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firestorm/Gameleap/code/mw4/Libraries/ElementProxies/ElementSceneProxy.hpp
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148 lines
3.3 KiB
C++

#pragma once
#include "ElementProxies.hpp"
namespace ElementProxies {
class ElementGroupProxy;
class ApplyDetailTexturesProcess;
//
//#########################################################################
//##################### ElementSceneProxy ###########################
//#########################################################################
//
class ElementSceneProxy:
public Proxies::SceneProxy
{
public:
static void
InitializeClass();
static void
TerminateClass();
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors
//
static ElementSceneProxy*
MakeProxy(
ElementRenderer::GroupElement *group,
const char* texture_path
)
{return new ElementSceneProxy(group, texture_path);}
static ElementSceneProxy*
MakeProxy(ElementRenderer::GroupElement *group)
{return new ElementSceneProxy(group);}
void
Destroy();
protected:
ElementSceneProxy(
ElementRenderer::GroupElement *group,
const char* texture_path
);
ElementSceneProxy(ElementRenderer::GroupElement *group);
~ElementSceneProxy();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Process support
//
public:
virtual void
ApplyDetailTextures(ApplyDetailTexturesProcess *process);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Testing
//
public:
void
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Library functions
//
public:
Proxies::StateLibrary*
GetStateLibrary();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Bounding functions
//
// GetBoundingSphere should be used only after GetOBB has returned a false
//
public:
void
GetCentroid(Stuff::Point3D *center);
bool
GetOBB(Stuff::OBB *obb);
void
SetOBB(const Stuff::OBB &obb);
bool
GetBoundingSphere(Stuff::Sphere *sphere);
void
SetBoundingSphere(const Stuff::Sphere &sphere);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Scene functions
//
public:
//
// name functions
//
bool
GetName(Stuff::MString *name);
void
SetName(const char* name);
//
// Gets the current number of children
//
unsigned
GetChildCount();
//
// Polygon mesh child creation functions
//
Proxies::GroupProxy*
AppendNewGroupProxy();
Proxies::GroupProxy*
InsertNewGroupProxy(Proxies::ChildProxy *before);
Proxies::PolygonMeshProxy*
AppendNewPolygonMeshProxy();
Proxies::PolygonMeshProxy*
InsertNewPolygonMeshProxy(Proxies::ChildProxy *before);
//
// Child traversal functions
//
Proxies::ChildProxy*
UseFirstChildProxy();
Proxies::ChildProxy*
UseLastChildProxy();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local implementation details
//
public:
ElementRenderer::GroupElement*
GetProxiedScene()
{Check_Object(this); return proxiedScene;}
Proxies::ChildProxy*
InterpretElement(
Proxies::GroupProxy *parent,
Stuff::ChainIterator *iterator
);
protected:
ElementRenderer::GroupElement
*proxiedScene;
};
}