/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ // // 3DSMax HeadSpin exporter // #include "hsTypes.h" #include "Max.h" #include "istdplug.h" #include "Notify.h" #include #include "bmmlib.h" #include "INode.h" #include "plConvert.h" #include "hsResMgr.h" #include "hsTemplates.h" #include "hsConverterUtils.h" #include "hsControlConverter.h" #include "plMeshConverter.h" #include "hsMaterialConverter.h" #include "plLayerConverter.h" #include "UserPropMgr.h" #include "hsStringTokenizer.h" #include "../MaxExport/plErrorMsg.h" #include "hsVertexShader.h" #include "plLightMapGen.h" #include "plBitmapCreator.h" #include "plgDispatch.h" #include "../pnMessage/plTimeMsg.h" #include "../MaxComponent/plComponent.h" #include "../MaxMain/plMaxNode.h" #include "../plMessage/plNodeCleanupMsg.h" #include "../pnSceneObject/plSceneObject.h" #include "../MaxComponent/plClusterComponent.h" #include "../plPhysX/plSimulationMgr.h" #include "../MaxMain/plPhysXCooking.h" #include "../MaxExport/plExportProgressBar.h" #include "hsUtils.h" #include "../MaxMain/plGetLocationDlg.h" #ifdef HS_DEBUGGING #define HS_NO_TRY #endif plConvert::plConvert() : fWarned(0) { } plConvert& plConvert::Instance() { static plConvert theInstance; return theInstance; } hsBool plConvert::IOK() { return (!fQuit && !fpErrorMsg->IsBogus() ) ? true: false; } hsBool plConvert::Convert() { #ifndef HS_NO_TRY try #endif { fSettings->fReconvert = false; fWarned = 0; fInterface->SetIncludeXRefsInHierarchy(TRUE); plMaxNode *pNode = (plMaxNode *)fInterface->GetRootNode(); AddMessageToQueue(new plTransformMsg(nil, nil, nil, nil)); AddMessageToQueue(new plDelayedTransformMsg(nil, nil, nil, nil)); IFindDuplicateNames(); plExportProgressBar bar; hsBool retVal = true; // sometime, we might look at this if( !IAutoClusterRecur(pNode) ) { fQuit = true; } if(IOK()) { bar.Start("Clear Old Data"); retVal = pNode->DoAllRecur( plMaxNode::ClearData, fpErrorMsg, fSettings, &bar ); } if(IOK()) { bar.Start("Convert Validate"); retVal = pNode->DoRecur( plMaxNode::ConvertValidate, fpErrorMsg, fSettings, &bar ); } if(IOK()) { bar.Start("Components Initialize"); retVal = pNode->DoRecur( plMaxNode::SetupPropertiesPass, fpErrorMsg, fSettings, &bar ); } if(IOK()) { bar.Start("Prepare for skinning"); retVal = pNode->DoRecur( plMaxNode::PrepareSkin, fpErrorMsg, fSettings, &bar ); } if(IOK()) { bar.Start("Make Scene Object"); retVal = pNode->DoRecur( plMaxNode::MakeSceneObject, fpErrorMsg, fSettings, &bar ); } if(IOK()) { bar.Start("Make Physical"); plPhysXCooking::Init(); retVal = pNode->DoRecur( plMaxNode::MakePhysical, fpErrorMsg, fSettings, &bar ); plPhysXCooking::Shutdown(); } if(IOK()) { bar.Start("Component Preconvert"); retVal = pNode->DoRecur( plMaxNode::FirstComponentPass, fpErrorMsg, fSettings, &bar ); } if(IOK()) { bar.Start("Make Controller"); retVal = pNode->DoRecur( plMaxNode::MakeController, fpErrorMsg, fSettings, &bar ); } if(IOK()) { // must be before mesh bar.Start("Make Coord Interface"); retVal = pNode->DoRecur( plMaxNode::MakeCoordinateInterface, fpErrorMsg, fSettings, &bar ); } if(IOK()) { // must be after coord interface but before pool data is created. bar.Start("Make Connections"); retVal = pNode->DoRecur( plMaxNode::MakeParentOrRoomConnection, fpErrorMsg, fSettings, &bar ); } if(IOK()) { // must be before simulation bar.Start("Make Mesh"); retVal = pNode->DoRecur( plMaxNode::MakeMesh, fpErrorMsg, fSettings, &bar ); } if(IOK()) { // doesn't matter when bar.Start("Make Light"); retVal = pNode->DoRecur( plMaxNode::MakeLight, fpErrorMsg, fSettings, &bar ); } if(IOK()) { // doesn't matter when bar.Start("Make Occluder"); retVal = pNode->DoRecur( plMaxNode::MakeOccluder, fpErrorMsg, fSettings, &bar ); } if(IOK()) { // must be after mesh bar.Start("Make Modifiers"); retVal = pNode->DoRecur( plMaxNode::MakeModifiers, fpErrorMsg, fSettings, &bar ); } if(IOK()) { bar.Start("Convert Components"); retVal = pNode->DoRecur( plMaxNode::ConvertComponents, fpErrorMsg, fSettings, &bar ); } if(IOK()) { // do this after convert bar.Start("Set Up Interface References"); retVal = pNode->DoRecur( plMaxNode::MakeIfaceReferences, fpErrorMsg, fSettings, &bar ); } if(IOK() && fSettings->fDoPreshade) { // These need to be opened after the components have had a chance to flag the MaxNodes plLightMapGen::Instance().Open(fInterface, fInterface->GetTime(), fSettings->fDoLightMap); hsVertexShader::Instance().Open(); bar.Start("Preshade Geometry"); retVal = pNode->DoRecur( plMaxNode::ShadeMesh, fpErrorMsg, fSettings, &bar ); plLightMapGen::Instance().Close(); hsVertexShader::Instance().Close(); } if(IOK()) { // Do this next-to-last--allows all the components to free up any temp data they kept around bar.Start("Component DeInit"); retVal = pNode->DoRecur( plMaxNode::DeInitComponents, fpErrorMsg, fSettings, &bar ); } if(IOK()) { // Do this very last--it de-inits and frees all the maxNodeDatas lying around bar.Start("Clear MaxNodeDatas"); retVal = pNode->DoAllRecur( plMaxNode::ClearMaxNodeData, fpErrorMsg, fSettings, &bar ); } // fpErrorMsg->Set(); DeInit(); fInterface->SetIncludeXRefsInHierarchy(FALSE); return IOK(); } #ifndef HS_NO_TRY catch(plErrorMsg& err) { DeInit(); fInterface->SetIncludeXRefsInHierarchy(FALSE); err.Show(); return false; } catch(...) { DeInit(); fInterface->SetIncludeXRefsInHierarchy(FALSE); fpErrorMsg->Set(true, "plConvert", "Unknown error during convert\n"); fpErrorMsg->Show(); return false; } #endif } //#include "../MaxMain/plMaxNodeData.h" //#include hsBool ConvertList(hsTArray& nodes, PMaxNodeFunc p, plErrorMsg *errMsg, plConvertSettings *settings) { for (int i = 0; i < nodes.Count(); i++) { (nodes[i]->*p)(errMsg, settings); if (errMsg && errMsg->IsBogus()) return false; } return true; } hsBool plConvert::Convert(hsTArray& nodes) { #ifndef HS_NO_TRY try #endif { fSettings->fReconvert = true; hsBool retVal = true; if (IOK()) retVal = ConvertList(nodes, plMaxNode::ClearData, fpErrorMsg, fSettings); if(IOK()) retVal = ConvertList(nodes, plMaxNode::ConvertValidate, fpErrorMsg, fSettings); if(IOK()) retVal = ConvertList(nodes, plMaxNode::SetupPropertiesPass, fpErrorMsg, fSettings); if(IOK()) retVal = ConvertList(nodes, plMaxNode::PrepareSkin, fpErrorMsg, fSettings); if(IOK()) retVal = ConvertList(nodes, plMaxNode::MakeSceneObject, fpErrorMsg, fSettings); if(IOK()) retVal = ConvertList(nodes, plMaxNode::FirstComponentPass, fpErrorMsg, fSettings); if(IOK()) retVal = ConvertList(nodes, plMaxNode::MakeController, fpErrorMsg,fSettings); if(IOK()) retVal = ConvertList(nodes, plMaxNode::MakeCoordinateInterface, fpErrorMsg, fSettings);// must be before mesh if(IOK()) retVal = ConvertList(nodes, plMaxNode::MakeParentOrRoomConnection, fpErrorMsg, fSettings); // after coord, before mesh (or any other pool data). // These shouldn't be opened until the components have had a chance to flag the MaxNodes plLightMapGen::Instance().Open(fInterface, fInterface->GetTime(), fSettings->fDoLightMap); hsVertexShader::Instance().Open(); if(IOK()) retVal = ConvertList(nodes, plMaxNode::MakeMesh, fpErrorMsg, fSettings); // must be before simulation if(IOK()) // doesn't matter when retVal = ConvertList(nodes, plMaxNode::MakeLight, fpErrorMsg, fSettings); if(IOK()) // doesn't matter when retVal = ConvertList(nodes, plMaxNode::MakeOccluder, fpErrorMsg, fSettings); if(IOK()) // must be after mesh retVal = ConvertList(nodes, plMaxNode::MakeModifiers, fpErrorMsg, fSettings); if(IOK()) retVal = ConvertList(nodes, plMaxNode::ConvertComponents, fpErrorMsg, fSettings); if(IOK()) retVal = ConvertList(nodes, plMaxNode::ShadeMesh, fpErrorMsg, fSettings); // These may be used by components, so don't close them till the end. plLightMapGen::Instance().Close(); hsVertexShader::Instance().Close(); plgDispatch::MsgSend(new plTransformMsg(nil, nil, nil, nil)); plgDispatch::MsgSend(new plDelayedTransformMsg(nil, nil, nil, nil)); DeInit(); return IOK(); } #ifndef HS_NO_TRY catch(plErrorMsg& err) { err.Show(); return false; } catch(...) { hsMessageBox("Unknown error during convert", "plConvert", hsMessageBoxNormal); return false; } #endif } hsBool plConvert::Init(Interface *ip, plErrorMsg* msg, plConvertSettings *settings) { fInterface = ip; fpErrorMsg = msg; fSettings = settings; // Move us to time 0, so that things like initial transforms are always consistent with the 0th frame. // This saves our asses from things like the patch-generation process later ip->SetTime( 0, false ); hsConverterUtils::Instance().Init(true, fpErrorMsg); plBitmapCreator::Instance().Init(true, fpErrorMsg); hsMaterialConverter::Instance().Init(true, fpErrorMsg); hsControlConverter::Instance().Init(fpErrorMsg); plMeshConverter::Instance().Init(true, fpErrorMsg); plLayerConverter::Instance().Init(true, fpErrorMsg); plGetLocationDlg::Instance().ResetDefaultLocation(); fQuit = false; return true; } void plConvert::DeInit() { // Undo any autogenerated clusters. IAutoUnClusterRecur(fInterface->GetRootNode()); // clear out the message queue for (int i = 0; i < fMsgQueue.Count(); i++) plgDispatch::MsgSend(fMsgQueue[i]); fMsgQueue.Reset(); hsControlConverter::Instance().DeInit(); plMeshConverter::Instance().DeInit(); plLayerConverter::Instance().DeInit(); // Moving this to the end of writing the files out. Yes, this means that any unused mipmaps still get // written to disk, including ones loaded on preload, but it's the only way to get shared texture pages // to work without loading in the entire age worth of reffing objects. - 5.30.2002 mcn // plBitmapCreator::Instance().DeInit(); plNodeCleanupMsg *clean = TRACKED_NEW plNodeCleanupMsg(); plgDispatch::MsgSend( clean ); } void plConvert::AddMessageToQueue(plMessage* msg) { fMsgQueue.Append(msg); } void plConvert::SendEnvironmentMessage(plMaxNode* pNode, plMaxNode* efxRegion, plMessage* msg, hsBool ignorePhysicals ) { for (int i = 0; i < pNode->NumberOfChildren(); i++) SendEnvironmentMessage((plMaxNode *)pNode->GetChildNode(i), efxRegion, msg, ignorePhysicals ); // don't call ourself... if (pNode == efxRegion) return; // send the scene object this message: if (efxRegion->Contains( ((INode*)pNode)->GetNodeTM(hsConverterUtils::Instance().GetTime(pNode->GetInterface())).GetRow(3)) && pNode->GetSceneObject() && ( !ignorePhysicals || !pNode->IsPhysical() ) ) msg->AddReceiver( pNode->GetSceneObject()->GetKey() ); } plMaxNode* plConvert::GetRootNode() { return (plMaxNode *)fInterface->GetRootNode(); } BOOL plConvert::IAutoClusterRecur(INode* node) { plMaxNode* maxNode = (plMaxNode*)node; plComponentBase* comp = maxNode->ConvertToComponent(); if( comp && (comp->ClassID() == CLUSTER_COMP_CID) ) { plClusterComponent* clust = (plClusterComponent*)comp; // Cluster decides if it needs autogen if( clust->AutoGen(fpErrorMsg) ) return false; } int i; for( i = 0; i < node->NumberOfChildren(); i++ ) { if( !IAutoClusterRecur(node->GetChildNode(i)) ) return false; } return true; } BOOL plConvert::IAutoUnClusterRecur(INode* node) { plMaxNode* maxNode = (plMaxNode*)node; plComponentBase* comp = maxNode->ConvertToComponent(); if( comp && (comp->ClassID() == CLUSTER_COMP_CID) ) { plClusterComponent* clust = (plClusterComponent*)comp; // Cluster remembers whether it was autogen'd. clust->AutoClear(fpErrorMsg); } int i; for( i = 0; i < node->NumberOfChildren(); i++ ) { IAutoUnClusterRecur(node->GetChildNode(i)); } return true; } bool plConvert::IFindDuplicateNames() { INode *node = fInterface->GetRootNode(); const char *name = ISearchNames(node, node); if (!name) return false; fpErrorMsg->Set(true, "Error in Conversion of Scene Objects", "Two objects in the scene share the name '%s'.\nUnique names are necessary during the export process.\n", name ); fpErrorMsg->Show(); return true; } // Recursivly search nodes for duplicate names, and return when one is found const char *plConvert::ISearchNames(INode *node, INode *root) { int count = ICountNameOccurances(root, node->GetName()); if (count > 1) return node->GetName(); for (int i = 0; i < node->NumberOfChildren(); i++) { const char *name = ISearchNames(node->GetChildNode(i), root); if (name) return name; } return nil; } // Recursivly search nodes for this name, and return the number of times found int plConvert::ICountNameOccurances(INode *node, const char *name) { int count = 0; if (!stricmp(name, node->GetName())) count++; for (int i = 0; i < node->NumberOfChildren(); i++) count += ICountNameOccurances(node->GetChildNode(i), name); return count; }