mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-20 12:39:17 +02:00
implemented geometry bank manager, unified traction render code
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21
Model3d.h
21
Model3d.h
@@ -112,8 +112,8 @@ private:
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TSubModel *Next;
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TSubModel *Child;
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intptr_t iVboPtr;
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geometrychunk_handle m_chunk; // geometry of the submodel
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texture_manager::size_type TextureID; // numer tekstury, -1 wymienna, 0 brak
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geometry_handle m_geometry; // geometry of the submodel
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texture_handle 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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@@ -142,7 +142,7 @@ private:
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public:
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static size_t iInstance; // identyfikator egzemplarza, który aktualnie renderuje model
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static texture_manager::size_type const *ReplacableSkinId;
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static texture_handle const *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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@@ -155,7 +155,7 @@ public:
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void NextAdd(TSubModel *SubModel);
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TSubModel * NextGet() { return Next; };
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TSubModel * ChildGet() { return Child; };
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int TriangleAdd(TModel3d *m, texture_manager::size_type tex, int tri);
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int TriangleAdd(TModel3d *m, texture_handle tex, int tri);
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basic_vertex * TrianglePtr(int tex, int pos, int *la, int *ld, int *ls);
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void SetRotate(float3 vNewRotateAxis, float fNewAngle);
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void SetRotateXYZ(vector3 vNewAngles);
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@@ -175,16 +175,17 @@ public:
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iFlags |= 0x4000;
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};
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void InitialRotate(bool doit);
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#ifdef EU07_USE_OLD_DRAW_CODE
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void DisplayLists();
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void BinInit(TSubModel *s, float4x4 *m, basic_vertex *v,
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std::vector<std::string> *t, std::vector<std::string> *n, bool dynamic);
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void ReplacableSet(texture_manager::size_type const *r, int a)
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#endif
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void BinInit(TSubModel *s, float4x4 *m, std::vector<std::string> *t, std::vector<std::string> *n, bool dynamic);
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void ReplacableSet(texture_handle const *r, int a)
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{
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ReplacableSkinId = r;
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iAlpha = a;
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};
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void TextureNameSet(const char *n);
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void NameSet(const char *n);
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void TextureNameSet( std::string const &Name );
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void NameSet( std::string const &Name );
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// Ra: funkcje do budowania terenu z E3D
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int Flags() { return iFlags; };
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void UnFlagNext() { iFlags &= 0x00FFFFFF; };
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@@ -202,7 +203,7 @@ public:
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return TextureID;
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}
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void ParentMatrix(float4x4 *m);
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float MaxY(const float4x4 &m);
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float MaxY( float4x4 const &m );
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void AdjustDist();
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void deserialize(std::istream&);
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