40#ifndef AGGREGATE_DEF_H
41#define AGGREGATE_DEF_H
59class IndirectTextureClass;
67#define SAFE_FREE(pointer) \
112 const char *
Get_Name (
void)
const {
return m_pName; }
181 virtual bool Is_Object_In_List (
const char *passet_name, DynamicVectorClass <RenderObjClass *> &node_list);
219 virtual const char *
Get_Name(
void)
const {
return m_pDefinition->Get_Name (); }
220 virtual int Get_Class_ID(
void)
const {
return m_pDefinition->Class_ID (); }
const int MESH_PATH_ENTRIES
const int MESH_PATH_ENTRY_LEN
#define W3DMPO_GLUE(ARGCLASS)
AggregateLoaderClass _AggregateLoader
#define SAFE_FREE(pointer)
ULONG Class_ID(void) const
const AggregateDefClass & operator=(const AggregateDefClass &src)
virtual WW3DErrorType Read_Header(ChunkLoadClass &chunk_load)
struct AggregateDefClass::_TEXTURE_INFO TEXTURE_INFO
virtual WW3DErrorType Save_Class_Info(ChunkSaveClass &chunk_save)
virtual RenderObjClass * Create_Render_Object(const char *passet_name)
virtual WW3DErrorType Save_Subobject(ChunkSaveClass &chunk_save, W3dAggregateSubobjectStruct *psubobject)
const char * Get_Name(void) const
virtual void Attach_Subobjects(RenderObjClass &base_model)
virtual void Free_Subobject_List(void)
virtual bool Load_Assets(const char *asset_name)
virtual void Add_Subobject(const W3dAggregateSubobjectStruct &subobj_info)
virtual void Build_Subobject_List(RenderObjClass &original_model, RenderObjClass &model)
virtual WW3DErrorType Read_Class_Info(ChunkLoadClass &chunk_load)
virtual WW3DErrorType Save_Header(ChunkSaveClass &chunk_save)
void Set_Name(const char *pname)
AggregateDefClass * Clone(void) const
void Initialize(RenderObjClass &base_model)
virtual RenderObjClass * Find_Subobject(RenderObjClass &model, const char mesh_path[MESH_PATH_ENTRIES][MESH_PATH_ENTRY_LEN], const char bone_path[MESH_PATH_ENTRIES][MESH_PATH_ENTRY_LEN])
virtual WW3DErrorType Load_W3D(ChunkLoadClass &chunk_load)
virtual ~AggregateDefClass(void)
virtual WW3DErrorType Save_Info(ChunkSaveClass &chunk_save)
virtual bool Is_Object_In_List(const char *passet_name, DynamicVectorClass< RenderObjClass * > &node_list)
virtual WW3DErrorType Save_W3D(ChunkSaveClass &chunk_save)
RenderObjClass * Create(void)
virtual WW3DErrorType Read_Info(ChunkLoadClass &chunk_load)
virtual WW3DErrorType Read_Subobject(ChunkLoadClass &chunk_load)
virtual PrototypeClass * Load_W3D(ChunkLoadClass &chunk_load)
virtual int Chunk_Type(void)
virtual AggregateDefClass * Get_Definition(void) const
virtual const char * Get_Name(void) const
virtual void DeleteSelf()
virtual ~AggregatePrototypeClass(void)
virtual RenderObjClass * Create(void)
virtual void Set_Definition(AggregateDefClass *pdef)
virtual int Get_Class_ID(void) const
AggregatePrototypeClass(AggregateDefClass *pdef)
PrototypeLoaderClass(void)
IndirectTextureClass * pnew_texture
W3dTextureReplacerStruct names
bool operator==(_TEXTURE_INFO &src)
bool operator!=(_TEXTURE_INFO &src)