99 lines
3.4 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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; ci<pointlist.Num_Nodes(); ci++) {
W3dVectorStruct vect;
Point3 pos = pointlist[ci]->GetNodeTM(time).GetTrans();
vect.X = pos.x;
vect.Y = pos.y;
vect.Z = pos.z;
csave.Write(&vect,sizeof(vect));
}
csave.End_Chunk();
}
}