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.
94 lines
1.9 KiB
C++
94 lines
1.9 KiB
C++
#pragma once
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#include "ElementProxies.hpp"
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namespace ElementProxies {
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class MLRPolygonProxy;
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class MLRIndexProxy;
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class MLRVertexProxy;
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//
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//#########################################################################
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//#################### MLRIndexProxy #########################
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//#########################################################################
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//
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class MLRIndexProxy:
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public Proxies::IndexProxy
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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 MLRIndexProxy*
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MakeProxy(
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MLRPolygonProxy *polygon,
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MLRVertexProxy *vertex,
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int polygon_index
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)
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{return new MLRIndexProxy(polygon, vertex, polygon_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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MLRIndexProxy(
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MLRPolygonProxy *polygon,
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MLRVertexProxy *vertex,
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int polygon_index
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);
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~MLRIndexProxy();
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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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MLRPolygonProxy*
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GetPolygonProxy()
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{
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Check_Object(this);
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return Cast_Pointer(MLRPolygonProxy*, polygonProxy);
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}
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MLRVertexProxy*
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GetVertexProxy()
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{
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Check_Object(this);
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return Cast_Pointer(MLRVertexProxy*, vertexProxy);
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}
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protected:
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int
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polygonIndex;
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};
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}
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