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https://github.com/electronicarts/CnC_Generals_Zero_Hour.git
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Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
This commit is contained in:
286
GeneralsMD/Code/Tools/WW3D/pluglib/nodefilt.cpp
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286
GeneralsMD/Code/Tools/WW3D/pluglib/nodefilt.cpp
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /Commando/Code/Tools/max2w3d/nodefilt.cpp 9 1/16/98 10:34a Greg_h $ */
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando / G *
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* *
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* File Name : NODEFILT.CPP *
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* *
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* Programmer : Greg Hjelstrom *
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* *
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* Start Date : 06/09/97 *
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* *
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* Last Update : June 9, 1997 [GH] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* VisibleMeshINodeFilter::Accept_Node -- Accepts visible meshes *
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* AnimatedINodeFilter::Accept_Node -- Accepts animated INodes *
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* RootINodeFilter::Accept_Node -- Accepts root INodes *
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* VisibleHelperINodeFilter::Accept_Node -- Accepts visible helper objects *
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* VisibleMeshOrHelperINodeFilter::Accept_Node -- Accepts visible helper or mesh objects *
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* HelperINodeFilter::Accept_Node -- Accepts all helper inodes (including hidden) *
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* MeshINodeFilter::Accept_Node -- Accepts all mesh inodes (including hidden) *
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* VisibleSelectedINodeFilter::Accept_Node -- Accepts Visible and selected inodes *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "nodefilt.h"
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#include <istdplug.h>
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/*
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** The default node filter:
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*/
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VisibleMeshINodeFilter DefaultINodeFilter;
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/***********************************************************************************************
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* HelperINodeFilter::Accept_Node -- Accepts all helper inodes (including hidden) *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 07/10/1997 GH : Created. *
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*=============================================================================================*/
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BOOL HelperINodeFilter::Accept_Node(INode * node,TimeValue time)
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{
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Object * obj = node->EvalWorldState(time).obj;
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if (obj && obj->SuperClassID() == HELPER_CLASS_ID) {
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return TRUE;
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}
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return FALSE;
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}
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/***********************************************************************************************
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* MeshINodeFilter::Accept_Node -- Accepts all mesh inodes (including hidden) *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 07/10/1997 GH : Created. *
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*=============================================================================================*/
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BOOL MeshINodeFilter::Accept_Node(INode * node,TimeValue time)
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{
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Object * obj = node->EvalWorldState(time).obj;
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if (obj &&
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obj->CanConvertToType(triObjectClassID) &&
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obj->SuperClassID() == GEOMOBJECT_CLASS_ID)
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{
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return TRUE;
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} else {
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return FALSE;
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}
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}
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/***********************************************************************************************
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* VisibleMeshINodeFilter::Accept_Node -- Accepts visible meshes *
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* *
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* Accepts nodes which: *
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* - can be converted to tri-meshes *
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* - are not hidden *
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* - whose visibility > 0.0 *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 06/09/1997 GH : Created. *
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*=============================================================================================*/
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BOOL VisibleMeshINodeFilter::Accept_Node(INode * node, TimeValue time)
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{
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Object * obj = node->EvalWorldState(time).obj;
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if
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(
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obj
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&& !node->IsHidden ()
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&& obj->CanConvertToType(triObjectClassID)
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&& obj->SuperClassID() == GEOMOBJECT_CLASS_ID
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// && node->GetVisibility (time) > 0.0f
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)
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{
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return TRUE;
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} else {
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return FALSE;
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}
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}
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/***********************************************************************************************
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* VisibleHelperINodeFilter::Accept_Node -- Accepts visible helper objects *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 07/03/1997 GH : Created. *
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*=============================================================================================*/
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BOOL VisibleHelperINodeFilter::Accept_Node(INode * node, TimeValue time)
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{
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Object * obj = node->EvalWorldState(time).obj;
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if ((!obj) || (node->IsHidden()) /*|| (node->GetVisibility(time) <= 0.0f)*/) {
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return FALSE;
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}
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if (obj->SuperClassID() == HELPER_CLASS_ID) {
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return TRUE;
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}
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return FALSE;
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}
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/***********************************************************************************************
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* VisibleMeshOrHelperINodeFilter::Accept_Node -- Accepts visible helper or mesh objects *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 07/03/1997 GH : Created. *
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*=============================================================================================*/
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BOOL VisibleMeshOrHelperINodeFilter::Accept_Node(INode * node, TimeValue time)
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{
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Object * obj = node->EvalWorldState(time).obj;
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if ((!obj) || (node->IsHidden()) /*|| (node->GetVisibility(time) <= 0.0f)*/) {
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return FALSE;
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}
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if (obj->CanConvertToType(triObjectClassID) && obj->SuperClassID() == GEOMOBJECT_CLASS_ID) {
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return TRUE;
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}
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if (obj->SuperClassID() == HELPER_CLASS_ID) {
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return TRUE;
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}
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return FALSE;
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}
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/***********************************************************************************************
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* AnimatedINodeFilter::Accept_Node -- Accepts animated INodes *
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* *
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* Accepts nodes which: *
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* - can be converted to tri-meshes *
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* - are not hidden *
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* - whose visibility > 0.0 *
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* - have animation keys! *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 06/09/1997 GH : Created. *
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*=============================================================================================*/
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BOOL AnimatedINodeFilter::Accept_Node(INode * node, TimeValue time)
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{
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Object * obj = node->EvalWorldState(time).obj;
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Control * poscon = node->GetTMController()->GetPositionController();
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Control * rotcon = node->GetTMController()->GetRotationController();
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int numkeys = 0;
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if (poscon != NULL) {
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IKeyControl * poskeys = GetKeyControlInterface(poscon);
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if (poskeys != NULL) numkeys += poskeys->GetNumKeys();
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}
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if (rotcon != NULL) {
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IKeyControl * rotkeys = GetKeyControlInterface(rotcon);
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if (rotkeys != NULL) numkeys += rotkeys->GetNumKeys();
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}
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if (obj && !node->IsHidden() && numkeys > 0) {
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return TRUE;
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}
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return FALSE;
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}
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/***********************************************************************************************
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* VisibleSelectedINodeFilter::Accept_Node -- Accepts Visible and selected inodes *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 1/13/98 GTH : Created. *
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*=============================================================================================*/
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BOOL VisibleSelectedINodeFilter::Accept_Node(INode * node, TimeValue time)
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{
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if (!node->IsHidden() && node->Selected()) {
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return TRUE;
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} else {
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return FALSE;
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}
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}
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