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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 __HSCONTROLCONVERTER_H
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#define __HSCONTROLCONVERTER_H
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#include <commdlg.h>
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#include <math.h>
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//#include "Max.h"
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#include "stdmat.h"
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#include "bmmlib.h"
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#include "istdplug.h"
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#include "texutil.h"
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#include "plInterp/hsKeys.h"
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#include "hsTemplates.h"
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class plMaxNode;
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enum ControllerType
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{
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ctrlTypeUnknown,
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ctrlTypeFloat,
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ctrlTypePoint3,
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ctrlTypePosition,
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ctrlTypeRotation,
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ctrlTypeRotationX,
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ctrlTypeRotationY,
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ctrlTypeRotationZ,
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ctrlTypeScale,
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ctrlTypeTransform,
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ctrlTypeEase,
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ctrlTypeMult,
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ctrlTypeVert, // CS Biped
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ctrlTypeHoriz, // CS Biped
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ctrlTypeTurn, // CS Biped
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ctrlTypeRollAngle,
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};
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class plController;
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class plLeafController;
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class plCompoundController;
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struct hsKeyFrame;
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class hsConverterUtils;
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class plSceneObject;
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class hsControlConverter
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{
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private:
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hsControlConverter();
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public:
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~hsControlConverter() { };
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static hsControlConverter& Instance();
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void Init(plErrorMsg* msg);
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void DeInit();
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// Used to pick correct controller by lights/materials
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bool GetControllerByName(Animatable* anim, TSTR &name, Control* &ctl);
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Control *GetControllerByID(IParamBlock2 *pblock, int paramID);
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/////////////////////////////////////////////////////////////////////////
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//
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// Controller convert functions:
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//
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// All convert functions must call ISetSegRange(start, end) at the beginning.
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// (ISetSegRange(-1, -1) will give you the entire anim.)
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plLeafController* MakeMatrix44Controller(StdUVGen* uvGen, const char* nodeName);
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plLeafController* MakeMatrix44Controller(Control* prsControl);
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plLeafController* MakeScalarController(Control* control, plMaxNode* node, float start = -1, float end = -1);
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plController* MakeColorController(Control* control, plMaxNode* node, float start = -1, float end = -1);
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plController* MakePosController(Control* control, plMaxNode* node, float start = -1, float end = -1);
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plController* MakeScaleController(Control* control, plMaxNode* node, float start = -1, float end = -1);
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plController* MakeRotController(Control* control, plMaxNode* node, bool camRot = false, float start = -1, float end = -1);
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plCompoundController* MakeTransformController(Control* control, plMaxNode* node, float start = -1, float end = -1);
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// This last one was in tempAnim.cpp on its own for some time, apparently created
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// as an initial attempt to get anims working in Max. It's still used, so I don't want
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// to nuke it, but it made sense to move it here.
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plController* ConvertTMAnim(plSceneObject *obj, plMaxNode *node, hsAffineParts *parts, float start = -1, float end = -1);
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//
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//
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//////////////////////////////////////////////////////////////////////////
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void Matrix3ToHsMatrix44(Matrix3* m3, hsMatrix44* hsM);
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Matrix3 StdUVGenToMatrix3(StdUVGen* uvGen);
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bool StdUVGenToHsMatrix44(hsMatrix44* hsMat, StdUVGen* uvGen, bool preserveOffset=false);
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void MaxSampleAngles(const char* nodeName, Control* ctl, Tab<TimeValue>& kTimes, float maxRads);
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void ScalePositionController(plController* ctl, float scale);
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void ReduceKeys(Control *control, float threshold);
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bool HasKeyTimes(Control* ctl);
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uint8_t GetKeyType(Control* ctl, bool rotQuat = false);
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plMaxNode* GetXformParent(plMaxNode* node);
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bool ForceWorldSpace(plMaxNode* node);
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bool ForceOrigin(plMaxNode* node);
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bool ForceLocal(plMaxNode* node);
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bool IsAnimated(plMaxNode* node);
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bool OwnsMaterialCopy(plMaxNode* node);
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bool HasFrameEvents(plMaxNode *node);
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void CompositeKeyTimes(Control* ctl, Tab<TimeValue> &time);
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int GetTicksPerFrame() { return fTicksPerFrame; }
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int GetFrameRate() { return fFrameRate; }
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int GetTicksPerSec() { return fTicksPerSec; }
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int GetStartFrame() { return fStartFrame; }
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int GetEndFrame() { return fEndFrame; }
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int GetNumFrames() { return fNumFrames; }
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float GetAnimLength() { return fAnimLength; }
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private:
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void ISetSegRange(float start, float end);
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void IConvertSubTransform(Control *control, char *ctlName, plMaxNode *node, plCompoundController *tmc, float start, float end);
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plLeafController* ICreateSimpleRotController(plMaxNode* node, Control* control, bool camRot = false);
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plLeafController* ICreateSimpleScaleController(plMaxNode* node, Control* control);
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plLeafController* ICreateQuatController(plMaxNode* node, Control* control, bool rotation = true, bool camRot = false);
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plLeafController* ICreateScaleValueController(plMaxNode* node, Control* control);
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plLeafController* ICreateScalarController(plMaxNode* node, Control* control);
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plLeafController* ICreateSimplePosController(plMaxNode* node, Control* control);
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void IEnableEaseCurves(Animatable* control, bool enable);
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void IGetControlSampleTimes(Control* control, int iLo, int iHi, Tab<TimeValue>& kTimes, float maxRads);
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int IAddPartsKeys(Control* control, hsTArray <hsG3DSMaxKeyFrame>* kfArray, plMaxNode* node);
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int32_t ICreateHSInterpKey(Control* control, IKey* mKey, TimeValue keyTime, hsKeyFrame* baseKey, plMaxNode* node=nil, bool rotQuat = false);
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int32_t IGetRangeCoverKeyIndices(char* nodeName, Control* cont, int32_t &start, int32_t &end);
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ControllerType IGetControlType(TSTR ctrlName);
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bool IIsKeyTimeInRange(TimeValue time);
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bool IIsKeyInRange(IKey* key);
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void IGetUnEasedLocalTM(plMaxNode* node, Control* control, hsMatrix44* out, TimeValue time);
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Matrix3 IFlipY();
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bool ISkinNode(plMaxNode* node);
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void ISetForceLocal(bool f) { fForceLocal=f; }
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bool IGetEditableMeshKeyTimes( plMaxNode *node, Tab<TimeValue> × );
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bool IGetGeomKeyTimes( plMaxNode *node, Tab<TimeValue> × );
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void IGetGeomKeyTimesRecur( Animatable *anim, Tab<TimeValue> × );
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bool IGetSubAnimByName( Animatable *anim, TSTR &name, Animatable *&subAnim );
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void IExportAnimatedCameraFOV(plMaxNode* node, hsTArray <hsG3DSMaxKeyFrame>* kfArray);
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Interface* fInterface;
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hsConverterUtils& fConverterUtils;
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plErrorMsg * fErrorMsg;
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int32_t fTicksPerFrame;
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int32_t fFrameRate;
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int32_t fTicksPerSec;
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int32_t fStartFrame;
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int32_t fEndFrame;
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int32_t fNumFrames;
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float fAnimLength;
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bool fWarned;
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bool fForceLocal;
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TimeValue fSegStart;
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TimeValue fSegEnd;
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};
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#endif
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