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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 : Renegade / G *
* *
* $Archive:: /Commando/Code/Tools/max2w3d/hlodsave.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 10/27/00 10:22a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef HLODSAVE_H
#define HLODSAVE_H
#include "always.h"
#include <Max.h>
#include <stdio.h>
#include "w3d_file.h"
#include "progress.h"
#include "chunkio.h"
#include "meshcon.h"
class INodeListClass;
class MeshConnectionsClass;
/**
** HLodSaveClass
** This object takes an array of mesh-connections objects and exports an LOD model
** constructed from them.
*/
class HLodSaveClass
{
public:
HLodSaveClass (MeshConnectionsClass **connections, int lod_count, TimeValue CurTime,
char *name, const char *htree_name, Progress_Meter_Class &meter,
INodeListClass *origin_list);
~HLodSaveClass (void);
bool Save (ChunkSaveClass &csave);
protected:
/*
** class HLodArrayEntry hold the HLOD tree that we will save out in the Save() method.
*/
class HLodArrayEntry
{
public:
W3dHLodArrayHeaderStruct header;
W3dHLodSubObjectStruct *sub_obj;
int num_sub_objects;
HLodArrayEntry (int num_sub_objs = 0)
{
sub_obj = NULL;
num_sub_objects = 0;
Allocate_Sub_Objects(num_sub_objs);
}
~HLodArrayEntry (void)
{
if (sub_obj)
{
delete sub_obj;
sub_obj = NULL;
num_sub_objects = 0;
}
}
bool Allocate_Sub_Objects (int num)
{
if (num <= 0) return false;
num_sub_objects = 0;
sub_obj = new W3dHLodSubObjectStruct[num];
if (!sub_obj) return false;
num_sub_objects = num;
return true;
}
bool operator == (const HLodArrayEntry & that) { return false; }
bool operator != (const HLodArrayEntry & that) { return !(*this == that); }
};
bool save_header (ChunkSaveClass &csave);
bool save_lod_arrays (ChunkSaveClass &csave);
bool save_aggregate_array (ChunkSaveClass & csave);
bool save_proxy_array(ChunkSaveClass & csave);
bool save_sub_object_array(ChunkSaveClass & csave, const HLodArrayEntry & array);
W3dHLodHeaderStruct header;
HLodArrayEntry * lod_array;
HLodArrayEntry aggregate_array;
HLodArrayEntry proxy_array;
};
#endif