historical/toontown-classic.git/panda/include/maxToEggConverter.h

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file maxToEggConverter.h
* @author Corey Revilla and Ken Strickland
* @date 2003-06-22
* from mayaToEggConverter.cxx created by drose (10Nov99)
*/
#ifndef __maxToEggConverter__H
#define __maxToEggConverter__H
#pragma conform(forScope, off)
/* Error-Reporting Includes
*/
#define MTEC Logger::ST_MAP_ME_TO_APP_SPECIFIC_SYSTEM4
/* Helpful Defintions and Casts
*/
#define null 0
#define PHYSIQUE_CLASSID Class_ID(PHYSIQUE_CLASS_ID_A, PHYSIQUE_CLASS_ID_B)
/* External Helper Functions for UI
*/
// *** Figure out why this is causing link errors DWORD WINAPI
// ProgressBarFunction(LPVOID arg);
/**
* This class supervises the construction of an EggData structure from a Max
* model
*/
class MaxToEggConverter {
public:
MaxToEggConverter();
~MaxToEggConverter();
bool convert(MaxEggOptions *options);
private:
struct PandaMaterial {
std::vector<PT(EggTexture)> _texture_list;
LColor _color;
std::vector<int> _map_channels;
bool _any_diffuse;
bool _any_opacity;
bool _any_gloss;
bool _any_normal;
};
typedef std::map<Mtl*,PandaMaterial> MaterialMap;
MaxEggOptions *_options;
int _current_frame;
PT(EggData) _egg_data;
std::string _program_name;
MaxNodeTree _tree;
int _cur_tref;
EggTextureCollection _textures;
MaterialMap _material_map;
void reset();
bool convert_char_model();
bool convert_char_chan(double start_frame, double end_frame,
double frame_inc, double output_frame_rate);
bool convert_hierarchy(EggGroupNode *egg_root);
bool process_model_node(MaxNodeDesc *node_desc);
void get_transform(INode *max_node, EggGroup *egg_group);
LMatrix4d get_object_transform(INode *max_node);
void get_joint_transform(INode *max_node, EggGroup *egg_group);
void get_joint_transform(INode *max_node, INode *parent_node,
EggGroup *egg_group);
bool make_nurbs_curve(INode *max_node, NURBSCVCurve *curve,
TimeValue time, EggGroup *egg_group);
void make_polyset(INode *max_node,
Mesh *mesh,
EggGroup *egg_group,
Shader *default_shader = nullptr);
Point3 get_max_vertex_normal(Mesh *mesh, int faceNo, int vertNo);
VertColor get_max_vertex_color(Mesh *mesh, int FaceNo, int VertexNo);
VertColor get_max_vertex_color(Mesh *mesh,int FaceNo,int VertexNo, int channel);
UVVert get_max_vertex_texcoord(Mesh *mesh, int faceNo, int vertNo, int channel);
void get_vertex_weights(INode *max_node, EggVertexPool *vpool);
const PandaMaterial &get_panda_material(Mtl *mtl, MtlID id);
void analyze_diffuse_maps(PandaMaterial &pandaMat, Texmap *m);
void analyze_opacity_maps(PandaMaterial &pandaMat, Texmap *m);
void analyze_gloss_maps(PandaMaterial &pandaMat, Texmap *m);
void analyze_glow_maps(PandaMaterial &pandaMat, Texmap *m);
void analyze_normal_maps(PandaMaterial &pandaMat, Texmap *m);
void add_map_channel(PandaMaterial &pandaMat, int channel);
void apply_texture_properties(EggTexture &tex, int channel);
std::string generate_tex_name();
std::string get_uv_name(int n);
bool reparent_decals(EggGroupNode *egg_parent);
public:
Modifier* FindSkinModifier (INode* node, const Class_ID &type);
};
#endif