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.
54 lines
948 B
C++
54 lines
948 B
C++
#pragma once
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#include "Proxies.hpp"
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#include "Process.hpp"
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namespace Proxies {
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class GenericProxy;
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class FindErrorsProcess:
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public Process
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{
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public:
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enum {
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StatusCheck = 0,
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ERROR_Bad_Normal,
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ERROR_Mismatched_Vertex_Colors,
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ERROR_Mismatched_UVs,
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ERROR_Mismatched_Normals,
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ERROR_Duplicate_Vertex,
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ERROR_Degenerate_Polygon,
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ERROR_Noncoplanar_Polygon,
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ERROR_Nonconvex_Polygon,
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ERROR_Bad_Texture_Size,
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ERROR_Nontextured_Polygon,
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ERROR_Too_Many_Vertices,
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ERROR_Empty_Mesh,
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ErrorsCount
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};
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FindErrorsProcess();
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FindErrorsProcess(
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Stuff::NotationFile *data_file,
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bool bSuppress = true,
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void* fcn = NULL
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);
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bool
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enableDuplicateCheck,
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enableDegenerateCheck,
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enableCoplanarCheck,
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enableColinearCheck,
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enableConvexCheck;
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virtual void
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FindErrorsCallback(
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GenericProxy* proxy,
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int type
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)
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{}
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};
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}
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