JurassicParkTrespasser/jp2_pc/Tools/MAXScript/MunchScene.ms

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2018-01-01 22:07:24 +00:00
Utility MunchScene "Munch Scene"
(
local terrain
spinner DelEvery "Delete Every" range:[1,10,1] type:#integer
button DelObjs "Delete" width:70 offset:[-37,0]
button SelObjs "Select" width:70 offset:[37,-26]
label blank
group "Munch by Terrain Slope"
(
label TerrainLabel "Terrain:" align:#left offset:[-5,0]
pickbutton getTerrain width:100 offset:[20,-20]
spinner SlopeThresh "Slope Thresh:" range:[0,90,35]
button SlopeSelect "Select" width:140
)
on getTerrain picked obj do
(
terrain = obj
getTerrain.text = terrain.name
)
on SlopeSelect pressed do
(
if Terrain != undefined then
(
ObjArray = selection as array
oc = ObjArray.count
ocInv = (1.0 / oc) * 100
cr = ray [0,0,0] [0,0,-1]
Sel = #()
ProgressStart "Selecting..."
for i = 1 to oc do
(
ProgressUpdate (ocInv * i)
CObj = ObjArray[i]
cr.pos = [CObj.pos.x, CObj.pos.y, (Terrain.max.z + 1.0)]
if (ir = intersectRay terrain cr) != undefined do
(
N = ir.dir
NewAngle = 90 - (atan (N.z / sqrt(N.x^2 + N.y^2)))
if NewAngle >= SlopeThresh.value do
append Sel CObj
)
)
ProgressEnd()
select Sel
) else (
MessageBox "No terrain is defined."
)
)
on DelObjs pressed do
(
ObjArray = #()
for obj in selection do
if Obj.parent == undefined do append ObjArray Obj
oc = ObjArray.count
DeleteArray = #()
NumDeletes = (oc / DelEvery.value as float) as integer
for i = 1 to NumDeletes do
(
d = false
while d == false do
(
Ci = random 1 oc
if ObjArray[Ci] != #deleted do
(
append DeleteArray ObjArray[Ci]
ObjArray[Ci] = #deleted
d = true
)
)
)
select DeleteArray
MAX delete
MessageBox ("Done Munching...\nI sure was hungry!\nI ate " + NumDeletes as string + " objects\nPlease feed me again soon....")
)
on SelObjs pressed do
(
ObjArray = #()
for obj in selection do
if Obj.parent == undefined do append ObjArray Obj
oc = ObjArray.count
DeleteArray = #()
NumDeletes = (oc / DelEvery.value as float) as integer
for i = 1 to NumDeletes do
(
d = false
while d == false do
(
Ci = random 1 oc
if ObjArray[Ci] != #deleted do
(
append DeleteArray ObjArray[Ci]
ObjArray[Ci] = #deleted
d = true
)
)
)
select DeleteArray
)
) -- end Utility