156 lines
5.8 KiB
C++
156 lines
5.8 KiB
C++
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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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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Max2W3d *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/colboxsave.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 12/06/00 4:06p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "colboxsave.h"
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#include "w3d_file.h"
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#include "util.h"
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#include "w3dappdata.h"
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#include "errclass.h"
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CollisionBoxSaveClass::CollisionBoxSaveClass
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(
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char * mesh_name,
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char * container_name,
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INode * inode,
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Matrix3 & exportspace,
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TimeValue curtime,
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Progress_Meter_Class & meter
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)
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{
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//////////////////////////////////////////////////////////////////////
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// wrestle the mesh out of 3dsMAX
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//////////////////////////////////////////////////////////////////////
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Object * obj = inode->EvalWorldState(curtime).obj;
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TriObject * tri = (TriObject *)obj->ConvertToType(curtime, triObjectClassID);
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Mesh mesh = tri->mesh;
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DWORD wirecolor = inode->GetWireColor();
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if (mesh.getNumVerts() == 0) {
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throw ErrorClass("Mesh %s has no vertices!\n",mesh_name);
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}
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//////////////////////////////////////////////////////////////////////
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// Generate the AABox or OBBox data.
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//////////////////////////////////////////////////////////////////////
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memset(&BoxData,0,sizeof(BoxData));
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BoxData.Version = W3D_BOX_CURRENT_VERSION;
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if ((container_name != NULL) && (strlen(container_name) > 0)) {
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strcpy(BoxData.Name,container_name);
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strcat(BoxData.Name,".");
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}
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strcat(BoxData.Name,mesh_name);
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BoxData.Attributes = 0;
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if (Is_Collision_AABox(inode)) {
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BoxData.Attributes |= W3D_BOX_ATTRIBUTE_ALIGNED;
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} else {
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BoxData.Attributes |= W3D_BOX_ATTRIBUTE_ORIENTED;
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}
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if (Is_Physical_Collision(inode)) {
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BoxData.Attributes |= W3D_BOX_ATTRIBTUE_COLLISION_TYPE_PHYSICAL;
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}
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if (Is_Projectile_Collision(inode)) {
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BoxData.Attributes |= W3D_BOX_ATTRIBTUE_COLLISION_TYPE_PROJECTILE;
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}
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if (Is_Vis_Collision(inode)) {
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BoxData.Attributes |= W3D_BOX_ATTRIBTUE_COLLISION_TYPE_VIS;
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}
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if (Is_Camera_Collision(inode)) {
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BoxData.Attributes |= W3D_BOX_ATTRIBTUE_COLLISION_TYPE_CAMERA;
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}
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if (Is_Vehicle_Collision(inode)) {
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BoxData.Attributes |= W3D_BOX_ATTRIBTUE_COLLISION_TYPE_VEHICLE;
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}
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BoxData.Color.R = GetRValue(wirecolor);
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BoxData.Color.G = GetGValue(wirecolor);
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BoxData.Color.B = GetBValue(wirecolor);
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// if this is an axis-aligned box, then use the world coord system
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if (Is_Collision_AABox(inode)) {
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exportspace.NoRot();
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}
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// Transform the mesh into the desired coordinate system
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Matrix3 node_matrix = inode->GetObjectTM(curtime);
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Matrix3 offset_matrix = node_matrix * Inverse(exportspace);
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int ivert;
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for (ivert = 0; ivert < mesh.getNumVerts (); ++ivert) {
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mesh.verts[ivert] = mesh.verts[ivert] * offset_matrix;
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}
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// Find the center and extent of the box.
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Point3 min_point = mesh.verts[0];
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Point3 max_point = mesh.verts[1];
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for (ivert=0; ivert < mesh.getNumVerts(); ++ivert) {
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if (mesh.verts[ivert].x < min_point.x) min_point.x = mesh.verts[ivert].x;
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if (mesh.verts[ivert].y < min_point.y) min_point.y = mesh.verts[ivert].y;
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if (mesh.verts[ivert].z < min_point.z) min_point.z = mesh.verts[ivert].z;
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if (mesh.verts[ivert].x > max_point.x) max_point.x = mesh.verts[ivert].x;
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if (mesh.verts[ivert].y > max_point.y) max_point.y = mesh.verts[ivert].y;
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if (mesh.verts[ivert].z > max_point.z) max_point.z = mesh.verts[ivert].z;
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}
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Point3 center = (max_point + min_point) / 2.0f;
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Point3 extent = (max_point - min_point) / 2.0f;
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BoxData.Center.X = center.x;
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BoxData.Center.Y = center.y;
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BoxData.Center.Z = center.z;
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BoxData.Extent.X = extent.x;
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BoxData.Extent.Y = extent.y;
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BoxData.Extent.Z = extent.z;
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}
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int CollisionBoxSaveClass::Write_To_File(ChunkSaveClass & csave)
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{
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csave.Begin_Chunk(W3D_CHUNK_BOX);
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csave.Write(&BoxData,sizeof(BoxData));
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csave.End_Chunk();
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return 0;
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}
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