示例#1
0
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;
}
int Unreal3DExport::DoExport( const TCHAR *name, ExpInterface *ei, Interface *i, BOOL suppressPrompts, DWORD options )
{
    int Result = FALSE;

    // Set a global prompt display switch
    bShowPrompts = suppressPrompts ? false : true;
    bExportSelected = (options & SCENE_EXPORT_SELECTED) ? true : false;
    
    // Get file names
    SplitFilename(TSTR(name), &FilePath, &FileName, &FileExt);

    if( MatchPattern(FileName,TSTR(_T("*_d")),TRUE)
    ||  MatchPattern(FileName,TSTR(_T("*_a")),TRUE) )
    {
        FileName = FileName.Substr(0,FileName.length()-2);
    }

    ModelFileName = FilePath + _T("\\") + FileName + TSTR(_T("_d")) + FileExt;
    AnimFileName = FilePath + _T("\\") + FileName + TSTR(_T("_a")) + FileExt;
    ScriptFileName = FilePath + _T("\\") + FileName + TSTR(_T("_rc.uc"));


    // Open Log
    fLog = _tfopen(FilePath + _T("\\") + FileName + _T(".log") ,_T("wb"));

    // Init
    pInt = GetCOREInterface();
    pInt->ProgressStart( GetString(IDS_INFO_INIT), TRUE, fn, this);
    Progress += U3D_PROGRESS_INIT;

    try 
    {
        MyErrorProc pErrorProc;
        SetErrorCallBack(&pErrorProc);

        ReadConfig();


        //if(bShowPrompts)
        /*DialogBoxParam(hInstance, 
                MAKEINTRESOURCE(IDD_PANEL), 
                GetActiveWindow(), 
                Unreal3DExportOptionsDlgProc, (LPARAM)this);*/

	    //if(showPrompts) 
	    {
		    // Prompt the user with our dialogbox, and get all the options.
		    if(!DialogBoxParam(hInstance, 
				MAKEINTRESOURCE(IDD_PANEL), 
				GetActiveWindow(), 
				Unreal3DExportOptionsDlgProc, (LPARAM)this)) 
            {
			    throw CancelException();
		    }
	    }

        // Enumerate interesting nodes
        Init();

        // Fetch data from nodes
        GetTris();
        GetAnim();

        // Prepare data for writing
        Prepare();     

        // Write to files
        WriteScript();
        WriteModel();   
        WriteTracking();

        // Show optional summary
        ShowSummary();

        WriteConfig();

        Result = IMPEXP_SUCCESS;
    }
    catch( CancelException& )
    {
        Result = IMPEXP_CANCEL;
    }
    catch( MAXException& e )
    {
        if( bShowPrompts && !e.message.isNull() )
        {
            MaxMsgBox(pInt->GetMAXHWnd(),e.message,ShortDesc(),MB_OK|MB_ICONERROR);
        }

        Result = IMPEXP_FAIL;
    }

    // Release scene
    if( pScene != NULL )
    {
        pScene->ReleaseIGame();
        pScene = NULL;
    }

    // Close files
    fclosen(fMesh);
    fclosen(fAnim);
    fclosen(fLog);
    fclosen(fScript);
    
    // Return to MAX
    pInt->ProgressEnd();  
    return Result;
}