/* ** Command & Conquer Renegade(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 . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : Max2W3d * * * * $Archive:: /Commando/Code/Tools/max2w3d/maxworldinfo.cpp $* * * * Original Author:: Patrick Smith * * * * $Author:: Greg_h $* * * * $Modtime:: 10/27/00 7:11p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "maxworldinfo.h" #include "geometryexporttask.h" /* ** Get_Shared_Vertex_Normal ** Loops through all the other meshes in the world and builds a vertex normal for ** the verticies that share the same space and are part of the same smoothing group. */ Vector3 MaxWorldInfoClass::Get_Shared_Vertex_Normal (Vector3 pos, int smgroup) { Point3 normal(0,0,0); Point3 world_pos = ExportTrans * Point3(pos.X,pos.Y,pos.Z); // // Loop through all the meshes in the world and see which ones contain // verticies that share the same space and are part of the same smoothing group. // for(unsigned int index = 0; index < MeshList.Count(); index ++) { GeometryExportTaskClass * task = MeshList[index]; if (task != CurrentTask) { normal += task->Get_Shared_Vertex_Normal(world_pos,smgroup); } } return Vector3(normal.x,normal.y,normal.z); }