|
|
//======= Copyright � 1996-2008, Valve Corporation, All rights reserved. ======
//
// Purpose: MDL Import class for Maya
//
//=============================================================================
#ifndef MDLIMPORT_H
#define MDLIMPORT_H
// Maya includes
#include <maya/MDagPathArray.h>
#include <maya/MMatrix.h>
#include <maya/MObjectArray.h>
#include <maya/MSelectionList.h>
// Valve includes
#include "datacache/imdlcache.h"
#include "ValveMaya/Undo.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct mstudioboneweight_t;
namespace ValveMaya {
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CMDLImport { public: CMDLImport();
CMDLImport( ValveMaya::CUndo &undo );
MStatus DoIt( const char *pFilename, MSelectionList &createdNodes );
MStatus DoIt( const char *pFilename );
bool m_bOptMeshOnly : 1; // Only import meshes
bool m_bOptSingleMesh : 1; // Merge all meshes in a MDL into a single Maya mesh
bool m_bOptVstInfo : 1; // Group everything under a vstInfo node
bool m_bOptImportSkeleton : 1; // Import the skeleton
bool m_bOptImportMesh : 1; // Import the mesh
bool m_bOptEngineSpace : 1; // Import data in engine space
bool m_bOptNormals : 1; // Set normals on mesh
bool m_bOptEdgeHardness : 1; // Set edge hard/softness data
bool m_bOptSkinMeshes : 1; // Apply bone weights to meshes
int m_nOptLod; // Import the specified LOD only, -2 means root LOD, -1 means all LODs, otherwise the LOD that matches, or all if no match
int m_nOptSkin; // Import the specified Skin only, -1 means all skins, otherwise the skin that matches or all if no match
MStringArray m_optRemovePrefix; // A list of prefixes to remove on import
protected: void Init();
static MDLHandle_t GetMDLHandle( const char *pFilename );
MObject CreateVstInfo( const char *pModelName, MSelectionList &createdNodes );
static MStatus AddDagMObject( const MObject &dagObj, MSelectionList &createdNodes );
void ImportBones( MDLHandle_t mdlHandle, const MObject &parentObj, MDagPathArray &mayaBones, MSelectionList &createdNodes );
static MStatus ApplyCompDefaultShader( MObject &geoObj, ValveMaya::CUndo &undo );
static MObject FindOrCreateFileObj( ValveMaya::CUndo &undo, const MString &materialPath, MSelectionList &createdNodes );
MStatus AssignShadingGroup( ValveMaya::CUndo &undo, const MDagPath &meshDagPath, MIntArray &faceList, const MStringArray &materialPaths, MSelectionList &createdList ) const;
void SkinMesh( MDagPath &meshDagPath, const MDagPathArray &mayaBones, const CUtlVector< const mstudioboneweight_t * > &tmpVertexBoneWeightArray );
void ImportMeshes( MDLHandle_t mdlHandle, MObject parentObj, const MDagPathArray &mayaBones, MSelectionList &createdNodes );
void ReorientMdl( MDLHandle_t mdlHandle, MObject &vstInfoObj, const MDagPathArray &mayaBones );
static void InitBones( Vector p[ MAXSTUDIOBONES ], QuaternionAligned q[ MAXSTUDIOBONES ], studiohdr_t *pHdr );
static void TransformBones( Vector p[ MAXSTUDIOBONES ], QuaternionAligned q[ MAXSTUDIOBONES ], studiohdr_t *pHdr );
static void ComputeSequenceBones( Vector p[ MAXSTUDIOBONES ], QuaternionAligned q[ MAXSTUDIOBONES ], studiohdr_t *pHdr, int nSequence = 0, float flTime = 0.0f );
bool ComputeMdlToMayaMatrix( MMatrix &mMdlToMaya, studiohdr_t* pHdr ) const;
void TransformPointArray( MFloatPointArray &vertexArray, const MMatrix &mMatrix ) const;
void TransformNormalArray( MVectorArray &normalArray, const MMatrix &mMatrix ) const;
MString GetBoneName( MString boneName ) const;
ValveMaya::CUndo &m_undo; ValveMaya::CUndo m_tmpUndo; };
} #endif // MDLIMPORT_H
|