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Initial commit of Command & Conquer Renegade source code.
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Code/Tools/max2w3d/w3dutil.h
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126
Code/Tools/max2w3d/w3dutil.h
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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/w3dutil.h 29 10/26/00 5:59p 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 Tools - W3D export *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/w3dutil.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 10/26/00 4:40p $*
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* *
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* $Revision:: 29 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef W3DUTIL_H
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#define W3DUTIL_H
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#include <Max.h>
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#include "utilapi.h"
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#include "dllmain.h"
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#include "resource.h"
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#include "util.h"
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#include "w3dappdata.h"
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#define W3DUtilityClassID Class_ID(0x3c362c97, 0x5fc73ab0)
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ClassDesc * Get_W3D_Utility_Desc(void);
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/*
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** W3dExportOptionsStruct - This structure is AppData that is attached
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** not to an INode, but to the exporter class itself. It stores the
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** export settings so that they come up the same next time, which
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** facilitates batch exporting (just use the stored settings).
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**
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** WWScript.dlx uses this structure to tell if a scene depends on
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** the HTree exported by another scene.
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*/
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struct W3dExportOptionsStruct
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{
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bool ExportHierarchy;
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bool LoadHierarchy;
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bool ExportAnimation;
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bool ExportGeometry;
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// Hierarchy Export options:
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bool TranslationOnly;
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char HierarchyFilename[_MAX_PATH];
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char RelativeHierarchyFilename[_MAX_PATH]; // For storing in MAX file
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// Animation Export options:
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int StartFrame;
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int EndFrame;
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// Geometry Export options;
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bool UseVoxelizer;
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// Option to apply smoothing between mesh boundaries
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bool SmoothBetweenMeshes;
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int space[10]; // blank space, so compression options default proper
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// More Animation Options
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bool CompressAnimation;
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bool ReduceAnimation;
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int ReduceAnimationPercent;
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int CompressAnimationFlavor;
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float CompressAnimationTranslationError;
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float CompressAnimationRotationError;
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bool ReviewLog;
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// Option to prevent the exporter from exporting AABTrees with the meshes
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// Defined with the "inverse" sense so that older Max files default to having
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// AABTrees exported with their meshes.
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bool DisableExportAABTrees;
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// Option to cause the exporter to optimize mesh data. Defaulting to zero
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// causes older Max files to default to not messing with their mesh data.
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bool EnableOptimizeMeshData;
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// Option to cause the exporter to ignore the Export_Transform setting for
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// all meshes. Terrains should have all meshes exported in world space.
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bool EnableTerrainMode;
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};
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/*
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** Functions to access the W3D AppData of any INode.
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** An accessor function for each AppData we define is required.
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** Our extensions to the MAXScript language (wwCopyAppData)
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** uses these accessors.
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*/
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W3DAppData0Struct * GetW3DAppData0 (INode *node);
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W3DAppData1Struct * GetW3DAppData1 (INode *node);
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W3DAppData2Struct * GetW3DAppData2 (INode *node);
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W3DDazzleAppDataStruct * GetW3DDazzleAppData(INode *node);
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#endif
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