mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 20:39:18 +02:00
merge tmj
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33
Model3d.h
33
Model3d.h
@@ -15,6 +15,7 @@ http://mozilla.org/MPL/2.0/.
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#include "dumb3d.h"
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#include "Float3d.h"
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#include "VBO.h"
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#include "Texture.h"
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using namespace Math3D;
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@@ -215,7 +216,7 @@ class TSubModel
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// światła
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float fCosViewAngle; // cos kata pod jakim sie teraz patrzy
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// Ra: dalej są zmienne robocze, można je przestawiać z zachowaniem rozmiaru klasy
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int TextureID; // numer tekstury, -1 wymienna, 0 brak
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texture_manager::size_type TextureID; // numer tekstury, -1 wymienna, 0 brak
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bool bWire; // nie używane, ale wczytywane
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// short TexAlpha; //Ra: nie używane już
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GLuint uiDisplayList; // roboczy numer listy wyświetlania
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@@ -254,7 +255,7 @@ class TSubModel
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public:
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static size_t iInstance; // identyfikator egzemplarza, który aktualnie renderuje model
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static GLuint *ReplacableSkinId;
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static texture_manager::size_type *ReplacableSkinId;
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static int iAlpha; // maska bitowa dla danego przebiegu
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static double fSquareDist;
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static TModel3d *pRoot;
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@@ -273,7 +274,7 @@ class TSubModel
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{
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return Child;
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};
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int TriangleAdd(TModel3d *m, int tex, int tri);
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int TriangleAdd(TModel3d *m, texture_manager::size_type tex, int tri);
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float8 * TrianglePtr(int tex, int pos, int *la, int *ld, int *ls);
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// float8* TrianglePtr(const char *tex,int tri);
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// void SetRotate(vector3 vNewRotateAxis,float fNewAngle);
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@@ -313,7 +314,7 @@ class TSubModel
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void InfoSet(TSubModelInfo *info);
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void BinInit(TSubModel *s, float4x4 *m, float8 *v, TStringPack *t, TStringPack *n = NULL,
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bool dynamic = false);
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void ReplacableSet(GLuint *r, int a)
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void ReplacableSet(texture_manager::size_type *r, int a)
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{
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ReplacableSkinId = r;
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iAlpha = a;
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@@ -412,29 +413,29 @@ class TModel3d : public CMesh
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void SaveToBinFile(char const *FileName);
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void BreakHierarhy();
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// renderowanie specjalne
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void Render(double fSquareDistance, GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
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void RenderAlpha(double fSquareDistance, GLuint *ReplacableSkinId = NULL,
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void Render(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
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void RenderAlpha(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL,
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int iAlpha = 0x30300030);
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void RaRender(double fSquareDistance, GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
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void RaRenderAlpha(double fSquareDistance, GLuint *ReplacableSkinId = NULL,
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void RaRender(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
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void RaRenderAlpha(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL,
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int iAlpha = 0x30300030);
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// jeden kąt obrotu
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void Render(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
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void Render(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
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int iAlpha = 0x30300030);
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void RenderAlpha(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
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void RenderAlpha(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
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int iAlpha = 0x30300030);
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void RaRender(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
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void RaRender(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
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int iAlpha = 0x30300030);
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void RaRenderAlpha(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
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void RaRenderAlpha(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
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int iAlpha = 0x30300030);
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// trzy kąty obrotu
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void Render(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
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void Render( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
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int iAlpha = 0x30300030);
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void RenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
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void RenderAlpha( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
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int iAlpha = 0x30300030);
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void RaRender(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
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void RaRender( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
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int iAlpha = 0x30300030);
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void RaRenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
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void RaRenderAlpha( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
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int iAlpha = 0x30300030);
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// inline int GetSubModelsCount() { return (SubModelsCount); };
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int Flags()
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