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- /*
- ** 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/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 <Max.h>
- #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_DATA> 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<DEFORM_DATA> &list);
- private:
- //////////////////////////////////////////////////////////////////////
- // Private member data
- //////////////////////////////////////////////////////////////////////
- DynamicVectorClass<KEYFRAME *> m_DeformData;
- KEYFRAME * m_CurrentKeyFrame;
- unsigned int m_Flags;
- };
- #endif //__MESH_DEFORM_SAVE_SET_H
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