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.
150 lines
3.6 KiB
C++
150 lines
3.6 KiB
C++
#pragma once
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#include "Proxies.hpp"
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#include "GenericProxy.hpp"
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namespace Proxies {
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class SceneProxy;
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class GroupProxy;
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class BinSortProcess;
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class BurnLightsProcess;
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class CleanHierarchyProcess;
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class CopyProcess;
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class FindErrorsProcess;
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class FlattenHierarchyProcess;
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class SplitByStateProcess;
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class GetInfoProcess;
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class MakeSingleSidedProcess;
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class OptimizeFlatShadingProcess;
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//
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//#########################################################################
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//########################## ChildProxy #############################
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//#########################################################################
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//
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class _declspec(novtable) ChildProxy:
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public GenericProxy
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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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protected:
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ChildProxy(
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ClassData *data,
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SceneProxy *scene,
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GroupProxy *parent
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);
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~ChildProxy();
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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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// Process support
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//
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public:
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virtual bool
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BinSort(BinSortProcess *process);
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virtual void
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BurnLights(BurnLightsProcess *process);
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virtual bool
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CleanHierarchy(CleanHierarchyProcess *process);
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virtual int
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FindErrors(FindErrorsProcess *process);
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virtual void
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FindLights(BurnLightsProcess *process);
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virtual bool
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FlattenHierarchy(FlattenHierarchyProcess *process);
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virtual bool
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SplitByState(SplitByStateProcess *process);
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virtual bool
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MakeSingleSided(MakeSingleSidedProcess *process);
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virtual bool
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OptimizeFlatShading(OptimizeFlatShadingProcess *process);
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virtual void
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GetInfo(GetInfoProcess *process);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Position management functions
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//
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public:
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//
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// Position traversal functions
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//
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SceneProxy*
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GetSceneProxy()
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{Check_Object(this); return sceneProxy;}
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GroupProxy*
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GetParentGroupProxy()
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{Check_Object(this); return parentProxy;}
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virtual void
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TransferAndAppendToParentGroup(GroupProxy *parent) = 0;
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virtual ChildProxy*
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UseNextSiblingProxy()=0;
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virtual ChildProxy*
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UsePreviousSiblingProxy()=0;
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protected:
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SceneProxy
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*sceneProxy;
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GroupProxy
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*parentProxy;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Matrix functions
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//
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public:
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//
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// Matrix functions
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//
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virtual bool
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GetLocalToParent(Stuff::LinearMatrix4D *matrix) = 0;
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virtual void
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GetLocalToWorld(Stuff::LinearMatrix4D *matrix);
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virtual void
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SetLocalToParent(const Stuff::LinearMatrix4D &matrix) = 0;
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virtual void
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TransformLocalToParent(const Stuff::LinearMatrix4D &matrix);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Bounding functions
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//
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// GetBoundingSphere should be used only after GetOBB has returned a false
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//
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public:
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virtual bool
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GetOBB(Stuff::OBB *obb) = 0;
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virtual void
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SetOBB(const Stuff::OBB &obb) = 0;
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virtual bool
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GetBoundingSphere(Stuff::Sphere *sphere) = 0;
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virtual void
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SetBoundingSphere(const Stuff::Sphere &sphere) = 0;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Polygon functions
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//
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public:
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virtual void
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GetCentroid(Stuff::Point3D *center) = 0;
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};
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}
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