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CnC_Renegade/Code/ww3d2/renderobjectrecycler.cpp

188 lines
10 KiB
C++

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