#include "OgreMaxConfig.h" #include namespace OgreMax { Config::Config() { // set defaults m_exportSelectedObjects = false; // default to exporting everything in the scene m_exportMultipleFiles = true; // default is to export a file per mesh object in the scene m_useSingleSkeleton = true; // default for multiple meshes is to reference a single .skeleton file where applicable m_rebuildNormals = false; // rebuild the normals before exporting mesh data m_exportMaterial = true; // default is to export material scripts m_defaultMaterialName = "DefaultMaterial"; m_2DTexCoord = UV; // default is UV interpretation of 2D tex coords m_invertNormals = false; // flip normals; will also reorder triangle vertex indices m_flipYZ = false; // swap X and Z axes, so that Y becomes the One True Up Vector m_exportVertexColors = false; // useful for vertex painting m_scale = 1.0f; // export at normal size (scale) -- all vertices get multiplied by this m_exportSkeleton = false; // initially we don't assume any skeletal data m_fps = 25.0; // used for controller types (such as Biped) that do not support keyframes directly -- this is the sampling rate m_exportBinaryMesh = false; m_exportXMLMesh = true; m_generateTangents = false; m_edgeLists = true; m_generateLod = false; m_lodDistance = 0.0f; m_numLodLevels = 0; m_lodPercent = -1.0f; m_lodVertexCount = -1; m_endian = NATIVE; // let Ogre figure it out m_colourFormat = DIRECT3D; // we can default to this since Max only runs on Windows m_optimizeBinaryLayout = true; // why wouldn't we? ;) // version 2 m_mergeMeshes = false; } Config::Config(const Config& config) { *this = config; } Config& Config::operator=(const Config& rhs) { m_generateTangents = rhs.m_generateTangents; m_edgeLists = rhs.m_edgeLists; m_generateLod = rhs.m_generateLod; m_lodDistance = rhs.m_lodDistance; m_numLodLevels = rhs.m_numLodLevels; m_lodPercent = rhs.m_lodPercent; m_lodVertexCount = rhs.m_lodVertexCount; return *this; } Config::~Config() { } void Config::save() { // write "this" to file named .cfg; note that we do not need to do the same massaging of // file sizes that we do for reads since this will always output the latest version std::ofstream of; std::string fname = m_exportBasename + ".cfg"; // copy strings to buffers strcpy(m_bufDefaultMaterialName, m_defaultMaterialName.c_str()); strcpy(m_bufExportPath, m_exportPath.c_str()); strcpy(m_bufExportBasename, m_exportBasename.c_str()); strcpy(m_bufExportFilename, m_exportFilename.c_str()); strcpy(m_bufMaterialFilename, m_materialFilename.c_str()); strcpy(m_bufSkeletonFilename, m_skeletonFilename.c_str()); // set version number for sure m_version = CURRENTVERSION; of.open(fname.c_str(), std::ios::binary | std::ios::out); if (of.is_open()) { of.write((char *)this, offsetof(Config, m_defaultMaterialName)); of.close(); } } void Config::load() { // read "this" from file named .cfg std::ifstream f; std::string fname = m_exportBasename + ".cfg"; f.open(fname.c_str(), std::ios::binary | std::ios::in); if (f.is_open()) { // we need to check the version to see how much to read f.read((char*)&m_version, sizeof(unsigned int)); // default size for latest version size_t sz = offsetof(Config, m_defaultMaterialName); if (m_version < CURRENTVERSION) { switch(m_version) { case 1: sz = offsetof(Config, m_bufSkeletonFilename) + sizeof(m_bufSkeletonFilename); break; case 2: sz = offsetof(Config, m_mergeMeshes) + sizeof(m_mergeMeshes); break; } } // read the calculated size, minus the unsigned int we already read f.read(((char *)this + sizeof(unsigned int)), sz - sizeof(unsigned int)); f.close(); // make strings from buffers m_defaultMaterialName = m_bufDefaultMaterialName; m_exportPath = m_bufExportPath; m_exportBasename = m_bufExportBasename; m_exportFilename = m_bufExportFilename; m_materialFilename = m_bufMaterialFilename; m_skeletonFilename = m_bufSkeletonFilename; } // if we could not open the config file for any reason, skip it -- more than likely a new export } void Config::setExportPath(const std::string& path) { m_exportPath = path; } void Config::setMaterialFilename(const std::string& name) { m_materialFilename = name; } void Config::setExportFilename(const std::string& name) { // extract the filename and the export path std::string filename = name; size_t offset = filename.find_last_of('\\'); m_exportPath = filename.substr(0, offset); m_exportFilename = filename.substr(offset+1); // strip extension, if any offset = m_exportFilename.find_last_of('.'); if (m_exportFilename.substr(offset) == ".xml") offset = m_exportFilename.substr(0, offset).find_last_of('.'); // set base filename m_exportBasename = m_exportFilename.substr(0, offset); } void Config::setSkeletonFilename(const std::string& name) { m_skeletonFilename = name; } void Config::setDefaultMaterialName(const std::string& name) { m_defaultMaterialName = name; } void Config::setTexCoord2D(Tex2D texCoord) { m_2DTexCoord = texCoord; } void Config::setScale(float scale) { m_scale = scale; } void Config::setFPS(float fps) { m_fps = fps; } void Config::setInvertYZ(bool invert) { m_flipYZ = invert; } void Config::setInvertNormals(bool invert) { m_invertNormals = invert; } void Config::setExportBinaryMesh(bool export) { m_exportBinaryMesh = export; } void Config::setExportXMLMesh(bool export) { m_exportXMLMesh = export; } void Config::setRebuildNormals(bool rebuild) { m_rebuildNormals = rebuild; } void Config::setUseSingleSkeleton(bool useSingle) { m_useSingleSkeleton = useSingle; } void Config::setExportSkeleton(bool exportSkeleton) { m_exportSkeleton = exportSkeleton; } void Config::setExportMultipleFiles(bool exportMultiple) { m_exportMultipleFiles = exportMultiple; } void Config::setExportVertexColours(bool exportVC) { m_exportVertexColors = exportVC; } void Config::setExportMaterial(bool exportMaterial) { m_exportMaterial = exportMaterial; } void Config::setBuildEdgeLists(bool buildEdgeLists) { m_edgeLists = buildEdgeLists; } void Config::setGenerateLod(bool generateLod) { m_generateLod = generateLod; } void Config::setGenerateTangents(bool generateTangents) { m_generateTangents = generateTangents; } void Config::setOptmizeBinaryMesh(bool optimize) { m_optimizeBinaryLayout = optimize; } void Config::setVertexColourFormat(VertexColourFormat format) { m_colourFormat = format; } void Config::setEndian(Endian endian) { m_endian = endian; } void Config::setNumLodLevels(unsigned int levels) { m_numLodLevels = levels; } void Config::setLodDistance(float dist) { m_lodDistance = dist; } void Config::setLodPercentReduction(float percent) { m_lodPercent = percent; } void Config::setLodVertexReduction(int count) { m_lodVertexCount = count; } void Config::setExportSelected(bool selected) { m_exportSelectedObjects = selected; } // // version 2 // void Config::setMergeMeshes(bool merge) { m_mergeMeshes = merge; } }