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/*==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 <http://www.gnu.org/licenses/>.
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 __HSCONTROLCONVERTER_H
#define __HSCONTROLCONVERTER_H
#include <commdlg.h>
#include <math.h>
//#include "Max.h"
#include "stdmat.h"
#include "bmmlib.h"
#include "istdplug.h"
#include "texutil.h"
#include "../../../Sources/Plasma/PubUtilLib/plInterp/hsKeys.h"
#include "hsTemplates.h"
class plMaxNode;
enum ControllerType
{
ctrlTypeUnknown,
ctrlTypeFloat,
ctrlTypePoint3,
ctrlTypePosition,
ctrlTypeRotation,
ctrlTypeRotationX,
ctrlTypeRotationY,
ctrlTypeRotationZ,
ctrlTypeScale,
ctrlTypeTransform,
ctrlTypeEase,
ctrlTypeMult,
ctrlTypeVert, // CS Biped
ctrlTypeHoriz, // CS Biped
ctrlTypeTurn, // CS Biped
ctrlTypeRollAngle,
};
class plController;
class plLeafController;
class plCompoundController;
struct hsKeyFrame;
class hsConverterUtils;
class plSceneObject;
class hsControlConverter
{
private:
hsControlConverter();
public:
~hsControlConverter() { };
static hsControlConverter& Instance();
void Init(plErrorMsg* msg);
void DeInit();
// Used to pick correct controller by lights/materials
hsBool GetControllerByName(Animatable* anim, TSTR &name, Control* &ctl);
Control *GetControllerByID(IParamBlock2 *pblock, int paramID);
/////////////////////////////////////////////////////////////////////////
//
// Controller convert functions:
//
// All convert functions must call ISetSegRange(start, end) at the beginning.
// (ISetSegRange(-1, -1) will give you the entire anim.)
plLeafController* MakeMatrix44Controller(StdUVGen* uvGen, const char* nodeName);
plLeafController* MakeMatrix44Controller(Control* prsControl);
plLeafController* MakeScalarController(Control* control, plMaxNode* node, hsScalar start = -1, hsScalar end = -1);
plController* MakeColorController(Control* control, plMaxNode* node, hsScalar start = -1, hsScalar end = -1);
plController* MakePosController(Control* control, plMaxNode* node, hsScalar start = -1, hsScalar end = -1);
plController* MakeScaleController(Control* control, plMaxNode* node, hsScalar start = -1, hsScalar end = -1);
plController* MakeRotController(Control* control, plMaxNode* node, hsBool camRot = false, hsScalar start = -1, hsScalar end = -1);
plCompoundController* MakeTransformController(Control* control, plMaxNode* node, hsScalar start = -1, hsScalar end = -1);
// This last one was in tempAnim.cpp on its own for some time, apparently created
// as an initial attempt to get anims working in Max. It's still used, so I don't want
// to nuke it, but it made sense to move it here.
plController* ConvertTMAnim(plSceneObject *obj, plMaxNode *node, hsAffineParts *parts, hsScalar start = -1, hsScalar end = -1);
//
//
//////////////////////////////////////////////////////////////////////////
void Matrix3ToHsMatrix44(Matrix3* m3, hsMatrix44* hsM);
Matrix3 StdUVGenToMatrix3(StdUVGen* uvGen);
bool StdUVGenToHsMatrix44(hsMatrix44* hsMat, StdUVGen* uvGen, bool preserveOffset=false);
void MaxSampleAngles(const char* nodeName, Control* ctl, Tab<TimeValue>& kTimes, hsScalar maxRads);
void ScalePositionController(plController* ctl, hsScalar scale);
void ReduceKeys(Control *control, hsScalar threshold);
hsBool HasKeyTimes(Control* ctl);
UInt8 GetKeyType(Control* ctl, hsBool rotQuat = false);
plMaxNode* GetXformParent(plMaxNode* node);
hsBool ForceWorldSpace(plMaxNode* node);
hsBool ForceOrigin(plMaxNode* node);
hsBool ForceLocal(plMaxNode* node);
hsBool IsAnimated(plMaxNode* node);
hsBool OwnsMaterialCopy(plMaxNode* node);
hsBool HasFrameEvents(plMaxNode *node);
void CompositeKeyTimes(Control* ctl, Tab<TimeValue> &time);
int GetTicksPerFrame() { return fTicksPerFrame; }
int GetFrameRate() { return fFrameRate; }
int GetTicksPerSec() { return fTicksPerSec; }
int GetStartFrame() { return fStartFrame; }
int GetEndFrame() { return fEndFrame; }
int GetNumFrames() { return fNumFrames; }
float GetAnimLength() { return fAnimLength; }
private:
void ISetSegRange(hsScalar start, hsScalar end);
void IConvertSubTransform(Control *control, char *ctlName, plMaxNode *node, plCompoundController *tmc, hsScalar start, hsScalar end);
plLeafController* ICreateSimpleRotController(plMaxNode* node, Control* control, hsBool camRot = false);
plLeafController* ICreateSimpleScaleController(plMaxNode* node, Control* control);
plLeafController* ICreateQuatController(plMaxNode* node, Control* control, bool rotation = true, hsBool camRot = false);
plLeafController* ICreateScaleValueController(plMaxNode* node, Control* control);
plLeafController* ICreateScalarController(plMaxNode* node, Control* control);
plLeafController* ICreateSimplePosController(plMaxNode* node, Control* control);
void IEnableEaseCurves(Animatable* control, bool enable);
void IGetControlSampleTimes(Control* control, int iLo, int iHi, Tab<TimeValue>& kTimes, float maxRads);
int IAddPartsKeys(Control* control, hsTArray <hsG3DSMaxKeyFrame>* kfArray, plMaxNode* node);
Int32 ICreateHSInterpKey(Control* control, IKey* mKey, TimeValue keyTime, hsKeyFrame* baseKey, plMaxNode* node=nil, hsBool rotQuat = false);
Int32 IGetRangeCoverKeyIndices(char* nodeName, Control* cont, Int32 &start, Int32 &end);
ControllerType IGetControlType(TSTR ctrlName);
bool IIsKeyTimeInRange(TimeValue time);
bool IIsKeyInRange(IKey* key);
void IGetUnEasedLocalTM(plMaxNode* node, Control* control, hsMatrix44* out, TimeValue time);
Matrix3 IFlipY();
bool ISkinNode(plMaxNode* node);
void ISetForceLocal(bool f) { fForceLocal=f; }
hsBool IGetEditableMeshKeyTimes( plMaxNode *node, Tab<TimeValue> &times );
hsBool IGetGeomKeyTimes( plMaxNode *node, Tab<TimeValue> &times );
void IGetGeomKeyTimesRecur( Animatable *anim, Tab<TimeValue> &times );
hsBool IGetSubAnimByName( Animatable *anim, TSTR &name, Animatable *&subAnim );
void IExportAnimatedCameraFOV(plMaxNode* node, hsTArray <hsG3DSMaxKeyFrame>* kfArray);
Interface* fInterface;
hsConverterUtils& fConverterUtils;
plErrorMsg * fErrorMsg;
Int32 fTicksPerFrame;
Int32 fFrameRate;
Int32 fTicksPerSec;
Int32 fStartFrame;
Int32 fEndFrame;
Int32 fNumFrames;
hsScalar fAnimLength;
hsBool fWarned;
hsBool fForceLocal;
TimeValue fSegStart;
TimeValue fSegEnd;
};
#endif