/* //- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Autodesk, Inc. ("Autodesk") and/or its // licensors, which is protected by U.S. and Canadian federal copyright // law and by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. // // ========================================================================== //+ */ // // Original Author: XCW // #ifndef __DtExt_h__ #define __DtExt_h__ #include #include #ifdef __cplusplus extern "C" { #endif // Defined in DtLayer.c++: // int DtExt_tesselate(); void DtExt_setTesselate( int mode ); int DtExt_materialInventory(); int DtExt_outputTransforms(); void DtExt_setOutputTransforms( int mode ); int DtExt_xTextureRes(); int DtExt_yTextureRes(); int DtExt_MaxXTextureRes(); int DtExt_MaxYTextureRes(); int DtExt_outputCameras(); int DtExt_Parents(); int DtExt_Winding(); void DtExt_setInlineTextures( int status ); int DtExt_inlineTextures(); void DtExt_setXTextureRes( int res ); void DtExt_setYTextureRes( int res ); void DtExt_setMaxXTextureRes( int res ); void DtExt_setMaxYTextureRes( int res ); void DtExt_setOutputCameras( int status ); int DtExt_softTextures(); void DtExt_setSoftTextures( int mode ); void DtExt_setParents( int status ); void DtExt_setWinding( int mode ); void DtExt_addTextureSearchPath( char *path ); char * DtExt_getTextureSearchPath( void ); void DtExt_setRescaleRange( int mode ); int DtExt_RescaleRange(); int DtExt_VertexAnimation(); void DtExt_setVertexAnimation( int mode ); int DtExt_JointHierarchy(); void DtExt_setJointHierarchy( int mode ); int DtExt_MultiTexture(); void DtExt_setMultiTexture( int mode ); int DtExt_OriginalTexture(); void DtExt_setOriginalTexture( int mode ); #if defined (_WIN32) void DtExt_SetParentWidget( int parent ); #elif defined (OSMac_) void DtExt_SetParentWidget( ControlRef parent ); #else void DtExt_SetParentWidget( Widget parent ); #endif // Defined in MDtShape.cc: // int DtExt_SetupWorldVertices( void ); // Walking of the Dag Tree methods: // #define ALL_Nodes 0 #define PICKED_Nodes 1 // corresponds to the ACTIVE_Nodes in PA DT #define ACTIVE_Nodes 2 // corresponds to the UNDER_Nodes in PA DT #define DEBUG_GEOMAT 1 #define DEBUG_CAMERA 2 #define DEBUG_LIGHT 4 // Defined in MDtLayer.cc: // int DtExt_WalkMode( void ); void DtExt_setWalkMode( int mode ); // Shape extensions // MayaDT can not support these functions with the same arguments! // // Implemented now as int DtExt_ShapeGetTransform(int shapeID, MObject &obj ); int DtExt_ShapeGetShapeNode(int shapeID, MObject &obj ); int DtExt_ShapeGetDagPath(int shapeID, MDagPath &dagPath); // // int DtExt_ShapeGetAlObject(int shapeID, AlObject **obj); // int DtExt_ShapeGetAlObject(int shapeID, void **obj); // Implemented now as int DtExt_ShapeGetShader( int shapeID, int groupID, MObject &obj ); int DtExt_MtlGetShader( int mtlID, MObject &obj ); // // int DtExt_ShapeGetAlShader(int shapeID, int groupID, AlShader **obj); // int DtExt_ShapeGetAlShader(int shapeID, int groupID, void **obj); // Implemented now as int DtExt_ShapeGetOriginal(int shapeID, int groupID, MObject &obj); // // int DtExt_ShapeGetAlOriginal(int shapeID, int groupID, AlObject **obj); // int DtExt_ShapeGetAlOriginal(int shapeID, int groupID, void **obj); // Light extensions int DtExt_LightGetTransform(int lightID, MObject &obj ); int DtExt_LightGetShapeNode(int lightID, MObject &obj ); // Camera extensions int DtExt_CameraGetTransform(int cameraID, MObject &obj ); int DtExt_CameraGetShapeNode(int cameraID, MObject &obj ); // Defined in doShape.cc: // int DtExt_ShapeIsAnim( int shapeID ); int DtExt_ShapeGetTexCnt( int shapeID, int *cnt ); int DtExt_ShapeIncTexCnt( int shapeID ); int DtExt_ShapeIsInstanced( int shapeID ); // Defined in DtLayer.c++: // void DtExt_setDebug( int ); int DtExt_Debug(); void DtExt_Msg( char *, ... ); void DtExt_Err( char *, ... ); void DtExt_SceneInit( char * ); void DtExt_dbInit( void ); void DtExt_CleanUp( void ); // const char* DtExt_nodeName( AlObject * ); // void DtExt_firstDagNode( AlObject** ); #ifdef __cplusplus }; #endif // General definitions for MDtExt functions: // #define kTESSNONE 0 #define kTESSTRI 3 #define kTESSQUAD 4 #define kTRANSFORMNONE 0 #define kTRANSFORMMINIMAL 1 #define kTRANSFORMALL 2 #define AP_PGM_NAME "GameExport" #define AP_PGM_VERSION "2.1" #endif