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.
129 lines
2.6 KiB
C++
129 lines
2.6 KiB
C++
#pragma once
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#include "ElementProxies.hpp"
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namespace ElementProxies {
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class ElementPolygonMeshProxy;
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//
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//#########################################################################
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//######################## MLRVertexProxy ##############################
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//#########################################################################
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//
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class MLRVertexProxy:
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public Proxies::VertexProxy
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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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public:
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static MLRVertexProxy*
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MakeProxy(
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ElementPolygonMeshProxy *polygon,
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int primitive_index,
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int vertex_index
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)
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{return new MLRVertexProxy(polygon, primitive_index, vertex_index);}
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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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protected:
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MLRVertexProxy(
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ElementPolygonMeshProxy *mesh,
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unsigned primitive_index,
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unsigned vertex_index
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);
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~MLRVertexProxy();
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static Stuff::MemoryBlock
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*AllocatedMemory;
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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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// Vertex management functions
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//
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public:
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//
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// Copies the elements of a polygon into this polygon
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//
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ElementPolygonMeshProxy*
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GetPolygonMeshProxy()
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{
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Check_Object(this);
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return Cast_Pointer(ElementPolygonMeshProxy*, polygonMeshProxy);
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}
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Proxies::VertexProxy*
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UseNextVertexProxy();
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Proxies::VertexProxy*
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UsePreviousVertexProxy();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Vertex functions
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//
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public:
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//
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// position functions
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//
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void
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GetPosition(Stuff::Point3D *point);
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void
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SetPosition(const Stuff::Point3D &point);
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//
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// color functions
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//
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bool
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GetColor(Stuff::RGBAColor *color);
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void
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SetColor(const Stuff::RGBAColor& color);
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//
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// normal functions
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//
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bool
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GetNormal(Stuff::Normal3D *normal);
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void
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SetNormal(const Stuff::Normal3D &normal);
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//
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// UV functions
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//
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bool
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GetUVs(Stuff::DynamicArrayOf<Stuff::Vector2DOf<Stuff::Scalar> > *vector);
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void
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SetUVs(Stuff::DynamicArrayOf<Stuff::Vector2DOf<Stuff::Scalar> > &vector);
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protected:
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unsigned
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primitiveIndex,
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vertexIndex;
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};
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}
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