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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
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