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.
153 lines
4.4 KiB
C++
153 lines
4.4 KiB
C++
//===========================================================================//
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// File: cmpnnt.cc //
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// Project: MUNGA Brick: Entity //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 12/14/94 ECH Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "VideoComponentWeb.hpp"
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#include "ShapeComponent.hpp"
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//#############################################################################
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//########################### VideoComponentWeb #############################
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//#############################################################################
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VideoComponentWeb::ClassData*
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VideoComponentWeb::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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VideoComponentWeb::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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VideoComponentWebClassID,
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"Adept::VideoComponentWeb",
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RendererComponentWeb::DefaultData
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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VideoComponentWeb::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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VideoComponentWeb::VideoComponentWeb(
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ClassData *class_data,
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Entity *entity,
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Renderer *renderer,
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const ResourceID &script_id,
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VideoComponentWeb *parent_web
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):
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RendererComponentWeb(class_data, entity, renderer, script_id, parent_web)
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{
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Check_Object(renderer);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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VideoComponentWeb::~VideoComponentWeb()
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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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VideoComponentWeb::SetInterest(bool rendered)
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{
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Check_Object(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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VideoComponentWeb::TestInstance()
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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VideoComponentWeb::CleanDamage()
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{
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Check_Object(this);
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ChainIteratorOf<Component*> chillins(&ownedComponents);
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Component *component;
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while ((component = chillins.ReadAndNext()) != NULL)
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{
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if (component->GetClassID() == ShapeComponentClassID)
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{
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ShapeComponent *shape = Cast_Object(ShapeComponent*, component);
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shape->CleanDamage();
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}
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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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VideoComponentWeb::ApplyDamage(
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const Stuff::LinearMatrix4D &damage_spot,
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Stuff::Scalar radius
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)
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{
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Check_Object(this);
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Check_Object(&damage_spot);
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ChainIteratorOf<Component*> chillins(&ownedComponents);
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Component *component;
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while ((component = chillins.ReadAndNext()) != NULL)
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{
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if (component->GetClassID() == ShapeComponentClassID)
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{
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ShapeComponent *shape = Cast_Object(ShapeComponent*, component);
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shape->ApplyDamage(damage_spot, radius);
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}
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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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VideoComponentWeb::ApplyDamageDecal(
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const Stuff::LinearMatrix4D &damage_spot,
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Stuff::Scalar radius,
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MidLevelRenderer::MLRTexture *texture
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)
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{
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Check_Object(this);
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Check_Object(&damage_spot);
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ChainIteratorOf<Component*> chillins(&ownedComponents);
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Component *component;
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while ((component = chillins.ReadAndNext()) != NULL)
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{
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if (component->GetClassID() == ShapeComponentClassID)
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{
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ShapeComponent *shape = Cast_Object(ShapeComponent*, component);
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shape->ApplyDamageDecal(damage_spot, radius, texture);
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}
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}
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}
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