panda3d/pandatool/src/mayaprogs/mayaToEgg_server.cxx

497 lines
17 KiB
C++
Executable File

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