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-rw-r--r--dmserializers/importsfmv6.cpp140
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diff --git a/dmserializers/importsfmv6.cpp b/dmserializers/importsfmv6.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#include "dmserializers.h"
+#include "dmebaseimporter.h"
+#include "datamodel/idatamodel.h"
+#include "datamodel/dmelement.h"
+#include "tier1/KeyValues.h"
+#include "tier1/utlbuffer.h"
+#include "tier1/utlmap.h"
+#include <limits.h>
+
+
+//-----------------------------------------------------------------------------
+// Format converter
+//-----------------------------------------------------------------------------
+class CImportSFMV6 : public CSFMBaseImporter
+{
+ typedef CSFMBaseImporter BaseClass;
+public:
+ CImportSFMV6( char const *formatName, char const *nextFormatName );
+
+private:
+ virtual bool DoFixup( CDmElement *pSourceRoot );
+
+ Quaternion DirectionToOrientation( const Vector &dir );
+
+ void FixupElement( CDmElement *pElement );
+ // Fixes up all elements
+ void BuildList( CDmElement *pElement, CUtlRBTree< CDmElement *, int >& list );
+};
+
+
+//-----------------------------------------------------------------------------
+// Singleton instance
+//-----------------------------------------------------------------------------
+static CImportSFMV6 s_ImportSFMV6( "sfm_v6", "sfm_v7" );
+
+void InstallSFMV6Importer( IDataModel *pFactory )
+{
+ pFactory->AddLegacyUpdater( &s_ImportSFMV6 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Constructor
+//-----------------------------------------------------------------------------
+CImportSFMV6::CImportSFMV6( char const *formatName, char const *nextFormatName ) :
+ BaseClass( formatName, nextFormatName )
+{
+}
+
+Quaternion CImportSFMV6::DirectionToOrientation( const Vector &dir )
+{
+ Vector up( 0, 0, 1 );
+ Vector right = CrossProduct( dir, up );
+ if ( right.IsLengthLessThan( 0.001f ) )
+ {
+ up.Init( 1, 0, 0 );
+ right = CrossProduct( dir, up );
+ }
+ right.NormalizeInPlace();
+ up = CrossProduct( right, dir );
+
+ Quaternion q;
+ BasisToQuaternion( dir, right, up, q );
+ return q;
+}
+
+//-----------------------------------------------------------------------------
+// Fixes up all elements
+//-----------------------------------------------------------------------------
+void CImportSFMV6::FixupElement( CDmElement *pElement )
+{
+ if ( !pElement )
+ return;
+
+ const char *pType = pElement->GetTypeString();
+
+ if ( !V_stricmp( pType, "DmeProjectedLight" ) )
+ {
+ Vector vDir = pElement->GetValue<Vector>( "direction" );
+ pElement->RemoveAttribute( "direction" );
+ Quaternion q = DirectionToOrientation( vDir );
+ pElement->SetValue<Quaternion>( "orientation", q );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Fixes up all elements
+//-----------------------------------------------------------------------------
+void CImportSFMV6::BuildList( CDmElement *pElement, CUtlRBTree< CDmElement *, int >& list )
+{
+ if ( !pElement )
+ return;
+
+ if ( list.Find( pElement ) != list.InvalidIndex() )
+ return;
+
+ list.Insert( pElement );
+
+ // Descend to bottom of tree, then do fixup coming back up the tree
+ for ( CDmAttribute *pAttribute = pElement->FirstAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
+ {
+ if ( pAttribute->GetType() == AT_ELEMENT )
+ {
+ CDmElement *pElementAt = pAttribute->GetValueElement<CDmElement>( );
+ BuildList( pElementAt, list );
+ continue;
+ }
+
+ if ( pAttribute->GetType() == AT_ELEMENT_ARRAY )
+ {
+ CDmrElementArray<> array( pAttribute );
+ int nCount = array.Count();
+ for ( int i = 0; i < nCount; ++i )
+ {
+ CDmElement *pChild = array[ i ];
+ BuildList( pChild, list );
+ }
+ continue;
+ }
+ }
+}
+
+bool CImportSFMV6::DoFixup( CDmElement *pSourceRoot )
+{
+ CUtlRBTree< CDmElement *, int > fixlist( 0, 0, DefLessFunc( CDmElement * ) );
+ BuildList( pSourceRoot, fixlist );
+ for ( int i = fixlist.FirstInorder(); i != fixlist.InvalidIndex() ; i = fixlist.NextInorder( i ) )
+ {
+ // Search and replace in the entire tree!
+ FixupElement( fixlist[ i ] );
+ }
+ return true;
+}