82 lines
3.3 KiB
C++
82 lines
3.3 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : W3DView *
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* *
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* $Archive:: /Commando/Code/Tools/W3DView/AssetInfo.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 2/25/00 4:16p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "StdAfx.H"
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#include "AssetInfo.H"
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//#include "HModel.H"
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#include "AssetMgr.H"
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#include "HTree.H"
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/////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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void
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AssetInfoClass::Initialize (void)
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{
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// If this isn't a material, then try to get its hierarchy name (if there is one)
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if (m_AssetType != TypeMaterial) {
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// Assume we are wrapping an instance as apposed to an asset 'name'.
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RenderObjClass *prender_obj = m_pRenderObj;
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SAFE_ADD_REF (prender_obj);
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// If we are wrapping an asset name, then create an instance of it.
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if (prender_obj == NULL) {
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prender_obj = WW3DAssetManager::Get_Instance()->Create_Render_Obj (m_Name);
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}
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if (prender_obj != NULL) {
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// Get the hierarchy tree for this object (if one exists)
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const HTreeClass *phtree = prender_obj->Get_HTree ();
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if (phtree) {
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// Get the name of the hierarchy tree
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m_HierarchyName = phtree->Get_Name ();
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}
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}
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// Release our hold on the temporary object
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MEMBER_RELEASE (prender_obj);
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}
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return ;
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}
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