//- // ========================================================================== // Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by international treaties. // // The Data is provided for use exclusively by You. You have the right // to use, modify, and incorporate this Data into other products for // purposes authorized by the Autodesk software license agreement, // without fee. // // The copyright notices in the Software and this entire statement, // including the above license grant, this restriction and the // following disclaimer, must be included in all copies of the // Software, in whole or in part, and all derivative works of // the Software, unless such copies or derivative works are solely // in the form of machine-executable object code generated by a // source language processor. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND. // AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED // WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF // NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR // PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR // TRADE PRACTICE. IN NO EVENT WILL AUTODESK AND/OR ITS LICENSORS // BE LIABLE FOR ANY LOST REVENUES, DATA, OR PROFITS, OR SPECIAL, // DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES, EVEN IF AUTODESK // AND/OR ITS LICENSORS HAS BEEN ADVISED OF THE POSSIBILITY // OR PROBABILITY OF SUCH DAMAGES. // // ========================================================================== //+ #include #include #include #include #include #include const char* usage = "usage: [-h/help] asciiToBinary fileName1 fileName2 ...\n\ each file will be loaded, the filename will be checked for an\n\ extension. If one is found it will be change to .mb, otherwise a\n\ .mb will be appended to the file name. The scene will then be\n\ written out to this new filename in Maya Binary format.\n"; int main(int argc, char **argv) { MStatus stat; argc--, argv++; if (argc == 0) { cerr << usage; return(1); } for (; argc && argv[0][0] == '-'; argc--, argv++) { if (!strcmp(argv[0], "-h") || !strcmp(argv[0], "-help")) { cerr << usage; return(1); } // Check for other valid flags if (argv[0][0] == '-') { // Unknown flag cerr << usage; return(1); } } stat = MLibrary::initialize (argv[0]); if (!stat) { stat.perror("MLibrary::initialize"); return 1; } for (; argc; argc--, argv++) { MString fileName(argv[0]); MString fileType; MFileIO::newFile(true); // Load the file into Maya stat = MFileIO::open(fileName); if ( !stat ) { stat.perror(fileName.asChar()); continue; } // Check to see if file is already in binary format fileType = MFileIO::fileType(); if (fileType == MString("mayaBinary")) { cerr << fileName << ": already in mayaBinary format\n"; continue; } // Check for a file extension, and if one exists, change it // to .mb. If an extension does not exist, append a .mb to // the fileName. MString newFile; int loc = fileName.rindex('.'); if (loc == -1) { newFile = fileName; } else { newFile = fileName.substring(0, loc-1); } newFile += ".mb"; stat = MFileIO::saveAs(newFile, "mayaBinary"); if (stat) cerr << fileName << ": resaved as " << MFileIO::currentFile() << endl; else stat.perror(newFile.asChar()); } MLibrary::cleanup(); return 0; }