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Initial commit of Command & Conquer Renegade source code.
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199
Code/Tools/max2w3d/meshcon.cpp
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199
Code/Tools/max2w3d/meshcon.cpp
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/*
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** Command & Conquer Renegade(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/meshcon.cpp 34 10/27/00 4:12p 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 Math Library *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/meshcon.cpp $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 10/27/00 10:39a $*
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* *
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* $Revision:: 34 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* MeshConnectionsClass::MeshConnectionsClass -- Constructor *
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* MeshConnectionsClass::~MeshConnectionsClass -- Destructor *
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* MeshConnectionsClass::Get_Aggregate_Data -- name and bone for the given aggregate *
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* MeshConnectionsClass::Get_Proxy_Data -- name and transform for the specified proxy object *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "meshcon.h"
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#include "util.h"
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#include "SnapPoints.h"
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#include "w3dappdata.h"
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#include "geometryexporttask.h"
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#include "geometryexportcontext.h"
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/***********************************************************************************************
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* MeshConnectionsClass::MeshConnectionsClass -- Constructor *
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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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* 10/19/2000 gth : New version which uses the GeometryExportTasks *
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*=============================================================================================*/
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MeshConnectionsClass::MeshConnectionsClass
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(
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DynamicVectorClass<GeometryExportTaskClass *> sub_object_list,
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GeometryExportContextClass & context
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) :
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CurTime(context.CurTime),
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Origin(context.Origin)
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{
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unsigned int i;
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assert(Origin != NULL);
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/*
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** Set the name, count the sub-objects and aggregates
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*/
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Set_W3D_Name(Name,context.ModelName);
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/*
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** For each sub-object, record the bone it is attached to and its name
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*/
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int count = sub_object_list.Count();
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for (i=0; i<count; i++) {
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ConnectionStruct con;
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sub_object_list[i]->Get_Full_Name(con.ObjectName,sizeof(con.ObjectName));
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con.BoneIndex = sub_object_list[i]->Get_Bone_Index();
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con.MeshINode = sub_object_list[i]->Get_Object_Node();
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if (sub_object_list[i]->Is_Aggregate()) {
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Aggregates.Add(con);
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} else if (sub_object_list[i]->Is_Proxy()) {
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ProxyObjects.Add(con);
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} else {
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SubObjects.Add(con);
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}
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}
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}
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/***********************************************************************************************
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* MeshConnectionsClass::~MeshConnectionsClass -- Destructor *
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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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* 07/24/1997 GH : Created. *
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*=============================================================================================*/
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MeshConnectionsClass::~MeshConnectionsClass(void)
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{
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}
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/***********************************************************************************************
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* MeshConnectionsClass::Get_Sub_Object_Data -- Returns the name and bone index for a given obj*
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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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* 9/14/1999 AJA : Created. *
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*=============================================================================================*/
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bool MeshConnectionsClass::Get_Sub_Object_Data (int mesh_idx, char **out_name, int *out_boneindex,
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INode **out_inode)
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{
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if (mesh_idx >= SubObjects.Count()) return false;
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if (out_name)
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*out_name = SubObjects[mesh_idx].ObjectName;
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if (out_boneindex)
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*out_boneindex = SubObjects[mesh_idx].BoneIndex;
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if (out_inode)
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*out_inode = SubObjects[mesh_idx].MeshINode;
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return true;
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}
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/***********************************************************************************************
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* MeshConnectionsClass::Get_Aggregate_Data -- name and bone for the given aggregate *
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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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* 10/25/2000 gth : Created. *
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*=============================================================================================*/
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bool MeshConnectionsClass::Get_Aggregate_Data(int mesh_idx, char **out_name, int *out_boneindex,
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INode **out_inode)
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{
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if (mesh_idx >= Aggregates.Count()) return false;
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if (out_name)
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*out_name = Aggregates[mesh_idx].ObjectName;
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if (out_boneindex)
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*out_boneindex = Aggregates[mesh_idx].BoneIndex;
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if (out_inode)
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*out_inode = Aggregates[mesh_idx].MeshINode;
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return true;
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}
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/***********************************************************************************************
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* MeshConnectionsClass::Get_Proxy_Data -- name and transform for the specified proxy object *
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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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* 10/26/2000 gth : Created. *
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*=============================================================================================*/
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bool MeshConnectionsClass::Get_Proxy_Data(int index, char **out_name, int *out_boneindex,
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INode **out_inode)
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{
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if (index >= ProxyObjects.Count()) return false;
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if (out_name)
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*out_name = ProxyObjects[index].ObjectName;
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if (out_boneindex)
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*out_boneindex = ProxyObjects[index].BoneIndex;
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if (out_inode)
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*out_inode = ProxyObjects[index].MeshINode;
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return true;
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}
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