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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/vxllayer.h 3 10/28/97 6:08p Greg_h $ */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando Tools - W3D export *
- * *
- * $Archive:: /Commando/Code/Tools/max2w3d/vxllayer.h $*
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 10/26/97 1:35p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef VXLLAYER_H
- #define VXLLAYER_H
- #include <Max.h>
- #ifndef BITTYPE_H
- #include "bittype.h"
- #endif
- #ifndef NODELIST_H
- #include "nodelist.h"
- #endif
- const sint8 VOXEL_VISIBLE = 0; // voxels that are "outside" the object
- const sint8 VOXEL_SOLID = 1; // voxels that are part of the object
- const sint8 VOXEL_UNKNOWN = -1; // either inside or outside, don't know yet
- const int max_bitmap_width = 256;
- const int max_bitmap_height = 256;
- class VoxelLayerClass
- {
- public:
- VoxelLayerClass();
-
- VoxelLayerClass
- (
- INodeListClass & objectlist,
- TimeValue time,
- Matrix3 parenttm,
- Point3 offset,
- Point3 scale,
- float slicez,
- float sliceh,
- int bmwidth,
- int bmheight
- );
- ~VoxelLayerClass() {};
- BOOL Is_Visible( int x, int y )
- {
- if (x < 0 || x >= bitmap_width || y < 0 || y >= bitmap_height) {
- return TRUE;
- }
- if (Solid[x][y] == 0) {
- return TRUE;
- } else {
- return FALSE;
- }
- }
- BOOL Is_Solid( int x, int y )
- {
- if (x < 0 || x >= bitmap_width || y < 0 || y >= bitmap_height) {
- return FALSE;
- }
- if (Solid[x][y] == VOXEL_SOLID) {
- return TRUE;
- } else {
- return FALSE;
- }
- }
- unsigned int Get_Width(void) { return bitmap_width; }
- unsigned int Get_Height(void) { return bitmap_height; }
- protected:
- void Set_Visible ( int x, int y )
- {
- if (x >= 0 && x < bitmap_width && y >= 0 && y < bitmap_height && Solid[x][y] != VOXEL_SOLID )
- {
- Solid[x][y] = VOXEL_VISIBLE;
- }
- }
- void Add_Solid(int x,int y)
- {
- // check if the point is outside the bitmap:
- if (x >= 0 && x < bitmap_width && y >= 0 && y < bitmap_height) {
- Solid[x][y] = VOXEL_SOLID;
- }
- }
- // draw a line of voxels into the bitmap
- void Draw_Line(double x0,double y0,double x1,double y1);
- // draw the intersection between the triangle and the voxel plane
- void Intersect_Triangle(Point3 a,Point3 b,Point3 c,float z);
- // scan convert the polygon fragment in this voxel slab
- void Scan_Triangle(Point3 a,Point3 b,Point3 c);
- sint8 Solid[max_bitmap_width][max_bitmap_height];
- float SliceZ;
- float SliceH;
- float SliceZ0;
- float SliceZ1;
- int bitmap_width;
- int bitmap_height;
- };
- #endif /*VXLLAYER_H*/
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