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.
203 lines
4.1 KiB
C++
203 lines
4.1 KiB
C++
#pragma once
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#include "Proxies.hpp"
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namespace Proxies {
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class IndexProxy;
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class LightProxy;
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struct TransformedLight {
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Stuff::LinearMatrix4D
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lightToLocal;
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LightProxy
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*lightProxy;
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};
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//
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//#########################################################################
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//######################## VertexProxy ##############################
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//#########################################################################
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//
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class VertexProxy:
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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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VertexProxy(
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ClassData *class_data,
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PolygonMeshProxy *mesh
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);
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VertexProxy();
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~VertexProxy();
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static Stuff::MemoryBlock
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*AllocatedMemory;
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public:
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static VertexProxy*
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MakeProxy()
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{return new VertexProxy();}
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//
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// Copies the elements of the given vertex pointer into this vertex
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// pointer
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//
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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 void
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BurnLights(
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BurnLightsProcess *process,
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Stuff::DynamicArrayOf<TransformedLight> &lights
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);
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virtual void
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Copy(
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CopyProcess *process,
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VertexProxy *vertex
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);
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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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PolygonMeshProxy*
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GetPolygonMeshProxy()
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{Check_Object(this); return polygonMeshProxy;}
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virtual bool
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IsEqualTo(
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VertexProxy* vertex,
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Stuff::Scalar threshold
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);
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virtual bool
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IsAllButNormalEqual(
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VertexProxy* vertex,
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Stuff::Scalar threshold
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);
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static unsigned
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AddUniqueVertex(
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Stuff::DynamicArrayOf<VertexProxy*> &vertices,
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unsigned *vertex_count,
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VertexProxy *new_vertex,
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Stuff::Scalar threshold
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);
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//
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// Vertices don't get names
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//
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bool
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GetName(class Stuff::MString *name)
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{Check_Object(this); Check_Object(name); return false;}
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void
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SetName(const char* name)
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{Check_Object(this); Check_Pointer(name);}
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protected:
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PolygonMeshProxy
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*polygonMeshProxy;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Vertex instance functions
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//
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public:
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void
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AttachIndexProxy(IndexProxy *proxy)
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{
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Check_Object(this);
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AttachReference(); activeIndexProxies.Add(proxy);
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}
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void
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DetachIndexProxy(IndexProxy* proxy);
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protected:
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Stuff::ChainOf<IndexProxy*>
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activeIndexProxies;
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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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virtual void
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GetPosition(Stuff::Point3D *point);
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virtual 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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virtual bool
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GetColor(Stuff::RGBAColor *color);
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virtual 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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virtual bool
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GetNormal(Stuff::Normal3D *normal);
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virtual 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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virtual bool
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GetUVs(Stuff::DynamicArrayOf<Stuff::Vector2DOf<Stuff::Scalar> > *vector);
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virtual void
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SetUVs(Stuff::DynamicArrayOf<Stuff::Vector2DOf<Stuff::Scalar> > &vector);
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protected:
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Stuff::Point3D
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vertexPosition;
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Stuff::Normal3D
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vertexNormal;
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Stuff::RGBAColor
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vertexColor;
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Stuff::DynamicArrayOf<Stuff::Vector2DOf<Stuff::Scalar> >
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vertexUVs;
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bool
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hasNormal,
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hasColor,
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hasUV;
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};
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}
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