This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Tools/W3DView/AssetInfo.cpp

82 lines
3.3 KiB
C++
Raw Permalink Normal View History

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