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497 lines
17 KiB
C++
Executable File
497 lines
17 KiB
C++
Executable File
// Filename: mayaToEgg_server.cxx
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// Adapted by: cbrunner (09Nov09)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#if defined(WIN32_VC) || defined(WIN64_VC)
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#include <direct.h> // for chdir
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#endif
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#include "mayaToEgg_server.h"
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#include "mayaToEggConverter.h"
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#include "config_mayaegg.h"
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#include "config_maya.h" // for maya_cat
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#include "globPattern.h"
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#ifdef _WIN32
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#include "pystub.h"
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#endif
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggServer::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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MayaToEggServer::
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MayaToEggServer() :
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SomethingToEgg("Maya", ".mb")
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{
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add_path_replace_options();
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add_path_store_options();
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add_animation_options();
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add_units_options();
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add_normals_options();
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add_transform_options();
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set_program_description
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("This program converts Maya model files to egg. Static and animatable "
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"models can be converted, with polygon or NURBS output. Animation tables "
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"can also be generated to apply to an animatable model.");
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add_option
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("p", "", 0,
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"Generate polygon output only. Tesselate all NURBS surfaces to "
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"polygons via the built-in Maya tesselator. The tesselation will "
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"be based on the tolerance factor given by -ptol.",
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&MayaToEggServer::dispatch_none, &_polygon_output);
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add_option
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("ptol", "tolerance", 0,
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"Specify the fit tolerance for Maya polygon tesselation. The smaller "
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"the number, the more polygons will be generated. The default is "
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"0.01.",
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&MayaToEggServer::dispatch_double, NULL, &_polygon_tolerance);
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add_option
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("bface", "", 0,
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"Respect the Maya \"double sided\" rendering flag to indicate whether "
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"polygons should be double-sided or single-sided. Since this flag "
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"is set to double-sided by default in Maya, it is often better to "
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"ignore this flag (unless your modelers are diligent in turning it "
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"off where it is not desired). If this flag is not specified, the "
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"default is to treat all polygons as single-sided, unless an "
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"egg object type of \"double-sided\" is set.",
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&MayaToEggServer::dispatch_none, &_respect_maya_double_sided);
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add_option
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("suppress-vcolor", "", 0,
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"Ignore vertex color for geometry that has a texture applied. "
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"(This is the way Maya normally renders internally.) The egg flag "
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"'vertex-color' may be applied to a particular model to override "
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"this setting locally.",
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&MayaToEggServer::dispatch_none, &_suppress_vertex_color);
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add_option
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("keep-uvs", "", 0,
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"Convert all UV sets on all vertices, even those that do not appear "
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"to be referenced by any textures.",
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&MayaToEggServer::dispatch_none, &_keep_all_uvsets);
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add_option
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("round-uvs", "", 0,
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"round up uv coordinates to the nearest 1/100th. i.e. -0.001 becomes"
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"0.0; 0.444 becomes 0.44; 0.778 becomes 0.78.",
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&MayaToEggServer::dispatch_none, &_round_uvs);
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add_option
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("trans", "type", 0,
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"Specifies which transforms in the Maya file should be converted to "
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"transforms in the egg file. The option may be one of all, model, "
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"dcs, or none. The default is model, which means only transforms on "
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"nodes that have the model flag or the dcs flag are preserved.",
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&MayaToEggServer::dispatch_transform_type, NULL, &_transform_type);
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add_option
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("subroot", "name", 0,
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"Specifies that only a subroot of the geometry in the Maya file should "
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"be converted; specifically, the geometry under the node or nodes whose "
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"name matches the parameter (which may include globbing characters "
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"like * or ?). This parameter may be repeated multiple times to name "
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"multiple roots. If it is omitted altogether, the entire file is "
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"converted.",
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&MayaToEggServer::dispatch_vector_string, NULL, &_subroots);
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add_option
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("subset", "name", 0,
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"Specifies that only a subset of the geometry in the Maya file should "
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"be converted; specifically, the geometry under the node or nodes whose "
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"name matches the parameter (which may include globbing characters "
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"like * or ?). This parameter may be repeated multiple times to name "
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"multiple roots. If it is omitted altogether, the entire file is "
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"converted.",
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&MayaToEggServer::dispatch_vector_string, NULL, &_subsets);
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add_option
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("exclude", "name", 0,
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"Specifies that a subset of the geometry in the Maya file should "
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"not be converted; specifically, the geometry under the node or nodes whose "
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"name matches the parameter (which may include globbing characters "
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"like * or ?). This parameter may be repeated multiple times to name "
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"multiple roots.",
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&MayaToEggServer::dispatch_vector_string, NULL, &_excludes);
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add_option
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("ignore-slider", "name", 0,
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"Specifies the name of a slider (blend shape deformer) that maya2egg "
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"should not process. The slider will not be touched during conversion "
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"and it will not become a part of the animation. This "
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"parameter may including globbing characters, and it may be repeated "
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"as needed.",
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&MayaToEggServer::dispatch_vector_string, NULL, &_ignore_sliders);
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add_option
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("force-joint", "name", 0,
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"Specifies the name of a DAG node that maya2egg "
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"should treat as a joint, even if it does not appear to be a Maya joint "
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"and does not appear to be animated.",
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&MayaToEggServer::dispatch_vector_string, NULL, &_force_joints);
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add_option
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("v", "", 0,
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"Increase verbosity. More v's means more verbose.",
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&MayaToEggServer::dispatch_count, NULL, &_verbose);
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add_option
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("legacy-shaders", "", 0,
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"Use this flag to turn off modern (Phong) shader generation"
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"and treat all shaders as if they were Lamberts (legacy).",
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&MayaToEggServer::dispatch_none, &_legacy_shader);
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// Unfortunately, the Maya API doesn't allow us to differentiate
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// between relative and absolute pathnames--everything comes out as
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// an absolute pathname, even if it is stored in the Maya file as a
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// relative path. So we can't support -noabs.
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remove_option("noabs");
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_verbose = 0;
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_polygon_tolerance = 0.01;
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_transform_type = MayaToEggConverter::TT_model;
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_got_tbnauto = true;
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qManager = new QueuedConnectionManager();
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qListener = new QueuedConnectionListener(qManager, 0);
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qReader = new QueuedConnectionReader(qManager, 0);
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cWriter = new ConnectionWriter(qManager, 0);
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dummy = new MayaToEggConverter();
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nout << "Initializing Maya...\n";
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if (!dummy->open_api()) {
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nout << "Unable to initialize Maya.\n";
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exit(1);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggServer::Destructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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MayaToEggServer::
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~MayaToEggServer() {
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delete qManager;
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delete qReader;
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delete qListener;
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delete cWriter;
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delete dummy;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggServer::run
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void MayaToEggServer::
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run() {
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// Make sure we have good clean data to start with
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_data = new EggData();
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// Set the verbose level by using Notify.
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if (_verbose >= 3) {
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maya_cat->set_severity(NS_spam);
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mayaegg_cat->set_severity(NS_spam);
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} else if (_verbose >= 2) {
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maya_cat->set_severity(NS_debug);
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mayaegg_cat->set_severity(NS_debug);
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} else if (_verbose >= 1) {
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maya_cat->set_severity(NS_info);
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mayaegg_cat->set_severity(NS_info);
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}
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// Let's convert the output file to a full path before we initialize
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// Maya, since Maya now has a nasty habit of changing the current
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// directory.
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if (_got_output_filename) {
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_output_filename.make_absolute();
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_path_replace->_path_directory.make_absolute();
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}
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MayaToEggConverter converter(_program_name);
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// Copy in the command-line parameters.
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converter._polygon_output = _polygon_output;
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converter._polygon_tolerance = _polygon_tolerance;
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converter._respect_maya_double_sided = _respect_maya_double_sided;
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converter._always_show_vertex_color = !_suppress_vertex_color;
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converter._keep_all_uvsets = _keep_all_uvsets;
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converter._round_uvs = _round_uvs;
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converter._transform_type = _transform_type;
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converter._legacy_shader = _legacy_shader;
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vector_string::const_iterator si;
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if (!_subroots.empty()) {
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converter.clear_subroots();
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for (si = _subroots.begin(); si != _subroots.end(); ++si) {
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converter.add_subroot(GlobPattern(*si));
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}
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}
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if (!_subsets.empty()) {
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converter.clear_subsets();
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for (si = _subsets.begin(); si != _subsets.end(); ++si) {
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converter.add_subset(GlobPattern(*si));
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}
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}
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if (!_excludes.empty()) {
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converter.clear_excludes();
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for (si = _excludes.begin(); si != _excludes.end(); ++si) {
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converter.add_exclude(GlobPattern(*si));
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}
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}
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if (!_ignore_sliders.empty()) {
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converter.clear_ignore_sliders();
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for (si = _ignore_sliders.begin(); si != _ignore_sliders.end(); ++si) {
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converter.add_ignore_slider(GlobPattern(*si));
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}
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}
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if (!_force_joints.empty()) {
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converter.clear_force_joints();
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for (si = _force_joints.begin(); si != _force_joints.end(); ++si) {
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converter.add_force_joint(GlobPattern(*si));
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}
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}
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// Copy in the path and animation parameters.
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apply_parameters(converter);
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// Set the coordinate system to match Maya's.
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if (!_got_coordinate_system) {
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_coordinate_system = converter._maya->get_coordinate_system();
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}
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_data->set_coordinate_system(_coordinate_system);
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converter.set_egg_data(_data);
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if (!converter.convert_file(_input_filename)) {
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nout << "Errors in conversion.\n";
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exit(1);
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}
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// Use the standard Maya units, if the user didn't specify
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// otherwise. This always returns centimeters, which is the way all
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// Maya files are stored internally (and is the units returned by
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// all of the API functions called here).
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if (_input_units == DU_invalid) {
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_input_units = converter.get_input_units();
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}
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// Add the command line comment at the top of the egg file
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append_command_comment(_data);
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write_egg_file();
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// Clean and out
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close_output();
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_verbose = 0;
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_polygon_tolerance = 0.01;
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_polygon_output = 0;
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_transform_type = MayaToEggConverter::TT_model;
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_subsets.clear();
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_subroots.clear();
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_input_units = DU_invalid;
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_output_units = DU_invalid;
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_excludes.clear();
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_ignore_sliders.clear();
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_force_joints.clear();
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_got_transform = false;
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_transform = LMatrix4d::ident_mat();
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_normals_mode = NM_preserve;
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_normals_threshold = 0.0;
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_got_start_frame = false;
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_got_end_frame = false;
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_got_frame_inc = false;
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_got_neutral_frame = false;
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_got_input_frame_rate = false;
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_got_output_frame_rate = false;
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_got_output_filename = false;
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_merge_externals = false;
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_got_tbnall = false;
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_got_tbnauto = false;
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_got_transform = false;
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_coordinate_system = CS_yup_right;
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_noabs = false;
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_program_args.clear();
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_data->clear();
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_animation_convert = AC_none;
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_character_name = "";
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dummy->clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggServer::dispatch_transform_type
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// Access: Protected, Static
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// Description: Dispatches a parameter that expects a
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// MayaToEggConverter::TransformType option.
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////////////////////////////////////////////////////////////////////
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bool MayaToEggServer::
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dispatch_transform_type(const string &opt, const string &arg, void *var) {
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MayaToEggConverter::TransformType *ip = (MayaToEggConverter::TransformType *)var;
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(*ip) = MayaToEggConverter::string_transform_type(arg);
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if ((*ip) == MayaToEggConverter::TT_invalid) {
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nout << "Invalid type for -" << opt << ": " << arg << "\n"
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<< "Valid types are all, model, dcs, and none.\n";
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return false;
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}
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggServer::poll
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// Access: Public
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// Description: Checks for any network activity and handles it, if
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// appropriate, and then returns. This must be called
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// periodically
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////////////////////////////////////////////////////////////////////
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void MayaToEggServer::
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poll() {
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// Listen for new connections
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qListener->poll();
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// If we have a new connection from a client create a new connection
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// pointer and add it to the reader list
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if (qListener->new_connection_available()) {
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PT(Connection) con;
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PT(Connection) rv;
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NetAddress address;
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if (qListener->get_new_connection(rv, address, con)) {
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qReader->add_connection(con);
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_clients.insert(con);
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}
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}
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// Check for reset clients
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if (qManager->reset_connection_available()) {
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PT(Connection) connection;
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if (qManager->get_reset_connection(connection)) {
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_clients.erase(connection);
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qManager->close_connection(connection);
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}
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}
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// Poll the readers (created above) and if they have data process it
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qReader->poll();
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if (qReader->data_available()) {
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// Grab the incomming data and unpack it
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NetDatagram datagram;
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if (qReader->get_data(datagram)) {
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DatagramIterator data(datagram);
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// First data should be the "argc" (argument count) from the client
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int argc = data.get_uint8();
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// Now we have to get clever because the rest of the data comes as strings
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// and parse_command_line() expects arguments of the standard argc, argv*[]
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// variety.
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// First, we need a string vector to hold all the strings from the datagram.
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// We also need a char * array to keep track of all the pointers we're gonna
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// malloc. Needed later for cleanup.
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vector_string vargv;
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vector<char *> buffers;
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// Get the strings from the datagram and put them into the string vector
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int i;
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for ( i = 0; i < argc; i++ ) {
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vargv.push_back(data.get_string());
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}
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// Last string is the current directory the client was run from. Not part of
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// the argument list, but we still need it
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string cwd = data.get_string();
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// We allocate some memory to hold the pointers to the pointers we're going to
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// pass in to parse_command_line().
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char ** cargv = (char**) malloc(sizeof(char**) * argc);
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// Loop through the string arguments we got from the datagram and convert
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// them to const char *'s. parse_command_line() expects char *'s, so we have
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// to copy these const versions into fresh char *, since there is no casting
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// from const char * to char *.
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for ( i = 0; i < argc; i++) {
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// string to const char *
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const char * cptr = vargv[i].c_str();
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// memory allocated for a new char * of size of the string
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char * buffer = (char*) malloc(vargv[i].capacity()+1);
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// Copy the const char * to the char *
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strcpy(buffer, cptr);
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// put this into the arry we defined above. This is what will eventually
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// be passed to parse_command_line()
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cargv[i] = buffer;
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// keep track of the pointers to the allocated memory for cleanup later
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buffers.push_back(buffer);
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}
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// Change to the client's current dir
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#ifdef WIN64_VC
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_chdir(cwd.c_str());
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#else
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chdir(cwd.c_str());
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#endif
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// Pass in the 'new' argc and argv we got from the client
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this->parse_command_line(argc, cargv);
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// Actually run the damn thing
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this->run();
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// Cleanup
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// First, release the string vector
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vargv.clear();
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// No, iterate through the char * vector and cleanup the malloc'd
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// pointers
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vector<char *>::iterator vi;
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for ( vi = buffers.begin() ; vi != buffers.end(); vi++) {
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free(*vi);
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}
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// Clean up the malloc'd pointer pointer
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free(cargv);
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} // qReader->get_data
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Clients::iterator ci;
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for (ci = _clients.begin(); ci != _clients.end(); ++ci) {
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qManager->close_connection(*ci);
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}
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} // qReader->data_available
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} // poll
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int main(int argc, char *argv[]) {
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// We don't want pystub on linux, since it gives problems with Maya's python.
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#ifdef _WIN32
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// A call to pystub() to force libpystub.so to be linked in.
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pystub();
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#endif
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MayaToEggServer prog;
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// Open a rendezvous port for receiving new connections from the client
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PT(Connection) rend = prog.qManager->open_TCP_server_rendezvous(4242, 50);
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if (rend.is_null()) {
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nout << "port opened fail";
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}
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// Add this connection to the listeners list
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prog.qListener->add_connection(rend);
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// Main loop. Keep polling for connections, but don't eat up all the CPU.
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while (true) {
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prog.poll();
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Thread::force_yield();
|
|
}
|
|
return 0;
|
|
}
|
|
|