void SGMExporter::CollectProperties(Scene3DMesh *mesh, IGameMesh *gMesh) { IPropertyContainer *propsContainer = gMesh->GetIPropertyContainer(); if (propsContainer == NULL || propsContainer->GetNumberOfProperties() == 0) { Log::LogT("Mesh %s has no properties", mesh->name.c_str()); return; } Log::LogT("properties count: %d", propsContainer->GetNumberOfProperties()); for (int i = 0; i < propsContainer->GetNumberOfProperties(); i++) { IGameProperty *gProp = propsContainer->GetProperty(i); if (gProp == NULL) continue; int propType = gProp->GetType(); std::string propName = StringUtils::ToNarrow(gProp->GetName()); Log::LogT("eporting %s with type %d", propName.c_str(), propType); if (propType == IGAME_UNKNOWN_PROP) { Log::LogT("property %s has unknown type", propName.c_str()); continue; } Property::AnimationType propAnimType = Property::AnimationType_None; Property *prop = NULL; if (!gProp->IsPropAnimated()) { Log::LogT("property %s has no animation", propName.c_str()); prop = new Property(propName, PropTypeConv(propType), Property::AnimationType_None); switch (propType) { case IGAME_FLOAT_PROP: { float val; gProp->GetPropertyValue(val); prop->SetValue(val); } break; case IGAME_INT_PROP: { int val; gProp->GetPropertyValue(val); prop->SetValue(val); } break; case IGAME_POINT3_PROP: { Point3 val; gProp->GetPropertyValue(val); prop->SetValue(sm::Vec3(val.x, val.y, val.z)); } break; } } else { IGameControl *ctrl = gProp->GetIGameControl(); if (ctrl == NULL) { Log::LogT("%s IGameControl is NULL", propName.c_str()); continue; } switch (propType) { case IGAME_FLOAT_PROP: { Control *maxControl = ctrl->GetMaxControl(IGAME_FLOAT); if (maxControl != NULL && maxControl->IsAnimated()) { if (maxControl->ClassID() == Class_ID(LININTERP_FLOAT_CLASS_ID, 0)) { Log::LogT("%s float liniowe scierwo", propName.c_str()); prop = new Property(propName, Property::PropertyType_Float, Property::AnimationType_Linear); IGameKeyTab keys; if (ctrl->GetLinearKeys(keys, IGAME_FLOAT)) { for (int j = 0; j < keys.Count(); j++) { prop->SetValue(keys[j].linearKey.fval, TicksToSec(keys[j].t)); } } } if (maxControl->ClassID() == Class_ID(TCBINTERP_FLOAT_CLASS_ID, 0)) { Log::LogT("%s float tcb scierwo", propName.c_str()); prop = new Property(propName, Property::PropertyType_Float, Property::AnimationType_TCB); IGameKeyTab keys; if (ctrl->GetTCBKeys(keys, IGAME_FLOAT)) { for (int j = 0; j < keys.Count(); j++) { prop->SetValue(keys[j].tcbKey.fval, TicksToSec(keys[j].t)); } } } } } break; case IGAME_INT_PROP: { Control *maxControl = ctrl->GetMaxControl(IGAME_FLOAT); if (maxControl != NULL && maxControl->IsAnimated()) { if (maxControl->ClassID() == Class_ID(LININTERP_FLOAT_CLASS_ID, 0)) { Log::LogT("%s int liniowe scierwo", propName.c_str()); //prop = new Property(propName, Property::PropertyType_Int, Property::AnimationType_Linear); // it should be always state interpolator for int prop = new Property(propName, Property::PropertyType_Int, Property::AnimationType_State); IGameKeyTab keys; if (ctrl->GetLinearKeys(keys, IGAME_FLOAT)) { Log::LogT("eksportowanie %d keyframow", keys.Count()); for (int j = 0; j < keys.Count(); j++) { prop->SetValue((int)keys[j].linearKey.fval, TicksToSec(keys[j].t)); } } } if (maxControl->ClassID() == Class_ID(TCBINTERP_FLOAT_CLASS_ID, 0)) { Log::LogT("%s int tcb scierwo", propName.c_str()); //prop = new Property(propName, Property::PropertyType_Int, Property::AnimationType_TCB); // it should be always state interpolator for int prop = new Property(propName, Property::PropertyType_Int, Property::AnimationType_State); IGameKeyTab keys; if (ctrl->GetTCBKeys(keys, IGAME_FLOAT)) { for (int j = 0; j < keys.Count(); j++) { prop->SetValue((int)keys[j].linearKey.fval, TicksToSec(keys[j].t)); } } } } else { } } break; } } if (prop != NULL) mesh->properties.push_back(prop); } }