64 lines
3.4 KiB
C++
64 lines
3.4 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Max2W3d *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/maxworldinfo.cpp $*
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* *
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* Original Author:: Patrick Smith *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 10/27/00 7:11p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "maxworldinfo.h"
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#include "geometryexporttask.h"
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/*
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** Get_Shared_Vertex_Normal
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** Loops through all the other meshes in the world and builds a vertex normal for
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** the verticies that share the same space and are part of the same smoothing group.
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*/
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Vector3 MaxWorldInfoClass::Get_Shared_Vertex_Normal (Vector3 pos, int smgroup)
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{
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Point3 normal(0,0,0);
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Point3 world_pos = ExportTrans * Point3(pos.X,pos.Y,pos.Z);
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//
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// Loop through all the meshes in the world and see which ones contain
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// verticies that share the same space and are part of the same smoothing group.
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//
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for(unsigned int index = 0; index < MeshList.Count(); index ++) {
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GeometryExportTaskClass * task = MeshList[index];
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if (task != CurrentTask) {
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normal += task->Get_Shared_Vertex_Normal(world_pos,smgroup);
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}
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}
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return Vector3(normal.x,normal.y,normal.z);
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}
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