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.
84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
//===========================================================================//
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// File: EntityAttribute.hpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 08/25/97 JMA Infrastructure changes //
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// 08/25/97 ECH Infrastructure changes //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-97, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "EntityAttribute.hpp"
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//#############################################################################
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//##################### LocalToWorldAttributeEntry ######################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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LocalToWorldAttributeEntry::LocalToWorldAttributeEntry(
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Entity::AttributeID attribute_ID,
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const char *attribute_name
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):
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AttributeEntry(
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attribute_ID,
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attribute_name,
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LinearMatrix4DClassID,
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NULL
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)
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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LocalToWorldAttributeEntry::~LocalToWorldAttributeEntry()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LocalToWorldAttributeEntry::GetValue(
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Entity *entity,
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void *new_value
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)
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{
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Check_Object(entity);
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Check_Pointer(new_value);
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*Cast_Pointer(LinearMatrix4D*, new_value) = entity->GetLocalToWorld();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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LocalToWorldAttributeEntry::GetChangedValue(
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Entity *entity,
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void *new_value,
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void *current_value,
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Scalar diff_threshold
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)
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{
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Check_Object(entity);
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Check_Pointer(new_value);
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Check_Pointer(current_value);
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if (
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!Close_Enough(
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entity->GetLocalToWorld(),
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*Cast_Pointer(LinearMatrix4D*, current_value),
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diff_threshold
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)
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)
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{
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*Cast_Pointer(LinearMatrix4D*, new_value) =
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entity->GetLocalToWorld();
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return true;
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}
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return false;
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}
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