Esempio n. 1
0
bool SGMExporter::ExportCams(BinaryWriter *bw)
{
	scene = GetIGameInterface();
	assert(scene != NULL);

	scene ->SetStaticFrame(0);

	IGameConversionManager *cm = GetConversionManager();
	assert(cm != NULL);

	cm ->SetCoordSystem(IGameConversionManager::IGAME_OGL);

	if (!scene ->InitialiseIGame(false))
	{
		Log::LogT("error: couldnt initialize scene");
		return false;
	}

	// get only cam nodes
	std::vector<IGameNode*> meshNodes;
	for (int i = 0; i < scene ->GetTopLevelNodeCount(); i++)
		ExportCam(scene ->GetTopLevelNode(i), bw);

	scene ->ReleaseIGame();

	return true;
}
Esempio n. 2
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bool SGMExporter::DoExport(const TCHAR *name, ExpInterface *ei, Interface *max_interface)
{
	scene = GetIGameInterface();
	assert(scene != NULL);

	std::string sceneName = StringUtils::ToNarrow(scene->GetSceneFileName());
	sceneName.replace(sceneName.find(".max"), 4, "");
	fileName = StringUtils::ToNarrow(name) + sceneName + ".skm";

	Log::StartLog(true, false, false);
	Log::LogT("=== exporting skinned mesh to file '%s'", fileName.c_str());

	scene->SetStaticFrame(0);

	IGameConversionManager *cm = GetConversionManager();
	assert(cm != NULL);

	cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);

	if (!scene->InitialiseIGame(false))
	{
		Log::LogT("error: couldnt initialize scene");
		return false;
	}

	meshesCount = 0;

	std::ofstream fileStream(fileName.c_str(), std::ios::binary);
	BinaryWriter bw(&fileStream);

	/*

	1.2
		- vertex channels in mesh part

	*/

	bw.Write("FTSMDL", 6);
	bw.Write((unsigned short)((1 << 8) | 2)); // version 1.2

	bw.Write((int)0);

	std::vector<Scene3DMesh*> meshes;
	if (!GetMeshes(meshes, &bw))
		return false;

	fileStream.seekp(8, std::ios::beg);
	//fileStream.seekp(0, std::ios::beg);
	bw.Write((int)meshesCount);
	fileStream.close();

	return true;
}
Esempio n. 3
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void SGMExporter::ExportScene(std::ostream &os)
{
	IGameScene *igame_scene = GetIGameInterface();
	IGameConversionManager *cm = GetConversionManager();
	cm ->SetCoordSystem(IGameConversionManager::IGAME_OGL);

	igame_scene ->InitialiseIGame(false);
	igame_scene ->SetStaticFrame(0);

	ExportObjects(igame_scene, os);

	igame_scene ->ReleaseIGame();
}
Esempio n. 4
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int DoExport( const MCHAR* name, ExpInterface* ei, Interface* i, BOOL suppressPrompts, DWORD options )
{
	UserCoord exporterCoord =
	{
		1,		// right-handed coordinate
		1,		// X axis goes right
		2,		// Y axis goes up
		5,		// Z axis goes out
		1,		// U goes right
		0,		// V goes up
	};

	//// d3d setup
	//UserCoord exporterCoord =
	//{
	//	0,		// left-handed coordinate
	//	0,		// X axis goes left
	//	2,		// Y axis goes up
	//	5,		// Z axis goes out
	//	1,		// U goes right
	//	1,		// V goes down
	//};

	IGameScene*		igScene = GetIGameInterface();

	IGameConversionManager* cm = GetConversionManager();
	cm->SetUserCoordSystem(exporterCoord);

	igScene->InitialiseIGame();

	// export the very first frame
	igScene->SetStaticFrame( 0 );

	RootExporter rootExporter;

	// go through all top nodes
	for ( int i=0; i<igScene->GetTopLevelNodeCount(); i++ )
	{
		IGameNode* gameNode = igScene->GetTopLevelNode( i );
		rootExporter.AddNode( gameNode );
	}

	rootExporter.SaveToFile( name );

	// done
	igScene->ReleaseIGame();

	return TRUE;
}
void Unreal3DExport::Init()
{
    // Init
    CheckCancel();
    pScene = GetIGameInterface();
    GetConversionManager()->SetUserCoordSystem(UnrealCoords);
    if( bExportSelected )
    {
        Tab<INode*> selnodes;;
        for( int i=0; i<pInt->GetSelNodeCount(); ++i )
        {
            INode* n = pInt->GetSelNode(i);
            selnodes.Append(1,&n);
        }
        if( !pScene->InitialiseIGame(selnodes,false)  )
            throw MAXException(GetString(IDS_ERR_IGAME));
    }
    else
    {
        if( !pScene->InitialiseIGame() )
            throw MAXException(GetString(IDS_ERR_IGAME));
    }


    // Enumerate scene
    NodeCount = pScene->GetTotalNodeCount();
    for( int i=0; i<pScene->GetTopLevelNodeCount(); ++i )
    {
        IGameNode * n = pScene->GetTopLevelNode(i);
        ExportNode(n);
    }
    Progress += U3D_PROGRESS_ENUM;


    // Get animation info
    FrameStart = pScene->GetSceneStartTime() / pScene->GetSceneTicks();
    FrameEnd = pScene->GetSceneEndTime() / pScene->GetSceneTicks();
    FrameCount = FrameEnd - FrameStart+1;
    if( FrameCount <= 0 || FrameEnd < FrameStart ) 
    {
        ProgressMsg.printf(GetString(IDS_ERR_FRAMERANGE),FrameStart,FrameEnd);
        throw MAXException(ProgressMsg.data());
    }
    pScene->SetStaticFrame(FrameStart);
}
Esempio n. 6
0
bool SGMExporter::ExportScene(BinaryWriter *fh)
{
	gScene = GetIGameInterface();
	assert(gScene != NULL);

	IGameConversionManager *cm = GetConversionManager();
	assert(cm != NULL);
	cm ->SetCoordSystem(IGameConversionManager::IGAME_OGL);

	gScene ->InitialiseIGame(false);
	gScene ->SetStaticFrame(0);

	ExportObjects(fh);

	gScene ->ReleaseIGame();

	return true;
}
Esempio n. 7
0
int TrianExporter::DoExport( const TCHAR * name, ExpInterface *ei, Interface *i, BOOL suppressPrompts, DWORD options )
{
	//Open the file to export to.
	m_of.open( name );

	//Create an Error procedure.
	MyErrorProc pErrorProc;
	SetErrorCallBack( &pErrorProc );

	//Get the game interface
	m_pIGame = GetIGameInterface();

	//Start the progress bar.
	i->ProgressStart( _T( "Exporting to .trian file..." ), TRUE, fn, NULL );

	//Set up the conversion manager.
	IGameConversionManager * cm = GetConversionManager();
	
	//Set up the whacky coordinate system that 3DS Max uses.
	UserCoord whacky = 
	{
		1, //Right-Handed.
		1, //X Axis goes right.
		4, //Y Axis goes in.
		3, //Z Axis goes down.
		0, //U Tex Axis is left.
		1  //V Tex Axis is down.
	};
	cm->SetUserCoordSystem( whacky );

	//Set the coordinate system.
	cm->SetCoordSystem( IGameConversionManager::IGAME_MAX );
	
	//Initialize the game scene.
	m_pIGame->InitialiseIGame( options & SCENE_EXPORT_SELECTED );

	//Go through all the nodes of the scene and export only the Game Meshes.
	for( int l = 0; l < m_pIGame->GetTopLevelNodeCount(); l++ )
	{
		//Get the current Game node.
		IGameNode * node = m_pIGame->GetTopLevelNode( l );

		//Check for selected state.
		if( node->IsTarget() )
			continue;

		ExportNodeInfo( node );
	}

	//End the progress bar.
	i->ProgressEnd();

	//Release the scene.
	m_pIGame->ReleaseIGame();
	m_pIGame = 0;

	//Close the output stream.
	m_of.close();

	return TRUE;
}
void MaxAWDExporter::ProcessGeoBlocks()
{
    AWDTriGeom *geoBlock;
    AWDBlockIterator *it;
    int proccessed=0;
    it = new AWDBlockIterator(awd->get_mesh_data_blocks());
    UpdateProgressBar(MAXAWD_PHASE_PROCESS_GEOMETRY, (double)proccessed/(double)awd->get_mesh_data_blocks()->get_num_blocks());
    INodeTab lNodes;
    while ((geoBlock = (AWDTriGeom * ) it->next()) != NULL){
        INode * node = (INode *)INodeToGeoBlockCache->Get(geoBlock);
        if (node==NULL){
            AWDMessageBlock * newWarning = new AWDMessageBlock(geoBlock->get_name(), "ERROR: Could not find the INode for this AWDGeometry.");
            awd->get_message_blocks()->append(newWarning);
            return;
        }
        lNodes.AppendNode( node );
    }

    IGameScene* _pIgame = NULL;
    _pIgame = GetIGameInterface();
    _pIgame->InitialiseIGame( lNodes );
    it->reset();
    while ((geoBlock = (AWDTriGeom * ) it->next()) != NULL){
        INode * node = (INode *)INodeToGeoBlockCache->Get(geoBlock);
        if (node==NULL){
            AWDMessageBlock * newWarning = new AWDMessageBlock(geoBlock->get_name(), "ERROR: Could not find the INode for this AWDGeometry.");
            awd->get_message_blocks()->append(newWarning);
        }
        else{
            int exportThis=false;
            IGameObject * gobj = NULL;
            IGameMesh * igame_mesh = NULL;
            gobj = GetIGameInterface()->GetIGameNode(node)->GetIGameObject();
            if(gobj->GetIGameType()==IGameObject::IGAME_MESH){
                igame_mesh = (IGameMesh*)gobj;
                if (igame_mesh!=NULL){
                    igame_mesh->InitializeData();
                    if(igame_mesh->GetNumberOfFaces()>0){
                        exportThis=true;
                    }
                }
            }
            if (exportThis){
                Object *obj;
                obj = node->GetObjectRef();
                int skinIdx;
                ObjectState os;
                IDerivedObject *derivedObject = NULL;
                skinIdx = IndexOfSkinMod(node->GetObjectRef(), &derivedObject);
                if (skinIdx >= 0) {
                    // Flatten all modifiers up to but not including
                    // the skin modifier.
                    // to do: get the correct time for the neutral-pose
                    os = derivedObject->Eval(0, skinIdx + 1);
                }
                else {
                    // Flatten entire modifier stack
                    // to do: get the correct time for the neutral-pose
                    os = node->EvalWorldState(maxInterface->GetTime());
                }
                obj = os.obj;
                ISkin *skin = NULL;
                if (derivedObject != NULL && skinIdx >= 0) {
                    Modifier *mod = derivedObject->GetModifier(skinIdx);
                    skin = (ISkin *)mod->GetInterface(I_SKIN);
                }
                ExportTriGeom(geoBlock,obj,node,skin, igame_mesh);
                RETURN_IF_ERROR;
            }
        }
        proccessed++;
        UpdateProgressBar(MAXAWD_PHASE_PROCESS_GEOMETRY, (double)proccessed/(double)awd->get_mesh_data_blocks()->get_num_blocks());
    }
    delete it;
    _pIgame->ReleaseIGame();
}
	bool MeshXMLExporter::Export(OutputMap& output) 
	{

		try {

			// write XML to a strstream
			std::stringstream of;

			while (!m_submeshNames.empty())
				m_submeshNames.pop();

			if (m_pGame) {
				m_pGame->ReleaseIGame();
				m_pGame = 0;
			}

			m_ei->theScene->EnumTree(this);

			m_pGame = GetIGameInterface();
			IGameConversionManager* cm = GetConversionManager();
			cm->SetCoordSystem(IGameConversionManager::IGAME_OGL);
			m_pGame->InitialiseIGame(m_nodeTab, false);
			m_pGame->SetStaticFrame(0);
			int nodeCount = m_pGame->GetTopLevelNodeCount();

			if (nodeCount == 0) {
				MessageBox(GetActiveWindow(), "No nodes available to export, aborting...", "Nothing To Export", MB_ICONINFORMATION);
				m_pGame->ReleaseIGame();
				return false;
			}

			// if we are writing everything to one file, use the name provided when the user first started the export;
			// otherwise, create filenames on the basis of the node (submesh) names
			std::string fileName;
			IGameNode* node = m_pGame->GetTopLevelNode(0);
			if (!m_config.getExportMultipleFiles())
				fileName = m_config.getExportFilename();
			else {
				fileName = m_config.getExportPath() + "\\";
				fileName += node->GetName();
				fileName += ".mesh.xml";
			}

			// write start of XML data
			streamFileHeader(of);

			int nodeIdx = 0;
			std::map<std::string, std::string> materialScripts;

			while (nodeIdx < nodeCount) {

				std::string mtlName;
				IGameNode* node = m_pGame->GetTopLevelNode(nodeIdx);
				IGameObject* obj = node->GetIGameObject();

				// InitializeData() is important -- it performs all of the WSM/time eval for us; no data without it
				obj->InitializeData();
				
				IGameMaterial* mtl = node->GetNodeMaterial();
				if (mtl == NULL)
					mtlName = m_config.getDefaultMaterialName();
				else
					mtlName = mtl->GetMaterialName();

				// clean out any spaces the user left in their material name
				std::string::size_type pos;
				while ((pos = mtlName.find_first_of(' ')) != std::string::npos)
					mtlName.replace(pos, 1, _T("_"));

				if (materialScripts.find(mtlName) == materialScripts.end()) {

					// export new material script
					MaterialExporter mexp(m_config, m_materialMap);
					std::string script;

					mexp.buildMaterial(mtl, mtlName, script);
					materialScripts[mtlName] = script;
				}

				//if (streamSubmesh(of, node, mtlName))
				if (streamSubmesh(of, obj, mtlName))
					m_submeshNames.push(std::string(node->GetName()));

				node->ReleaseIGameObject();
				nodeIdx++;

				if (m_config.getExportMultipleFiles() || nodeIdx == nodeCount) {

					// write end of this file's XML
					streamFileFooter(of);

					// insert new filename --> stream pair into output map
					output[fileName] = std::string(of.str());
					of.str("");

					if (nodeIdx != nodeCount) {
						fileName = m_config.getExportPath() + "\\";
						node = m_pGame->GetTopLevelNode(nodeIdx);
						fileName += node->GetName();
						fileName += ".mesh.xml";

						// start over again with new data
						streamFileHeader(of);
					}
				}
			}

			m_pGame->ReleaseIGame();

			// export materials if we are writing those
			if (m_config.getExportMaterial()) {

				std::ofstream materialFile;
				materialFile.open((m_config.getExportPath() + "\\" + m_config.getMaterialFilename()).c_str(), std::ios::out);

				if (materialFile.is_open()) {
					for (std::map<std::string, std::string>::iterator it = materialScripts.begin();
						it != materialScripts.end(); ++it)
					{
						materialFile << it->second;
					}

					materialFile.close();
				}
			}

			return true;
		}
		catch (...) {
			MessageBox(GetActiveWindow(), "An unexpected error has occurred while trying to export, aborting", "Error", MB_ICONEXCLAMATION);

			if (m_pGame)
				m_pGame->ReleaseIGame();

			return false;
		}
	}
Esempio n. 10
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CModelExporter::CModelExporter()
{
    m_pIGameScene = GetIGameInterface();
    m_pIGameScene ->InitialiseIGame();
}