Files
FC1/Editor/Ase/ASETokens.h
romkazvo 34d6c5d489 123
2023-08-07 19:29:24 +08:00

336 lines
13 KiB
C

#ifndef __ASETokens_h__
#define __ASETokens_h__
#pragma once
// Top level category ID's
#define ASE_SCENE _T("*SCENE")
#define ASE_GEOMETRY _T("*GEOMOBJECT")
#define ASE_SHAPE _T("*SHAPEOBJECT")
#define ASE_CAMERA _T("*CAMERAOBJECT")
#define ASE_LIGHT _T("*LIGHTOBJECT")
#define ASE_HELPER _T("*HELPEROBJECT")
#define ASE_MATERIAL_LIST _T("*MATERIAL_LIST")
// Hierarchy
#define ASE_GROUP _T("*GROUP")
// Node related ID's
#define ASE_NODE_TM _T("*NODE_TM")
#define ASE_NODE_NAME _T("*NODE_NAME")
#define ASE_NODE_PARENT _T("*NODE_PARENT")
// Object (node) properties
#define ASE_PROP_MOTIONBLUR _T("*PROP_MOTIONBLUR")
#define ASE_PROP_CASTSHADOW _T("*PROP_CASTSHADOW")
#define ASE_PROP_RECVSHADOW _T("*PROP_RECVSHADOW")
// Mesh related ID's
#define ASE_MESH _T("*MESH")
#define ASE_MESH_NORMALS _T("*MESH_NORMALS")
#define ASE_MESH_NUMVERTEX _T("*MESH_NUMVERTEX")
#define ASE_MESH_NUMFACES _T("*MESH_NUMFACES")
#define ASE_MESH_VERTEX_LIST _T("*MESH_VERTEX_LIST")
#define ASE_MESH_VERTEX _T("*MESH_VERTEX")
#define ASE_MESH_FACE_LIST _T("*MESH_FACE_LIST")
#define ASE_MESH_FACE _T("*MESH_FACE")
#define ASE_MESH_SMOOTHING _T("*MESH_SMOOTHING")
#define ASE_MESH_MTLID _T("*MESH_MTLID")
#define ASE_MESH_NUMTVERTEX _T("*MESH_NUMTVERTEX")
#define ASE_MESH_NUMTVFACES _T("*MESH_NUMTVFACES")
#define ASE_MESH_TVERTLIST _T("*MESH_TVERTLIST")
#define ASE_MESH_TVERT _T("*MESH_TVERT")
#define ASE_MESH_TFACELIST _T("*MESH_TFACELIST")
#define ASE_MESH_TFACE _T("*MESH_TFACE")
#define ASE_MESH_NUMCVERTEX _T("*MESH_NUMCVERTEX")
#define ASE_MESH_NUMCVFACES _T("*MESH_NUMCVFACES")
#define ASE_MESH_CVERTLIST _T("*MESH_CVERTLIST")
#define ASE_MESH_VERTCOL _T("*MESH_VERTCOL")
#define ASE_MESH_CFACELIST _T("*MESH_CFACELIST")
#define ASE_MESH_CFACE _T("*MESH_CFACE")
// New for R3 - indicates a block with new map channel information
#define ASE_MESH_MAPPINGCHANNEL _T("*MESH_MAPPINGCHANNEL")
// End new
#define ASE_MESH_FACEMAPLIST _T("*MESH_FACEMAPLIST")
#define ASE_MESH_FACEMAP _T("*MESH_FACEMAP")
#define ASE_MESH_FACEVERT _T("*MESH_FACEMAPVERT")
#define ASE_MESH_FACENORMAL _T("*MESH_FACENORMAL")
#define ASE_MESH_VERTEXNORMAL _T("*MESH_VERTEXNORMAL")
#define ASE_MESH_ANIMATION _T("*MESH_ANIMATION")
// Shape ID's
#define ASE_SHAPE_LINECOUNT _T("*SHAPE_LINECOUNT")
#define ASE_SHAPE_LINE _T("*SHAPE_LINE")
#define ASE_SHAPE_VERTEX_KNOT _T("*SHAPE_VERTEX_KNOT")
#define ASE_SHAPE_VERTEX_INTERP _T("*SHAPE_VERTEX_INTERP")
#define ASE_SHAPE_VERTEXCOUNT _T("*SHAPE_VERTEXCOUNT")
#define ASE_SHAPE_CLOSED _T("*SHAPE_CLOSED")
// Light ID's
#define ASE_LIGHT_SETTINGS _T("*LIGHT_SETTINGS")
#define ASE_LIGHT_TYPE _T("*LIGHT_TYPE")
#define ASE_LIGHT_COLOR _T("*LIGHT_COLOR")
#define ASE_LIGHT_INTENS _T("*LIGHT_INTENS")
#define ASE_LIGHT_HOTSPOT _T("*LIGHT_HOTSPOT")
#define ASE_LIGHT_FALLOFF _T("*LIGHT_FALLOFF")
#define ASE_LIGHT_ATTNSTART _T("*LIGHT_ATTNSTART")
#define ASE_LIGHT_ATTNEND _T("*LIGHT_ATTNEND")
#define ASE_LIGHT_ASPECT _T("*LIGHT_ASPECT")
#define ASE_LIGHT_SHADOWS _T("*LIGHT_SHADOWS")
#define ASE_LIGHT_USELIGHT _T("*LIGHT_USELIGHT")
#define ASE_LIGHT_SPOTSHAPE _T("*LIGHT_SPOTSHAPE")
#define ASE_LIGHT_TDIST _T("*LIGHT_TDIST")
#define ASE_LIGHT_MAPBIAS _T("*LIGHT_MAPBIAS")
#define ASE_LIGHT_MAPRANGE _T("*LIGHT_MAPRANGE")
#define ASE_LIGHT_MAPSIZE _T("*LIGHT_MAPSIZE")
#define ASE_LIGHT_RAYBIAS _T("*LIGHT_RAYBIAS")
#define ASE_LIGHT_USEGLOBAL _T("*LIGHT_USEGLOBAL")
#define ASE_LIGHT_ABSMAPBIAS _T("*LIGHT_ABSMAPBIAS")
#define ASE_LIGHT_OVERSHOOT _T("*LIGHT_OVERSHOOT")
#define ASE_LIGHT_EXCLUSIONLIST _T("*LIGHT_EXCLUDELIST")
#define ASE_LIGHT_NUMEXCLUDED _T("*LIGHT_NUMEXCLUDED")
#define ASE_LIGHT_EXCLUDED _T("*LIGHT_EXCLUDED")
#define ASE_LIGHT_EXCLINCLUDE _T("*LIGHT_EXCLUDED_INCLUDE")
#define ASE_LIGHT_EXCL_AFFECT_ILLUM _T("*LIGHT_EXCLUDED_AFFECT_ILLUM")
#define ASE_LIGHT_EXCL_AFFECT_SHAD _T("*LIGHT_EXCLUDED_AFFECT_SHADOW")
#define ASE_LIGHT_ANIMATION _T("*LIGHT_ANIMATION")
#define ASE_LIGHT_TYPE_OMNI _T("Omni")
#define ASE_LIGHT_TYPE_TARG _T("Target")
#define ASE_LIGHT_TYPE_DIR _T("Directional")
#define ASE_LIGHT_TYPE_FREE _T("Free")
#define ASE_LIGHT_SHAD_OFF _T("Off")
#define ASE_LIGHT_SHAD_MAP _T("Mapped")
#define ASE_LIGHT_SHAD_RAY _T("Raytraced")
#define ASE_LIGHT_SHAPE_CIRC _T("Circle")
#define ASE_LIGHT_SHAPE_RECT _T("Rect")
// Camera ID's
#define ASE_CAMERA_SETTINGS _T("*CAMERA_SETTINGS")
#define ASE_CAMERA_HITHER _T("*CAMERA_HITHER")
#define ASE_CAMERA_YON _T("*CAMERA_YON")
#define ASE_CAMERA_NEAR _T("*CAMERA_NEAR")
#define ASE_CAMERA_FAR _T("*CAMERA_FAR")
#define ASE_CAMERA_FOV _T("*CAMERA_FOV")
#define ASE_CAMERA_TDIST _T("*CAMERA_TDIST")
#define ASE_CAMERA_ANIMATION _T("*CAMERA_ANIMATION")
#define ASE_CAMERA_TYPE _T("*CAMERA_TYPE")
#define ASE_CAMERATYPE_TARGET _T("Target")
#define ASE_CAMERATYPE_FREE _T("Free")
// Helper objects
#define ASE_HELPER_CLASS _T("*HELPER_CLASS")
// Controller ID's
#define ASE_CONTROL_POINT3_TCB _T("*CONTROL_POINT3_TCB")
#define ASE_CONTROL_POINT3_BEZIER _T("*CONTROL_POINT3_BEZIER")
#define ASE_CONTROL_COLOR_BEZIER _T("*CONTROL_COLOR_BEZIER")
#define ASE_CONTROL_POINT3_SAMPLE _T("*CONTROL_POINT3_SAMPLE")
#define ASE_CONTROL_FLOAT_TCB _T("*CONTROL_FLOAT_TCB")
#define ASE_CONTROL_FLOAT_BEZIER _T("*CONTROL_FLOAT_BEZIER")
#define ASE_CONTROL_FLOAT_LINEAR _T("*CONTROL_FLOAT_LINEAR")
#define ASE_CONTROL_FLOAT_SAMPLE _T("*CONTROL_FLOAT_SAMPLE")
// "Track" is the identification of a sampled controller
#define ASE_POS_TRACK _T("*CONTROL_POS_TRACK")
#define ASE_ROT_TRACK _T("*CONTROL_ROT_TRACK")
#define ASE_SCALE_TRACK _T("*CONTROL_SCALE_TRACK")
// Sampled keys
#define ASE_POS_SAMPLE _T("*CONTROL_POS_SAMPLE")
#define ASE_ROT_SAMPLE _T("*CONTROL_ROT_SAMPLE")
#define ASE_SCALE_SAMPLE _T("*CONTROL_SCALE_SAMPLE")
// Specific controller keys
#define ASE_POS_KEY _T("*CONTROL_POS_KEY")
#define ASE_ROT_KEY _T("*CONTROL_ROT_KEY")
#define ASE_SCALE_KEY _T("*CONTROL_SCALE_KEY")
#define ASE_POINT3_KEY _T("*CONTROL_POINT3_KEY")
#define ASE_FLOAT_KEY _T("*CONTROL_FLOAT_KEY")
// TCB Keys have Tens, cont, bias, easeIn, easeOut
#define ASE_TCB_POINT3_KEY _T("*CONTROL_TCB_POINT3_KEY")
#define ASE_TCB_FLOAT_KEY _T("*CONTROL_TCB_FLOAT_KEY")
#define ASE_TCB_POS_KEY _T("*CONTROL_TCB_POS_KEY")
#define ASE_TCB_ROT_KEY _T("*CONTROL_TCB_ROT_KEY")
#define ASE_TCB_SCALE_KEY _T("*CONTROL_TCB_SCALE_KEY")
// Bezier keys have inTan, outTan
#define ASE_BEZIER_FLOAT_KEY _T("*CONTROL_BEZIER_FLOAT_KEY")
#define ASE_BEZIER_POINT3_KEY _T("*CONTROL_BEZIER_POINT3_KEY")
#define ASE_BEZIER_POS_KEY _T("*CONTROL_BEZIER_POS_KEY")
#define ASE_BEZIER_SCALE_KEY _T("*CONTROL_BEZIER_SCALE_KEY")
#define ASE_CONTROL_POS_LINEAR _T("*CONTROL_POS_LINEAR")
#define ASE_CONTROL_POS_TCB _T("*CONTROL_POS_TCB")
#define ASE_CONTROL_POS_BEZIER _T("*CONTROL_POS_BEZIER")
#define ASE_CONTROL_ROT_LINEAR _T("*CONTROL_ROT_LINEAR")
#define ASE_CONTROL_ROT_TCB _T("*CONTROL_ROT_TCB")
#define ASE_CONTROL_ROT_BEZIER _T("*CONTROL_ROT_BEZIER")
#define ASE_CONTROL_SCALE_LINEAR _T("*CONTROL_SCALE_LINEAR")
#define ASE_CONTROL_SCALE_TCB _T("*CONTROL_SCALE_TCB")
#define ASE_CONTROL_SCALE_BEZIER _T("*CONTROL_SCALE_BEZIER")
// IK Node Info
#define ASE_IKTERMINATOR _T("*IK_TERMINATOR")
#define ASE_IKROT_PINNED _T("*IK_ROT_PINNED")
#define ASE_IKPOS_PINNED _T("*IK_POS_PINNED")
// IK Joints
#define ASE_IKJOINT _T("*IK_JOINT")
#define ASE_IKTYPE _T("*IK_TYPE")
#define ASE_IKDOF _T("*IK_DOF")
#define ASE_IKXACTIVE _T("*IK_XACTIVE")
#define ASE_IKYACTIVE _T("*IK_YACTIVE")
#define ASE_IKZACTIVE _T("*IK_ZACTIVE")
#define ASE_IKXLIMITED _T("*IK_XLIMITED")
#define ASE_IKYLIMITED _T("*IK_YLIMITED")
#define ASE_IKZLIMITED _T("*IK_ZLIMITED")
#define ASE_IKXEASE _T("*IK_XEASE")
#define ASE_IKYEASE _T("*IK_YEASE")
#define ASE_IKZEASE _T("*IK_ZEASE")
#define ASE_IKLIMITEXACT _T("*IK_LIMITEXACT")
#define ASE_IKJOINTINFO _T("*IK_JOINTINFO")
#define ASE_IKTYPEPOS _T("Position")
#define ASE_IKTYPEROT _T("Rotation")
// Material / Texture related ID's
#define ASE_WIRECOLOR _T("*WIREFRAME_COLOR")
#define ASE_MATERIAL _T("*MATERIAL")
#define ASE_MATERIAL_COUNT _T("*MATERIAL_COUNT")
#define ASE_MATERIAL_REF _T("*MATERIAL_REF")
#define ASE_NUMSUBMTLS _T("*NUMSUBMTLS")
#define ASE_SUBMATERIAL _T("*SUBMATERIAL")
#define ASE_MATNAME _T("*MATERIAL_NAME")
#define ASE_MATCLASS _T("*MATERIAL_CLASS")
#define ASE_MAT_SHADE_CONST _T("Constant")
#define ASE_MAT_SHADE_PHONG _T("Phong")
#define ASE_MAT_SHADE_METAL _T("Metal")
#define ASE_MAT_SHADE_BLINN _T("Blinn")
#define ASE_MAT_SHADE_OTHER _T("Other")
#define ASE_MAP_XPTYPE_FLT _T("Filter")
#define ASE_MAP_XPTYPE_SUB _T("Subtractive")
#define ASE_MAP_XPTYPE_ADD _T("Additive")
#define ASE_MAP_XPTYPE_OTH _T("Other")
#define ASE_BMP_FILT_PYR _T("Pyramidal")
#define ASE_BMP_FILT_SAT _T("SAT")
#define ASE_BMP_FILT_NONE _T("None")
#define ASE_FALLOFF_OUT _T("Out")
#define ASE_FALLOFF_IN _T("In")
#define ASE_MAPTYPE_EXP _T("Explicit")
#define ASE_MAPTYPE_SPH _T("Spherical")
#define ASE_MAPTYPE_CYL _T("Cylindrical")
#define ASE_MAPTYPE_SHR _T("Shrinkwrap")
#define ASE_MAPTYPE_SCR _T("Screen")
#define ASE_AMBIENT _T("*MATERIAL_AMBIENT")
#define ASE_DIFFUSE _T("*MATERIAL_DIFFUSE")
#define ASE_SPECULAR _T("*MATERIAL_SPECULAR")
#define ASE_SHINE _T("*MATERIAL_SHINE")
#define ASE_SHINE_STRENGTH _T("*MATERIAL_SHINESTRENGTH")
#define ASE_TRANSPARENCY _T("*MATERIAL_TRANSPARENCY")
#define ASE_WIRESIZE _T("*MATERIAL_WIRESIZE")
#define ASE_SHADING _T("*MATERIAL_SHADING")
#define ASE_XP_FALLOFF _T("*MATERIAL_XP_FALLOFF")
#define ASE_SELFILLUM _T("*MATERIAL_SELFILLUM")
#define ASE_TWOSIDED _T("*MATERIAL_TWOSIDED")
#define ASE_WIRE _T("*MATERIAL_WIRE")
#define ASE_WIREUNITS _T("*MATERIAL_WIREUNITS")
#define ASE_FALLOFF _T("*MATERIAL_FALLOFF")
#define ASE_FACEMAP _T("*MATERIAL_FACEMAP")
#define ASE_SOFTEN _T("*MATERIAL_SOFTEN")
#define ASE_XP_TYPE _T("*MATERIAL_XP_TYPE")
#define ASE_TEXNAME _T("*MAP_NAME")
#define ASE_TEXCLASS _T("*MAP_CLASS")
#define ASE_TEXSUBNO _T("*MAP_SUBNO")
#define ASE_TEXAMOUNT _T("*MAP_AMOUNT")
#define ASE_BITMAP _T("*BITMAP")
#define ASE_TEX_INVERT _T("*BITMAP_INVERT")
#define ASE_BMP_FILTER _T("*BITMAP_FILTER")
#define ASE_MAPTYPE _T("*MAP_TYPE")
#define ASE_U_OFFSET _T("*UVW_U_OFFSET")
#define ASE_V_OFFSET _T("*UVW_V_OFFSET")
#define ASE_U_TILING _T("*UVW_U_TILING")
#define ASE_V_TILING _T("*UVW_V_TILING")
#define ASE_ANGLE _T("*UVW_ANGLE")
#define ASE_BLUR _T("*UVW_BLUR")
#define ASE_BLUR_OFFSET _T("*UVW_BLUR_OFFSET")
#define ASE_NOISE_AMT _T("*UVW_NOUSE_AMT")
#define ASE_NOISE_SIZE _T("*UVW_NOISE_SIZE")
#define ASE_NOISE_LEVEL _T("*UVW_NOISE_LEVEL")
#define ASE_NOISE_PHASE _T("*UVW_NOISE_PHASE")
// Sub texture types
#define ASE_MAP_GENERIC _T("*MAP_GENERIC")
#define ASE_MAP_AMBIENT _T("*MAP_AMBIENT")
#define ASE_MAP_DIFFUSE _T("*MAP_DIFFUSE")
#define ASE_MAP_SPECULAR _T("*MAP_SPECULAR")
#define ASE_MAP_SHINE _T("*MAP_SHINE")
#define ASE_MAP_SHINESTRENGTH _T("*MAP_SHINESTRENGTH")
#define ASE_MAP_SELFILLUM _T("*MAP_SELFILLUM")
#define ASE_MAP_OPACITY _T("*MAP_OPACITY")
#define ASE_MAP_FILTERCOLOR _T("*MAP_FILTERCOLOR")
#define ASE_MAP_BUMP _T("*MAP_BUMP")
#define ASE_MAP_REFLECT _T("*MAP_REFLECT")
#define ASE_MAP_REFRACT _T("*MAP_REFRACT")
// TM related ID's
#define ASE_TM_ROW0 _T("*TM_ROW0")
#define ASE_TM_ROW1 _T("*TM_ROW1")
#define ASE_TM_ROW2 _T("*TM_ROW2")
#define ASE_TM_ROW3 _T("*TM_ROW3")
#define ASE_TM_POS _T("*TM_POS")
#define ASE_TM_ROTAXIS _T("*TM_ROTAXIS")
#define ASE_TM_ROTANGLE _T("*TM_ROTANGLE")
#define ASE_TM_SCALE _T("*TM_SCALE")
#define ASE_TM_SCALEAXIS _T("*TM_SCALEAXIS")
#define ASE_TM_SCALEAXISANG _T("*TM_SCALEAXISANG")
#define ASE_TM_ANIMATION _T("*TM_ANIMATION")
// TM Inheritance flags
#define ASE_INHERIT_POS _T("*INHERIT_POS")
#define ASE_INHERIT_ROT _T("*INHERIT_ROT")
#define ASE_INHERIT_SCL _T("*INHERIT_SCL")
// Scene related ID's
#define ASE_FILENAME _T("*SCENE_FILENAME")
#define ASE_FIRSTFRAME _T("*SCENE_FIRSTFRAME")
#define ASE_LASTFRAME _T("*SCENE_LASTFRAME")
#define ASE_FRAMESPEED _T("*SCENE_FRAMESPEED")
#define ASE_TICKSPERFRAME _T("*SCENE_TICKSPERFRAME")
#define ASE_ENVMAP _T("*SCENE_ENVMAP")
#define ASE_STATICBGCOLOR _T("*SCENE_BACKGROUND_STATIC")
#define ASE_ANIMBGCOLOR _T("*SCENE_BACKGROUND_ANIM")
#define ASE_STATICAMBIENT _T("*SCENE_AMBIENT_STATIC")
#define ASE_ANIMAMBIENT _T("*SCENE_AMBIENT_ANIM")
#define ASE_VISIBILITY_TRACK _T("*NODE_VISIBILITY_TRACK")
// Generic ID's that can show up here and there
#define ASE_TIMEVALUE _T("*TIMEVALUE")
#define ASE_COMMENT _T("*COMMENT")
#define ASE_FILEID _T("*3DSMAX_ASCIIEXPORT")
#define ASE_BOUNDINGBOX_MIN _T("*BOUNDINGBOX_MIN")
#define ASE_BOUNDINGBOX_MAX _T("*BOUNDINGBOX_MAX")
#endif // __ASETokens_h__