panda3d/pandatool/src/mayaegg/mayaToEggConverter.h
2004-02-26 23:00:29 +00:00

168 lines
5.4 KiB
C++

// Filename: mayaToEggConverter.h
// Created by: drose (10Nov99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#ifndef MAYATOEGGCONVERTER_H
#define MAYATOEGGCONVERTER_H
#include "pandatoolbase.h"
#include "somethingToEggConverter.h"
#include "mayaNodeTree.h"
#include "mayaApi.h"
#include "mayaShaders.h"
#include "eggTextureCollection.h"
#include "distanceUnit.h"
#include "coordinateSystem.h"
#include "globPattern.h"
#include "pvector.h"
#include "pre_maya_include.h"
#include <maya/MDagPath.h>
#include "post_maya_include.h"
class EggData;
class EggGroup;
class EggTable;
class EggVertexPool;
class EggNurbsCurve;
class EggPrimitive;
class EggXfmSAnim;
class MayaShaderColorDef;
class MDagPath;
class MFnDagNode;
class MFnNurbsSurface;
class MFnNurbsCurve;
class MFnMesh;
class MPointArray;
class MFloatArray;
////////////////////////////////////////////////////////////////////
// Class : MayaToEggConverter
// Description : This class supervises the construction of an EggData
// structure from a single Maya file, or from the data
// already in the global Maya model space.
//
// Note that since the Maya API presents just one global
// model space, it is not possible to simultaneously
// load two distinct Maya files.
////////////////////////////////////////////////////////////////////
class MayaToEggConverter : public SomethingToEggConverter {
public:
MayaToEggConverter(const string &program_name = "");
MayaToEggConverter(const MayaToEggConverter &copy);
virtual ~MayaToEggConverter();
virtual SomethingToEggConverter *make_copy();
virtual string get_name() const;
virtual string get_extension() const;
virtual string get_additional_extensions() const;
virtual bool convert_file(const Filename &filename);
virtual DistanceUnit get_input_units();
void clear_subsets();
void add_subset(const GlobPattern &glob);
void set_from_selection(bool from_selection);
bool convert_maya();
bool open_api();
void close_api();
private:
void clear();
bool convert_flip(double start_frame, double end_frame,
double frame_inc, double output_frame_rate);
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(MayaNodeDesc *node_desc);
void get_transform(MayaNodeDesc *node_desc, const MDagPath &dag_path,
EggGroup *egg_group);
void get_joint_transform(const MDagPath &dag_path, EggGroup *egg_group);
// I ran into core dumps trying to pass around a MFnMesh object by
// value. From now on, all MFn* objects will be passed around by
// reference.
void make_nurbs_surface(MayaNodeDesc *node_desc,
const MDagPath &dag_path,
MFnNurbsSurface &surface,
EggGroup *group);
EggNurbsCurve *make_trim_curve(const MFnNurbsCurve &curve,
const string &nurbs_name,
EggGroupNode *egg_group,
int trim_curve_index);
void make_nurbs_curve(const MDagPath &dag_path,
const MFnNurbsCurve &curve,
EggGroup *group);
void make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
const MFnMesh &mesh, EggGroup *egg_group,
MayaShader *default_shader = NULL);
void make_locator(const MDagPath &dag_path, const MFnDagNode &dag_node,
EggGroup *egg_group);
bool get_vertex_weights(const MDagPath &dag_path, const MFnMesh &mesh,
pvector<EggGroup *> &joints, MFloatArray &weights);
bool get_vertex_weights(const MDagPath &dag_path, const MFnNurbsSurface &surface,
pvector<EggGroup *> &joints, MFloatArray &weights);
void set_shader_attributes(EggPrimitive &primitive,
const MayaShader &shader);
void apply_texture_properties(EggTexture &tex,
const MayaShaderColorDef &color_def);
bool compare_texture_properties(EggTexture &tex,
const MayaShaderColorDef &color_def);
bool reparent_decals(EggGroupNode *egg_parent);
string _program_name;
bool _from_selection;
typedef pvector<GlobPattern> Subsets;
Subsets _subsets;
MayaNodeTree _tree;
public:
MayaShaders _shaders;
EggTextureCollection _textures;
PT(MayaApi) _maya;
bool _polygon_output;
double _polygon_tolerance;
bool _respect_maya_double_sided;
bool _always_show_vertex_color;
enum TransformType {
TT_invalid,
TT_all,
TT_model,
TT_dcs,
TT_none,
};
TransformType _transform_type;
static TransformType string_transform_type(const string &arg);
};
#endif