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CnC_Renegade/Code/ww3d2/renderobjectrecycler.h

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/*
** 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.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 5/08/01 3:52p $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef RENDEROBJECTRECYCLER_H
#define RENDEROBJECTRECYCLER_H
#include "always.h"
#include "robjlist.h"
class RenderObjClass;
class Matrix3D;
/**
** RenderObjectRecyclerClass
** This class can be used to eliminate dynamic render object allocation. An example usage would be
** the case where you have a projectile system in a game. Projectiles could be set up to use a
** variety of render objects and would be rapidly created and destroyed as the players and AI's fire
** their weapons. If all of your bullet objects request their models from a RenderObjectCache, and
** return their models to the cache when the bullet is destroyed; the model will get re-used by
** the next bullet that requests that same model type (highly likely in a game situation).
**
** Public member functions:
** Reset - release all of the models in the cache.
** Get_Render_Object - returns either recycles a model or creates a new one through the asset manager
** Return_Render_Object - give your model back to the recycler for re-use later.
*/
class RenderObjectRecyclerClass
{
public:
void Reset(void);
RenderObjClass* Get_Render_Object(const char * name,const Matrix3D & tm);
void Return_Render_Object(RenderObjClass * obj);
private:
void Insert_Inactive_Model(RenderObjClass * obj);
void Reset_Model(RenderObjClass * model);
RefRenderObjListClass InactiveModels;
};
#endif //RENDEROBJECTRECYCLER_H