/*==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==*/ #ifndef plConvert_inc #define plConvert_inc #include "hsTypes.h" #include "hsTemplates.h" #include "../pnKeyedObject/plKey.h" class plErrorMsg; class plLocation; class plMaxNode; class plMessage; class plLightMapGen; class hsVertexShader; class plConvertSettings { public: plConvertSettings() : fSceneViewer(false), fReconvert(false), fDoPreshade(true), fDoLightMap(true), fLightMapGen(nil), fVertexShader(nil), fPhysicalsOnly(false), fExportPage(nil) {} bool fSceneViewer; // Are we converting this for the SceneViewer? bool fReconvert; // Don't need to set, will be done internally by plConvert bool fDoPreshade; // Doesn't do preshading if false (flat shades) bool fDoLightMap; // Reuses available old lightmaps if false, else always generates fresh. bool fPhysicalsOnly;// Only solid physicals get meshes const char* fExportPage; // If this isn't nil, only export objects in this page plLightMapGen* fLightMapGen; hsVertexShader* fVertexShader; }; class plConvert { protected: hsBool fQuit; plErrorMsg* fpErrorMsg; Interface* fInterface; plConvertSettings* fSettings; hsTArray fMsgQueue; plConvert(); hsBool IMakeSceneObject(INode* node); plKey IGetRoomKey(INode* node); plKey INewRoom(INode* node, char roomName[]); hsBool IOK(); public: static plConvert& Instance(); UInt32 fWarned; enum { kWarnedDecalOnBlendObj = 0x1, kWarnedBadMaterialOnParticle = 0x2, kWarnedBadParticle = 0x4, kWarnedDecalAndNonDecal = 0x8, kWarnedWrongProj = 0x10, kWarnedMissingProj = 0x20, kWarnedDecalOnNonDrawable = 0x40, kWarnedTooManyParticles = 0x80, kWarnedParticleVelAndOnePer = 0x100, kWarnedPhysics = 0x200, }; // Init the converter. Only good for one call of Convert. hsBool Init(Interface *ip, plErrorMsg* msg, plConvertSettings *settings); void DeInit(); hsBool Convert(); hsBool Convert(hsTArray& nodes); // Convert a set of nodes (for SceneViewer update) plMaxNode* GetRootNode(); void SendEnvironmentMessage(plMaxNode* pNode, plMaxNode* efxRegion, plMessage* msg, hsBool ignorePhysicals = false); // iterates through scene to find nodes contained by the efxRegion void AddMessageToQueue(plMessage* msg); // Because components don't get the convert settings (too much work to retrofit all of them) plConvertSettings* GetConvertSettings() { return fSettings; } bool IsForSceneViewer() { return fSettings->fSceneViewer; } // Search for nodes with the same name. Returns true if any are found and stops the export bool IFindDuplicateNames(); // IFindDuplicateNames helper functions const char *ISearchNames(INode *node, INode *root); int ICountNameOccurances(INode *node, const char *name); // Does any pre-export generation necessary for distributors, then cleans up after export. BOOL IAutoClusterRecur(INode* node); BOOL IAutoUnClusterRecur(INode* node); }; #endif // plSimpleConvert_inc