AssetInfo.cpp 3.3 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : W3DView *
  23. * *
  24. * $Archive:: /Commando/Code/Tools/W3DView/AssetInfo.cpp $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 2/25/00 4:16p $*
  29. * *
  30. * $Revision:: 4 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "StdAfx.H"
  36. #include "AssetInfo.H"
  37. //#include "HModel.H"
  38. #include "AssetMgr.H"
  39. #include "HTree.H"
  40. /////////////////////////////////////////////////////////////////
  41. //
  42. // Initialize
  43. //
  44. void
  45. AssetInfoClass::Initialize (void)
  46. {
  47. // If this isn't a material, then try to get its hierarchy name (if there is one)
  48. if (m_AssetType != TypeMaterial) {
  49. // Assume we are wrapping an instance as apposed to an asset 'name'.
  50. RenderObjClass *prender_obj = m_pRenderObj;
  51. SAFE_ADD_REF (prender_obj);
  52. // If we are wrapping an asset name, then create an instance of it.
  53. if (prender_obj == NULL) {
  54. prender_obj = WW3DAssetManager::Get_Instance()->Create_Render_Obj (m_Name);
  55. }
  56. if (prender_obj != NULL) {
  57. // Get the hierarchy tree for this object (if one exists)
  58. const HTreeClass *phtree = prender_obj->Get_HTree ();
  59. if (phtree) {
  60. // Get the name of the hierarchy tree
  61. m_HierarchyName = phtree->Get_Name ();
  62. }
  63. }
  64. // Release our hold on the temporary object
  65. MEMBER_RELEASE (prender_obj);
  66. }
  67. return ;
  68. }