// clear model instance void CModelInstance::Clear(void) { // for each child of this model instance INDEX ctcmi = mi_cmiChildren.Count(); for(INDEX icmi=0; icmi<ctcmi; icmi++) { // delete child CModelInstance *pcmi = &mi_cmiChildren[0]; mi_cmiChildren.Remove(pcmi); DeleteModelInstance(pcmi); } // release all meshes in stock used by mi INDEX ctmshi = mi_aMeshInst.Count(); for(INDEX imshi=0; imshi<ctmshi; imshi++) { MeshInstance &mshi = mi_aMeshInst[imshi]; CMesh *pmesh = mshi.mi_pMesh; if(pmesh != NULL) { _pMeshStock->Release(pmesh); } // release all textures in stock used by mesh INDEX ctti = mshi.mi_tiTextures.Count(); for(INDEX iti=0;iti<ctti;iti++) { TextureInstance &ti = mshi.mi_tiTextures[iti]; ti.ti_toTexture.SetData(NULL); } } mi_aMeshInst.Clear(); // release skeleton in stock used by mi(if it exist) if(mi_psklSkeleton != NULL) { _pSkeletonStock->Release(mi_psklSkeleton); mi_psklSkeleton = NULL; } // release all animsets in stock used by mi INDEX ctas = mi_aAnimSet.Count(); for(INDEX ias=0;ias<ctas;ias++) { _pAnimSetStock->Release(&mi_aAnimSet[ias]); } mi_aAnimSet.Clear(); // clear all colision boxes mi_cbAABox.Clear(); // clear anim list mi_aqAnims.aq_Lists.Clear(); }
/* * Copy entity from another entity of same class. * NOTES: * - Doesn't copy placement, it must be done on creation. * - Entity must be initialized afterwards. */ void CEntity::Copy(CEntity &enOther, ULONG ulFlags) { BOOL bRemapPointers = ulFlags & COPY_REMAP; // copy base class data en_RenderType = enOther.en_RenderType; en_ulPhysicsFlags = enOther.en_ulPhysicsFlags; en_ulCollisionFlags = enOther.en_ulCollisionFlags; en_ulFlags = enOther.en_ulFlags & ~(ENF_SELECTED|ENF_FOUNDINGRIDSEARCH|ENF_VALIDSHADINGINFO|ENF_INRENDERING); en_ulSpawnFlags = enOther.en_ulSpawnFlags; // if this is a brush if ( enOther.en_RenderType == RT_BRUSH || en_RenderType == RT_FIELDBRUSH) { // there must be no existing brush ASSERT(en_pbrBrush == NULL); // create a new empty brush in the brush archive of current world en_pbrBrush = en_pwoWorld->wo_baBrushes.ba_abrBrushes.New(); en_pbrBrush->br_penEntity = this; // copy the brush if (_bMirrorAndStretch) { en_pbrBrush->Copy(*enOther.en_pbrBrush, _fStretch, _wmtMirror!=WMT_NONE); } else { en_pbrBrush->Copy(*enOther.en_pbrBrush, 1.0f, FALSE); } // if this is a terrain } else if( enOther.en_RenderType == RT_TERRAIN) { ASSERT(en_ptrTerrain == NULL); // create a new empty terrain in the brush archive of current world en_ptrTerrain = en_pwoWorld->wo_taTerrains.ta_atrTerrains.New(); en_ptrTerrain->tr_penEntity = this; // Copy terrain TR_CopyTerrain(en_ptrTerrain,enOther.en_ptrTerrain); // Update terrain shadowmap Matrix12 mTerrain; TR_GetMatrixFromEntity(mTerrain,en_ptrTerrain); TR_UpdateShadowMap(en_ptrTerrain,mTerrain,FLOATaabbox3D()); // if this is a model } if ( enOther.en_RenderType == RT_MODEL || en_RenderType == RT_EDITORMODEL) { // if will not initialize if (!(ulFlags©_REINIT)) { ASSERT(en_pmoModelObject==NULL); ASSERT(en_psiShadingInfo==NULL); if(en_pmoModelObject!=NULL) { delete en_pmoModelObject; } if(en_psiShadingInfo!=NULL) { delete en_psiShadingInfo; } // create a new model object en_pmoModelObject = new CModelObject; en_psiShadingInfo = new CShadingInfo; en_ulFlags &= ~ENF_VALIDSHADINGINFO; // copy it en_pmoModelObject->Copy(*enOther.en_pmoModelObject); } // if this is ska model } else if ( enOther.en_RenderType == RT_SKAMODEL || en_RenderType == RT_SKAEDITORMODEL) { ASSERT(en_psiShadingInfo==NULL); if(en_psiShadingInfo!=NULL) { delete en_psiShadingInfo; } en_psiShadingInfo = new CShadingInfo; en_ulFlags &= ~ENF_VALIDSHADINGINFO; ASSERT(en_pmiModelInstance==NULL); if(en_pmiModelInstance!=NULL) { DeleteModelInstance(en_pmiModelInstance); } en_pmiModelInstance = CreateModelInstance(""); // copy it GetModelInstance()->Copy(*enOther.GetModelInstance()); } // copy the parent pointer if (bRemapPointers) { en_penParent = FindRemappedEntityPointer(enOther.en_penParent); } else { en_penParent = enOther.en_penParent; } // if the entity has a parent if (en_penParent!=NULL) { // create relative offset en_plRelativeToParent = en_plPlacement; en_plRelativeToParent.AbsoluteToRelativeSmooth(en_penParent->en_plPlacement); // link to parent en_penParent->en_lhChildren.AddTail(en_lnInParent); } // copy the derived class properties CopyEntityProperties(enOther, ulFlags); }