This commit is contained in:
2025-05-13 02:46:21 +03:00
parent 143e16692e
commit 86914b7fcc
610 changed files with 92343 additions and 2 deletions
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LIBRARY LifeExportInternal
EXPORTS
DoExport @1 PRIVATE
SECTIONS
.data READ WRITE
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// LifeExportInternal.cpp : Defines the exported functions for the DLL application.
//
#include "stdafx.h"
#include "LifeExportInternal.h"
#include "IGame/IGame.h"
#include "IGame/IGameObject.h"
#include <max.h>
//#include "IGame/IGameFX.h"
#include "3dsmaxport.h"
#include <stdio.h>
struct Vertex
{
Point3 Position;
Point3 Normal;
Point3 Tangent;
Point3 Binormal;
Point2 Texcoord1;
Point2 Texcoord2;
};
LIFEEXPORTINTERNAL_API int DoExport(const MCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts=FALSE, DWORD options=0)
{
IGameScene * pIgame = GetIGameInterface();
IGameConversionManager * cm = GetConversionManager();
cm->SetCoordSystem(IGameConversionManager::IGAME_D3D);
bool exportSelected = (options & SCENE_EXPORT_SELECTED) ? true : false;
pIgame->InitialiseIGame(exportSelected);
pIgame->SetStaticFrame(0);
FILE* f = fopen("C:\\#export_internal.txt", "wb");
int nodeCount = pIgame->GetTopLevelNodeCount();
for(int i = 0; i < nodeCount; i++)
{
IGameNode* node = pIgame->GetTopLevelNode(i);
if(node->IsTarget())
continue;
IGameObject* obj = node->GetIGameObject();
switch(obj->GetIGameType())
{
case IGameObject::IGAME_MESH:
{
IGameMesh* mesh = (IGameMesh*)obj;
mesh->SetCreateOptimizedNormalList();
if(mesh->InitializeData())
{
int faceCount = mesh->GetNumberOfFaces();
//mesh->GetNormal()
std::wstring nodeName(node->GetName());
char nameSrc[512];
wcstombs(nameSrc, nodeName.c_str(), 512);
nameSrc[nodeName.length()] = 0;
std::string realName(nameSrc);
sprintf(nameSrc, "NodeName: %s, FaceCount: %i\n", realName.c_str(), faceCount);
fwrite(nameSrc, 1,strlen(nameSrc), f);
}
}
break;
}
}
char buf[128];
sprintf(buf, "Objects count: %i", nodeCount);
fwrite(buf, 1,strlen(buf), f);
fclose(f);
return 1;
}
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// The following ifdef block is the standard way of creating macros which make exporting
// from a DLL simpler. All files within this DLL are compiled with the LIFEEXPORTINTERNAL_EXPORTS
// symbol defined on the command line. This symbol should not be defined on any project
// that uses this DLL. This way any other project whose source files include this file see
// LIFEEXPORTINTERNAL_API functions as being imported from a DLL, whereas this DLL sees symbols
// defined with this macro as being exported.
#ifdef LIFEEXPORTINTERNAL_EXPORTS
#define LIFEEXPORTINTERNAL_API __declspec(dllexport)
#else
#define LIFEEXPORTINTERNAL_API __declspec(dllimport)
#endif
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{E9BBB863-0237-4F30-B8AD-EFED25A3A61B}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>LifeExportInternal</RootNamespace>
<VCTargetsPath Condition="'$(VCTargetsPath11)' != '' and '$(VSVersion)' == '' and $(VisualStudioVersion) == ''">$(VCTargetsPath11)</VCTargetsPath>
<SccProjectName>&lt;Project Location In Database&gt;</SccProjectName>
<SccAuxPath>&lt;Source Control Database&gt;</SccAuxPath>
<SccLocalPath>&lt;Local Binding Root of Project&gt;</SccLocalPath>
<SccProvider>Mercurial Source Control Package</SccProvider>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;LIFEEXPORTINTERNAL_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>C:\Program Files (x86)\Autodesk\maxsdk\include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ModuleDefinitionFile>Exports.def</ModuleDefinitionFile>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;LIFEEXPORTINTERNAL_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>C:\Program Files\Autodesk\3ds Max 2014 SDK\maxsdk\include;$(SolutionDir)\LifeCore\include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ModuleDefinitionFile>Exports.def</ModuleDefinitionFile>
<AdditionalLibraryDirectories>C:\Program Files\Autodesk\3ds Max 2014 SDK\maxsdk\lib\x64\Release;$(SolutionDir)\LifeCore\lib</AdditionalLibraryDirectories>
<AdditionalDependencies>LifeCore_d.lib;core.lib;geom.lib;gfx.lib;mesh.lib;maxutil.lib;maxscrpt.lib;paramblk2.lib;msxml2.lib;igame.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>copy "$(OutDir)$(TargetName)$(TargetExt)" "$(ADSK_3DSMAX_x64_2013)plugins\$(TargetName)$(TargetExt)"</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>Use</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;LIFEEXPORTINTERNAL_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<ModuleDefinitionFile>Exports.def</ModuleDefinitionFile>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>Use</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;LIFEEXPORTINTERNAL_EXPORTS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>C:\Program Files\Autodesk\3ds Max 2014 SDK\maxsdk\include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<ModuleDefinitionFile>Exports.def</ModuleDefinitionFile>
<AdditionalDependencies>LifeCore_d.lib;core.lib;geom.lib;gfx.lib;mesh.lib;maxutil.lib;maxscrpt.lib;paramblk2.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<None Include="Exports.def" />
<None Include="ReadMe.txt" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="LifeExportInternal.h" />
<ClInclude Include="stdafx.h" />
<ClInclude Include="targetver.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="dllmain.cpp">
<CompileAsManaged Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</CompileAsManaged>
<CompileAsManaged Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</CompileAsManaged>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
</PrecompiledHeader>
<CompileAsManaged Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</CompileAsManaged>
<CompileAsManaged Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</CompileAsManaged>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
</PrecompiledHeader>
</ClCompile>
<ClCompile Include="LifeExportInternal.cpp" />
<ClCompile Include="stdafx.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
</ClCompile>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
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========================================================================
DYNAMIC LINK LIBRARY : LifeExportInternal Project Overview
========================================================================
AppWizard has created this LifeExportInternal DLL for you.
This file contains a summary of what you will find in each of the files that
make up your LifeExportInternal application.
LifeExportInternal.vcxproj
This is the main project file for VC++ projects generated using an Application Wizard.
It contains information about the version of Visual C++ that generated the file, and
information about the platforms, configurations, and project features selected with the
Application Wizard.
LifeExportInternal.vcxproj.filters
This is the filters file for VC++ projects generated using an Application Wizard.
It contains information about the association between the files in your project
and the filters. This association is used in the IDE to show grouping of files with
similar extensions under a specific node (for e.g. ".cpp" files are associated with the
"Source Files" filter).
LifeExportInternal.cpp
This is the main DLL source file.
/////////////////////////////////////////////////////////////////////////////
Other standard files:
StdAfx.h, StdAfx.cpp
These files are used to build a precompiled header (PCH) file
named LifeExportInternal.pch and a precompiled types file named StdAfx.obj.
/////////////////////////////////////////////////////////////////////////////
Other notes:
AppWizard uses "TODO:" comments to indicate parts of the source code you
should add to or customize.
/////////////////////////////////////////////////////////////////////////////
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// dllmain.cpp : Defines the entry point for the DLL application.
#include "stdafx.h"
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
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// stdafx.cpp : source file that includes just the standard includes
// LifeExportInternal.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
// TODO: reference any additional headers you need in STDAFX.H
// and not in this file
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// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#pragma once
#include "targetver.h"
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <windows.h>
// TODO: reference additional headers your program requires here
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#pragma once
// Including SDKDDKVer.h defines the highest available Windows platform.
// If you wish to build your application for a previous Windows platform, include WinSDKVer.h and
// set the _WIN32_WINNT macro to the platform you wish to support before including SDKDDKVer.h.
#include <SDKDDKVer.h>