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.
151 lines
3.2 KiB
C++
151 lines
3.2 KiB
C++
#pragma once
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#include "ElementProxies.hpp"
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namespace ElementProxies {
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class MLRIndexProxy;
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class ElementPolygonMeshProxy;
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//
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//#########################################################################
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//###################### MLRPolygonProxy #############################
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//#########################################################################
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//
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class MLRPolygonProxy:
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public Proxies::PolygonProxy
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{
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friend class MLRIndexProxy;
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors
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//
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public:
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static MLRPolygonProxy*
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MakeProxy(
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ElementPolygonMeshProxy *mesh,
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int primitive_index,
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int polygon_index
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)
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{
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return
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new MLRPolygonProxy(
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mesh,
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primitive_index,
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polygon_index
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);
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}
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void
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Destroy();
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void*
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operator new(size_t)
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{return AllocatedMemory->New();}
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void
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operator delete(void *where)
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{AllocatedMemory->Delete(where);}
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protected:
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MLRPolygonProxy(
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ElementPolygonMeshProxy *mesh,
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int primitive_index,
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int polygon_index
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);
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~MLRPolygonProxy();
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static Stuff::MemoryBlock
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*AllocatedMemory;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Testing
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//
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public:
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void
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Polygon management functions
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//
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public:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// multi layer support
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//
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public:
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unsigned
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UseMultiState(Proxies::MultiState *states);
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void
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SetStatesToMatch(
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const Proxies::MultiState &states
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);
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//
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// Traversal functions
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//
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ElementPolygonMeshProxy*
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GetPolygonMeshProxy()
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{
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Check_Object(this);
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return Cast_Pointer(ElementPolygonMeshProxy*, meshProxy);
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}
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Proxies::PolygonProxy*
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UseNextPolygonProxy();
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Proxies::PolygonProxy*
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UsePreviousPolygonProxy();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Polygon functions
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//
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public:
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//
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// Get the number of vertices in the polygon
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//
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unsigned
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UseIndexArray(Stuff::DynamicArrayOf<Proxies::IndexProxy*> *indices);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Polygon functions
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//
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public:
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//
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// group functions
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//
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void
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AddToCollection(const char *collection);
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void
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AddToCollections(Proxies::MStringChain &collection_list);
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void
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RemoveFromCollection(const char *collection);
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void
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RemoveFromCollections(Proxies::MStringChain &collection_list);
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void
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GetCollections(Proxies::MStringChain *collection_list);
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bool
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IsMemberOf(const char *collection);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Helper functions
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//
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public:
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Proxies::IndexProxy*
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GetIndexProxy(unsigned index);
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protected:
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int
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primitiveIndex,
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polygonIndex,
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indexStart;
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};
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}
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