144 lines
4.5 KiB
C++
144 lines
4.5 KiB
C++
/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /Commando/Code/Tools/max2w3d/vxl.h 4 10/28/97 6:08p Greg_h $ */
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando Tools - W3D export *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/vxl.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 10/26/97 1:35p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef VXL_H
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#define VXL_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#include <Max.h>
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#ifndef NODELIST_H
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#include "nodelist.h"
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#endif
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#ifndef VXLLAYER_H
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#include "vxllayer.h"
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#endif
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#ifndef PROGRESS_H
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#include "progress.h"
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#endif
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/*
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This class is used to compute approximate physical properties of a polygon
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mesh or meshes. Some of these properties are listed below:
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- Moment of Inertia Tensor (with density factored out)
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- Center of Mass
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- Volume
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It is a cannibalized version of the code from the voxel plugin.
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*/
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class VoxelClass
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{
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public:
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VoxelClass(
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INodeListClass & meshlist,
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int resolution,
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Matrix3 parenttm,
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TimeValue time,
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Progress_Meter_Class & meter
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);
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~VoxelClass(void);
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int Get_Width() { return XDim; }
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int Get_Height() { return YDim; }
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int Num_Layers() { return ZDim; }
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uint8 Is_Solid(int i,int j,int k);
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void Compute_Physical_Properties(double Volume[1],double CM[3],double I[9]);
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private:
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int XDim;
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int YDim;
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int ZDim;
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double BlockXDim;
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double BlockYDim;
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double BlockZDim;
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unsigned char * VisData;
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float Resolution; // resolution of the voxel grid
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TimeValue CurTime;
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Point3 Offset;
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Point3 Size;
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Point3 Scale; // three scale values to fit the meshes into the desired grid
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Point3 BoxCorner[8]; // World-Space corners of the bounding box of the voxel space
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Matrix3 ParentTM; // coordinate system of the parent of this object.
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void raw_set_vis(int i,int j,int k,uint8 val);
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uint8 raw_read_vis(int i,int j,int k);
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int voxel_touches_space(int i,int j,int k);
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void purge_interior(void);
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void Quantize_Meshes
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(
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INodeListClass & meshlist,
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Progress_Meter_Class & meter
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);
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// set one layer of the voxel object
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void Set_Layer
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(
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VoxelLayerClass & layer,
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uint32 z
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);
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// compute the bounding box
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void Compute_Bounding_Box(Point3 size,Point3 offset);
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// 3D visibility
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void Compute_Visiblity(Progress_Meter_Class & meter);
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// returns the position of the center of voxel(i,j,k)
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Point3 Voxel_Position(int i,int j,int k);
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};
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#endif /*VXL_H*/ |