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.
195 lines
3.8 KiB
C++
195 lines
3.8 KiB
C++
#pragma once
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#include "MAXProxies.hpp"
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namespace MAXProxies {
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class MAXScene;
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class MAXGroup;
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//
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//#########################################################################
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//########################### MAXLight ###############################
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//#########################################################################
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//
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class MAXLight:
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public Proxies::LightProxy
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{
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors
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//
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public:
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static MAXLight*
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MakeProxy(
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MAXScene *scene,
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MAXGroup *parent,
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INode *light,
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int index
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)
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{return new MAXLight(scene, parent, light, index);}
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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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MAXLight(
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MAXScene *scene,
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MAXGroup *parent,
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INode *light,
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int index
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);
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~MAXLight();
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static Stuff::MemoryBlock
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*AllocatedMemory;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data Support
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//
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public:
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static ClassData
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*DefaultData;
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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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// Position management functions
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//
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public:
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//
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// Position traversal functions
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//
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MAXScene*
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GetSceneProxy()
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{Check_Object(this); return Cast_Pointer(MAXScene*, sceneProxy);}
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MAXGroup*
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GetParentGroupProxy()
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{
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Check_Object(this);
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return reinterpret_cast<MAXGroup*>(parentProxy);
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}
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void
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TransferAndAppendToParentGroup(Proxies::GroupProxy *parent);
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Proxies::ChildProxy*
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UseNextSiblingProxy();
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Proxies::ChildProxy*
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UsePreviousSiblingProxy();
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protected:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Material functions
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//
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public:
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//
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// name functions
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//
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bool
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GetName(Stuff::MString *name);
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void
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SetName(const char* name);
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//
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// Position functions
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//
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bool
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GetLocalToParent(Stuff::LinearMatrix4D *matrix);
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void
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SetLocalToParent(const Stuff::LinearMatrix4D &matrix);
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//
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// Bounding functions
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//
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bool
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GetOBB(Stuff::OBB *obb);
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void
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SetOBB(const Stuff::OBB &obb);
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bool
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GetBoundingSphere(Stuff::Sphere *sphere);
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void
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SetBoundingSphere(const Stuff::Sphere &sphere);
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//
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// ambient color functions
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//
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void
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GetColor(Stuff::RGBColor *color);
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void
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SetColor(const Stuff::RGBColor &color);
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//
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// Ambience. If the light is ambient (it isn't by default), then its
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// local to parent and local to world matrices are not valid
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//
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bool
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IsAmbient();
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void
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SetAmbient(bool ambient);
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//
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// light falloff (valid for points and spots)
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//
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bool
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GetFalloffDistance(
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Stuff::Scalar *n,
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Stuff::Scalar *f
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);
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void
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SetFalloffDistance(
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Stuff::Scalar n,
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Stuff::Scalar f
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);
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//
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// light falloff (for spots)
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//
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bool
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GetSpreadAngle(Stuff::Radian *angle);
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void
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SetSpreadAngle(const Stuff::Radian &radian);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// MAX helper functions
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//
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public:
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INode
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*GetPreviousChild();
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INode
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*GetNextChild();
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LightState *GetLightState() {return lightObject?&lightState:NULL;}
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INode *GetProxiedLight() {return proxiedLight;}
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protected:
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int
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childIndex;
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INode
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*proxiedLight;
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LightObject
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*lightObject;
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LightState
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lightState;
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};
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}
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