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- /*
- ** Command & Conquer Generals(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/motion.h 13 10/30/00 6:56p Greg_h $ */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando Tools - W3D export *
- * *
- * $Archive:: /Commando/Code/Tools/max2w3d/motion.h $*
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 10/30/00 5:25p $*
- * *
- * $Revision:: 13 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef MOTION_H
- #define MOTION_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- #include <Max.h>
- #ifndef HIERSAVE_H
- #include "hiersave.h"
- #endif
- #ifndef PROGRESS_H
- #include "progress.h"
- #endif
- #ifndef CHUNKIO_H
- #include "chunkio.h"
- #endif
- #ifndef VECTOR_H
- #include "vector.h"
- #endif
- #ifndef LOGDLG_H
- #include "logdlg.h"
- #endif
- struct W3dExportOptionsStruct;
- class MotionClass
- {
- public:
- MotionClass (
- IScene * scene,
- INode * rootnode,
- HierarchySaveClass * basepose,
- W3dExportOptionsStruct & options,
- int framerate,
- Progress_Meter_Class * meter,
- HWND MaxHwnd,
- char * name,
- Matrix3 & offset = Matrix3(1) // matrix to bring current object space into
- // base object space (for damage animations)
- );
- MotionClass (
- IScene * scene,
- INodeListClass * rootlist,
- HierarchySaveClass * basepose,
- W3dExportOptionsStruct & options,
- int framerate,
- Progress_Meter_Class * meter,
- HWND MaxHwnd,
- char * name,
- Matrix3 & offset = Matrix3(1) // matrix to bring current object space into
- // base object space (for damage animations)
- );
- ~MotionClass(void);
- bool Save(ChunkSaveClass & csave);
- private:
- IScene * Scene;
- INode * RootNode;
- INodeListClass * RootList;
- HierarchySaveClass * BasePose;
- int StartFrame;
- int EndFrame;
- int NumFrames;
- int FrameRate;
- bool ReduceAnimation;
- int ReduceAnimationPercent;
- bool CompressAnimation;
- int CompressAnimationFlavor;
- float CompressAnimationTranslationError;
- float CompressAnimationRotationError;
-
- Progress_Meter_Class * Meter;
- char Name[W3D_NAME_LEN];
- Matrix3 Offset;
- // 2D array of matrices, one per node per frame
- Matrix3 * * MotionMatrix;
-
- // 2D array of euler angles, one per node per frame
- Point3 * * EulerDelta;
-
- // Visibility bits, one bit per node per frame
- BooleanVectorClass * VisData;
- // Movement bits, one bit per node per frame, to designate a movement as interpolated, or not
- BooleanVectorClass * BinMoveData;
-
- // flag for each node in the base pose, indicating
- // whether the node actually appeard in the max scene
- // being exported.
- BooleanVectorClass NodeValidFlags;
- void compute_frame_motion(int frame);
- void set_motion_matrix(int node,int frame,const Matrix3 & motion);
- Matrix3 get_motion_matrix(int node,int frame);
- void set_eulers(int node,int frame,float x,float y,float z);
- Point3 get_eulers(int node,int frame);
- void set_visibility(int node,int frame,bool visible);
- bool get_visibility(int node,int frame);
- void set_binary_movement(int node,int frame,bool visible);
- bool get_binary_movement(int node,int frame);
- bool save_header(ChunkSaveClass & csave);
- bool save_channels(ChunkSaveClass & csave);
- void init(void);
- };
- #endif /*MOTION_H*/
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