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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/renderobjectrecycler.h
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84
Code/ww3d2/renderobjectrecycler.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : ww3d *
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* *
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* $Archive:: /Commando/Code/ww3d2/renderobjectrecycler.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 5/08/01 3:52p $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef RENDEROBJECTRECYCLER_H
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#define RENDEROBJECTRECYCLER_H
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#include "always.h"
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#include "robjlist.h"
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class RenderObjClass;
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class Matrix3D;
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/**
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** RenderObjectRecyclerClass
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** This class can be used to eliminate dynamic render object allocation. An example usage would be
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** the case where you have a projectile system in a game. Projectiles could be set up to use a
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** variety of render objects and would be rapidly created and destroyed as the players and AI's fire
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** their weapons. If all of your bullet objects request their models from a RenderObjectCache, and
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** return their models to the cache when the bullet is destroyed; the model will get re-used by
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** the next bullet that requests that same model type (highly likely in a game situation).
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**
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** Public member functions:
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** Reset - release all of the models in the cache.
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** Get_Render_Object - returns either recycles a model or creates a new one through the asset manager
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** Return_Render_Object - give your model back to the recycler for re-use later.
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*/
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class RenderObjectRecyclerClass
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{
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public:
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void Reset(void);
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RenderObjClass* Get_Render_Object(const char * name,const Matrix3D & tm);
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void Return_Render_Object(RenderObjClass * obj);
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private:
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void Insert_Inactive_Model(RenderObjClass * obj);
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void Reset_Model(RenderObjClass * model);
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RefRenderObjListClass InactiveModels;
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};
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#endif //RENDEROBJECTRECYCLER_H
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