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