/* ** 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/MeshDeformSaveSet.h 2 6/16/99 6:56p Patrick $ */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando / G 3D engine * * * * File Name : MeshDeformSaveSet.H * * * Programmer : Patrick Smith * * * * Start Date : 05/28/99 * * * * Last Update : * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef __MESH_DEFORM_SAVE_SET_H #define __MESH_DEFORM_SAVE_SET_H #include #include "Vector.H" // Forward declarations class ChunkSaveClass; /////////////////////////////////////////////////////////////////////////// // // MeshDeformSaveSetClass // /////////////////////////////////////////////////////////////////////////// class MeshDeformSaveSetClass { public: ////////////////////////////////////////////////////////////////////// // Public friends ////////////////////////////////////////////////////////////////////// friend class MeshDeformSaveClass; protected: protected: ////////////////////////////////////////////////////////////////////// // Protected data types ////////////////////////////////////////////////////////////////////// typedef struct _DEFORM_DATA { UINT vert_index; Point3 position; VertColor color; // Don't care, DynamicVectorClass needs these bool operator== (const _DEFORM_DATA &src) { return false; } bool operator!= (const _DEFORM_DATA &src) { return true; } } DEFORM_DATA; ////////////////////////////////////////////////////////////////////// // Protected data types ////////////////////////////////////////////////////////////////////// typedef struct { float state; DynamicVectorClass deform_list; } KEYFRAME; public: ////////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////////// MeshDeformSaveSetClass (void) : m_Flags (0), m_CurrentKeyFrame (NULL) { } ~MeshDeformSaveSetClass (void) { Reset (); } ////////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////////// // Keyframe managment void Begin_Keyframe (float state); void End_Keyframe (void); // Vertex managment void Add_Vert (UINT vert_index, const Point3 &position, const VertColor &color); // Misc void Reset (void); bool Is_Empty (void) const { return m_DeformData.Count () == 0; } // Flag support bool Get_Flag (unsigned int flag) const { return (m_Flags & flag) == flag; } void Set_Flag (unsigned int flag, bool value) { if (value) (m_Flags |= flag); else (m_Flags &= ~flag); } unsigned int Get_Flags (void) const { return m_Flags; } // Enumeration float Get_Deform_State (int key_frame) const { return m_DeformData[key_frame]->state; } int Get_Keyframe_Count (void) const { return m_DeformData.Count (); } int Get_Deform_Data_Count (int key_frame) const { return m_DeformData[key_frame]->deform_list.Count (); } DEFORM_DATA & Get_Deform_Data (int key_frame, int index) { return m_DeformData[key_frame]->deform_list[index]; } void Replace_Deform_Data (int keyframe_index, DynamicVectorClass &list); private: ////////////////////////////////////////////////////////////////////// // Private member data ////////////////////////////////////////////////////////////////////// DynamicVectorClass m_DeformData; KEYFRAME * m_CurrentKeyFrame; unsigned int m_Flags; }; #endif //__MESH_DEFORM_SAVE_SET_H