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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/>.
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<plMessage*> 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<plMaxNode*>& 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