/* ** 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/SnapPoints.cpp $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 11/23/98 11:05a $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #include "SnapPoints.h" #include "chunkio.h" #include "Max.h" #include "nodelist.h" #include "w3d_file.h" class PointFilterClass : public INodeFilterClass { public: PointFilterClass(void) { } virtual BOOL Accept_Node(INode * node, TimeValue time) { if (node == NULL) return FALSE; Object * obj = node->EvalWorldState(time).obj; if (obj == NULL) return FALSE; if ( obj->ClassID() == Class_ID(POINTHELP_CLASS_ID,0) && !node->IsHidden() ) { return TRUE; } else { return FALSE; } } }; void SnapPointsClass::Export_Points(INode * scene_root,TimeValue time,ChunkSaveClass & csave) { if (scene_root == NULL) return; PointFilterClass pointfilter; INodeListClass pointlist(scene_root,time,&pointfilter); if (pointlist.Num_Nodes() > 0) { csave.Begin_Chunk(W3D_CHUNK_POINTS); for (unsigned int ci=0; ciGetNodeTM(time).GetTrans(); vect.X = pos.x; vect.Y = pos.y; vect.Z = pos.z; csave.Write(&vect,sizeof(vect)); } csave.End_Chunk(); } }