mirror of
https://github.com/electronicarts/CnC_Generals_Zero_Hour.git
synced 2025-12-16 23:51:41 -05:00
Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
This commit is contained in:
156
GeneralsMD/Code/Tools/WW3D/max2w3d/colboxsave.cpp
Normal file
156
GeneralsMD/Code/Tools/WW3D/max2w3d/colboxsave.cpp
Normal file
@@ -0,0 +1,156 @@
|
||||
/*
|
||||
** Command & Conquer Generals Zero Hour(tm)
|
||||
** Copyright 2025 Electronic Arts Inc.
|
||||
**
|
||||
** This program is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the GNU General Public License as published by
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (at your option) any later version.
|
||||
**
|
||||
** This program is distributed in the hope that it will be useful,
|
||||
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU General Public License for more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License
|
||||
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
/***********************************************************************************************
|
||||
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
||||
***********************************************************************************************
|
||||
* *
|
||||
* Project Name : Max2W3d *
|
||||
* *
|
||||
* $Archive:: /Commando/Code/Tools/max2w3d/colboxsave.cpp $*
|
||||
* *
|
||||
* Author:: Greg Hjelstrom *
|
||||
* *
|
||||
* $Modtime:: 12/06/00 4:06p $*
|
||||
* *
|
||||
* $Revision:: 7 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
|
||||
#include "colboxsave.h"
|
||||
#include "w3d_file.h"
|
||||
#include "util.h"
|
||||
#include "w3dappdata.h"
|
||||
#include "errclass.h"
|
||||
|
||||
|
||||
CollisionBoxSaveClass::CollisionBoxSaveClass
|
||||
(
|
||||
char * mesh_name,
|
||||
char * container_name,
|
||||
INode * inode,
|
||||
Matrix3 & exportspace,
|
||||
TimeValue curtime,
|
||||
Progress_Meter_Class & meter
|
||||
)
|
||||
{
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// wrestle the mesh out of 3dsMAX
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
Object * obj = inode->EvalWorldState(curtime).obj;
|
||||
TriObject * tri = (TriObject *)obj->ConvertToType(curtime, triObjectClassID);
|
||||
Mesh mesh = tri->mesh;
|
||||
DWORD wirecolor = inode->GetWireColor();
|
||||
|
||||
if (mesh.getNumVerts() == 0) {
|
||||
throw ErrorClass("Mesh %s has no vertices!\n",mesh_name);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Generate the AABox or OBBox data.
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
memset(&BoxData,0,sizeof(BoxData));
|
||||
|
||||
BoxData.Version = W3D_BOX_CURRENT_VERSION;
|
||||
if ((container_name != NULL) && (strlen(container_name) > 0)) {
|
||||
strcpy(BoxData.Name,container_name);
|
||||
strcat(BoxData.Name,".");
|
||||
}
|
||||
strcat(BoxData.Name,mesh_name);
|
||||
|
||||
BoxData.Attributes = 0;
|
||||
if (Is_Collision_AABox(inode)) {
|
||||
BoxData.Attributes |= W3D_BOX_ATTRIBUTE_ALIGNED;
|
||||
} else {
|
||||
BoxData.Attributes |= W3D_BOX_ATTRIBUTE_ORIENTED;
|
||||
}
|
||||
if (Is_Physical_Collision(inode)) {
|
||||
BoxData.Attributes |= W3D_BOX_ATTRIBTUE_COLLISION_TYPE_PHYSICAL;
|
||||
}
|
||||
if (Is_Projectile_Collision(inode)) {
|
||||
BoxData.Attributes |= W3D_BOX_ATTRIBTUE_COLLISION_TYPE_PROJECTILE;
|
||||
}
|
||||
if (Is_Vis_Collision(inode)) {
|
||||
BoxData.Attributes |= W3D_BOX_ATTRIBTUE_COLLISION_TYPE_VIS;
|
||||
}
|
||||
if (Is_Camera_Collision(inode)) {
|
||||
BoxData.Attributes |= W3D_BOX_ATTRIBTUE_COLLISION_TYPE_CAMERA;
|
||||
}
|
||||
if (Is_Vehicle_Collision(inode)) {
|
||||
BoxData.Attributes |= W3D_BOX_ATTRIBTUE_COLLISION_TYPE_VEHICLE;
|
||||
}
|
||||
|
||||
BoxData.Color.R = GetRValue(wirecolor);
|
||||
BoxData.Color.G = GetGValue(wirecolor);
|
||||
BoxData.Color.B = GetBValue(wirecolor);
|
||||
|
||||
// if this is an axis-aligned box, then use the world coord system
|
||||
if (Is_Collision_AABox(inode)) {
|
||||
exportspace.NoRot();
|
||||
}
|
||||
|
||||
// Transform the mesh into the desired coordinate system
|
||||
Matrix3 node_matrix = inode->GetObjectTM(curtime);
|
||||
Matrix3 offset_matrix = node_matrix * Inverse(exportspace);
|
||||
int ivert;
|
||||
|
||||
for (ivert = 0; ivert < mesh.getNumVerts (); ++ivert) {
|
||||
mesh.verts[ivert] = mesh.verts[ivert] * offset_matrix;
|
||||
}
|
||||
|
||||
// Find the center and extent of the box.
|
||||
Point3 min_point = mesh.verts[0];
|
||||
Point3 max_point = mesh.verts[1];
|
||||
|
||||
for (ivert=0; ivert < mesh.getNumVerts(); ++ivert) {
|
||||
if (mesh.verts[ivert].x < min_point.x) min_point.x = mesh.verts[ivert].x;
|
||||
if (mesh.verts[ivert].y < min_point.y) min_point.y = mesh.verts[ivert].y;
|
||||
if (mesh.verts[ivert].z < min_point.z) min_point.z = mesh.verts[ivert].z;
|
||||
|
||||
if (mesh.verts[ivert].x > max_point.x) max_point.x = mesh.verts[ivert].x;
|
||||
if (mesh.verts[ivert].y > max_point.y) max_point.y = mesh.verts[ivert].y;
|
||||
if (mesh.verts[ivert].z > max_point.z) max_point.z = mesh.verts[ivert].z;
|
||||
}
|
||||
|
||||
Point3 center = (max_point + min_point) / 2.0f;
|
||||
Point3 extent = (max_point - min_point) / 2.0f;
|
||||
|
||||
BoxData.Center.X = center.x;
|
||||
BoxData.Center.Y = center.y;
|
||||
BoxData.Center.Z = center.z;
|
||||
|
||||
BoxData.Extent.X = extent.x;
|
||||
BoxData.Extent.Y = extent.y;
|
||||
BoxData.Extent.Z = extent.z;
|
||||
}
|
||||
|
||||
|
||||
|
||||
int CollisionBoxSaveClass::Write_To_File(ChunkSaveClass & csave)
|
||||
{
|
||||
csave.Begin_Chunk(W3D_CHUNK_BOX);
|
||||
csave.Write(&BoxData,sizeof(BoxData));
|
||||
csave.End_Chunk();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user