Isle
Loading...
Searching...
No Matches
legonamedpart.h
Go to the documentation of this file.
1#ifndef LEGONAMEDPART_H
2#define LEGONAMEDPART_H
3
4#include "legolodlist.h"
5#include "mxstring.h"
6
7// SIZE 0x14
8
19public:
26 LegoNamedPart(const char* p_name, LegoLODList* p_list)
27 {
28 m_name = p_name;
29 m_list = p_list;
30 }
31
38 {
39 LegoLODListCursor cursor(m_list);
40 LegoLOD* lod;
41
42 while (cursor.First(lod)) {
43 cursor.Detach();
44 delete lod;
45 }
46
47 delete m_list;
48 }
49
54 const MxString* GetName() const { return &m_name; }
55
60 LegoLODList* GetList() { return m_list; }
61
62private:
63 MxString m_name;
64 LegoLODList* m_list;
65};
66
67#endif // LEGONAMEDPART_H
[AI] Cursor class for traversing a LegoLODList.
Definition: legolodlist.h:53
[AI] Manages a list of LOD (Level-of-Detail) objects used for efficient 3D rendering by trading detai...
Definition: legolodlist.h:27
[AI] Level-Of-Detail (LOD) object used for rendering and managing polygonal mesh data with LOD switch...
Definition: legolod.h:27
[AI] Encapsulates a named part within a LEGO object that contains a list of LODs (Levels of Detail).
Definition: legonamedpart.h:18
~LegoNamedPart()
[AI] Destructor, cleans up all LOD objects and the LOD list.
Definition: legonamedpart.h:37
LegoLODList * GetList()
[AI] Accesses the list of LODs associated with this part.
Definition: legonamedpart.h:60
LegoNamedPart(const char *p_name, LegoLODList *p_list)
[AI] Constructs a LegoNamedPart with a given name and list of LODs.
Definition: legonamedpart.h:26
const MxString * GetName() const
[AI] Gets the name of this named part.
Definition: legonamedpart.h:54
void Detach()
[AI]
MxBool First(T &p_obj)
[AI]
Mindscape custom string class for managing dynamic C-strings within the game engine.
Definition: mxstring.h:14