📄 flx_exportsettings.h
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
* FLEXPORTER - a flexible exporter
* Copyright (C) 2000-2003 Pierre Terdiman
* Homepage: http://www.codercorner.com/Flexporter.htm
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* This file contains the exportation settings structure.
* \file FLX_ExportSettings.h
* \author Pierre Terdiman
* \date April, 4, 2000
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Include Guard
#ifndef __FLX_EXPORTSETTINGS_H__
#define __FLX_EXPORTSETTINGS_H__
//! Various compression schemes
/* enum CompressionValues
{
FLX_COMPRESSION_NONE = 0,
FLX_COMPRESSION_ZLIB = 1,
FLX_COMPRESSION_BZIP2 = 2,
FLX_COMPRESSION_FORCE_DWORD = 0x7fffffff
};
*/
//! SetLocale() for printf
enum LocalSettings
{
FLX_LOCALE_ENGLISH = 0,
FLX_LOCALE_FRENCH = 1,
FLX_LOCALE_FORCE_DWORD = 0x7fffffff
};
//! Exportation settings. You can here customize the way Flexporter exports information from MAX.
class FLEXPORTER_API ExportSettings
{
public:
// Constructor / Destructor
ExportSettings()
{
// mCompression = FLX_COMPRESSION_NONE;
// mNbBits = 8;
mExportWholeScene = true;
mExportVisTrack = false;
mExportHiddenNodes = false;
mAutoUnload = false;
mAutoLoad = false;
mGlobalScale = 1.0f;
mLocale = FLX_LOCALE_ENGLISH;
mExportPHYSIQUE = true;
mExportSKIN = false;
mExportBIPED = false;
mAlwaysExportMotion = false;
mExpUVW = false;
mDiscardW = true;
mExpVTXColor = false;
mUseSmgrp = true;
mRemoveScaling = true;
mConvertToD3D = true;
mAbsolutePRS = false;
mConvexHull = false;
mBoundingSphere = false;
mInertiaTensor = false;
mEdgeVis = false;
mMakeManifold = false;
mExpTargetNodes = false;
mDiscardInstances = false;
mConsolidateMesh = false;
mComputeFaceNormals = false;
mComputeVertexNormals = false;
mExportNormalInfo = false;
mWeightNormalsByArea = false;
mCacheOptimize = false;
mForceAmbient = false;
mForceDiffuse = false;
mForceSpecular = false;
mForceFilter = false;
mExpMtlCtrl = false;
mMaterialSharing = false;
mOpacityInAlpha = true;
mTexnameOnly = false;
mTexMaxSize = 256;
mKeepAmbientTexture = false;
mKeepDiffuseTexture = true;
mKeepSpecularTexture = false;
mKeepShininessTexture = false;
mKeepShiningStrengthTexture = false;
mKeepSelfIllumTexture = false;
mKeepOpacityTexture = true;
mKeepFilterTexture = false;
mKeepBumpTexture = false;
mKeepReflexionTexture = false;
mKeepRefractionTexture = false;
mKeepDisplacementTexture = false;
mFlipHorizontal = false;
mFlipVertical = false;
mQuantizeTextures = false;
mDiscardTextureAlpha = false;
mExpCameras = true;
mExpFOVCtrl = false;
mExpCamCtrl = false;
mExpLights = true;
mExpLitCtrl = false;
mExpProjMaps = false;
mComputeVtxColors = false;
mComputeShadows = false;
mColorSmoothing = false;
mSingleFrame = true;
mSampling = true;
mSamplingRate = 1;
mExpShapes = false;
mShapeToMesh = false;
mExpHelpers = false;
mExpSpaceWarps = false;
mExportIK = false;
}
~ExportSettings()
{
}
inline_ long GetSamplingRate() const { return mSamplingRate>0 ? mSamplingRate : 1; }
// General settings
// udword mCompression; //!< Compression settings (see above)
// long mNbBits; //!< Number of bits / quantized coordinate
bool mExportWholeScene; //!< Export whole scene or single node
bool mExportVisTrack; //!< Export visibility track
bool mExportHiddenNodes; //!< Export hidden nodes or discard them
bool mAutoUnload; //!< Automatically unload plug-ins after each export
bool mAutoLoad; //!< Automatically load settings from the registry
float mGlobalScale; //!< Global scaling factor
udword mLocale; //!< Local settings
bool mExportPHYSIQUE; //!< Export PHYSIQUE modifiers as characters (else as standard meshes)
bool mExportSKIN; //!< Export SKIN modifiers as characters (else as standard meshes)
bool mExportBIPED; //!< Export BIPED parts or discard them
bool mAlwaysExportMotion; //!< Export motion data in main file
// Meshes settings
// bool mCreateStrips; //!< Create triangle strips or not
bool mExpUVW; //!< Export UVW mappings or discard them
bool mDiscardW; //!< Discard W in UVW or keep it
bool mExpVTXColor; //!< Export vertex colors or discard them
bool mUseSmgrp; //!< Use smoothing groups or discard them
// bool mExpNorm; //!< Export normals or not
// bool mLOD; //!< Compute progressive meshes or not
bool mRemoveScaling; //!< Remove non-uniform scaling of all nodes
bool mConvertToD3D; //!< Convert from MAX frame to D3D frame
bool mAbsolutePRS; //!< Export absolute PRS values (else relative to parent)
bool mConvexHull; //!< Flexporter can compute the convex hull for you
bool mBoundingSphere; //!< Flexporter can compute the bounding sphere for you
bool mInertiaTensor; //!< Flexporter can compute the inertia tensor for you
bool mEdgeVis; //!< Export edge visibility
bool mMakeManifold; //!< Make manifold mesh (remove singular edges)
bool mExpTargetNodes; //!< Export target nodes or discard them
bool mDiscardInstances; //!< Export instances as real meshes
// Consolidation settings
bool mConsolidateMesh; //!< Flexporter can rebuild a clean mesh for you
bool mComputeFaceNormals; //!< Flexporter can compute and export face normals
bool mComputeVertexNormals; //!< Flexporter can compute and export vertex normals
bool mExportNormalInfo; //!< Export NormalInfo field or not
bool mWeightNormalsByArea; //!< Take face areas into account in normal computation
bool mCacheOptimize; //!< Optimize consolidation for cache coherency
// Material settings
bool mForceAmbient; //!< Force material ambient color to pure white.
bool mForceDiffuse; //!< Force material diffuse color to pure white.
bool mForceSpecular; //!< Force material specular color to pure white.
bool mForceFilter; //!< Force material filter color to black.
bool mExpMtlCtrl; //!< Export material controllers or discard them
bool mMaterialSharing; //!< Try to share materials accross objects (by discarding its name)
// Texture settings
bool mOpacityInAlpha; //!< Pack the opacity map in the diffuse map alpha channel
bool mTexnameOnly; //!< Only reports the texture's name, not the pixel buffer
udword mTexMaxSize; //!< Texture maximum size
bool mKeepAmbientTexture; //!< Export ambient textures, or discard them
bool mKeepDiffuseTexture; //!< Export diffuse textures, or discard them
bool mKeepSpecularTexture; //!< Export specular textures, or discard them
bool mKeepShininessTexture; //!< Export shininess textures, or discard them
bool mKeepShiningStrengthTexture; //!< Export shining strength textures, or discard them
bool mKeepSelfIllumTexture; //!< Export self-illum textures, or discard them
bool mKeepOpacityTexture; //!< Export opacity textures, or discard them
bool mKeepFilterTexture; //!< Export filter textures, or discard them
bool mKeepBumpTexture; //!< Export bump textures, or discard them
bool mKeepReflexionTexture; //!< Export reflexion textures, or discard them
bool mKeepRefractionTexture; //!< Export refraction textures, or discard them
bool mKeepDisplacementTexture; //!< Export displacement textures, or discard them
bool mFlipHorizontal; //!< Flip texture horizontally before exporting
bool mFlipVertical; //!< Flip texture vertically before exporting
bool mQuantizeTextures; //!< Convert to 256-colors textures
bool mDiscardTextureAlpha; //!< Discard texture's alpha channel
// Camera settings
bool mExpCameras; //!< Export cameras or discard them
bool mExpFOVCtrl; //!< Export FOV controller or discard them
bool mExpCamCtrl; //!< Export cameras attributes controllers or discard them
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