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.
161 lines
3.8 KiB
C++
161 lines
3.8 KiB
C++
#pragma once
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#include "ElementRenderer.hpp"
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#include "Element.hpp"
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namespace ElementProxies {
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class ElementGroupProxy;
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class ElementSceneProxy;
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}
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namespace ElementRenderer {
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//#########################################################################
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//######################### GroupElement ################################
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//#########################################################################
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class GroupElement:
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public Element
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{
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friend class ElementProxies::ElementGroupProxy;
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friend class ElementProxies::ElementSceneProxy;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Initialization
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//
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public:
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static void InitializeClass();
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static void TerminateClass();
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static ClassData *DefaultData;
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typedef Element BaseClass;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors/Destructors
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//
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protected:
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GroupElement(
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ClassData *class_data,
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Stuff::MemoryStream *stream,
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int version,
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ShapeHolder shapes
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);
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public:
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GroupElement(ClassData *class_data=DefaultData);
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~GroupElement();
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static GroupElement* Make(
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Stuff::MemoryStream *stream,
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int version,
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ShapeHolder shapes=NULL
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);
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void Save(Stuff::MemoryStream *stream);
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static HGOSHEAP s_Heap;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Testing
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//
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public:
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void TestInstance();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Hierarchy
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//
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public:
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void AttachChild(Element *child);
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void DetachChild(Element *child);
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void DetachChildren();
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Stuff::ChainIteratorOf<Element*>* MakeIterator()
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{
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Check_Object(this);
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return new Stuff::ChainIteratorOf<Element*>(&m_group);
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}
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protected:
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Stuff::ChainOf<Element*> m_group;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Sync support
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//
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protected:
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void SetSyncState();
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static SyncMethod SyncMethods[SyncStateCount];
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void CleanRootSyncMethod();
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void DirtyRootSyncMethod();
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void CleanSyncMethod();
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void DirtySyncMethod();
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void CleanSphereSyncMethod();
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void MatrixDirtySphereSyncMethod();
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void BoundsWrongSphereSyncMethod();
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void FullSphereSyncMethod();
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void CleanOBBSyncMethod();
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void MatrixDirtyOBBSyncMethod();
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void BoundsWrongOBBSyncMethod();
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void FullOBBSyncMethod();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Collision
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//
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protected:
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bool CastCulledRay(CollisionQuery *query);
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Element* FindSmallestElementContainingCulled(SphereTest *test);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Drawing
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//
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protected:
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void SetDrawState();
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static DrawMethod DrawMethods[DrawStateCount];
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void InheritDrawMethod(
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CameraElement *camera,
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const StateChange *inherited_state,
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int clipping_state
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);
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void OverrideDrawMethod(
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CameraElement *camera,
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const StateChange *inherited_state,
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int clipping_state
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);
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public:
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void CleanDamage();
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void 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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void 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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void CastShadow(
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const Stuff::LinearMatrix4D &shadow_to_world,
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const Stuff::UnitVector3D &sun_in_world,
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Stuff::Scalar radius
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);
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void MakeFootStep(
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MidLevelRenderer::MLRShape *shape,
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const Stuff::LinearMatrix4D &foot,
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Stuff::Scalar radius,
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MidLevelRenderer::MLRTexture *tex
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);
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public:
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int CountTriangles();
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void GetCoordData(Stuff::DynamicArrayOf<Stuff::Point3D> *array);
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};
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}
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