int LoadMapFiles(INode* node, SContext* sc, MtlBaseLib& mtls, TimeValue t) { NameTab mapFiles; CheckFileNames checkNames(&mapFiles); node->EnumAuxFiles(checkNames, FILE_ENUM_MISSING_ONLY | FILE_ENUM_1STSUB_MISSING); // Check the lights for (int i = 0; i < sc->lightTab.Count(); i++) { if (((LightInfo*)sc->lightTab[i])->light != NULL) { ((LightInfo*)sc->lightTab[i])->light->EnumAuxFiles(checkNames, FILE_ENUM_MISSING_ONLY | FILE_ENUM_1STSUB_MISSING); } } if (mapFiles.Count()) { // Error! Missing maps. // not sure how to handle this so we gladly continue. //if (MessageBox(hWnd, "There are missing maps.\nDo you want to render anyway?", "Warning!", MB_YESNO) != IDYES) { // return 0; //} } // Load the maps MapLoadEnum mapload(t); for (i=0; i<mtls.Count(); i++) { EnumMaps(mtls[i],-1, mapload); } return 1; }
void plMerge() { Interface *ip = GetCOREInterface(); // Get the Max filename to merge char file[MAX_PATH]; memset(&file, 0, sizeof(file)); OPENFILENAME ofn = {0}; ofn.lStructSize = sizeof(OPENFILENAME); ofn.hwndOwner = ip->GetMAXHWnd(); ofn.lpstrFilter = "3ds max (*.max)\0*.max\0\0"; ofn.nFilterIndex = 1; ofn.lpstrFile = file; ofn.nMaxFile = sizeof(file); // ofn.lpstrInitialDir = ip->GetDir(APP_SCENE_DIR); ofn.Flags = OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT; ofn.lpstrTitle = "Merge"; if (!GetOpenFileName(&ofn)) return; // Don't actually merge yet, just get the names of every node in the file NameTab nodeNames; ip->MergeFromFile(file, TRUE, FALSE, FALSE, MERGE_LIST_NAMES, &nodeNames); // For each node name, search the current scene for a component with the same name. // If one is found, append "Merged" to it so its name won't cause a conflict during // the actual merge. std::vector<plMaxNode*> renamedNodes; int i; for (i = 0; i < nodeNames.Count(); i++) { plMaxNode *node = IFindComponentRecur((plMaxNode*)ip->GetRootNode(), nodeNames[i]); if (node) { char buf[256]; strcpy(buf, node->GetName()); strcat(buf, "Merged"); node->SetName(buf); renamedNodes.push_back(node); } } // Do the merge ip->MergeFromFile(file); // Rename the components back to their original names for (i = 0; i < renamedNodes.size(); i++) { char buf[256]; strcpy(buf, renamedNodes[i]->GetName()); buf[strlen(buf)-6] = '\0'; renamedNodes[i]->SetName(buf); } // Put all the components in the scene in a list std::vector<plComponentBase*> components; IFindComponentsRecur((plMaxNode*)ip->GetRootNode(), components); nodeNames.ZeroCount(); // For each component, search the scene for any other components with the same // name and type. If there are any, merge their target lists and delete one. for (i = 0; i < renamedNodes.size(); i++) { if (!renamedNodes[i]) continue; plComponentBase *oldComp = renamedNodes[i]->ConvertToComponent(); char *oldCompName = oldComp->GetINode()->GetName(); for (int j = 0; j < components.size(); j++) { plComponentBase *comp = components[j]; if (oldComp == comp) components[j] = nil; else if (comp) { const char *temp = comp->GetINode()->GetName(); if (!strcmp(oldCompName, comp->GetINode()->GetName()) && comp->ClassID() == comp->ClassID()) { IMergeComponents(comp, oldComp); nodeNames.AddName(oldCompName); continue; } } } } // Send out merge notifications again, so that the component dialog will be updated BroadcastNotification(NOTIFY_FILE_PRE_MERGE); BroadcastNotification(NOTIFY_FILE_POST_MERGE); #if 0 if (nodeNames.Count() == 0) return; // Actually calculate the size of all the merged component names, because // a static buffer could be too small in large merges uint32_t size = 0; for (i = 0; i < nodeNames.Count(); i++) size += strlen(nodeNames[i]) + 1; // Put all the component names in a list and show it to the user char *buf = new char[size+25]; strcpy(buf, "Components Merged:\n\n"); for (i = 0; i < nodeNames.Count(); i++) { strcat(buf, nodeNames[i]); strcat(buf, "\n"); } MessageBox(ip->GetMAXHWnd(), buf, "Components Merged", MB_OK); delete [] buf; #endif }