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/*
** 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/LightGlareSave.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 8/06/00 11:21a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "LightGlareSave.h"
#include "w3d_file.h"
#include "util.h"
#include "w3dappdata.h"
#include "errclass.h"
LightGlareSaveClass::LightGlareSaveClass
(
char * mesh_name,
char * container_name,
INode * inode,
Matrix3 & exportspace,
TimeValue curtime,
Progress_Meter_Class & meter
)
{
//////////////////////////////////////////////////////////////////////
// Init the glare info
//////////////////////////////////////////////////////////////////////
memset(&GlareData,0,sizeof(GlareData));
//////////////////////////////////////////////////////////////////////
// Get the position of the pivot point relative to the given
// export coordinate system.
//////////////////////////////////////////////////////////////////////
// Transform the mesh into the desired coordinate system
Matrix3 node_matrix = inode->GetObjectTM(curtime);
Matrix3 offset_matrix = node_matrix * Inverse(exportspace);
GlareData.Position.X = offset_matrix.GetTrans().x;
GlareData.Position.Y = offset_matrix.GetTrans().y;
GlareData.Position.Z = offset_matrix.GetTrans().z;
}
int LightGlareSaveClass::Write_To_File(ChunkSaveClass & csave)
{
csave.Begin_Chunk(W3D_CHUNK_LIGHTGLARE);
csave.Begin_Chunk(W3D_CHUNK_LIGHTGLARE_INFO);
csave.Write(&GlareData,sizeof(GlareData));
csave.End_Chunk();
csave.End_Chunk();
return 0;
}