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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

180 lines
4.2 KiB
C++

#pragma once
#include "ElementRenderer.hpp"
#include "Element.hpp"
namespace MidLevelRenderer {
class MLRShape;
}
namespace ElementRenderer {
//#########################################################################
//######################### ShapeElement ################################
//#########################################################################
class ShapeElement:
public Element
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Initialization
//
public:
static void InitializeClass(Stuff::NotationFile *startup_ini);
static void TerminateClass(Stuff::NotationFile *startup_ini);
static ClassData *DefaultData;
typedef Element BaseClass;
static bool s_ShowClippedBounds;
static bool s_CheckBounds;
static bool s_BoundsWereBad;
static int s_MaxLightsPerShape;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors/Destructors
//
protected:
ShapeElement(
ClassData *class_data,
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes
);
public:
ShapeElement(ClassData *class_data = DefaultData);
explicit ShapeElement(
ShapeElement *shape,
ClassData *class_data = DefaultData
);
~ShapeElement();
static ShapeElement* Make(
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes=NULL
);
void Save(Stuff::MemoryStream *stream);
static HGOSHEAP s_Heap;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Testing
//
public:
void TestInstance();
bool CheckBounds();
static bool CheckSphereBounds(
MidLevelRenderer::MLRShape *shape,
const Stuff::OBB &sphere
);
static bool CheckOBBBounds(
MidLevelRenderer::MLRShape *shape,
const Stuff::OBB &obb
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Hierarchy
//
protected:
void AttachChild(Element *child);
void DetachChild(Element *child);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Sync support
//
public:
const Stuff::LinearMatrix4D& GetWorldToLocal()
{
Check_Object(this); Check_Object(&m_worldToLocal);
return m_worldToLocal;
}
protected:
void SetSyncState();
static SyncMethod SyncMethods[SyncStateCount];
Stuff::LinearMatrix4D m_worldToLocal;
void DirtyRootSyncMethod();
void DirtySyncMethod();
void CleanSphereSyncMethod();
void DirtySphereSyncMethod();
void CleanOBBSyncMethod();
void DirtyOBBSyncMethod();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Collision
//
protected:
bool CastCulledRay(CollisionQuery *query);
Element* FindSmallestElementContainingCulled(SphereTest *test);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Drawing
//
protected:
void SetDrawState();
static DrawMethod DrawMethods[DrawStateCount];
void InheritDrawMethod(
CameraElement *camera,
const StateChange *inherited_state,
int clipping_state
);
void OverrideDrawMethod(
CameraElement *camera,
const StateChange *inherited_state,
int clipping_state
);
int CullLights(
LightList culled_lights,
const LightList lights
);
int CountTriangles();
public:
void CleanDamage();
void ApplyDamage(
const Stuff::LinearMatrix4D &damage_spot,
Stuff::Scalar radius
);
void ApplyDamageDecal(
const Stuff::LinearMatrix4D &damage_spot,
Stuff::Scalar radius,
MidLevelRenderer::MLRTexture *texture
);
void CastShadow(
const Stuff::LinearMatrix4D &shadow_to_world,
const Stuff::UnitVector3D &sun_in_world,
Stuff::Scalar radius
);
void MakeFootStep(
MidLevelRenderer::MLRShape *shape,
const Stuff::LinearMatrix4D &foot,
Stuff::Scalar radius,
MidLevelRenderer::MLRTexture *tex
);
MidLevelRenderer::MLRShape* GetMLRShape(CameraElement *camera=NULL)
{Check_Object(this); return m_MLRShape;}
void SetMLRShape(MidLevelRenderer::MLRShape *shape);
void GetCoordData(Stuff::DynamicArrayOf<Stuff::Point3D> *array);
protected:
MidLevelRenderer::MLRShape *m_MLRShape;
};
}