/* ** 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 . */ /*********************************************************************************************** *** 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; }