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CnC_Renegade/Code/Tools/max2w3d/maxworldinfo.cpp

64 lines
3.4 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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);
}