World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
5 #include "../VectorTypes.h"
8 #define FACE_PORTAL 0x00000001 // portal/two-sided
9 #define FACE_CAN_SATURATE_COLOR 0x00000002 // guess at perception faces
10 #define FACE_FLOW_DIAGONAL 0x00000004 // Diagonal flow of the lava or water
11 #define FACE_UNKNOW5 0x00000006
12 #define FACE_UNKNOW6 0x00000008
13 #define FACE_FLUID 0x00000010 // wavy animated water or lava
14 #define FACE_FLOW_VERTICAL 0x00000020 // Vertical flow of the lava or water
15 #define FACE_DONT_CACHE_TEXTURE 0x00000040 // do not load face texture if it isn't loaded already
16 #define FACE_RENDERED 0x00000080 // face has been rendered - ie seen by party
17 #define FACE_XY_PLANE 0x00000100
18 #define FACE_XZ_PLANE 0x00000200
19 #define FACE_YZ_PLANE 0x00000400
20 #define FACE_FLOW_HORIZONTAL 0x00000800 // Horizontal flow of the lava or water
21 #define FACE_HAS_EVENT_HINT 0x00001000
22 #define FACE_INVISIBLE 0x00002000
23 #define FACE_TEXTURE_FRAME 0x00004000 // Texture ID is a frameset from TextureFrameTable, otherwise BitmapID
24 #define FACE_OUTLINED 0x00010000 // outline face edges
25 #define FACE_INDOOR_DOOR 0x00020000
26 #define FACE_TEXTURE_FLOW 0x00040000 // The texture moves slowly. For horizontal facets only.
27 #define FACE_HAS_EVENT 0x00100000
28 #define FACE_INDOOR_CARPET 0x00200000
29 #define FACE_INDOOR_SKY 0x00400000
30 #define FACE_UNKNOW3 0x00800000
31 #define FACE_UNKNOW4 0x01000000
32 #define FACE_CLICKABLE 0x02000000 // Event can be triggered by clicking on the facet.
33 #define FACE_PRESSURE_PLATE 0x04000000 // Event can be triggered by stepping on the facet.
34 #define FACE_INDICATE 0x06000000 // Event can be triggered by indicating on the facet.
35 #define FACE_UNKNOW1 0x08000000
36 #define FACE_UNKNOW2 0x10000000
37 #define FACE_ETHEREAL 0x20000000 // Untouchable. You can pass through it.
38 #define FACE_INDOOR_LAVA 0x40000000
39 #define FACE_PICKED 0x80000000
unsigned __int16 uint16_t
struct BSPVertexBuffer pVertices
void ToggleIsTextureFrameTable()
int16_t pYInterceptDisplacements[20]
bool IsTextureFrameTable()
uint8_t * Load(uint8_t *data)
struct BBox_short_ pBoundingBox
uint16_t * pFacesOrdering
int16_t pXInterceptDisplacements[20]
std::vector< BSPNode > pNodes
static bool IsBackfaceNotCulled(struct RenderVertexSoft *a2, struct Polygon *polygon)
void SetTexture(const String &filename)
bool Pressure_Plate() const
bool Deserialize(struct ODMFace_MM7 *)
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Vec3_int_ vBoundingCenter
std::vector< ODMFace > pFaces
Vec3_int_ vBoundingCenter
struct Plane_int_ pFacePlane
unsigned __int32 uint32_t
int16_t pZInterceptDisplacements[20]