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.
176 lines
3.7 KiB
C++
176 lines
3.7 KiB
C++
#pragma once
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#include "Proxies.hpp"
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#include "ChildProxy.hpp"
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namespace Proxies {
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class PolygonMeshProxy;
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class PolygonProxy;
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class StateProxy;
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class Process;
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class GetInfoProcess;
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//
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//#########################################################################
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//####################### GroupProxy ############################
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//#########################################################################
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//
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class _declspec(novtable) GroupProxy:
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public ChildProxy
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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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GroupProxy(
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ClassData *class_data,
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SceneProxy *scene,
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GroupProxy *parent
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);
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~GroupProxy();
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public:
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//
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// Copies the elements of a hierarchy into this hierarchy
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//
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virtual void
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Copy(
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CopyProcess *process,
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GroupProxy *hierarchy
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);
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//
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// gives informations about the group
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//
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virtual void
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GetInfo(
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GetInfoProcess *process
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);
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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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bool
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BinSort(BinSortProcess *process);
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void
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BurnLights(BurnLightsProcess *process);
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bool
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CleanHierarchy(CleanHierarchyProcess *process);
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int
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FindErrors(FindErrorsProcess *process);
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void
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FindLights(BurnLightsProcess *process);
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bool
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FlattenHierarchy(FlattenHierarchyProcess *process);
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bool
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SplitByState(SplitByStateProcess *process);
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bool
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MakeSingleSided(MakeSingleSidedProcess *process);
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bool
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OptimizeFlatShading(OptimizeFlatShadingProcess *process);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Polygon functions
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//
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public:
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void
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GetCentroid(Stuff::Point3D *center);
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void
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Recenter();
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void
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SortAndAddPolygons(
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BinSortProcess *process,
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Stuff::DynamicArrayOf<PolygonProxy*> &polygons
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Bounding functions
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//
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// GetBoundingSphere should be used only after GetOBB has returned a false
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//
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public:
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bool
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GetBoundingSphere(Stuff::Sphere *sphere);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Hierarchy functions
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//
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public:
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//
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// Gets the current number of children
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//
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virtual unsigned
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GetChildCount() = 0;
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//
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// Child creation functions
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//
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virtual GroupProxy*
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AppendNewGroupProxy() = 0;
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virtual GroupProxy*
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InsertNewGroupProxy(ChildProxy *before) = 0;
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virtual PolygonMeshProxy*
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AppendNewPolygonMeshProxy() = 0;
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virtual PolygonMeshProxy*
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InsertNewPolygonMeshProxy(ChildProxy *before) = 0;
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ChildProxy*
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AppendMatchingChildProxy(
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CopyProcess *process,
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ChildProxy *child
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);
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ChildProxy*
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InsertMatchingChildProxy(
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CopyProcess *process,
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ChildProxy *child,
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ChildProxy *before
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);
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//
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// Child traversal functions
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//
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virtual ChildProxy*
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UseFirstChildProxy() = 0;
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virtual ChildProxy*
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UseLastChildProxy() = 0;
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virtual void
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FindNamedChildren(
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Stuff::DynamicArrayOf<ChildProxy*> *children,
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const char* prefix,
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bool matching = true
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);
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void
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AttachChildProxy(ChildProxy *child)
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{
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Check_Object(this);
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AttachReference(); activeChildProxies.Add(child);
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}
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void
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DetachChildProxy(ChildProxy* proxy);
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protected:
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Stuff::ChainOf<ChildProxy*>
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activeChildProxies;
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};
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}
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