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mayaToEgg.cxx
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1/**
2 * PANDA 3D SOFTWARE
3 * Copyright (c) Carnegie Mellon University. All rights reserved.
4 *
5 * All use of this software is subject to the terms of the revised BSD
6 * license. You should have received a copy of this license along
7 * with this source code in a file named "LICENSE."
8 *
9 * @file mayaToEgg.cxx
10 * @author drose
11 * @date 2000-02-15
12 *
13 * Additional Maintenance by the PandaSE team
14 * Carnegie Mellon Entertainment Technology Center
15 * Spring '10
16 * Team Members:
17 * Deepak Chandraskeran - producer / programmer
18 * Andrew Gartner - programmer/technical artist
19 * Federico Perazzi - programmer
20 * Shuying Feng - programmer
21 * Wei-Feng Huang - programmer
22 * (Egger additions by Andrew Gartner and Wei-Feng Huang)
23 * The egger can now support vertex color in a variety
24 * of combinations with flat color and file color textures
25 * (see set_vertex_color). Also, there are two new
26 * command line options "legacy-shaders" and "texture-copy".
27 * The first treats any Maya material/shader as if it were
28 * a legacy shader. Passing it through the legacy codepath.
29 * This feature was originally intended to fix a bug where
30 * flat-color was being ignored in the modern (Phong) codepath
31 * However, with the new vertex and flat color functions it
32 * may not be necessary. Still, until the newer color functions
33 * have been tried and tested more, the feature has been left in
34 * to anticipate any problems that may arise. The texture copy
35 * feature was added to provide a way to resolve build path issues
36 * and can support both relative and absolute paths. The feature
37 * will copy any file maps/textures to the specified directory
38 * and update the egg file accordingly.
39 */
40
41#include "mayaToEgg.h"
42#include "mayaToEggConverter.h"
43#include "config_mayaegg.h"
44#include "config_maya.h" // for maya_cat
45#include "globPattern.h"
46
47/**
48 *
49 */
50MayaToEgg::
51MayaToEgg() :
52 SomethingToEgg("Maya", ".mb")
53{
54 add_path_replace_options();
55 add_path_store_options();
56 add_animation_options();
57 add_units_options();
58 add_normals_options();
59 add_transform_options();
60
61 set_program_brief("convert Maya model files to .egg");
62 set_program_description
63 ("This program converts Maya model files to egg. Static and animatable "
64 "models can be converted, with polygon or NURBS output. Animation tables "
65 "can also be generated to apply to an animatable model.");
66
67 add_option
68 ("p", "", 0,
69 "Generate polygon output only. Tesselate all NURBS surfaces to "
70 "polygons via the built-in Maya tesselator. The tesselation will "
71 "be based on the tolerance factor given by -ptol.",
72 &MayaToEgg::dispatch_none, &_polygon_output);
73
74 add_option
75 ("ptol", "tolerance", 0,
76 "Specify the fit tolerance for Maya polygon tesselation. The smaller "
77 "the number, the more polygons will be generated. The default is "
78 "0.01.",
79 &MayaToEgg::dispatch_double, nullptr, &_polygon_tolerance);
80
81 add_option
82 ("bface", "", 0,
83 "Respect the Maya \"double sided\" rendering flag to indicate whether "
84 "polygons should be double-sided or single-sided. Since this flag "
85 "is set to double-sided by default in Maya, it is often better to "
86 "ignore this flag (unless your modelers are diligent in turning it "
87 "off where it is not desired). If this flag is not specified, the "
88 "default is to treat all polygons as single-sided, unless an "
89 "egg object type of \"double-sided\" is set.",
90 &MayaToEgg::dispatch_none, &_respect_maya_double_sided);
91
92 add_option
93 ("suppress-vcolor", "", 0,
94 "Ignore vertex color for geometry that has a texture applied. "
95 "(This is the way Maya normally renders internally.) The egg flag "
96 "'vertex-color' may be applied to a particular model to override "
97 "this setting locally.",
98 &MayaToEgg::dispatch_none, &_suppress_vertex_color);
99
100 add_option
101 ("convert-cameras", "", 0,
102 "Convert all camera nodes to locators. Will preserve position and rotation.",
103 &MayaToEgg::dispatch_none, &_convert_cameras);
104
105 add_option
106 ("convert-lights", "", 0,
107 "Convert all light nodes to locators. Will preserve position and rotation only.",
108 &MayaToEgg::dispatch_none, &_convert_lights);
109
110 add_option
111 ("keep-uvs", "", 0,
112 "Convert all UV sets on all vertices, even those that do not appear "
113 "to be referenced by any textures.",
114 &MayaToEgg::dispatch_none, &_keep_all_uvsets);
115
116 add_option
117 ("round-uvs", "", 0,
118 "round up uv coordinates to the nearest 1/100th. i.e. -0.001 becomes"
119 "0.0; 0.444 becomes 0.44; 0.778 becomes 0.78.",
120 &MayaToEgg::dispatch_none, &_round_uvs);
121
122 add_option
123 ("copytex", "dir", 41,
124 "Legacy option. Same as -pc.",
125 &MayaToEgg::dispatch_filename, &_legacy_copytex, &_legacy_copytex_dir);
126
127 add_option
128 ("trans", "type", 0,
129 "Specifies which transforms in the Maya file should be converted to "
130 "transforms in the egg file. The option may be one of all, model, "
131 "dcs, or none. The default is model, which means only transforms on "
132 "nodes that have the model flag or the dcs flag are preserved.",
133 &MayaToEgg::dispatch_transform_type, nullptr, &_transform_type);
134
135 add_option
136 ("subroot", "name", 0,
137 "Specifies that only a subroot of the geometry in the Maya file should "
138 "be converted; specifically, the geometry under the node or nodes whose "
139 "name matches the parameter (which may include globbing characters "
140 "like * or ?). This parameter may be repeated multiple times to name "
141 "multiple roots. If it is omitted altogether, the entire file is "
142 "converted.",
143 &MayaToEgg::dispatch_vector_string, nullptr, &_subroots);
144
145 add_option
146 ("subset", "name", 0,
147 "Specifies that only a subset of the geometry in the Maya file should "
148 "be converted; specifically, the geometry under the node or nodes whose "
149 "name matches the parameter (which may include globbing characters "
150 "like * or ?). This parameter may be repeated multiple times to name "
151 "multiple roots. If it is omitted altogether, the entire file is "
152 "converted.",
153 &MayaToEgg::dispatch_vector_string, nullptr, &_subsets);
154
155 add_option
156 ("exclude", "name", 0,
157 "Specifies that a subset of the geometry in the Maya file should "
158 "not be converted; specifically, the geometry under the node or nodes whose "
159 "name matches the parameter (which may include globbing characters "
160 "like * or ?). This parameter may be repeated multiple times to name "
161 "multiple roots.",
162 &MayaToEgg::dispatch_vector_string, nullptr, &_excludes);
163
164 add_option
165 ("ignore-slider", "name", 0,
166 "Specifies the name of a slider (blend shape deformer) that maya2egg "
167 "should not process. The slider will not be touched during conversion "
168 "and it will not become a part of the animation. This "
169 "parameter may including globbing characters, and it may be repeated "
170 "as needed.",
171 &MayaToEgg::dispatch_vector_string, nullptr, &_ignore_sliders);
172
173 add_option
174 ("force-joint", "name", 0,
175 "Specifies the name of a DAG node that maya2egg "
176 "should treat as a joint, even if it does not appear to be a Maya joint "
177 "and does not appear to be animated.",
178 &MayaToEgg::dispatch_vector_string, nullptr, &_force_joints);
179
180 add_option
181 ("v", "", 0,
182 "Increase verbosity. More v's means more verbose.",
183 &MayaToEgg::dispatch_count, nullptr, &_verbose);
184
185 add_option
186 ("legacy-shaders", "", 0,
187 "Use this flag to turn off modern (Phong) shader generation"
188 "and treat all shaders as if they were Lamberts (legacy).",
189 &MayaToEgg::dispatch_none, &_legacy_shader);
190
191 // Unfortunately, the Maya API doesn't allow us to differentiate between
192 // relative and absolute pathnames--everything comes out as an absolute
193 // pathname, even if it is stored in the Maya file as a relative path. So
194 // we can't support -noabs.
195 remove_option("noabs");
196
197 _verbose = 0;
198 _polygon_tolerance = 0.01;
199 _transform_type = MayaToEggConverter::TT_model;
200 _got_tbnauto = true;
201}
202
203/**
204 *
205 */
206void MayaToEgg::
207run() {
208 // Set the verbose level by using Notify.
209 if (_verbose >= 3) {
210 maya_cat->set_severity(NS_spam);
211 mayaegg_cat->set_severity(NS_spam);
212 } else if (_verbose >= 2) {
213 maya_cat->set_severity(NS_debug);
214 mayaegg_cat->set_severity(NS_debug);
215 } else if (_verbose >= 1) {
216 maya_cat->set_severity(NS_info);
217 mayaegg_cat->set_severity(NS_info);
218 }
219
220 if (_legacy_copytex && !_path_replace->_copy_files) {
221 _path_replace->_copy_files = true;
222 _path_replace->_copy_into_directory = _legacy_copytex_dir;
223 }
224
225 // Let's convert the output file to a full path before we initialize Maya,
226 // since Maya now has a nasty habit of changing the current directory.
227 if (_got_output_filename) {
228 _output_filename.make_absolute();
229 _path_replace->_path_directory.make_absolute();
230 }
231
232 nout << "Initializing Maya.\n";
233 MayaToEggConverter converter(_program_name);
234 // reverting directories is really not needed for maya2egg. It's more
235 // needed for mayaeggloader and such
236 if (!converter.open_api(false)) {
237 nout << "Unable to initialize Maya.\n";
238 exit(1);
239 }
240
241 // Copy in the command-line parameters.
242 converter._polygon_output = _polygon_output;
243 converter._polygon_tolerance = _polygon_tolerance;
244 converter._respect_maya_double_sided = _respect_maya_double_sided;
245 converter._always_show_vertex_color = !_suppress_vertex_color;
246 converter._keep_all_uvsets = _keep_all_uvsets;
247 converter._convert_cameras = _convert_cameras;
248 converter._convert_lights = _convert_lights;
249 converter._round_uvs = _round_uvs;
250 converter._transform_type = _transform_type;
251 converter._legacy_shader = _legacy_shader;
252
253 vector_string::const_iterator si;
254 if (!_subroots.empty()) {
255 converter.clear_subroots();
256 for (si = _subroots.begin(); si != _subroots.end(); ++si) {
257 converter.add_subroot(GlobPattern(*si));
258 }
259 }
260
261 if (!_subsets.empty()) {
262 converter.clear_subsets();
263 for (si = _subsets.begin(); si != _subsets.end(); ++si) {
264 converter.add_subset(GlobPattern(*si));
265 }
266 }
267
268 if (!_excludes.empty()) {
269 converter.clear_excludes();
270 for (si = _excludes.begin(); si != _excludes.end(); ++si) {
271 converter.add_exclude(GlobPattern(*si));
272 }
273 }
274
275 if (!_ignore_sliders.empty()) {
276 converter.clear_ignore_sliders();
277 for (si = _ignore_sliders.begin(); si != _ignore_sliders.end(); ++si) {
278 converter.add_ignore_slider(GlobPattern(*si));
279 }
280 }
281
282 if (!_force_joints.empty()) {
283 converter.clear_force_joints();
284 for (si = _force_joints.begin(); si != _force_joints.end(); ++si) {
285 converter.add_force_joint(GlobPattern(*si));
286 }
287 }
288
289 // Copy in the path and animation parameters.
290 apply_parameters(converter);
291
292 // Set the coordinate system to match Maya's.
293 if (!_got_coordinate_system) {
294 _coordinate_system = converter._maya->get_coordinate_system();
295 }
296 _data->set_coordinate_system(_coordinate_system);
297
298 converter.set_egg_data(_data);
299
300 if (!converter.convert_file(_input_filename)) {
301 nout << "Errors in conversion.\n";
302 exit(1);
303 }
304
305 // Use the standard Maya units, if the user didn't specify otherwise. This
306 // always returns centimeters, which is the way all Maya files are stored
307 // internally (and is the units returned by all of the API functions called
308 // here).
309 if (_input_units == DU_invalid) {
310 _input_units = converter.get_input_units();
311 }
312
314 nout << "\n";
315}
316
317/**
318 * Dispatches a parameter that expects a MayaToEggConverter::TransformType
319 * option.
320 */
321bool MayaToEgg::
322dispatch_transform_type(const std::string &opt, const std::string &arg, void *var) {
323 MayaToEggConverter::TransformType *ip = (MayaToEggConverter::TransformType *)var;
325
326 if ((*ip) == MayaToEggConverter::TT_invalid) {
327 nout << "Invalid type for -" << opt << ": " << arg << "\n"
328 << "Valid types are all, model, dcs, and none.\n";
329 return false;
330 }
331
332 return true;
333}
334
335int main(int argc, char *argv[]) {
336 MayaToEgg prog;
337 prog.parse_command_line(argc, argv);
338 prog.run();
339 return 0;
340}
void write_egg_file()
Writes out the egg file as the normal result of the program.
void make_absolute()
Converts the filename to a fully-qualified pathname from the root (if it is a relative pathname),...
Definition filename.cxx:968
This class can be used to test for string matches against standard Unix- shell filename globbing conv...
Definition globPattern.h:32
This class supervises the construction of an EggData structure from a single Maya file,...
static TransformType string_transform_type(const std::string &arg)
Returns the TransformType value corresponding to the indicated string, or TT_invalid.
virtual void parse_command_line(int argc, char **argv)
Dispatches on each of the options on the command line, and passes the remaining parameters to handle_...
This is the general base class for a file-converter program that reads some model file format and gen...
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.