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Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

163 lines
3.5 KiB
C++

#pragma once
#include "ElementProxies.hpp"
namespace ElementProxies {
class ElementSceneProxy;
//
//#########################################################################
//###################### ElementGroupProxy ##########################
//#########################################################################
//
class ElementGroupProxy:
public Proxies::GroupProxy
{
public:
static void
InitializeClass();
static void
TerminateClass();
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors
//
public:
static ElementGroupProxy*
MakeProxy(
ElementSceneProxy *scene,
Proxies::GroupProxy *parent,
ElementRenderer::GroupElement *group,
Stuff::ChainIterator *iterator
)
{return new ElementGroupProxy(scene, parent, group, iterator);}
void
Destroy();
void*
operator new(size_t)
{return AllocatedMemory->New();}
void
operator delete(void *where)
{AllocatedMemory->Delete(where);}
protected:
ElementGroupProxy(
ElementSceneProxy *scene,
Proxies::GroupProxy *parent,
ElementRenderer::GroupElement *group,
Stuff::ChainIterator *iterator
);
~ElementGroupProxy();
static Stuff::MemoryBlock
*AllocatedMemory;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Testing
//
public:
void
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Hierarchy management functions
//
public:
//
// Position traversal functions
//
ElementSceneProxy*
GetSceneProxy()
{Check_Object(this); return Cast_Pointer(ElementSceneProxy*, sceneProxy);}
void
TransferAndAppendToParentGroup(Proxies::GroupProxy *parent);
Proxies::ChildProxy*
UseNextSiblingProxy();
Proxies::ChildProxy*
UsePreviousSiblingProxy();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Hierarchy functions
//
public:
//
// name functions
//
bool
GetName(Stuff::MString *name);
void
SetName(const char* name);
//
// Position functions
//
bool
GetLocalToParent(Stuff::LinearMatrix4D *matrix);
void
SetLocalToParent(const Stuff::LinearMatrix4D &matrix);
//
// Bounding functions
//
void
GetCentroid(Stuff::Point3D *center);
bool
GetOBB(Stuff::OBB *obb);
void
SetOBB(const Stuff::OBB &obb);
bool
GetBoundingSphere(Stuff::Sphere *sphere);
void
SetBoundingSphere(const Stuff::Sphere &sphere);
//
// Gets the current number of children
//
unsigned
GetChildCount();
//
// Polygon mesh child creation functions
//
Proxies::GroupProxy*
AppendNewGroupProxy();
Proxies::GroupProxy*
InsertNewGroupProxy(Proxies::ChildProxy *before);
Proxies::PolygonMeshProxy*
AppendNewPolygonMeshProxy();
Proxies::PolygonMeshProxy*
InsertNewPolygonMeshProxy(Proxies::ChildProxy *before);
//
// Child traversal functions
//
Proxies::ChildProxy*
UseFirstChildProxy();
Proxies::ChildProxy*
UseLastChildProxy();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local implementation details
//
public:
ElementRenderer::GroupElement*
GetProxiedGroup()
{Check_Object(this); return proxiedGroup;}
protected:
ElementRenderer::GroupElement
*proxiedGroup;
Stuff::ChainIterator
*siblingIterator;
};
}