/* ** 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 . */ /*********************************************************************************************** *** 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 ; }