28 #define MAYA_DEFAULT_CAMERA "camera1"
30 #define ANIM_TX BIT( 0 )
31 #define ANIM_TY BIT( 1 )
32 #define ANIM_TZ BIT( 2 )
33 #define ANIM_QX BIT( 3 )
34 #define ANIM_QY BIT( 4 )
35 #define ANIM_QZ BIT( 5 )
105 void Reset(
const char *commandline );
237 #define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
238 #define MD3_VERSION 15
241 #define MD3_MAX_LODS 4
242 #define MD3_MAX_TRIANGLES 8192 // per surface
243 #define MD3_MAX_VERTS 4096 // per surface
244 #define MD3_MAX_SHADERS 256 // per surface
245 #define MD3_MAX_FRAMES 1024 // per model
246 #define MD3_MAX_SURFACES 32 // per model
247 #define MD3_MAX_TAGS 16 // per frame
250 #define MD3_XYZ_SCALE (1.0/64)
253 #define SHADER_MAX_VERTEXES 1000
254 #define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
258 #define MAX_Q3PATH 64
GLdouble GLdouble GLdouble GLdouble q
bool RemapParents(idList< idNamePair > &remapjoints)
bool TokenAvailable(void)
int SetTokens(const char *buffer)
idList< idExportJoint > joints
idList< idAnimGroup > groups
void GetBindPose(MObject &jointNode, idExportJoint *joint, float scale)
idExportJoint * FindJointReal(const char *name)
idExportJoint & operator=(const idExportJoint &other)
void CreateMesh(float scale)
void GetLocalTransform(idExportJoint *joint, idVec3 &pos, idMat3 &mat)
GLenum GLenum GLenum GLenum GLenum scale
struct md3Surface_s md3Surface_t
struct md3Frame_s md3Frame_t
idList< idAnimGroup * > exportgroups
void GetAlignment(idStr &alignName, idMat3 &align, float rotate, int startframe)
bool WriteAnim(const char *filename, idExportOptions &options)
const char * CurrentToken(void)
idList< idBounds > bounds
idExportOptions(const char *commandline, const char *ospath)
idExportMesh * CopyMesh(MFnSkinCluster &skinCluster, float scale)
bool WriteCamera(const char *filename, idExportOptions &options)
void GetDefaultPose(idMat3 &align)
const char * GetObjectType(MObject object)
idExportJoint * FindJoint(const char *name)
idList< cameraFrame_t > camera
idList< idNamePair > remapjoints
bool jointInExportGroup(const char *jointname)
idList< exportWeight_t > weights
idExportOptions & options
void GetTextureForMesh(idExportMesh *mesh, MFnDagNode &dagNode)
void Merge(idExportMesh *mesh)
void RenameJoints(idList< idNamePair > &renamejoints, idStr &prefix)
idList< exportTriangle_t > tris
idList< exportVertex_t > verts
const char * NextToken(const char *errorstring=NULL)
float GetCameraFov(idExportJoint *joint)
idList< idNamePair > renamejoints
idList< idExportMesh * > meshes
MObject FindShader(MObject &setNode)
void CreateCameraAnim(idMat3 &align)
bool WriteMesh(const char *filename, idExportOptions &options)
float TimeForFrame(int num) const
idMayaExport(idExportOptions &exportOptions)
GLubyte GLubyte GLubyte a
void PruneJoints(idStrList &keepjoints, idStr &prefix)
void CreateAnimation(idMat3 &align)
idList< jointFrame_t > jointFrames
idHierarchy< idExportJoint > mayaNode
idExportJoint * exportOrigin
void GetBounds(idBounds &bounds) const
int GetMayaFrameNum(int num) const
idList< jointFrame_t * > frames
void GetCameraFrame(idExportJoint *camera, idMat3 &align, cameraFrame_t *cam)
idHierarchy< idExportJoint > exportHead
ID_INLINE int operator==(exportVertex_t a, exportVertex_t b)
void Reset(const char *commandline)
idHierarchy< idExportJoint > mayaHead
void GetWorldTransform(idExportJoint *joint, idVec3 &pos, idMat3 &mat, float scale)
idHierarchy< idExportJoint > exportNode
struct md3Header_s md3Header_t
void CreateJoints(float scale)
const char * GetToken(int index)