/* ** 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 . */ /* $Header: /Commando/Code/Tools/max2w3d/motion.h 13 10/30/00 6:56p Greg_h $ */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando Tools - W3D export * * * * $Archive:: /Commando/Code/Tools/max2w3d/motion.h $* * * * $Author:: Greg_h $* * * * $Modtime:: 10/30/00 5:25p $* * * * $Revision:: 13 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef MOTION_H #define MOTION_H #ifndef ALWAYS_H #include "always.h" #endif #include #ifndef HIERSAVE_H #include "hiersave.h" #endif #ifndef PROGRESS_H #include "progress.h" #endif #ifndef CHUNKIO_H #include "chunkio.h" #endif #ifndef VECTOR_H #include "vector.h" #endif #ifndef LOGDLG_H #include "logdlg.h" #endif struct W3dExportOptionsStruct; class MotionClass { public: MotionClass ( IScene * scene, INode * rootnode, HierarchySaveClass * basepose, W3dExportOptionsStruct & options, int framerate, Progress_Meter_Class * meter, HWND MaxHwnd, char * name, Matrix3 & offset = Matrix3(1) // matrix to bring current object space into // base object space (for damage animations) ); MotionClass ( IScene * scene, INodeListClass * rootlist, HierarchySaveClass * basepose, W3dExportOptionsStruct & options, int framerate, Progress_Meter_Class * meter, HWND MaxHwnd, char * name, Matrix3 & offset = Matrix3(1) // matrix to bring current object space into // base object space (for damage animations) ); ~MotionClass(void); bool Save(ChunkSaveClass & csave); private: IScene * Scene; INode * RootNode; INodeListClass * RootList; HierarchySaveClass * BasePose; int StartFrame; int EndFrame; int NumFrames; int FrameRate; bool ReduceAnimation; int ReduceAnimationPercent; bool CompressAnimation; int CompressAnimationFlavor; float CompressAnimationTranslationError; float CompressAnimationRotationError; Progress_Meter_Class * Meter; char Name[W3D_NAME_LEN]; Matrix3 Offset; // 2D array of matrices, one per node per frame Matrix3 * * MotionMatrix; // 2D array of euler angles, one per node per frame Point3 * * EulerDelta; // Visibility bits, one bit per node per frame BooleanVectorClass * VisData; // Movement bits, one bit per node per frame, to designate a movement as interpolated, or not BooleanVectorClass * BinMoveData; // flag for each node in the base pose, indicating // whether the node actually appeard in the max scene // being exported. BooleanVectorClass NodeValidFlags; void compute_frame_motion(int frame); void set_motion_matrix(int node,int frame,const Matrix3 & motion); Matrix3 get_motion_matrix(int node,int frame); void set_eulers(int node,int frame,float x,float y,float z); Point3 get_eulers(int node,int frame); void set_visibility(int node,int frame,bool visible); bool get_visibility(int node,int frame); void set_binary_movement(int node,int frame,bool visible); bool get_binary_movement(int node,int frame); bool save_header(ChunkSaveClass & csave); bool save_channels(ChunkSaveClass & csave); void init(void); }; #endif /*MOTION_H*/