144 lines
4.5 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/>.
*/
/* $Header: /Commando/Code/Tools/max2w3d/vxl.h 4 10/28/97 6:08p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando Tools - W3D export *
* *
* $Archive:: /Commando/Code/Tools/max2w3d/vxl.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 10/26/97 1:35p $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef VXL_H
#define VXL_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#include <Max.h>
#ifndef NODELIST_H
#include "nodelist.h"
#endif
#ifndef VXLLAYER_H
#include "vxllayer.h"
#endif
#ifndef PROGRESS_H
#include "progress.h"
#endif
/*
This class is used to compute approximate physical properties of a polygon
mesh or meshes. Some of these properties are listed below:
- Moment of Inertia Tensor (with density factored out)
- Center of Mass
- Volume
It is a cannibalized version of the code from the voxel plugin.
*/
class VoxelClass
{
public:
VoxelClass(
INodeListClass & meshlist,
int resolution,
Matrix3 parenttm,
TimeValue time,
Progress_Meter_Class & meter
);
~VoxelClass(void);
int Get_Width() { return XDim; }
int Get_Height() { return YDim; }
int Num_Layers() { return ZDim; }
uint8 Is_Solid(int i,int j,int k);
void Compute_Physical_Properties(double Volume[1],double CM[3],double I[9]);
private:
int XDim;
int YDim;
int ZDim;
double BlockXDim;
double BlockYDim;
double BlockZDim;
unsigned char * VisData;
float Resolution; // resolution of the voxel grid
TimeValue CurTime;
Point3 Offset;
Point3 Size;
Point3 Scale; // three scale values to fit the meshes into the desired grid
Point3 BoxCorner[8]; // World-Space corners of the bounding box of the voxel space
Matrix3 ParentTM; // coordinate system of the parent of this object.
void raw_set_vis(int i,int j,int k,uint8 val);
uint8 raw_read_vis(int i,int j,int k);
int voxel_touches_space(int i,int j,int k);
void purge_interior(void);
void Quantize_Meshes
(
INodeListClass & meshlist,
Progress_Meter_Class & meter
);
// set one layer of the voxel object
void Set_Layer
(
VoxelLayerClass & layer,
uint32 z
);
// compute the bounding box
void Compute_Bounding_Box(Point3 size,Point3 offset);
// 3D visibility
void Compute_Visiblity(Progress_Meter_Class & meter);
// returns the position of the center of voxel(i,j,k)
Point3 Voxel_Position(int i,int j,int k);
};
#endif /*VXL_H*/