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https://github.com/MaSzyna-EU07/maszyna.git
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Remove __fastcall calling convention
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94
geometry.h
94
geometry.h
@@ -1,47 +1,47 @@
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//---------------------------------------------------------------------------
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#ifndef GeometryH
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#define GeometryH
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#include "opengl/glew.h"
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#include "dumb3d.h"
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using namespace Math3D;
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//---------------------------------------------------------------------------
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class TPlane;
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class TLine
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{
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public:
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vector3 Vector, Point;
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__fastcall TLine();
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__fastcall TLine(vector3 NPoint, vector3 NVector);
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__fastcall ~TLine();
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TPlane __fastcall GetPlane();
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double __fastcall GetDistance(vector3 Point1);
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};
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//---------------------------------------------------------------------------
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class TPlane
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{
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public:
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vector3 Vector;
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double d;
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__fastcall TPlane();
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__fastcall TPlane(vector3 NVector, double nd);
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__fastcall TPlane(vector3 NPoint, vector3 NVector);
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__fastcall TPlane(vector3 Point1, vector3 Vector1, vector3 Vector2);
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__fastcall ~TPlane();
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void __fastcall Normalize();
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double __fastcall GetSide(vector3 Point);
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// void __fastcall Transform(D3DMATRIX &Transformations);
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bool __fastcall Defined();
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};
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//---------------------------------------------------------------------------
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inline double __fastcall Sum(vector3 &Vector);
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bool __fastcall CrossPoint(vector3 &RetPoint, TLine &Line, TPlane &Plane);
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//---------------------------------------------------------------------------
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#endif
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//---------------------------------------------------------------------------
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#ifndef GeometryH
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#define GeometryH
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#include "opengl/glew.h"
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#include "dumb3d.h"
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using namespace Math3D;
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//---------------------------------------------------------------------------
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class TPlane;
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class TLine
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{
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public:
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vector3 Vector, Point;
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TLine();
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TLine(vector3 NPoint, vector3 NVector);
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~TLine();
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TPlane GetPlane();
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double GetDistance(vector3 Point1);
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};
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//---------------------------------------------------------------------------
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class TPlane
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{
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public:
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vector3 Vector;
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double d;
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TPlane();
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TPlane(vector3 NVector, double nd);
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TPlane(vector3 NPoint, vector3 NVector);
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TPlane(vector3 Point1, vector3 Vector1, vector3 Vector2);
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~TPlane();
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void Normalize();
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double GetSide(vector3 Point);
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// void Transform(D3DMATRIX &Transformations);
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bool Defined();
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};
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//---------------------------------------------------------------------------
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inline double Sum(vector3 &Vector);
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bool CrossPoint(vector3 &RetPoint, TLine &Line, TPlane &Plane);
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//---------------------------------------------------------------------------
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#endif
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