Mass refactoring part 1/2: establishing multiple subprojects, moving source files to their new location, adding resources/templates to version control

This commit is contained in:
parax0
2015-12-14 18:33:16 -07:00
parent b4b134d55b
commit 8805baaee1
1116 changed files with 129200 additions and 546 deletions

View File

@@ -0,0 +1,60 @@
#ifndef CMODELNODE_H
#define CMODELNODE_H
#include "CSceneNode.h"
#include <Resource/model/CModel.h>
class CModelNode : public CSceneNode
{
TResPtr<CModel> mpModel;
u32 mActiveMatSet;
bool mLightingEnabled;
bool mForceAlphaOn;
public:
explicit CModelNode(CSceneManager *pScene, CSceneNode *pParent = 0, CModel *pModel = 0);
virtual ENodeType NodeType();
virtual void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
virtual void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
virtual void DrawSelection();
virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
void SetModel(CModel *pModel);
void SetMatSet(u32 MatSet);
void SetDynamicLighting(bool Enable);
void ForceAlphaEnabled(bool Enable);
CModel* Model();
u32 MatSet();
bool IsDynamicLightingEnabled();
};
// ************ INLINE FUNCTIONS ************
inline void CModelNode::SetMatSet(u32 MatSet)
{
mActiveMatSet = MatSet;
}
inline void CModelNode::SetDynamicLighting(bool Enable)
{
mLightingEnabled = Enable;
}
inline CModel* CModelNode::Model()
{
return mpModel;
}
inline u32 CModelNode::MatSet()
{
return mActiveMatSet;
}
inline bool CModelNode::IsDynamicLightingEnabled()
{
return mLightingEnabled;
}
#endif // CMODELNODE_H