1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 The OGRE Team |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | ----------------------------------------------------------------------------- |
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24 | */ |
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25 | |
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26 | #include "OgreExport.h" |
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27 | #include "OgreMaxMeshXMLExport.h" |
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28 | #include "OgreMaxVertex.h" |
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29 | |
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30 | #include "max.h" |
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31 | #include "plugapi.h" |
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32 | #include "stdmat.h" |
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33 | #include "impexp.h" |
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34 | #include "CS/BipedApi.h" |
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35 | #include "CS/KeyTrack.h" |
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36 | #include "CS/phyexp.h" |
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37 | #include "iparamb2.h" |
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38 | #include "iskin.h" |
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39 | |
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40 | #include "IGame/IGame.h" |
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41 | |
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42 | namespace OgreMax |
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43 | { |
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44 | MeshXMLExporter::MeshXMLExporter(const Config& config, MaterialMap& map) : m_materialMap(map), OgreMaxExporter(config) |
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45 | { |
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46 | m_createSkeletonLink = false; |
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47 | m_pGame = 0; |
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48 | |
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49 | m_currentBoneIndex = 0; // used to map bone names to bone indices for vertex assignment and later skeleton export |
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50 | } |
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51 | |
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52 | MeshXMLExporter::~MeshXMLExporter() |
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53 | { |
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54 | } |
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55 | |
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56 | bool MeshXMLExporter::buildMeshXML(OutputMap& output) |
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57 | { |
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58 | return export(output); |
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59 | } |
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60 | |
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61 | |
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62 | // "callback" is called in response to the EnumTree() call made below. That call visits every node in the |
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63 | // scene and calls this procedure for each one. |
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64 | int MeshXMLExporter::callback(INode *node) { |
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65 | |
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66 | // SKELOBJ_CLASS_ID = 0x9125 = 37157 |
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67 | // BIPED_CLASS_ID = 0x9155 = 37205 |
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68 | // BIPSLAVE_CONTROL_CLASS_ID = 0x9154 = 37204 |
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69 | // BIPBODY_CONTROL_CLASS_ID = 0x9156 = 37206 |
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70 | // FOOTPRINT_CLASS_ID = 0x3011 = 12305 |
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71 | // DUMMY_CLASS_ID = 0x876234 = 8872500 |
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72 | |
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73 | TimeValue start = m_i->GetAnimRange().Start(); |
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74 | Object *obj = node->EvalWorldState(start).obj; |
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75 | Class_ID cid = obj->ClassID(); |
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76 | |
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77 | // nodes that have Biped controllers are bones -- ignore the ones that are dummies |
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78 | if (cid == Class_ID(DUMMY_CLASS_ID, 0)) |
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79 | return TREE_CONTINUE; |
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80 | |
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81 | Control *c = node->GetTMController(); |
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82 | if ((c->ClassID() == BIPSLAVE_CONTROL_CLASS_ID) || |
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83 | (c->ClassID() == BIPBODY_CONTROL_CLASS_ID) || |
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84 | (c->ClassID() == FOOTPRINT_CLASS_ID)) { |
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85 | |
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86 | if (node->GetParentNode() != NULL) { |
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87 | // stick this in the bone-index map for later use |
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88 | m_boneIndexMap.insert(std::map< std::string, int >::value_type(std::string(node->GetName()), m_currentBoneIndex++)); |
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89 | } |
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90 | |
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91 | return TREE_CONTINUE; |
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92 | } |
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93 | // if the node cannot be converted to a TriObject (mesh), ignore it |
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94 | if (!obj->CanConvertToType(Class_ID(TRIOBJ_CLASS_ID, 0))) |
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95 | return TREE_CONTINUE; |
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96 | |
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97 | // create a list of nodes to process |
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98 | if (m_config.getExportSelected()) { |
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99 | if (node->Selected()) { |
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100 | m_nodeTab.Append(1, &node); |
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101 | } |
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102 | } |
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103 | else { |
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104 | m_nodeTab.Append(1, &node); |
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105 | } |
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106 | |
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107 | return TREE_CONTINUE; |
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108 | } |
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109 | |
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110 | //////////////////////////////////////////////////////////////////////////////// |
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111 | // Regardless of whether the user chooses to export submesh-per-file or to put |
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112 | // all submeshes in the same file, we will deal with submaterials by creating |
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113 | // "duplicate" vertices based on normal and texcoord differences. In other words, |
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114 | // "unique" vertices will be based on smoothing-group normals (if used, face normals if |
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115 | // not) and face texcoords, not the inherent vertex normals and texcoords. |
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116 | // |
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117 | // The basic concept is the same as used in the MaxScript exporter (as well as |
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118 | // the exporters for other 3D tools): iterate the faces, extracting normal and |
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119 | // texcoord info along with the position and color data; vertices are "unique-ified" |
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120 | // as they are added to the vertex list. |
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121 | //////////////////////////////////////////////////////////////////////////////// |
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122 | |
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123 | bool MeshXMLExporter::export(OutputMap& output) { |
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124 | |
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125 | try { |
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126 | |
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127 | // write XML to a strstream |
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128 | std::stringstream of; |
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129 | |
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130 | while (!m_submeshNames.empty()) |
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131 | m_submeshNames.pop(); |
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132 | |
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133 | if (m_pGame) { |
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134 | m_pGame->ReleaseIGame(); |
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135 | m_pGame = 0; |
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136 | } |
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137 | |
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138 | m_ei->theScene->EnumTree(this); |
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139 | |
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140 | m_pGame = GetIGameInterface(); |
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141 | IGameConversionManager* cm = GetConversionManager(); |
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142 | cm->SetCoordSystem(IGameConversionManager::IGAME_OGL); |
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143 | m_pGame->InitialiseIGame(m_nodeTab, false); |
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144 | m_pGame->SetStaticFrame(0); |
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145 | int nodeCount = m_pGame->GetTopLevelNodeCount(); |
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146 | |
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147 | if (nodeCount == 0) { |
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148 | MessageBox(GetActiveWindow(), "No nodes available to export, aborting...", "Nothing To Export", MB_ICONINFORMATION); |
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149 | m_pGame->ReleaseIGame(); |
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150 | return false; |
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151 | } |
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152 | |
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153 | // if we are writing everything to one file, use the name provided when the user first started the export; |
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154 | // otherwise, create filenames on the basis of the node (submesh) names |
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155 | std::string fileName; |
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156 | IGameNode* node = m_pGame->GetTopLevelNode(0); |
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157 | if (!m_config.getExportMultipleFiles()) |
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158 | fileName = m_config.getExportFilename(); |
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159 | else { |
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160 | fileName = m_config.getExportPath() + "\\"; |
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161 | fileName += node->GetName(); |
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162 | fileName += ".mesh.xml"; |
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163 | } |
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164 | |
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165 | // write start of XML data |
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166 | streamFileHeader(of); |
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167 | |
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168 | int nodeIdx = 0; |
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169 | std::map<std::string, std::string> materialScripts; |
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170 | |
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171 | while (nodeIdx < nodeCount) { |
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172 | |
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173 | std::string mtlName; |
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174 | IGameNode* node = m_pGame->GetTopLevelNode(nodeIdx); |
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175 | IGameObject* obj = node->GetIGameObject(); |
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176 | |
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177 | // InitializeData() is important -- it performs all of the WSM/time eval for us; no data without it |
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178 | obj->InitializeData(); |
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179 | |
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180 | IGameMaterial* mtl = node->GetNodeMaterial(); |
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181 | if (mtl == NULL) |
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182 | mtlName = m_config.getDefaultMaterialName(); |
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183 | else |
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184 | mtlName = mtl->GetMaterialName(); |
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185 | |
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186 | // clean out any spaces the user left in their material name |
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187 | std::string::size_type pos; |
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188 | while ((pos = mtlName.find_first_of(' ')) != std::string::npos) |
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189 | mtlName.replace(pos, 1, _T("_")); |
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190 | |
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191 | if (materialScripts.find(mtlName) == materialScripts.end()) { |
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192 | |
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193 | // export new material script |
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194 | MaterialExporter mexp(m_config, m_materialMap); |
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195 | std::string script; |
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196 | |
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197 | mexp.buildMaterial(mtl, mtlName, script); |
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198 | materialScripts[mtlName] = script; |
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199 | } |
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200 | |
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201 | //if (streamSubmesh(of, node, mtlName)) |
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202 | if (streamSubmesh(of, obj, mtlName)) |
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203 | m_submeshNames.push(std::string(node->GetName())); |
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204 | |
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205 | node->ReleaseIGameObject(); |
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206 | nodeIdx++; |
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207 | |
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208 | if (m_config.getExportMultipleFiles() || nodeIdx == nodeCount) { |
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209 | |
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210 | // write end of this file's XML |
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211 | streamFileFooter(of); |
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212 | |
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213 | // insert new filename --> stream pair into output map |
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214 | output[fileName] = std::string(of.str()); |
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215 | of.str(""); |
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216 | |
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217 | if (nodeIdx != nodeCount) { |
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218 | fileName = m_config.getExportPath() + "\\"; |
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219 | node = m_pGame->GetTopLevelNode(nodeIdx); |
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220 | fileName += node->GetName(); |
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221 | fileName += ".mesh.xml"; |
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222 | |
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223 | // start over again with new data |
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224 | streamFileHeader(of); |
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225 | } |
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226 | } |
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227 | } |
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228 | |
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229 | m_pGame->ReleaseIGame(); |
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230 | |
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231 | // export materials if we are writing those |
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232 | if (m_config.getExportMaterial()) { |
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233 | |
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234 | std::ofstream materialFile; |
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235 | materialFile.open((m_config.getExportPath() + "\\" + m_config.getMaterialFilename()).c_str(), std::ios::out); |
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236 | |
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237 | if (materialFile.is_open()) { |
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238 | for (std::map<std::string, std::string>::iterator it = materialScripts.begin(); |
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239 | it != materialScripts.end(); ++it) |
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240 | { |
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241 | materialFile << it->second; |
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242 | } |
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243 | |
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244 | materialFile.close(); |
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245 | } |
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246 | } |
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247 | |
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248 | return true; |
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249 | } |
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250 | catch (...) { |
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251 | MessageBox(GetActiveWindow(), "An unexpected error has occurred while trying to export, aborting", "Error", MB_ICONEXCLAMATION); |
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252 | |
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253 | if (m_pGame) |
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254 | m_pGame->ReleaseIGame(); |
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255 | |
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256 | return false; |
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257 | } |
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258 | } |
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259 | |
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260 | bool MeshXMLExporter::streamFileHeader(std::ostream &of) { |
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261 | |
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262 | // write the XML header tags |
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263 | of << "<?xml version=\"1.0\"?>" << std::endl; |
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264 | of << "<mesh>" << std::endl; |
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265 | |
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266 | // *************** Export Submeshes *************** |
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267 | of << "\t<submeshes>" << std::endl; |
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268 | |
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269 | of.precision(6); |
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270 | of << std::fixed; |
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271 | |
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272 | return true; |
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273 | } |
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274 | |
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275 | bool MeshXMLExporter::streamFileFooter(std::ostream &of) { |
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276 | |
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277 | of << "\t</submeshes>" << std::endl; |
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278 | // *************** End Submeshes Export *********** |
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279 | |
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280 | // if there is a skeleton involved, link that filename here |
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281 | if (m_createSkeletonLink) { |
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282 | std::string skeletonFilename(m_skeletonFilename); |
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283 | skeletonFilename = skeletonFilename.substr(0, skeletonFilename.find(".xml")); |
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284 | |
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285 | of << "\t<skeletonlink name=\"" << skeletonFilename << "\" />" << std::endl; |
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286 | } |
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287 | |
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288 | |
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289 | // *************** Export Submesh Names *************** |
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290 | of << "\t<submeshnames>" << std::endl; |
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291 | |
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292 | int idx = 0; |
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293 | while (!m_submeshNames.empty()) { |
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294 | of << "\t\t<submeshname name=\"" << m_submeshNames.front() << "\" index=\"" << idx << "\" />" << std::endl; |
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295 | idx++; |
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296 | m_submeshNames.pop(); |
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297 | } |
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298 | |
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299 | of << "\t</submeshnames>" << std::endl; |
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300 | // *************** End Submesh Names Export *********** |
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301 | |
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302 | of << "</mesh>" << std::endl; |
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303 | |
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304 | return true; |
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305 | } |
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306 | |
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307 | //bool MeshXMLExporter::streamSubmesh(std::ostream &of, IGameNode *node, std::string &mtlName) { |
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308 | bool MeshXMLExporter::streamSubmesh(std::ostream &of, IGameObject *obj, std::string &mtlName) { |
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309 | |
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310 | //IGameObject* obj = node->GetIGameObject(); |
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311 | if (obj->GetIGameType() != IGameMesh::IGAME_MESH) |
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312 | return false; |
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313 | |
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314 | // InitializeData() is important -- it performs all of the WSM/time eval for us; no face data without it |
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315 | // obj->InitializeData(); |
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316 | IGameMesh* mesh = (IGameMesh*) obj; |
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317 | int vertCount = mesh->GetNumberOfVerts(); |
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318 | int faceCount = mesh->GetNumberOfFaces(); |
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319 | |
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320 | Tab<int> matIds = mesh->GetActiveMatIDs(); |
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321 | Tab<DWORD> smGrpIds = mesh->GetActiveSmgrps(); |
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322 | Tab<int> texMaps = mesh->GetActiveMapChannelNum(); |
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323 | |
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324 | of << "\t\t<submesh "; |
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325 | |
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326 | if (mtlName.length() > 0) |
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327 | of << "material=\"" << mtlName << "\" "; |
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328 | |
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329 | of << "usesharedvertices=\"false\" use32bitindexes=\""; |
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330 | of << (vertCount > 65535); |
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331 | of << "\">" << std::endl; |
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332 | |
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333 | // *************** Export Face List *************** |
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334 | of << "\t\t\t<faces count=\"" << faceCount << "\">" << std::endl; |
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335 | |
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336 | //std::vector<UVVert |
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337 | |
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338 | // iterate the face list, putting vertices in the list for this submesh |
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339 | VertexList vertexList; |
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340 | |
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341 | for (int i=0; i<faceCount; i++) { |
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342 | |
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343 | of << "\t\t\t\t<face"; |
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344 | FaceEx* face = mesh->GetFace(i); |
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345 | |
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346 | // do this for each vertex on the face |
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347 | for (int vi=0; vi<3; vi++) { |
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348 | Point3 p = mesh->GetVertex(face->vert[vi]); |
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349 | |
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350 | Vertex v(p.x, p.y, p.z); |
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351 | |
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352 | if (m_config.getExportVertexColours()) { |
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353 | Point3 c = mesh->GetColorVertex(face->vert[vi]); |
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354 | float a = mesh->GetAlphaVertex(face->vert[vi]); |
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355 | |
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356 | v.setColour(c.x, c.y, c.z, a); |
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357 | } |
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358 | |
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359 | Point3 n = mesh->GetNormal(face, vi); |
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360 | v.setNormal(n.x, n.y, n.z); |
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361 | |
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362 | // get each set of texcoords for this vertex |
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363 | for (int ch=0; ch < texMaps.Count(); ch++) { |
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364 | |
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365 | Point3 tv; |
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366 | DWORD indices[3]; |
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367 | |
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368 | if (mesh->GetMapFaceIndex(texMaps[ch], i, indices)) |
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369 | tv = mesh->GetMapVertex(texMaps[ch], indices[vi]); |
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370 | else |
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371 | tv = mesh->GetMapVertex(texMaps[ch], face->vert[vi]); |
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372 | |
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373 | v.addTexCoord(texMaps[ch], tv.x, tv.y, tv.z); |
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374 | } |
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375 | |
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376 | int actualVertexIndex = vertexList.add(v); |
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377 | |
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378 | of << " v" << vi + 1 << "=\"" << actualVertexIndex << "\""; |
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379 | } |
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380 | |
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381 | of << " />" << std::endl; |
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382 | } |
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383 | |
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384 | of << "\t\t\t</faces>" << std::endl; |
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385 | // *************** End Export Face List *************** |
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386 | |
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387 | |
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388 | // *************** Export Geometry *************** |
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389 | of << "\t\t\t<geometry vertexcount=\"" << vertexList.size() << "\">" << std::endl; |
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390 | |
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391 | // *************** Export Vertex Buffer *************** |
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392 | bool exportNormals = true; |
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393 | |
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394 | of << std::boolalpha; |
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395 | of << "\t\t\t\t<vertexbuffer positions=\"true\" normals=\"" << exportNormals << "\" colours_diffuse=\"" << m_config.getExportVertexColours() << "\" texture_coords=\"" << texMaps.Count() << "\""; |
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396 | |
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397 | for (i=0; i<texMaps.Count(); i++) |
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398 | of << " texture_coords_dimensions_" << i << "=\"2\""; |
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399 | |
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400 | of << ">" << std::endl; |
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401 | |
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402 | int numVerts = vertexList.size(); |
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403 | for (i=0; i < numVerts; i++) { |
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404 | |
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405 | const Vertex& v = vertexList.front(); |
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406 | |
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407 | of << "\t\t\t\t\t<vertex>" << std::endl; |
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408 | of << std::showpoint; |
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409 | |
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410 | const Ogre::Vector3& p = v.getPosition(); |
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411 | float x = p.x; |
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412 | float y = p.y; |
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413 | float z = p.z; |
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414 | |
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415 | of << "\t\t\t\t\t\t<position x=\"" << x << "\" y=\"" << y << "\" z=\"" << z << "\" />" << std::endl; |
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416 | |
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417 | if (m_config.getExportVertexColours()) { |
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418 | |
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419 | float r = v.getColour().r; |
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420 | float g = v.getColour().g; |
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421 | float b = v.getColour().b; |
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422 | |
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423 | of << "\t\t\t\t\t\t<colour_diffuse value=\"\t" << r << "\t" << g << "\t" << b << "\" />" << std::endl; |
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424 | } |
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425 | |
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426 | if (exportNormals) { |
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427 | |
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428 | const Ogre::Vector3& n = v.getNormal(); |
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429 | float x = n.x; |
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430 | float y = n.y; |
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431 | float z = n.z; |
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432 | |
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433 | of << "\t\t\t\t\t\t<normal x=\"" << x << "\" y=\"" << y << "\" z=\"" << z << "\" />" << std::endl; |
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434 | } |
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435 | |
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436 | // output the tex coords for each map used |
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437 | for (int ti=0; ti<texMaps.Count(); ti++) { |
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438 | int texMap = texMaps[ti]; |
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439 | |
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440 | const Ogre::Vector3& uvw = v.getUVW(texMap); |
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441 | |
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442 | switch (m_config.getTexCoord2D()) { |
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443 | case OgreMax::UV: |
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444 | of << "\t\t\t\t\t\t<texcoord u=\"" << uvw.x << "\" v=\"" << (1.0 - uvw.y) << "\" />" << std::endl; |
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445 | break; |
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446 | case OgreMax::VW: |
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447 | of << "\t\t\t\t\t\t<texcoord v=\"" << uvw.y << "\" w=\"" << (1.0 - uvw.z) << "\" />" << std::endl; |
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448 | break; |
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449 | case OgreMax::WU: |
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450 | of << "\t\t\t\t\t\t<texcoord w=\"" << uvw.z << "\" u=\"" << (1.0 - uvw.x) << "\" />" << std::endl; |
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451 | break; |
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452 | } |
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453 | } |
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454 | |
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455 | of << std::noshowpoint; |
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456 | of << "\t\t\t\t\t</vertex>" << std::endl; |
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457 | vertexList.pop(); |
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458 | } |
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459 | |
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460 | of << "\t\t\t\t</vertexbuffer>" << std::endl; |
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461 | // *************** End Export Vertex Buffer *************** |
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462 | |
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463 | of << "\t\t\t</geometry>" << std::endl; |
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464 | // *************** End Export Geometry *********** |
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465 | |
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466 | of << "\t\t</submesh>" << std::endl; |
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467 | |
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468 | // this skin extraction code based on an article found here: |
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469 | // http://www.cfxweb.net/modules.php?name=News&file=article&sid=1029 |
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470 | /* Object *oRef = node->GetObjectRef(); |
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471 | |
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472 | if (oRef->SuperClassID() == GEN_DERIVOB_CLASS_ID) { |
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473 | IDerivedObject *dObj = (IDerivedObject *)oRef; |
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474 | Modifier *oMod = dObj->GetModifier(0); |
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475 | |
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476 | if (oMod->ClassID() == SKIN_CLASSID) { |
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477 | |
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478 | // flag the export of a skeleton link element |
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479 | m_createSkeletonLink = true; |
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480 | |
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481 | // stream the boneassignments element |
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482 | streamBoneAssignments(of, oMod, node); |
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483 | } |
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484 | } |
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485 | |
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486 | of << "\t\t</submesh>" << std::endl; |
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487 | |
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488 | if (obj != tri) |
---|
489 | delete tri; |
---|
490 | */ |
---|
491 | // node->ReleaseIGameObject(); |
---|
492 | return true; |
---|
493 | } |
---|
494 | |
---|
495 | //bool MeshXMLExporter::streamBoneAssignments(std::ostream &of, Modifier *oMod, INode *node) { |
---|
496 | bool MeshXMLExporter::streamBoneAssignments(std::ostream &of, Modifier *oMod, IGameNode *node) { |
---|
497 | |
---|
498 | // wrangle a pointer to the skinning data |
---|
499 | /* ISkin *skin = (ISkin *) oMod->GetInterface(I_SKIN); |
---|
500 | ISkinContextData *skinData = skin->GetContextInterface(node); |
---|
501 | |
---|
502 | // loop through all the vertices, writing out skinning data as we go |
---|
503 | int skinnedVertexCount = skinData->GetNumPoints(); |
---|
504 | |
---|
505 | if (skinnedVertexCount > 0) { |
---|
506 | |
---|
507 | of << "\t\t\t<boneassignments>" << std::endl; |
---|
508 | |
---|
509 | int i; |
---|
510 | for(i=0; i<skinnedVertexCount; i++) { |
---|
511 | |
---|
512 | // grab the bone indices for this vertex |
---|
513 | int vertexBoneInfluences = skinData->GetNumAssignedBones(i); |
---|
514 | |
---|
515 | if (vertexBoneInfluences > 0) { |
---|
516 | |
---|
517 | int j; |
---|
518 | for (j=0; j < vertexBoneInfluences; j++) { |
---|
519 | |
---|
520 | // get weight per bone influence -- Ogre will ignore bones above |
---|
521 | // 4 and sum the weights to make it work, so leverage that feature |
---|
522 | int boneIdx = getBoneIndex(skin->GetBoneName(skinData->GetAssignedBone(i, j))); |
---|
523 | float vertexWeight = skinData->GetBoneWeight(i, j); |
---|
524 | |
---|
525 | of << "\t\t\t\t<vertexboneassignment vertexindex=\"" << i << "\" boneindex=\"" << boneIdx << "\" weight=\"" << vertexWeight << "\" />" << std::endl; |
---|
526 | } |
---|
527 | } |
---|
528 | } |
---|
529 | |
---|
530 | of << "\t\t\t</boneassignments>" << std::endl; |
---|
531 | } |
---|
532 | */ |
---|
533 | return true; |
---|
534 | } |
---|
535 | |
---|
536 | int MeshXMLExporter::getBoneIndex(char *boneName) { |
---|
537 | |
---|
538 | std::map< std::string, int >::const_iterator it = m_boneIndexMap.find(std::string(boneName)); |
---|
539 | if (it == m_boneIndexMap.end()) { |
---|
540 | m_boneIndexMap.insert(std::map< std::string, int >::value_type(std::string(boneName), m_currentBoneIndex)); |
---|
541 | return m_currentBoneIndex++; |
---|
542 | } |
---|
543 | else |
---|
544 | return it->second; |
---|
545 | } |
---|
546 | |
---|
547 | #if 0 |
---|
548 | bool MeshXMLExporter::export(OutputMap& output) { |
---|
549 | |
---|
550 | try { |
---|
551 | |
---|
552 | // all options have been set when actions were taken, so we can just start exporting stuff here |
---|
553 | |
---|
554 | // write XML to a strstream |
---|
555 | std::stringstream of; |
---|
556 | bool rtn = true; |
---|
557 | |
---|
558 | // clear the node list and submesh name list |
---|
559 | m_nodeList.clear(); |
---|
560 | while (!m_submeshNames.empty()) |
---|
561 | m_submeshNames.pop(); |
---|
562 | |
---|
563 | // populate the node list |
---|
564 | m_ei->theScene->EnumTree(this); |
---|
565 | |
---|
566 | // check to see if there's anything to export |
---|
567 | if (m_nodeList.size() == 0) { |
---|
568 | MessageBox(GetActiveWindow(), "No nodes available to export, aborting...", "Nothing To Export", MB_ICONINFORMATION); |
---|
569 | return false; |
---|
570 | } |
---|
571 | |
---|
572 | // if we are writing everything to one file, use the name provided when the user first started the export; |
---|
573 | // otherwise, create filenames on the basis of the node (submesh) names |
---|
574 | std::string fileName; |
---|
575 | if (!m_config.getExportMultipleFiles()) |
---|
576 | fileName = m_config.getExportFilename(); |
---|
577 | else { |
---|
578 | fileName = m_config.getExportPath() + "\\"; |
---|
579 | INode *n = *(m_nodeList.begin()); |
---|
580 | fileName += n->GetName(); |
---|
581 | fileName += ".mesh.xml"; |
---|
582 | } |
---|
583 | |
---|
584 | // write start of XML data |
---|
585 | streamFileHeader(of); |
---|
586 | |
---|
587 | std::list<INode *>::iterator it = m_nodeList.begin(); |
---|
588 | |
---|
589 | // user request -- if no material is assigned to this node, then use an export-specified |
---|
590 | // default material name |
---|
591 | Mtl *nodeMtl = (*it)->GetMtl(); |
---|
592 | if (nodeMtl == NULL) { |
---|
593 | m_materialMap[m_config.getDefaultMaterialName()] = 0; // we can do this as often as we like -- it will just overwrite zero with zero |
---|
594 | } |
---|
595 | |
---|
596 | while (it != m_nodeList.end()) { |
---|
597 | |
---|
598 | // we already filtered out nodes that had NULL materials, and those that could |
---|
599 | // not be converted to TriObjects, so now we know everything we have is good |
---|
600 | |
---|
601 | INode *node = *it; |
---|
602 | std::string mtlName; |
---|
603 | |
---|
604 | Mtl *mtl = node->GetMtl(); |
---|
605 | if (mtl == NULL) |
---|
606 | mtlName = m_config.getDefaultMaterialName(); |
---|
607 | else |
---|
608 | mtlName = mtl->GetName(); |
---|
609 | |
---|
610 | // map a material name to its Mtl pointer so that we can retrieve these later |
---|
611 | std::string::size_type pos; |
---|
612 | |
---|
613 | // clean out any spaces the user left in their material name |
---|
614 | while ((pos = mtlName.find_first_of(' ')) != std::string::npos) |
---|
615 | mtlName.replace(pos, 1, _T("_")); |
---|
616 | |
---|
617 | m_materialMap[mtlName] = mtl; |
---|
618 | |
---|
619 | if (streamSubmesh(of, node, mtlName)) |
---|
620 | m_submeshNames.push(std::string((*it)->GetName())); |
---|
621 | |
---|
622 | it++; |
---|
623 | |
---|
624 | // if we are doing one mesh per file, then close this one and open a new one |
---|
625 | if (m_config.getExportMultipleFiles() || it == m_nodeList.end()) { |
---|
626 | |
---|
627 | // write end of this file's XML |
---|
628 | streamFileFooter(of); |
---|
629 | |
---|
630 | // insert new filename --> stream pair into output map |
---|
631 | output[fileName] = std::string(of.str()); |
---|
632 | of.str(""); |
---|
633 | |
---|
634 | if (it != m_nodeList.end()) { |
---|
635 | fileName = m_config.getExportPath() + "\\"; |
---|
636 | INode *n = *it; |
---|
637 | fileName += n->GetName(); |
---|
638 | fileName += ".mesh.xml"; |
---|
639 | |
---|
640 | // start over again with new data |
---|
641 | streamFileHeader(of); |
---|
642 | } |
---|
643 | } |
---|
644 | } |
---|
645 | |
---|
646 | return rtn; |
---|
647 | } |
---|
648 | catch (...) { |
---|
649 | MessageBox(GetActiveWindow(), "An unexpected error has occurred while trying to export, aborting", "Error", MB_ICONEXCLAMATION); |
---|
650 | return false; |
---|
651 | } |
---|
652 | } |
---|
653 | |
---|
654 | bool MeshXMLExporter::streamFileHeader(std::ostream &of) { |
---|
655 | |
---|
656 | // write the XML header tags |
---|
657 | of << "<?xml version=\"1.0\"?>" << std::endl; |
---|
658 | of << "<mesh>" << std::endl; |
---|
659 | |
---|
660 | // *************** Export Submeshes *************** |
---|
661 | of << "\t<submeshes>" << std::endl; |
---|
662 | |
---|
663 | of.precision(6); |
---|
664 | of << std::fixed; |
---|
665 | |
---|
666 | return true; |
---|
667 | } |
---|
668 | |
---|
669 | bool MeshXMLExporter::streamFileFooter(std::ostream &of) { |
---|
670 | |
---|
671 | of << "\t</submeshes>" << std::endl; |
---|
672 | // *************** End Submeshes Export *********** |
---|
673 | |
---|
674 | // if there is a skeleton involved, link that filename here |
---|
675 | if (m_createSkeletonLink) { |
---|
676 | std::string skeletonFilename(m_skeletonFilename); |
---|
677 | skeletonFilename = skeletonFilename.substr(0, skeletonFilename.find(".xml")); |
---|
678 | |
---|
679 | of << "\t<skeletonlink name=\"" << skeletonFilename << "\" />" << std::endl; |
---|
680 | } |
---|
681 | |
---|
682 | |
---|
683 | // *************** Export Submesh Names *************** |
---|
684 | of << "\t<submeshnames>" << std::endl; |
---|
685 | |
---|
686 | int idx = 0; |
---|
687 | while (!m_submeshNames.empty()) { |
---|
688 | of << "\t\t<submeshname name=\"" << m_submeshNames.front() << "\" index=\"" << idx << "\" />" << std::endl; |
---|
689 | idx++; |
---|
690 | m_submeshNames.pop(); |
---|
691 | } |
---|
692 | |
---|
693 | of << "\t</submeshnames>" << std::endl; |
---|
694 | // *************** End Submesh Names Export *********** |
---|
695 | |
---|
696 | of << "</mesh>" << std::endl; |
---|
697 | |
---|
698 | return true; |
---|
699 | } |
---|
700 | |
---|
701 | bool MeshXMLExporter::streamSubmesh(std::ostream &of, INode *node, std::string &mtlName) { |
---|
702 | |
---|
703 | Object *obj = node->EvalWorldState(m_i->GetTime()).obj; |
---|
704 | TriObject *tri = (TriObject *) obj->ConvertToType(m_i->GetTime(), Class_ID(TRIOBJ_CLASS_ID, 0)); |
---|
705 | |
---|
706 | int i; |
---|
707 | Mesh mesh = tri->GetMesh(); |
---|
708 | Mtl* mtl = node->GetMtl(); |
---|
709 | Matrix3 ptm = node->GetObjTMAfterWSM(m_i->GetTime()); |
---|
710 | |
---|
711 | int vertCount = mesh.getNumVerts(); |
---|
712 | int faceCount = mesh.getNumFaces(); |
---|
713 | |
---|
714 | of << "\t\t<submesh "; |
---|
715 | |
---|
716 | if (mtlName.length() > 0) |
---|
717 | of << "material=\"" << mtlName << "\" "; |
---|
718 | |
---|
719 | of << "usesharedvertices=\"false\" use32bitindexes=\""; |
---|
720 | of << (vertCount > 65535); |
---|
721 | of << "\">" << std::endl; |
---|
722 | |
---|
723 | // *************** Export Face List *************** |
---|
724 | of << "\t\t\t<faces count=\"" << faceCount << "\">" << std::endl; |
---|
725 | |
---|
726 | // store UV coords from the faces, not from the vertices themselves |
---|
727 | std::vector<UVVert> texCoords; |
---|
728 | texCoords.reserve(vertCount); |
---|
729 | |
---|
730 | for (i=0; i<faceCount; i++) { |
---|
731 | int v1 = mesh.faces[i].v[0]; |
---|
732 | int v2 = mesh.faces[i].v[1]; |
---|
733 | int v3 = mesh.faces[i].v[2]; |
---|
734 | |
---|
735 | UVVert uv; |
---|
736 | uv.x = mesh.tvFace[i].t[0]; |
---|
737 | uv.y = mesh.tvFace[i].t[1]; |
---|
738 | uv.z = mesh.tvFace[i].t[2]; |
---|
739 | |
---|
740 | if (m_config.getInvertNormals()) { |
---|
741 | int tmp = v2; |
---|
742 | v2 = v3; |
---|
743 | v3 = tmp; |
---|
744 | } |
---|
745 | |
---|
746 | of << "\t\t\t\t<face v1=\"" << v1 << "\" v2=\"" << v2 << "\" v3=\"" << v3 << "\" />" << std::endl; |
---|
747 | } |
---|
748 | |
---|
749 | of << "\t\t\t</faces>" << std::endl; |
---|
750 | // *************** End Export Face List *************** |
---|
751 | |
---|
752 | |
---|
753 | // *************** Export Geometry *************** |
---|
754 | of << "\t\t\t<geometry vertexcount=\"" << vertCount << "\">" << std::endl; |
---|
755 | |
---|
756 | // *************** Export Vertex Buffer *************** |
---|
757 | if (m_config.getRebuildNormals()) { |
---|
758 | mesh.buildNormals(); |
---|
759 | } |
---|
760 | |
---|
761 | bool exportNormals = (mesh.normalsBuilt > 0); |
---|
762 | |
---|
763 | of << std::boolalpha; |
---|
764 | |
---|
765 | // NB: we don't export tex coords unless we are exporting a material as well |
---|
766 | // NB: apparently Max cannot just tell us how many texmaps a material uses...so we have to add them up |
---|
767 | |
---|
768 | // we need a list of enabled map indices for later |
---|
769 | std::list<unsigned int> texMaps; |
---|
770 | if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { |
---|
771 | StdMat* sMtl = (StdMat*) mtl; |
---|
772 | if (m_config.getExportMaterial()) { |
---|
773 | for (int t=0; t<sMtl->NumSubTexmaps(); t++) |
---|
774 | |
---|
775 | if (sMtl->MapEnabled(t)) { |
---|
776 | BitmapTex* TMap = (BitmapTex*)sMtl->GetSubTexmap(ID_DI); |
---|
777 | if (!TMap) |
---|
778 | return false; |
---|
779 | |
---|
780 | //Check if we have a Bitmap Texture material (BitmapTex) |
---|
781 | if (TMap->ClassID() != Class_ID(BMTEX_CLASS_ID,0)) |
---|
782 | return false; //Not interesting |
---|
783 | |
---|
784 | UVGen * pUVGen = TMap->GetTheUVGen() ; |
---|
785 | if(!pUVGen) |
---|
786 | return false; |
---|
787 | |
---|
788 | const int iAxis = pUVGen->GetAxis(); |
---|
789 | texMaps.push_back(t); |
---|
790 | } |
---|
791 | } |
---|
792 | } |
---|
793 | |
---|
794 | of << "\t\t\t\t<vertexbuffer positions=\"true\" normals=\"" << exportNormals << "\" colours_diffuse=\"" << m_config.getExportVertexColours() << "\" texture_coords=\"" << texMaps.size() << "\""; |
---|
795 | |
---|
796 | for (i=0; i<texMaps.size(); i++) |
---|
797 | of << " texture_coords_dimensions_" << i << "=\"2\""; |
---|
798 | |
---|
799 | of << ">" << std::endl; |
---|
800 | |
---|
801 | for (i=0; i<vertCount; i++) { |
---|
802 | Point3 v = mesh.getVert(i); |
---|
803 | |
---|
804 | // transform v into parent's coord system |
---|
805 | v = v * ptm; |
---|
806 | |
---|
807 | Point3 vc; |
---|
808 | vc.x = 0.0f; |
---|
809 | vc.y = 0.0f; |
---|
810 | vc.z = 0.0f; |
---|
811 | |
---|
812 | if (mesh.vertCol != 0) { |
---|
813 | vc = mesh.vertCol[i]; |
---|
814 | } |
---|
815 | |
---|
816 | of << "\t\t\t\t\t<vertex>" << std::endl; |
---|
817 | of << std::showpoint; |
---|
818 | |
---|
819 | float x = v.x;// * m_scale; |
---|
820 | float y = v.y;// * m_scale; |
---|
821 | float z = v.z;// * m_scale; |
---|
822 | |
---|
823 | if (m_config.getInvertYZ()) { |
---|
824 | float tmp = y; |
---|
825 | y = z; |
---|
826 | z = -tmp; |
---|
827 | } |
---|
828 | |
---|
829 | of << "\t\t\t\t\t\t<position x=\"" << x << "\" y=\"" << y << "\" z=\"" << z << "\" />" << std::endl; |
---|
830 | |
---|
831 | if (m_config.getExportVertexColours()) |
---|
832 | of << "\t\t\t\t\t\t<colour_diffuse value=\"\t" << vc.x << "\t" << vc.y << "\t" << vc.z << "\" />" << std::endl; |
---|
833 | |
---|
834 | if (exportNormals) { |
---|
835 | // Point3 n = mesh.getNormal(i); |
---|
836 | RVertex *rv = mesh.getRVertPtr(i); |
---|
837 | Point3 n = rv->rn.getNormal(); |
---|
838 | n = n.Normalize(); |
---|
839 | |
---|
840 | float x = n.x; |
---|
841 | float y = n.y; |
---|
842 | float z = n.z; |
---|
843 | |
---|
844 | if (m_config.getInvertYZ()) { |
---|
845 | float tmp = y; |
---|
846 | y = z; |
---|
847 | z = -tmp; |
---|
848 | } |
---|
849 | |
---|
850 | if (m_config.getInvertNormals()) |
---|
851 | of << "\t\t\t\t\t\t<normal x=\"" << -x << "\" y=\"" << -y << "\" z=\"" << -z << "\" />" << std::endl; |
---|
852 | else |
---|
853 | of << "\t\t\t\t\t\t<normal x=\"" << x << "\" y=\"" << y << "\" z=\"" << z << "\" />" << std::endl; |
---|
854 | } |
---|
855 | |
---|
856 | // output the tex coords for each map used |
---|
857 | std::list<unsigned int>::iterator texMap = texMaps.begin(); |
---|
858 | while (texMap != texMaps.end()) { |
---|
859 | UVVert uv; |
---|
860 | |
---|
861 | if (*texMap <= 1) |
---|
862 | uv = mesh.tVerts[i]; |
---|
863 | else |
---|
864 | uv = mesh.mapVerts(*texMap)[i]; |
---|
865 | |
---|
866 | switch (m_config.getTexCoord2D()) { |
---|
867 | case OgreMax::UV: |
---|
868 | of << "\t\t\t\t\t\t<texcoord u=\"" << uv.x << "\" v=\"" << (1.0 - uv.y) << "\" />" << std::endl; |
---|
869 | break; |
---|
870 | case OgreMax::VW: |
---|
871 | of << "\t\t\t\t\t\t<texcoord v=\"" << uv.y << "\" w=\"" << (1.0 - uv.z) << "\" />" << std::endl; |
---|
872 | break; |
---|
873 | case OgreMax::WU: |
---|
874 | of << "\t\t\t\t\t\t<texcoord w=\"" << uv.z << "\" u=\"" << (1.0 - uv.x) << "\" />" << std::endl; |
---|
875 | break; |
---|
876 | } |
---|
877 | |
---|
878 | texMap++; |
---|
879 | } |
---|
880 | |
---|
881 | of << std::noshowpoint; |
---|
882 | of << "\t\t\t\t\t</vertex>" << std::endl; |
---|
883 | } |
---|
884 | |
---|
885 | of << "\t\t\t\t</vertexbuffer>" << std::endl; |
---|
886 | // *************** End Export Vertex Buffer *************** |
---|
887 | |
---|
888 | of << "\t\t\t</geometry>" << std::endl; |
---|
889 | // *************** End Export Geometry *********** |
---|
890 | |
---|
891 | // this skin extraction code based on an article found here: |
---|
892 | // http://www.cfxweb.net/modules.php?name=News&file=article&sid=1029 |
---|
893 | Object *oRef = node->GetObjectRef(); |
---|
894 | |
---|
895 | if (oRef->SuperClassID() == GEN_DERIVOB_CLASS_ID) { |
---|
896 | IDerivedObject *dObj = (IDerivedObject *)oRef; |
---|
897 | Modifier *oMod = dObj->GetModifier(0); |
---|
898 | |
---|
899 | if (oMod->ClassID() == SKIN_CLASSID) { |
---|
900 | |
---|
901 | // flag the export of a skeleton link element |
---|
902 | m_createSkeletonLink = true; |
---|
903 | |
---|
904 | // stream the boneassignments element |
---|
905 | streamBoneAssignments(of, oMod, node); |
---|
906 | } |
---|
907 | } |
---|
908 | |
---|
909 | of << "\t\t</submesh>" << std::endl; |
---|
910 | |
---|
911 | if (obj != tri) |
---|
912 | delete tri; |
---|
913 | |
---|
914 | return true; |
---|
915 | } |
---|
916 | |
---|
917 | bool MeshXMLExporter::streamBoneAssignments(std::ostream &of, Modifier *oMod, INode *node) { |
---|
918 | |
---|
919 | |
---|
920 | // wrangle a pointer to the skinning data |
---|
921 | ISkin *skin = (ISkin *) oMod->GetInterface(I_SKIN); |
---|
922 | ISkinContextData *skinData = skin->GetContextInterface(node); |
---|
923 | |
---|
924 | // loop through all the vertices, writing out skinning data as we go |
---|
925 | int skinnedVertexCount = skinData->GetNumPoints(); |
---|
926 | |
---|
927 | if (skinnedVertexCount > 0) { |
---|
928 | |
---|
929 | of << "\t\t\t<boneassignments>" << std::endl; |
---|
930 | |
---|
931 | int i; |
---|
932 | for(i=0; i<skinnedVertexCount; i++) { |
---|
933 | |
---|
934 | // grab the bone indices for this vertex |
---|
935 | int vertexBoneInfluences = skinData->GetNumAssignedBones(i); |
---|
936 | |
---|
937 | if (vertexBoneInfluences > 0) { |
---|
938 | |
---|
939 | int j; |
---|
940 | for (j=0; j < vertexBoneInfluences; j++) { |
---|
941 | |
---|
942 | // get weight per bone influence -- Ogre will ignore bones above |
---|
943 | // 4 and sum the weights to make it work, so leverage that feature |
---|
944 | int boneIdx = getBoneIndex(skin->GetBoneName(skinData->GetAssignedBone(i, j))); |
---|
945 | float vertexWeight = skinData->GetBoneWeight(i, j); |
---|
946 | |
---|
947 | of << "\t\t\t\t<vertexboneassignment vertexindex=\"" << i << "\" boneindex=\"" << boneIdx << "\" weight=\"" << vertexWeight << "\" />" << std::endl; |
---|
948 | } |
---|
949 | } |
---|
950 | } |
---|
951 | |
---|
952 | of << "\t\t\t</boneassignments>" << std::endl; |
---|
953 | } |
---|
954 | |
---|
955 | return true; |
---|
956 | } |
---|
957 | |
---|
958 | int MeshXMLExporter::getBoneIndex(char *boneName) { |
---|
959 | |
---|
960 | std::map< std::string, int >::const_iterator it = m_boneIndexMap.find(std::string(boneName)); |
---|
961 | if (it == m_boneIndexMap.end()) { |
---|
962 | m_boneIndexMap.insert(std::map< std::string, int >::value_type(std::string(boneName), m_currentBoneIndex)); |
---|
963 | return m_currentBoneIndex++; |
---|
964 | } |
---|
965 | else |
---|
966 | return it->second; |
---|
967 | } |
---|
968 | |
---|
969 | // pulled directly from the Sparks site: |
---|
970 | // http://sparks.discreet.com/Knowledgebase/sdkdocs_v8/prog/cs/cs_physique_export.html |
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971 | // Also available in the SDK docs. Used to find out if this node has a physique modifier or not. |
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972 | // If it does, it returns a pointer to the modifier, and if not, returns NULL. This can be used to |
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973 | // determine whether a node is bone or mesh -- mesh nodes will have Physique modifiers, bone nodes |
---|
974 | // will not. |
---|
975 | Modifier* MeshXMLExporter::FindPhysiqueModifier (INode* nodePtr) |
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976 | { |
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977 | // Get object from node. Abort if no object. |
---|
978 | Object* ObjectPtr = nodePtr->GetObjectRef(); |
---|
979 | |
---|
980 | if (!ObjectPtr) return NULL; |
---|
981 | |
---|
982 | // Is derived object ? |
---|
983 | while (ObjectPtr->SuperClassID() == GEN_DERIVOB_CLASS_ID && ObjectPtr) |
---|
984 | { |
---|
985 | // Yes -> Cast. |
---|
986 | IDerivedObject *DerivedObjectPtr = (IDerivedObject *)(ObjectPtr); |
---|
987 | |
---|
988 | // Iterate over all entries of the modifier stack. |
---|
989 | int ModStackIndex = 0; |
---|
990 | while (ModStackIndex < DerivedObjectPtr->NumModifiers()) |
---|
991 | { |
---|
992 | // Get current modifier. |
---|
993 | Modifier* ModifierPtr = DerivedObjectPtr->GetModifier(ModStackIndex); |
---|
994 | |
---|
995 | // Is this Physique ? |
---|
996 | if (ModifierPtr->ClassID() == Class_ID(PHYSIQUE_CLASS_ID_A, PHYSIQUE_CLASS_ID_B)) |
---|
997 | { |
---|
998 | // Yes -> Exit. |
---|
999 | return ModifierPtr; |
---|
1000 | } |
---|
1001 | |
---|
1002 | // Next modifier stack entry. |
---|
1003 | ModStackIndex++; |
---|
1004 | } |
---|
1005 | ObjectPtr = DerivedObjectPtr->GetObjRef(); |
---|
1006 | } |
---|
1007 | |
---|
1008 | // Not found. |
---|
1009 | return NULL; |
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1010 | } |
---|
1011 | #endif |
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1012 | |
---|
1013 | } |
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1014 | |
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