which node created us, so they can delete us.
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plMaxBoneMap() : fNumBones(0), fOwner(nil) {}
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void AddBone(plMaxNodeBase *bone);
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uint8_t GetIndex(plMaxNodeBase *bone);
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void FillBoneArray(plMaxNodeBase **boneArray);
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uint32_t GetBaseMatrixIndex(plDrawable *draw);
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void SetBaseMatrixIndex(plDrawable *draw, uint32_t idx);
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void SortBones();
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};
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#endif
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