This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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//======= Copyright <20> 1996-2007, Valve Corporation, All rights reserved. ======
//
// Purpose: Utils for working with HyperShade in Maya
//
//=============================================================================
// Maya includes
#include <maya/MObject.h>
// Valve includes
#include "valveMaya/Undo.h"
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
namespace ValveMaya
{
class CHyperShadeUtil
{
public:
CHyperShadeUtil();
CHyperShadeUtil( CUndo &undo );
MStatus AddUtility( const MObject &utilityNode );
MStatus AddShader( const MObject &shaderNode );
MStatus AddTexture( const MObject &textureNode );
protected:
CUndo m_tmpUndo;
CUndo &m_undo;
MObject m_renderUtilityListObj;
MObject m_shaderListObj;
MObject m_textureListObj;
void Init();
};
}

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//======= Copyright <20> 1996-2008, Valve Corporation, All rights reserved. ======
//
// Purpose: MDL Import class for Maya
//
//=============================================================================
#ifndef MDLIMPORT_H
#define MDLIMPORT_H
// Maya includes
#include <maya/MDagPathArray.h>
#include <maya/MMatrix.h>
#include <maya/MObjectArray.h>
#include <maya/MSelectionList.h>
// Valve includes
#include "datacache/imdlcache.h"
#include "ValveMaya/Undo.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct mstudioboneweight_t;
namespace ValveMaya
{
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CMDLImport
{
public:
CMDLImport();
CMDLImport( ValveMaya::CUndo &undo );
MStatus DoIt( const char *pFilename, MSelectionList &createdNodes );
MStatus DoIt( const char *pFilename );
bool m_bOptMeshOnly : 1; // Only import meshes
bool m_bOptSingleMesh : 1; // Merge all meshes in a MDL into a single Maya mesh
bool m_bOptVstInfo : 1; // Group everything under a vstInfo node
bool m_bOptImportSkeleton : 1; // Import the skeleton
bool m_bOptImportMesh : 1; // Import the mesh
bool m_bOptEngineSpace : 1; // Import data in engine space
bool m_bOptNormals : 1; // Set normals on mesh
bool m_bOptEdgeHardness : 1; // Set edge hard/softness data
bool m_bOptSkinMeshes : 1; // Apply bone weights to meshes
int m_nOptLod; // Import the specified LOD only, -2 means root LOD, -1 means all LODs, otherwise the LOD that matches, or all if no match
int m_nOptSkin; // Import the specified Skin only, -1 means all skins, otherwise the skin that matches or all if no match
MStringArray m_optRemovePrefix; // A list of prefixes to remove on import
protected:
void Init();
static MDLHandle_t GetMDLHandle( const char *pFilename );
MObject CreateVstInfo( const char *pModelName, MSelectionList &createdNodes );
static MStatus AddDagMObject( const MObject &dagObj, MSelectionList &createdNodes );
void ImportBones( MDLHandle_t mdlHandle, const MObject &parentObj, MDagPathArray &mayaBones, MSelectionList &createdNodes );
static MStatus ApplyCompDefaultShader( MObject &geoObj, ValveMaya::CUndo &undo );
static MObject FindOrCreateFileObj( ValveMaya::CUndo &undo, const MString &materialPath, MSelectionList &createdNodes );
MStatus AssignShadingGroup(
ValveMaya::CUndo &undo,
const MDagPath &meshDagPath,
MIntArray &faceList,
const MStringArray &materialPaths,
MSelectionList &createdList ) const;
void SkinMesh( MDagPath &meshDagPath, const MDagPathArray &mayaBones, const CUtlVector< const mstudioboneweight_t * > &tmpVertexBoneWeightArray );
void ImportMeshes( MDLHandle_t mdlHandle, MObject parentObj, const MDagPathArray &mayaBones, MSelectionList &createdNodes );
void ReorientMdl( MDLHandle_t mdlHandle, MObject &vstInfoObj, const MDagPathArray &mayaBones );
static void InitBones( Vector p[ MAXSTUDIOBONES ], QuaternionAligned q[ MAXSTUDIOBONES ], studiohdr_t *pHdr );
static void TransformBones( Vector p[ MAXSTUDIOBONES ], QuaternionAligned q[ MAXSTUDIOBONES ], studiohdr_t *pHdr );
static void ComputeSequenceBones( Vector p[ MAXSTUDIOBONES ], QuaternionAligned q[ MAXSTUDIOBONES ], studiohdr_t *pHdr, int nSequence = 0, float flTime = 0.0f );
bool ComputeMdlToMayaMatrix( MMatrix &mMdlToMaya, studiohdr_t* pHdr ) const;
void TransformPointArray( MFloatPointArray &vertexArray, const MMatrix &mMatrix ) const;
void TransformNormalArray( MVectorArray &normalArray, const MMatrix &mMatrix ) const;
MString GetBoneName( MString boneName ) const;
ValveMaya::CUndo &m_undo;
ValveMaya::CUndo m_tmpUndo;
};
}
#endif // MDLIMPORT_H

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//======= Copyright <20> 1996-2008, Valve Corporation, All rights reserved. ======
//
// Purpose:
//
//=============================================================================
#ifndef MESHUTIL_H
#define MESHUTIL_H
#include <maya/MDagPath.h>
#include <maya/MVector.h>
namespace ValveMaya
{
MStatus SetEdgeHardnessFromNormals( MObject &meshObj, double dTol = MVector_kTol );
MStatus SetEdgeHardnessFromNormals( const MDagPath &meshDagPath, double dTol = MVector_kTol );
}
#endif // MESHUTIL_H

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//======= Copyright <20> 1996-2006, Valve Corporation, All rights reserved. ======
//
// Maya Undo helper, use it like this
//
// class CMyCmd : MPxCommand
// {
// // ... regular stuff ... //
//
// ValveMaya::CUndo m_undo;
// };
//
// MStatus CMyCmd::doIt( const MArgList &mArgList )
// {
// m_undo.SetArgList( Syntax(), mArgList );
// }
//
// MStatus CMyCmd::redoIt( const MArgList &mArgList )
// {
// // Get at command line args
// m_undo.ArgDatabase().isFlagSet( ... );
//
// // Do operations
// m_undo.SaveCurrentSelection();
// m_undo.DagModifier().createNode( ... );
// m_undo.DagModifierDoIt();
// m_undo.SetAttr( mPlug, value );
//
// /// etc ...
// }
//
// MStatus CMyCmd::undoIt( const MArgList &mArgList )
// {
// m_undo.Undo();
// }
//
// bool CMyCmd::isUndoable()
// {
// return m_undo.IsUndoable();
// }
//
// If there's a need to get fancy, any of the CUndoOp* classes can be
// constructed via 'new' and a boost::shared_ptr< CUndoOp > constructed
// with that pointed can be passed to CUndo::Push(). Note that means
// that the pointer will be managed by boost::shared_ptr so if the
// lifetime of the data needs to be controlled by the caller (it shouldn't)
// then a shared_ptr should be kept
//
// Setting the ArgList and using ArgDatabase doesn't affect the undo/redo
// ability but it's a convnient place to keep that data
//
//=============================================================================
#ifndef VALVEMAYA_UNDO_H
#define VALVEMAYA_UNDO_H
#if defined( _WIN32 )
#pragma once
#endif
// Standard includes
// Maya includes
#include <maya/MArgDatabase.h>
#include <maya/MArgList.h>
#include <maya/MDagModifier.h>
#include <maya/MDagPath.h>
#include <maya/MObject.h>
#include <maya/MPlug.h>
#include <maya/MSelectionList.h>
#include <maya/MStatus.h>
#include <maya/MString.h>
#include <maya/MSyntax.h>
#include <maya/MTransformationMatrix.h>
// Valve includes
#include "tier1/utlstack.h"
namespace ValveMaya
{
// Forward declarations
class CUndoOp;
//=============================================================================
//
//
// CUndo: Undo stack manager class
//
//
//=============================================================================
class CUndo
{
public:
CUndo();
~CUndo();
void Clear();
MStatus SetArgList(
const MSyntax &mSyntax,
const MArgList &mArgList );
const MArgDatabase &ArgDatabase();
void SaveCurrentSelection();
MDagModifier &DagModifier();
MStatus DagModifierDoIt();
MStatus Connect(
const MPlug &srcP,
const MPlug &dstP,
bool force = false );
bool SetAttr(
MPlug &mPlug,
MObject &val );
bool SetAttr(
MPlug &mPlug,
double val );
bool Lock(
MPlug &mPlug,
bool lock );
void NodeCreated( MObject &nodeObject );
void Push(
CUndoOp *pUndoOp );
bool IsUndoable() const;
MStatus Undo();
protected:
MArgDatabase *m_pArgDatabase;
CUtlStack< CUndoOp * > m_undoStack;
};
//=============================================================================
//
//
// CUndoOp: Undo stack member abstract base class
//
//
//=============================================================================
class CUndoOp
{
public:
virtual ~CUndoOp()
{
}
virtual void Undo() = 0;
};
//=============================================================================
//
//
// CUndoOpDagModifier: Undo stack member Dag Modifier class
//
//
//=============================================================================
class CUndoOpDagModifier : public CUndoOp
{
public:
virtual ~CUndoOpDagModifier()
{
}
virtual void Undo()
{
m_mDagModifier.undoIt();
}
protected:
friend class CUndo;
MDagModifier m_mDagModifier;
};
//=============================================================================
//
//
// CUndoOpSetAttr: Undo stack member for setting attributes
//
//
//=============================================================================
class CUndoOpSetAttr : public CUndoOp
{
public:
CUndoOpSetAttr(
MPlug &mPlug,
MObject &mObjectVal );
CUndoOpSetAttr(
MPlug &mPlug,
double numericVal );
virtual ~CUndoOpSetAttr()
{
}
virtual void Undo();
protected:
MPlug m_mPlug;
MObject m_mObjectVal;
double m_numericVal;
const bool m_numeric;
private:
// Visual C++ is retarded - tell it there's no assignment operator
CUndoOpSetAttr &operator=( const CUndoOpSetAttr &rhs );
};
//=============================================================================
//
//
// CUndoOpSelection: Undo stack member for changing selection
//
//
//=============================================================================
class CUndoOpSelection : public CUndoOp
{
public:
CUndoOpSelection();
virtual ~CUndoOpSelection()
{
}
virtual void Undo();
protected:
MSelectionList m_mSelectionList;
};
//=============================================================================
//
//
// CUndoOpSelection: Undo stack member for locking and unlocking attributes
//
//
//=============================================================================
class CUndoOpLock : public CUndoOp
{
public:
CUndoOpLock(
MPlug &mPlug,
bool lock );
virtual ~CUndoOpLock()
{
}
virtual void Undo();
protected:
MPlug m_mPlug;
const bool m_locked;
private:
// Visual C++ is retarded - tell it there's no assignment operator
CUndoOpLock &operator=( const CUndoOpLock &rhs );
};
//=============================================================================
//
//=============================================================================
class CUndoOpResetRestPosition : public CUndoOp
{
public:
CUndoOpResetRestPosition(
const MDagPath &mDagPath );
virtual ~CUndoOpResetRestPosition()
{
}
virtual void Undo();
protected:
const MDagPath m_mDagPath;
MTransformationMatrix m_matrix;
};
//=============================================================================
// For node creation via something like MFnMesh::create, etc..
//=============================================================================
class CUndoOpNodeCreated : public CUndoOp
{
public:
CUndoOpNodeCreated(
MObject &mObject );
virtual ~CUndoOpNodeCreated()
{
}
virtual void Undo();
protected:
MObject m_nodeObject;
};
}
#endif // VALVEMAYA_UNDO_H

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//====== Copyright (c) 1996-2009, Valve Corporation, All rights reserved. =====
//
// vsskinnerutils
//
//=============================================================================
#ifndef VSSKINNERUTILS_H
#define VSSKINNERUTILS_H
// Maya includes
#include <maya/MDagPath.h>
#include <maya/MSelectionList.h>
#include <maya/MMatrix.h>
// Valve includes
#include "mathlib/vmatrix.h"
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CVsSkinnerUtils
{
public:
static MDagPath GetSpecifiedSkinnerNode( const MSelectionList &iList );
static MStatus GetSpecifiedSkinnerNodes( const MSelectionList &iList, MSelectionList &oList );
static MStatus FindSkinnerNodesInHierarchy( const MDagPath &iDagPath, MSelectionList &oList );
static MStatus ConnectedToSkinnerNode( const MDagPath &iDagPath, MDagPath &oDagPath );
static MStatus IsSkinnerNode( const MObject &iObject );
static MStatus IsSkinnerNode( const MDagPath &iDagPath );
static MStatus IsSkinnerVol( const MObject &iObject );
static MStatus IsSkinnerVol( const MDagPath &iDagPath );
static MStatus IsSkinnerJoint( const MObject &iObject );
static MStatus IsSkinnerJoint( const MDagPath &mDagPath );
static MStatus IsSkinnerBone( const MObject &iObject );
static MObject GetSkinnerBoneFromSkinnerJoint( const MObject &iObject );
static MObject GetSkinnerBoneFromSkinnerJoint( const MDagPath &iDagPath );
static VMatrix MMatrixToVMatrix( const MMatrix &mMatrix );
};
#endif // VSSKINNERUTILS_H