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.
169 lines
4.0 KiB
C++
169 lines
4.0 KiB
C++
#pragma once
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#include "Proxies.hpp"
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#include "ChildProxy.hpp"
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namespace Proxies {
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class VertexProxy;
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class PolygonProxy;
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class MultiState;
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class Process;
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class CopyProcess;
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class CoalesceTexturesProcess;
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//
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//#########################################################################
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//###################### PolygonMeshProxy ###########################
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//#########################################################################
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//
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class _declspec(novtable) PolygonMeshProxy:
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public ChildProxy
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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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PolygonMeshProxy(
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ClassData *class_data,
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SceneProxy *scene,
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GroupProxy *parent
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);
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~PolygonMeshProxy();
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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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bool
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BinSort(BinSortProcess *process);
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void
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BurnLights(BurnLightsProcess *process);
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bool
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CleanHierarchy(CleanHierarchyProcess *process);
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virtual void
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CoalesceTextures(CoalesceTexturesProcess *process);
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virtual void
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Copy(
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CopyProcess *process,
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Proxies::PolygonMeshProxy* mesh
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);
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virtual void
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GetInfo(
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GetInfoProcess *process
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);
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int
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FindErrors(FindErrorsProcess *process);
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bool
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FlattenHierarchy(FlattenHierarchyProcess *process);
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void
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GetCentroid(Stuff::Point3D *center);
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void
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Recenter();
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bool
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SplitByState(SplitByStateProcess *process);
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bool
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MakeSingleSided(MakeSingleSidedProcess *process);
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bool
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OptimizeFlatShading(OptimizeFlatShadingProcess *process);
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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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bool
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GetBoundingSphere(Stuff::Sphere *sphere);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Polygon Mesh functions
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//
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public:
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unsigned
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UseMultiStateArray(
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Stuff::DynamicArrayOf<MultiState*> *states,
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Stuff::DynamicArrayOf<unsigned> *index,
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Stuff::DynamicArrayOf<unsigned> *count,
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Stuff::DynamicArrayOf<PolygonProxy*> &polygons
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);
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static void
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DetachArrayReferences(Stuff::DynamicArrayOf<MultiState*> *states);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Polygon functions
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//
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public:
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//
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// Get the number of polygons in the mesh
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//
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virtual unsigned
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UsePolygonArray(Stuff::DynamicArrayOf<PolygonProxy*> *polygons) = 0;
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static void
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DetachArrayReferences(Stuff::DynamicArrayOf<PolygonProxy*> *polygons);
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virtual void
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AddPolygons(
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Process *process,
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Stuff::DynamicArrayOf<PolygonProxy*> &polygons
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) = 0;
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virtual void
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SetToMatchMultiState(MultiState* multi_state) = 0;
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void
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AttachPolygonProxy(PolygonProxy *proxy)
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{
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Check_Object(this);
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AttachReference(); activePolygonProxies.Add(proxy);
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}
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void
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DetachPolygonProxy(PolygonProxy* proxy);
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protected:
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Stuff::ChainOf<PolygonProxy*>
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activePolygonProxies;
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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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// Get the number of vertices in the mesh
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//
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virtual unsigned
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UseVertexArray(Stuff::DynamicArrayOf<VertexProxy*> *vertices) = 0;
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static void
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DetachArrayReferences(Stuff::DynamicArrayOf<VertexProxy*> *vertices);
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void
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AttachVertexProxy(VertexProxy *proxy)
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{
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Check_Object(this);
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AttachReference(); activeVertexProxies.Add(proxy);
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}
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void
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DetachVertexProxy(VertexProxy* proxy);
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protected:
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Stuff::ChainOf<VertexProxy*>
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activeVertexProxies;
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};
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}
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