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.
96 lines
3.1 KiB
C++
96 lines
3.1 KiB
C++
//===========================================================================//
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// File: D3DRMVideoRenderables.cpp //
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// Project: MUNGA Brick: Win95 Video Renderer //
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// Contents: GOS95 Layer Video Renderer //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 03/13/97 JTR Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1997, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "AdeptHeaders.hpp"
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#include "VideoHeaders.hpp"
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#include "Tool.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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SlidingShapeComponent::ClassData*
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SlidingShapeComponent::CreateFactoryRequest(
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FactoryRequestParameters *parameters,
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Entity::ClassData *class_data
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)
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{
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Check_Object(parameters);
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//
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//-------------------------------------------------------------------------
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// Allocate enough room for what we need to write out, then call our parent
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//-------------------------------------------------------------------------
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//
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MemoryStream *component_stream = parameters->m_stream;
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Check_Object(component_stream);
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component_stream->AllocateBytes(sizeof(SlidingShapeComponent));
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Check_Object(Resource::ParentFileDependencies);
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//
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//----------------------------
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// Let our parent do its thing
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//----------------------------
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//
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bool result = BaseClass::CreateFactoryRequest(parameters) != NULL;
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//
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//------------------------------------
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// Find the parent object for the mesh
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//------------------------------------
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//
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Page *page = parameters->m_page;
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Check_Object(page);
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NotationFile *file = page->GetNotationFile();
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Check_Object(file);
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//
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//-------------------------
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// Read the attribute field
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//-------------------------
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//
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const char* transform_name;
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page->GetEntry("Transform", &transform_name, true);
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const AttributeEntry *transform_entry;
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Check_Object(class_data);
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transform_entry =
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class_data->attributeTable.GetAttributeEntry(transform_name);
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if (transform_entry == NULL)
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{
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STOP((
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"%s: {[%s]Transform=%s}: Unknown attribute!",
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file->GetFileName(),
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page->GetName(),
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transform_name
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));
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return false;
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}
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Check_Object(transform_entry);
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if (transform_entry->attributeType != AffineMatrix4DClassID)
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{
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PAUSE((
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"%s: {[%s]Transform=%s}: Attribute is not correct type!",
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file->GetFileName(),
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page->GetName(),
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transform_name
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));
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result = false;
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}
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else
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*component_stream << transform_entry->attributeID;
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Check_Object(DefaultData);
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return (result) ? DefaultData : NULL;
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}
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