Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//===================================================================
// Useful macros
//
#define CONSTRUCTOR
#define DESTRUCTOR
#define EXPORT_THIS __declspec(dllexport)
#define DEFAULT_EXT _T("vvw")
#define FStrEq(sz1, sz2) (strcmp((sz1), (sz2)) == 0)
//=============================================================================
// TREE-ENUMERATION PROCEDURES
//=============================================================================
#define ASSERT_AND_ABORT(f, sz) \
if (!(f)) \
{ \
ASSERT_MBOX(FALSE, sz); \
cleanup( ); \
return TREE_ABORT; \
}
// Integer constants for this class
enum
{
MAX_NAME_CHARS = 70,
UNDESIRABLE_NODE_MARKER = -7777
};
// For keeping info about each (non-ignored) 3dsMax node in the tree
typedef struct
{
char szNodeName[MAX_NAME_CHARS]; // usefull for lookups
Matrix3 mat3NodeTM; // node's transformation matrix (at time zero)
Matrix3 mat3ObjectTM; // object-offset transformation matrix (at time zero)
int imaxnodeParent; // cached index of parent node
} MaxNode;
typedef struct
{
float flDist;
float flWeight;
} MaxVertWeight;
//===================================================================
// Class that implements the scene-export.
//
class VWeightExportClass : public SceneExport
{
friend BOOL CALLBACK ExportOptionsDlgProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
friend class CollectModelTEP;
public:
CONSTRUCTOR VWeightExportClass (void);
DESTRUCTOR ~VWeightExportClass (void);
// Required by classes derived from SceneExport
virtual int ExtCount (void) { return 1; }
virtual const TCHAR* Ext (int i) { return DEFAULT_EXT; }
virtual const TCHAR* LongDesc (void) { return _T("Valve Skeletal Model Exporter for 3D Studio Max"); }
virtual const TCHAR* ShortDesc (void) { return _T("Valve VVW"); }
virtual const TCHAR* AuthorName (void) { return _T("Valve, LLC"); }
virtual const TCHAR* CopyrightMessage(void) { return _T("Copyright (c) 1998, Valve LLC"); }
virtual const TCHAR* OtherMessage1 (void) { return _T(""); }
virtual const TCHAR* OtherMessage2 (void) { return _T(""); }
virtual unsigned int Version (void) { return 201; }
virtual void ShowAbout (HWND hWnd) { return; }
// virtual int DoExport (const TCHAR *name, ExpInterface *ei, Interface *i);
virtual int DoExport(const TCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts=FALSE,DWORD options=0); // Export file
MaxNode m_MaxNode[512]; // array of nodes
long m_cMaxNode; // # of nodes
MaxVertWeight *m_MaxVertex[10000];
long m_cMaxVertex;
// Animation metrics (gleaned from 3dsMax and cached for convenience)
Interval m_intervalOfAnimation;
TimeValue m_tvStart;
TimeValue m_tvEnd;
int m_tpf; // ticks-per-frame
private:
void CollectNodes( INode *pnode );
BOOL CollectModel( ExpInterface *pexpiface );
};
//===================================================================
// Basically just a ClassFactory for communicating with 3DSMAX.
//
class VWeightExportClassDesc : public ClassDesc
{
public:
int IsPublic (void) { return TRUE; }
void * Create (BOOL loading=FALSE) { return new VWeightExportClass; }
const TCHAR * ClassName (void) { return _T("VWeightExport"); }
SClass_ID SuperClassID (void) { return SCENE_EXPORT_CLASS_ID; }
Class_ID ClassID (void) { return Class_ID(0x554b1092, 0x206a444f); }
const TCHAR * Category (void) { return _T(""); }
};
//===================================================================
// Tree Enumeration Callback
// Just counts the nodes in the node tree
//
class CountNodesTEP : public ITreeEnumProc
{
public:
virtual int callback(INode *node);
int m_cNodes; // running count of nodes
};
//===================================================================
// Tree Enumeration Callback
// Collects the nodes in the tree into the global array
//
class CollectNodesTEP : public ITreeEnumProc
{
public:
virtual int callback(INode *node);
VWeightExportClass *m_phec;
};
//===================================================================
// Tree Enumeration Callback
// Dumps the triangle meshes to a file.
//
class CollectModelTEP : public ITreeEnumProc
{
public:
virtual int callback(INode *node);
void cleanup(void);
// FILE *m_pfile; // write to this file
TimeValue m_tvToDump; // dump snapshot at this frame time
VWeightExportClass *m_phec;
IPhyContextExport *m_mcExport;
IPhysiqueExport *m_phyExport;
Modifier *m_phyMod;
Modifier *m_bonesProMod;
BonesPro_WeightArray *m_wa;
private:
int CollectWeights( int iVertex, MaxVertWeight *pweight );
};
//===================================================================
// Prototype declarations
//
void ResetINodeMap( void );
int BuildINodeMap(INode *pnode);
void AddINode( INode *pnode );
int GetIndexOfNodeName( TCHAR *szNodeName, BOOL fAssertPropExists = TRUE );
int GetIndexOfINode( INode *pnode, BOOL fAssertPropExists = TRUE);
BOOL FUndesirableNode( INode *pnode);
BOOL FNodeMarkedToSkip( INode *pnode);
Modifier *FindPhysiqueModifier( INode *nodePtr );
Modifier *FindBonesProModifier( INode *nodePtr );
int AssertFailedFunc(char *sz);
#define ASSERT_MBOX(f, sz) ((f) ? 1 : AssertFailedFunc(sz))
void GetUnifiedCoord( Point3 &p1, MaxVertWeight pweight[], MaxNode maxNode[], int cMaxNode );
int GetBoneWeights( IPhyContextExport *mcExport, int iVertex, MaxVertWeight *pweight);
int GetBoneWeights( Modifier * bonesProMod, int iVertex, MaxVertWeight *pweight);
void SetBoneWeights( Modifier * bonesProMod, int iVertex, MaxVertWeight *pweight);