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.
198 lines
4.4 KiB
C++
198 lines
4.4 KiB
C++
#pragma once
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#include "Proxies.hpp"
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#include "GenericProxy.hpp"
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namespace Proxies {
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class IndexProxy;
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class StateProxy;
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class TextureProxy;
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class PolygonMeshProxy;
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//
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//#########################################################################
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//######################## MultiState #############################
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//#########################################################################
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//
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class MultiState :
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public Stuff::DynamicArrayOf<StateProxy*>
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{
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public:
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MultiState() { isInverted = false; }
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MultiState(const MultiState&);
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~MultiState() { Check_Object(this); DetachReferences(); }
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bool
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IsEqualTo(const MultiState& multi_state);
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// unsigned
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// UseStateArray(MultiState *states);
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void
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DetachReferences();
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MultiState&
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operator=(const MultiState&);
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bool isInverted;
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};
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//
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//#########################################################################
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//######################## PolygonProxy #############################
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//#########################################################################
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//
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class PolygonProxy:
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public GenericProxy
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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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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors
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//
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protected:
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~PolygonProxy();
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PolygonProxy();
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PolygonProxy(
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ClassData *class_data,
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PolygonMeshProxy *mesh
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);
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static Stuff::MemoryBlock
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*AllocatedMemory;
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public:
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static PolygonProxy*
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MakeProxy()
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{return new PolygonProxy;}
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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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// Process support
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//
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public:
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virtual int
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FindErrors(FindErrorsProcess *process);
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virtual void
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GetNormal(Stuff::Normal3D *normal);
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virtual Stuff::Scalar
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GetArea();
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virtual void
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GetVertexCentroid(Stuff::Point3D *center);
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virtual Stuff::Scalar
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GetSurfaceAreaAndCentroid(Stuff::Point3D *center);
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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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// Traversal functions
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//
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PolygonMeshProxy*
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GetPolygonMeshProxy()
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{Check_Object(this); return meshProxy;}
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//
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// polygons dont get names
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//
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bool
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GetName(class Stuff::MString *name)
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{Check_Object(this); Check_Object(name); return false;}
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void
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SetName(const char* name)
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{Check_Object(this); Check_Pointer(name);}
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protected:
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PolygonMeshProxy
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*meshProxy;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// multi layer support
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//
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public:
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virtual unsigned
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UseMultiState(MultiState *states);
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virtual void
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SetStatesToMatch(
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const MultiState &states
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Polygon index 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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virtual unsigned
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UseIndexArray(Stuff::DynamicArrayOf<IndexProxy*> *indices);
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void
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DetachArrayReferences(Stuff::DynamicArrayOf<IndexProxy*> *indices);
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void
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SetPolygonIndices(
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const Stuff::DynamicArrayOf<VertexProxy*> &vertices
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);
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void
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AttachIndexProxy(IndexProxy *proxy)
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{
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Check_Object(this);
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AttachReference(); activeIndexProxies.Add(proxy);
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}
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void
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DetachIndexProxy(IndexProxy* proxy);
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protected:
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Stuff::ChainOf<IndexProxy*>
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activeIndexProxies;
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Stuff::DynamicArrayOf<VertexProxy*>
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vertexArray;
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MultiState
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stateArray;
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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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virtual void
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AddToCollection(const char *group);
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virtual void
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AddToCollections(MStringChain &group_list);
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virtual void
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RemoveFromCollection(const char *group);
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virtual void
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RemoveFromCollections(MStringChain &group_list);
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virtual void
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GetCollections(MStringChain *group_list);
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virtual bool
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IsMemberOf(const char *group);
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};
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}
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