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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 12:29:18 +02:00

Change clang format

Add AlignTrailingComments: false
Add AllowShortFunctionsOnASingleLine: Empty
This commit is contained in:
Firleju
2015-04-29 12:55:45 +02:00
parent ef4e168c68
commit cd571c71ea
71 changed files with 1580 additions and 1106 deletions

105
Model3d.h
View File

@@ -36,21 +36,33 @@ class TStringPack
//+8 - tabela indeksów
public:
char *String(int n);
char *StringAt(int n) { return data + 9 + n; };
char *StringAt(int n)
{
return data + 9 + n;
};
TStringPack()
{
data = NULL;
index = NULL;
};
void Init(char *d) { data = d; };
void InitIndex(int *i) { index = i; };
void Init(char *d)
{
data = d;
};
void InitIndex(int *i)
{
index = i;
};
};
class TMaterialColor
{
public:
TMaterialColor(){};
TMaterialColor(char V) { r = g = b = V; };
TMaterialColor(char V)
{
r = g = b = V;
};
// TMaterialColor(double R, double G, double B)
TMaterialColor(char R, char G, char B)
{
@@ -199,7 +211,7 @@ class TSubModel
float fFarDecayRadius; // normalizacja j.w.
float fCosFalloffAngle; // cosinus kąta stożka pod którym widać światło
float fCosHotspotAngle; // cosinus kąta stożka pod którym widać aureolę i zwiększone natężenie
// światła
// światła
float fCosViewAngle; // cos kata pod jakim sie teraz patrzy
// Ra: dalej są zmienne robocze, można je przestawiać z zachowaniem rozmiaru klasy
int TextureID; // numer tekstury, -1 wymienna, 0 brak
@@ -250,8 +262,14 @@ class TSubModel
int Load(cParser &Parser, TModel3d *Model, int Pos, bool dynamic);
void ChildAdd(TSubModel *SubModel);
void NextAdd(TSubModel *SubModel);
TSubModel *__fastcall NextGet() { return Next; };
TSubModel *__fastcall ChildGet() { return Child; };
TSubModel *__fastcall NextGet()
{
return Next;
};
TSubModel *__fastcall ChildGet()
{
return Child;
};
int TriangleAdd(TModel3d *m, int tex, int tri);
float8 *__fastcall TrianglePtr(int tex, int pos, int *la, int *ld, int *ls);
// float8* TrianglePtr(const char *tex,int tri);
@@ -269,9 +287,15 @@ class TSubModel
void RenderVBO();
void RenderAlphaVBO();
// inline matrix4x4* GetMatrix() {return dMatrix;};
inline float4x4 *__fastcall GetMatrix() { return fMatrix; };
inline float4x4 *__fastcall GetMatrix()
{
return fMatrix;
};
// matrix4x4* GetTransform() {return Matrix;};
inline void Hide() { iVisible = 0; };
inline void Hide()
{
iVisible = 0;
};
void RaArrayFill(CVertNormTex *Vert);
// void Render();
int FlagsCheck();
@@ -284,8 +308,8 @@ class TSubModel
void DisplayLists();
void Info();
void InfoSet(TSubModelInfo *info);
void BinInit(TSubModel *s, float4x4 *m, float8 *v, TStringPack *t,
TStringPack *n = NULL, bool dynamic = false);
void BinInit(TSubModel *s, float4x4 *m, float8 *v, TStringPack *t, TStringPack *n = NULL,
bool dynamic = false);
void ReplacableSet(GLuint *r, int a)
{
ReplacableSkinId = r;
@@ -294,8 +318,14 @@ class TSubModel
void TextureNameSet(const char *n);
void NameSet(const char *n);
// Ra: funkcje do budowania terenu z E3D
int Flags() { return iFlags; };
void UnFlagNext() { iFlags &= 0x00FFFFFF; };
int Flags()
{
return iFlags;
};
void UnFlagNext()
{
iFlags &= 0x00FFFFFF;
};
void ColorsSet(int *a, int *d, int *s);
inline float3 Translation1Get()
{
@@ -356,7 +386,10 @@ class TModel3d : public CMesh
int iSubModelsCount; // Ra: używane do tworzenia binarnych
AnsiString asBinary; // nazwa pod którą zapisać model binarny
public:
inline TSubModel *__fastcall GetSMRoot() { return (Root); };
inline TSubModel *__fastcall GetSMRoot()
{
return (Root);
};
// double Radius; //Ra: nie używane
TModel3d();
TModel3d(char *FileName);
@@ -371,36 +404,40 @@ class TModel3d : public CMesh
void SaveToBinFile(char *FileName);
void BreakHierarhy();
// renderowanie specjalne
void Render(double fSquareDistance, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void Render(double fSquareDistance, GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
void RenderAlpha(double fSquareDistance, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRender(double fSquareDistance, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
int iAlpha = 0x30300030);
void RaRender(double fSquareDistance, GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
void RaRenderAlpha(double fSquareDistance, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
int iAlpha = 0x30300030);
// jeden kąt obrotu
void Render(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RenderAlpha(vector3 pPosition, double fAngle = 0,
GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
int iAlpha = 0x30300030);
void RenderAlpha(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRender(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRenderAlpha(vector3 pPosition, double fAngle = 0,
GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
int iAlpha = 0x30300030);
void RaRenderAlpha(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
// trzy kąty obrotu
void Render(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RenderAlpha(vector3 *vPosition, vector3 *vAngle,
GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
int iAlpha = 0x30300030);
void RenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRender(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRenderAlpha(vector3 *vPosition, vector3 *vAngle,
GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
int iAlpha = 0x30300030);
void RaRenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
// inline int GetSubModelsCount() { return (SubModelsCount); };
int Flags() { return iFlags; };
int Flags()
{
return iFlags;
};
void Init();
char *__fastcall NameGet() { return Root ? Root->pName : NULL; };
char *__fastcall NameGet()
{
return Root ? Root->pName : NULL;
};
int TerrainCount();
TSubModel *__fastcall TerrainSquare(int n);
void TerrainRenderVBO(int n);