/*==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==*/ ////////////////////////////////////////////////////////////////////////////// // // // plMeshConverter Class Header // // Static class that converts a Max triMesh object into the geometrySpans // // necessary for a plDrawableIce object. // // // //// Version History ///////////////////////////////////////////////////////// // // // Created 4.18.2001 mcn // // // ////////////////////////////////////////////////////////////////////////////// #ifndef _plMeshConverter_h #define _plMeshConverter_h #include "Max.h" #include "HeadSpin.h" #include "hsTemplates.h" class plMaxNode; class plErrorMsg; class hsConverterUtils; class plMaxNode; class plGeometrySpan; struct hsPoint3; struct hsVector3; struct hsMatrix44; class ISkin; class plConvexVolume; class plMAXVertNormal; class BitmapTex; class hsGMaterial; class plExportMaterialData; //// Class Definition //////////////////////////////////////////////////////// class plMeshConverter { private: plMeshConverter(); static hsBool fWarnBadNormals; static char fWarnBadNormalsMsg[]; static hsBool fWarnBadUVs; static char fWarnBadUVsMsg[]; static hsBool fWarnSuspiciousUVs; static char fWarnSuspiciousUVsMsg[]; static char fTooManyVertsMsg[]; static char fTooManyFacesMsg[]; public: ~plMeshConverter(); static plMeshConverter& Instance(); void Init( hsBool save, plErrorMsg *msg ); void DeInit( hsBool deInitLongRecur = true ); void StuffPositionsAndNormals(plMaxNode *node, hsTArray *pos, hsTArray *normals); plConvexVolume *CreateConvexVolume( plMaxNode *node ); // doPreshading - If true, do crappy flat shading now (since we won't do any shading later) hsBool CreateSpans( plMaxNode *node, hsTArray &spanArray, bool doPreshading ); private: bool IValidateUVs(plMaxNode* node); void ISetBumpUvs(Int16 uvChan, hsTArray& vertDPosDuvCache, TVFace* tvFace, UInt32 smGroup, hsPoint3* uvs1, hsPoint3* uvs2, hsPoint3* uvs3); void ISetBumpUvSrcs(hsTArray *>& ourMaterials, hsTArray& bumpLayIdx, hsTArray& bumpLayChan, hsTArray& bumpDuChan, hsTArray& bumpDvChan); void ISetWaterDecEnvUvSrcs(hsTArray *>& ourMaterials, hsTArray& bumpLayIdx, hsTArray& bumpLayChan, hsTArray& bumpDuChan, hsTArray& bumpDvChan); void ISmoothUVGradients(plMaxNode* node, Mesh* mesh, hsTArray *>& ourMaterials, hsTArray& bumpLayIdx, hsTArray& bumpLayChan, hsTArray* vertDPosDuCache, hsTArray* vertDPosDvCache); Point3 IGetUvGradient(plMaxNode* node, const hsMatrix44& uvXform44, Int16 bmpUvwSrc, Mesh *mesh, int faceIdx, int iUV); int IGenerateUVs( plMaxNode *node, Mtl *maxMtl, Mesh *mesh, int faceIdx, int numChan, int numBlend, hsPoint3 *uvs1, hsPoint3 *uvs2, hsPoint3 *uvs3 ); void IGetUVTransform( plMaxNode *node, Mtl *mtl, Matrix3 *uvTransform, int which ); UInt32 ICreateHexColor( float r, float g, float b ); UInt32 ISetHexAlpha( UInt32 color, float alpha ); Mesh* IGetNodeMesh(plMaxNode *node); void IDeleteTempGeometry(); Mesh* IDuplicate2Sided(plMaxNode *node, Mesh* mesh); Interface *fInterface; hsConverterUtils& fConverterUtils; plErrorMsg *fErrorMsg; hsBool fIsInitialized; // Non-nil if we converted the MAX object and have to delete it when we're done TriObject *fTriObjToDelete; // Non-nil if we made a copy to mess with that we need to delete when we're done Mesh *fMeshToDelete; }; #endif // _plMeshConverter_h