/* ** 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 : WW3D * * * * $Archive:: /Commando/Code/ww3d2/hmdldef.h $* * * * Author:: Greg_h * * * * $Modtime:: 1/08/01 10:04a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef HMDLDEF_H #define HMDLDEF_H #include "always.h" #include "w3d_file.h" class FileClass; class ChunkLoadClass; class ChunkSaveClass; class SnapPointsClass; /* ** Each render object to be attached into the hierarchy model ** will be defined by an instance of the following structure. ** The HmdlNodeDefStruct associates a named render object with ** an indexed pivot/bone in the hierarchy tree. */ struct HmdlNodeDefStruct { char RenderObjName[2*W3D_NAME_LEN]; int PivotID; }; /* ** HModelDefClass ** ** "Hierarchy Model Definition Class" ** This class serves as a blueprint for creating HierarchyModelClasses. ** The asset manager stores these objects internally and uses them to ** create instances of HierarchyModels for the user. */ class HModelDefClass { public: enum { OK, LOAD_ERROR }; HModelDefClass(void); ~HModelDefClass(void); int Load_W3D(ChunkLoadClass & cload); const char * Get_Name(void) const { return Name; } private: char Name[2*W3D_NAME_LEN]; // . char ModelName[W3D_NAME_LEN]; // name of the model char BasePoseName[W3D_NAME_LEN]; // name of the base pose (hierarchy tree) int SubObjectCount; HmdlNodeDefStruct * SubObjects; SnapPointsClass * SnapPoints; void Free(void); bool read_header(ChunkLoadClass & cload); bool read_connection(ChunkLoadClass & cload,HmdlNodeDefStruct * con,bool pre30); bool read_mesh_connection(ChunkLoadClass & cload,int idx,bool pre30); bool read_collision_connection(ChunkLoadClass & cload,int idx,bool pre30); bool read_skin_connection(ChunkLoadClass & cload,int idx,bool pre30); // HModelClass requires intimate knowlege of us friend class HModelClass; friend class HLodClass; }; #endif