Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Describes the way to compile data in DCC files (describes an export step)
//
//===========================================================================//
#ifndef DMEDCCMAKEFILE_H
#define DMEDCCMAKEFILE_H
#ifdef _WIN32
#pragma once
#endif
#include "movieobjects/dmemakefile.h"
//-----------------------------------------------------------------------------
// Describes a source for DCC makefiles
//-----------------------------------------------------------------------------
class CDmeSourceDCCFile : public CDmeSource { DEFINE_ELEMENT( CDmeSourceDCCFile, CDmeSource );
public: CDmaStringArray m_RootDCCObjects; CDmaVar< int > m_ExportType; // 0 == model, 1 == skeletal animation
CDmaVar< float > m_FrameStart; CDmaVar< float > m_FrameEnd; CDmaVar< float > m_FrameIncrement; };
//-----------------------------------------------------------------------------
// Strictly here to customize OpenEditor
//-----------------------------------------------------------------------------
class CDmeSourceMayaFile : public CDmeSourceDCCFile { DEFINE_ELEMENT( CDmeSourceMayaFile, CDmeSourceDCCFile ); };
class CDmeSourceMayaModelFile : public CDmeSourceMayaFile { DEFINE_ELEMENT( CDmeSourceMayaModelFile, CDmeSourceMayaFile ); };
class CDmeSourceMayaAnimationFile : public CDmeSourceMayaFile { DEFINE_ELEMENT( CDmeSourceMayaAnimationFile, CDmeSourceMayaFile ); };
class CDmeSourceXSIFile : public CDmeSourceDCCFile { DEFINE_ELEMENT( CDmeSourceXSIFile, CDmeSourceDCCFile ); };
//-----------------------------------------------------------------------------
// Describes a DCC asset
//-----------------------------------------------------------------------------
class CDmeDCCMakefile : public CDmeMakefile { DEFINE_ELEMENT( CDmeDCCMakefile, CDmeMakefile );
public: virtual void GetOutputs( CUtlVector<CUtlString> &fullPaths );
private: virtual CDmElement *CreateOutputElement( ); virtual void DestroyOutputElement( CDmElement *pOutput ); virtual const char *GetOutputDirectoryID() { return "makefiledir:..\\dmx"; } bool m_bFlushFile; };
//-----------------------------------------------------------------------------
// Describes a Maya asset
//-----------------------------------------------------------------------------
class CDmeMayaMakefile : public CDmeDCCMakefile { DEFINE_ELEMENT( CDmeMayaMakefile, CDmeDCCMakefile ); };
//-----------------------------------------------------------------------------
// Describes a XSI asset
//-----------------------------------------------------------------------------
class CDmeXSIMakefile : public CDmeDCCMakefile { DEFINE_ELEMENT( CDmeXSIMakefile, CDmeDCCMakefile );
public: // Compiling is just exporting the data in the file
virtual DmeMakefileType_t *GetMakefileType(); virtual DmeMakefileType_t* GetSourceTypes(); };
//-----------------------------------------------------------------------------
// Describes a Maya model/animation asset
//-----------------------------------------------------------------------------
class CDmeMayaModelMakefile : public CDmeMayaMakefile { DEFINE_ELEMENT( CDmeMayaModelMakefile, CDmeMayaMakefile );
public: // Compiling is just exporting the data in the file
virtual DmeMakefileType_t *GetMakefileType(); virtual DmeMakefileType_t* GetSourceTypes(); };
class CDmeMayaAnimationMakefile : public CDmeMayaMakefile { DEFINE_ELEMENT( CDmeMayaAnimationMakefile, CDmeMayaMakefile );
public: // Compiling is just exporting the data in the file
virtual DmeMakefileType_t *GetMakefileType(); virtual DmeMakefileType_t* GetSourceTypes(); };
//-----------------------------------------------------------------------------
// Describes a XSI animation asset
//-----------------------------------------------------------------------------
class CDmeXSIAnimationMakefile : public CDmeXSIMakefile { DEFINE_ELEMENT( CDmeXSIAnimationMakefile, CDmeXSIMakefile ); };
#endif // DMEDCCMAKEFILE_H
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