/*
** 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/vxllayer.h 3 10/28/97 6:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando Tools - W3D export *
* *
* $Archive:: /Commando/Code/Tools/max2w3d/vxllayer.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 10/26/97 1:35p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef VXLLAYER_H
#define VXLLAYER_H
#include
#ifndef BITTYPE_H
#include "bittype.h"
#endif
#ifndef NODELIST_H
#include "nodelist.h"
#endif
const sint8 VOXEL_VISIBLE = 0; // voxels that are "outside" the object
const sint8 VOXEL_SOLID = 1; // voxels that are part of the object
const sint8 VOXEL_UNKNOWN = -1; // either inside or outside, don't know yet
const int max_bitmap_width = 256;
const int max_bitmap_height = 256;
class VoxelLayerClass
{
public:
VoxelLayerClass();
VoxelLayerClass
(
INodeListClass & objectlist,
TimeValue time,
Matrix3 parenttm,
Point3 offset,
Point3 scale,
float slicez,
float sliceh,
int bmwidth,
int bmheight
);
~VoxelLayerClass() {};
BOOL Is_Visible( int x, int y )
{
if (x < 0 || x >= bitmap_width || y < 0 || y >= bitmap_height) {
return TRUE;
}
if (Solid[x][y] == 0) {
return TRUE;
} else {
return FALSE;
}
}
BOOL Is_Solid( int x, int y )
{
if (x < 0 || x >= bitmap_width || y < 0 || y >= bitmap_height) {
return FALSE;
}
if (Solid[x][y] == VOXEL_SOLID) {
return TRUE;
} else {
return FALSE;
}
}
unsigned int Get_Width(void) { return bitmap_width; }
unsigned int Get_Height(void) { return bitmap_height; }
protected:
void Set_Visible ( int x, int y )
{
if (x >= 0 && x < bitmap_width && y >= 0 && y < bitmap_height && Solid[x][y] != VOXEL_SOLID )
{
Solid[x][y] = VOXEL_VISIBLE;
}
}
void Add_Solid(int x,int y)
{
// check if the point is outside the bitmap:
if (x >= 0 && x < bitmap_width && y >= 0 && y < bitmap_height) {
Solid[x][y] = VOXEL_SOLID;
}
}
// draw a line of voxels into the bitmap
void Draw_Line(double x0,double y0,double x1,double y1);
// draw the intersection between the triangle and the voxel plane
void Intersect_Triangle(Point3 a,Point3 b,Point3 c,float z);
// scan convert the polygon fragment in this voxel slab
void Scan_Triangle(Point3 a,Point3 b,Point3 c);
sint8 Solid[max_bitmap_width][max_bitmap_height];
float SliceZ;
float SliceH;
float SliceZ0;
float SliceZ1;
int bitmap_width;
int bitmap_height;
};
#endif /*VXLLAYER_H*/