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)
//===================================================================
// Class that implements the scene-export.
//
class VWeightImportClass : public SceneImport
{
// friend BOOL CALLBACK ImportOptionsDlgProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
// friend class DumpModelTEP;
// friend class DumpDeformsTEP;
public:
CONSTRUCTOR VWeightImportClass (void);
DESTRUCTOR ~VWeightImportClass (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 DoImport(const TCHAR *name,ImpInterface *ii,Interface *i, BOOL suppressPrompts=FALSE); // Export file
MaxNode m_SrcMaxNode[512]; // array of nodes
long m_cSrcMaxNodes; // # of nodes
MaxVertWeight *m_SrcMaxVertex[10000];
long m_cSrcMaxVertex;
MaxNode m_MaxNode[512]; // array of nodes
long m_cMaxNodes; // # of nodes
int m_iToSrc[512]; // translate src nodes to local bones
// 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 );
void NodeEnum( INode *node );
int UpdateModel( INode *node );
void CollectWeights(int iVertex, MaxVertWeight *pweight);
void RemapSrcWeights( void );
IPhyContextExport *m_mcExport;
IPhysiqueExport *m_phyExport;
Modifier *m_phyMod;
Modifier *m_bonesProMod;
BonesPro_WeightArray *m_wa;
};
//===================================================================
// Basically just a ClassFactory for communicating with 3DSMAX.
//
class VWeightImportClassDesc : public ClassDesc
{
public:
int IsPublic (void) { return TRUE; }
void * Create (BOOL loading=FALSE) { return new VWeightImportClass; }
const TCHAR * ClassName (void) { return _T("VWeightImport"); }
SClass_ID SuperClassID (void) { return SCENE_IMPORT_CLASS_ID; }
Class_ID ClassID (void) { return Class_ID(0x554b1092, 0x206a444f); }
const TCHAR * Category (void) { return _T(""); }
};
//===================================================================
// Tree Enumeration Callback
// Collects the nodes in the tree into the global array
//
class UpdateNodesTEP : public ITreeEnumProc
{
public:
virtual int callback(INode *node);
VWeightImportClass *m_phec;
};
//===================================================================
// Tree Enumeration Callback
// Dumps the triangle meshes to a file.
//
class UpdateModelTEP : 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
VWeightImportClass *m_phec;
IPhyContextExport *m_mcExport;
IPhysiqueExport *m_phyExport;
Modifier *m_phyMod;
Modifier *m_bonesProMod;
BonesPro_WeightArray *m_wa;
private:
void CollectWeights( int iVertex, MaxVertWeight *pweight );
};