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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

201 lines
4.3 KiB
C++

#pragma once
#include "ElementRenderer.hpp"
#include "ShapeLODElement.hpp"
namespace MidLevelRenderer {
class MLRShape;
}
//#########################################################################
//######################### TreeElement ###############################
//#########################################################################
namespace ElementRenderer {
class GroupElement;
class TreeElement:
public Element
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Initialization
//
public:
static void InitializeClass();
static void TerminateClass();
static ClassData *DefaultData;
typedef Element BaseClass;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors/Destructors
//
protected:
TreeElement(
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes
);
public:
TreeElement();
~TreeElement();
static TreeElement* Make(
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes=NULL
);
void Save(Stuff::MemoryStream *stream);
static HGOSHEAP s_Heap;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Testing
//
public:
void TestInstance();
bool CheckBounds();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Hierarchy
//
protected:
void AttachChild(Element *child);
void DetachChild(Element *child);
public:
struct Entry
{
Stuff::Scalar
m_nearSquared,
m_fadeInSquared,
m_fadeOutSquared,
m_farSquared;
};
void AttachLOD(
WORD index,
MidLevelRenderer::MLRShape *shape,
const Entry& ranges
);
int AttachLODFirstAvailableSlot(
MidLevelRenderer::MLRShape *shape,
const Entry &ranges
);
void GetLOD(
WORD index,
MidLevelRenderer::MLRShape **shape,
const Entry** ranges
);
void SetLOD(
WORD index,
const Entry &ranges
);
void SetSize(WORD max_size);
WORD GetSize();
WORD m_startAligningAt;
int m_alignType;
protected:
Stuff::DynamicArrayOf<Entry> m_ranges;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// 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 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);
void GetCoordData(Stuff::DynamicArrayOf<Stuff::Point3D> *array);
protected:
Stuff::DynamicArrayOf<MidLevelRenderer::MLRShape*> m_MLRShapes;
};
}