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.
144 lines
2.8 KiB
C++
144 lines
2.8 KiB
C++
#pragma once
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#include "MAXProxies.hpp"
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namespace MAXProxies {
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//
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//#########################################################################
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//########################## MAXVertex ###############################
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//#########################################################################
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//
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class MAXVertex:
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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 MAXVertex*
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MakeProxy(
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MAXPolygonMesh *mesh,
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int index,
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int texture_index,
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Point3 *vertex,
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int face_index
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)
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{return new MAXVertex(mesh, index, texture_index, vertex, face_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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MAXVertex(
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MAXPolygonMesh *mesh,
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int index,
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int texture_index,
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Point3 *vertex,
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int face_index
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);
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~MAXVertex();
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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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MAXPolygonMesh*
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GetPolygonMeshProxy()
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{
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Check_Object(this);
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return Cast_Pointer(MAXPolygonMesh*, polygonMeshProxy);
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}
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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(const Stuff::DynamicArrayOf<Stuff::Vector2DOf<Stuff::Scalar> > &vector);
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protected:
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Point3
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proxiedVertex;
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int
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vertexIndex;
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int
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vertexTextureIndex;
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int
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faceIndex;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// helper functions
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//
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public:
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static Point3*
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AllocateRecord();
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Point3
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GetProxiedVertex()
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{Check_Object(this); return proxiedVertex;}
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int GetVertexIndex()
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{Check_Object(this); return vertexIndex;}
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};
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}
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