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ps/trunk/source/tools/atlas/GameInterface/ActorViewer.cpp
Show All 17 Lines | |||||
#include "precompiled.h" | #include "precompiled.h" | ||||
#include "ActorViewer.h" | #include "ActorViewer.h" | ||||
#include "View.h" | #include "View.h" | ||||
#include "graphics/ColladaManager.h" | #include "graphics/ColladaManager.h" | ||||
#include "graphics/LOSTexture.h" | #include "graphics/LOSTexture.h" | ||||
#include "graphics/Unit.h" | #include "graphics/MiniMapTexture.h" | ||||
#include "graphics/Model.h" | #include "graphics/Model.h" | ||||
#include "graphics/ModelDef.h" | #include "graphics/ModelDef.h" | ||||
#include "graphics/ObjectManager.h" | #include "graphics/ObjectManager.h" | ||||
#include "graphics/ParticleManager.h" | #include "graphics/ParticleManager.h" | ||||
#include "graphics/Patch.h" | #include "graphics/Patch.h" | ||||
#include "graphics/SkeletonAnimManager.h" | #include "graphics/SkeletonAnimManager.h" | ||||
#include "graphics/Terrain.h" | #include "graphics/Terrain.h" | ||||
#include "graphics/TerrainTextureEntry.h" | #include "graphics/TerrainTextureEntry.h" | ||||
#include "graphics/TerrainTextureManager.h" | #include "graphics/TerrainTextureManager.h" | ||||
#include "graphics/TerritoryTexture.h" | #include "graphics/TerritoryTexture.h" | ||||
#include "graphics/Unit.h" | |||||
#include "graphics/UnitManager.h" | #include "graphics/UnitManager.h" | ||||
#include "graphics/Overlay.h" | #include "graphics/Overlay.h" | ||||
#include "maths/MathUtil.h" | #include "maths/MathUtil.h" | ||||
#include "ps/Filesystem.h" | #include "ps/Filesystem.h" | ||||
#include "ps/CLogger.h" | #include "ps/CLogger.h" | ||||
#include "ps/GameSetup/Config.h" | #include "ps/GameSetup/Config.h" | ||||
#include "ps/ProfileViewer.h" | #include "ps/ProfileViewer.h" | ||||
#include "renderer/Renderer.h" | #include "renderer/Renderer.h" | ||||
Show All 22 Lines | ActorViewerImpl() : | ||||
Terrain(), | Terrain(), | ||||
ColladaManager(g_VFS), | ColladaManager(g_VFS), | ||||
MeshManager(ColladaManager), | MeshManager(ColladaManager), | ||||
SkeletonAnimManager(ColladaManager), | SkeletonAnimManager(ColladaManager), | ||||
UnitManager(), | UnitManager(), | ||||
Simulation2(&UnitManager, g_ScriptContext, &Terrain), | Simulation2(&UnitManager, g_ScriptContext, &Terrain), | ||||
ObjectManager(MeshManager, SkeletonAnimManager, Simulation2), | ObjectManager(MeshManager, SkeletonAnimManager, Simulation2), | ||||
LOSTexture(Simulation2), | LOSTexture(Simulation2), | ||||
TerritoryTexture(Simulation2) | TerritoryTexture(Simulation2), | ||||
MiniMapTexture(Simulation2) | |||||
{ | { | ||||
UnitManager.SetObjectManager(ObjectManager); | UnitManager.SetObjectManager(ObjectManager); | ||||
} | } | ||||
entity_id_t Entity; | entity_id_t Entity; | ||||
CStrW CurrentUnitID; | CStrW CurrentUnitID; | ||||
CStr CurrentUnitAnim; | CStr CurrentUnitAnim; | ||||
float CurrentSpeed; | float CurrentSpeed; | ||||
Show All 18 Lines | public: | ||||
CColladaManager ColladaManager; | CColladaManager ColladaManager; | ||||
CMeshManager MeshManager; | CMeshManager MeshManager; | ||||
CSkeletonAnimManager SkeletonAnimManager; | CSkeletonAnimManager SkeletonAnimManager; | ||||
CUnitManager UnitManager; | CUnitManager UnitManager; | ||||
CSimulation2 Simulation2; | CSimulation2 Simulation2; | ||||
CObjectManager ObjectManager; // Keep this after Simulation2 - it needs it for initialisation. | CObjectManager ObjectManager; // Keep this after Simulation2 - it needs it for initialisation. | ||||
CLOSTexture LOSTexture; | CLOSTexture LOSTexture; | ||||
CTerritoryTexture TerritoryTexture; | CTerritoryTexture TerritoryTexture; | ||||
CMiniMapTexture MiniMapTexture; | |||||
SOverlayLine SelectionBoxOverlay; | SOverlayLine SelectionBoxOverlay; | ||||
SOverlayLine AxesMarkerOverlays[3]; | SOverlayLine AxesMarkerOverlays[3]; | ||||
std::vector<CModel::Prop> Props; | std::vector<CModel::Prop> Props; | ||||
std::vector<SOverlayLine> PropPointOverlays; | std::vector<SOverlayLine> PropPointOverlays; | ||||
// Simplistic implementation of the Scene interface | // Simplistic implementation of the Scene interface | ||||
virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c) | virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c) | ||||
▲ Show 20 Lines • Show All 85 Lines • ▼ Show 20 Lines | virtual CLOSTexture& GetLOSTexture() | ||||
return LOSTexture; | return LOSTexture; | ||||
} | } | ||||
virtual CTerritoryTexture& GetTerritoryTexture() | virtual CTerritoryTexture& GetTerritoryTexture() | ||||
{ | { | ||||
return TerritoryTexture; | return TerritoryTexture; | ||||
} | } | ||||
virtual CMiniMapTexture& GetMiniMapTexture() | |||||
{ | |||||
return MiniMapTexture; | |||||
} | |||||
/** | /** | ||||
* Recursively fetches the props of the currently displayed entity model and its submodels, and stores them for rendering. | * Recursively fetches the props of the currently displayed entity model and its submodels, and stores them for rendering. | ||||
*/ | */ | ||||
void UpdatePropList(); | void UpdatePropList(); | ||||
void UpdatePropListRecursive(CModelAbstract* model); | void UpdatePropListRecursive(CModelAbstract* model); | ||||
}; | }; | ||||
▲ Show 20 Lines • Show All 341 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator