188 lines
10 KiB
C++
188 lines
10 KiB
C++
/*
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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 : ww3d *
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* *
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* $Archive:: /Commando/Code/ww3d2/renderobjectrecycler.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 5/08/01 3:54p $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* RenderObjectRecyclerClass::Reset -- reset the cache *
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* RenderObjectRecyclerClass::Get_Render_Object -- Create/Re-use a render object *
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* RenderObjectRecyclerClass::Return_Render_Object -- Return a render object to the cache *
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* RenderObjectRecyclerClass::Insert_Inactive_Model -- Internally add a render object to the *
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* RenderObjectRecyclerClass::Reset_Model -- resets a render object so it can be re-used *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "renderobjectrecycler.h"
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#include <string.h>
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#include "rendobj.h"
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#include "assetmgr.h"
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#include "part_emt.h"
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#include "matrix3d.h"
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/***********************************************************************************************
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* RenderObjectRecyclerClass::Reset -- reset the pool *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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void RenderObjectRecyclerClass::Reset(void)
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{
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InactiveModels.Reset_List();
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}
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/***********************************************************************************************
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* RenderObjectRecyclerClass::Get_Render_Object -- Create/Re-use a render object *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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RenderObjClass * RenderObjectRecyclerClass::Get_Render_Object(const char * name,const Matrix3D & tm)
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{
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RefRenderObjListIterator it(&InactiveModels);
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RenderObjClass * found = NULL;
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while (!it.Is_Done()) {
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if (stricmp(it.Peek_Obj()->Get_Name(),name) == 0) {
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found = it.Peek_Obj();
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break;
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}
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it.Next();
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}
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if (found != NULL) {
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found->Add_Ref();
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InactiveModels.Remove(found);
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found->Set_Transform(tm);
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Reset_Model(found);
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return found;
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} else {
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RenderObjClass * new_model = WW3DAssetManager::Get_Instance()->Create_Render_Obj(name);
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if (new_model != NULL) {
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new_model->Set_Transform(tm);
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return new_model;
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}
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}
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return NULL;
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}
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/***********************************************************************************************
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* RenderObjectRecyclerClass::Return_Render_Object -- Return a render object to the pool *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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void RenderObjectRecyclerClass::Return_Render_Object(RenderObjClass * obj)
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{
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Insert_Inactive_Model(obj);
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}
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/***********************************************************************************************
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* RenderObjectRecyclerClass::Insert_Inactive_Model -- Internally add a render object to the po*
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 4/25/2001 gth : Created. *
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*=============================================================================================*/
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void RenderObjectRecyclerClass::Insert_Inactive_Model(RenderObjClass * obj)
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{
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WWASSERT(obj != NULL);
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InactiveModels.Add(obj);
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}
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/***********************************************************************************************
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* RenderObjectRecyclerClass::Reset_Model -- resets a render object so it can be re-used *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 5/8/2001 gth : Created. *
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*=============================================================================================*/
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void RenderObjectRecyclerClass::Reset_Model(RenderObjClass * model)
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{
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/*
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** recursively reset all sub-objects (if any)
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*/
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for (int i=0; i<model->Get_Num_Sub_Objects(); i++) {
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RenderObjClass * robj = model->Get_Sub_Object(i);
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Reset_Model(robj);
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robj->Release_Ref();
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}
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/*
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** particle emitters must be reset (this should release their buffers)
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*/
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if (model->Class_ID() == RenderObjClass::CLASSID_PARTICLEEMITTER) {
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ParticleEmitterClass * emitter = (ParticleEmitterClass *)model;
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emitter->Reset();
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}
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/*
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** animated models must have their animation reset (if present)
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*/
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if (model->Peek_Animation() != NULL) {
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model->Set_Animation(model->Peek_Animation(),0.0f,RenderObjClass::ANIM_MODE_ONCE);
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}
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}
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