World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
|
Полный список членов класса Vis, включая наследуемые из базового класса
_4C1A02() | Vis | |
BLV_CreateIntersectFacesVertexCoordList(int *a, int *b, int16_t *intersect_face_vertex_coords_list_a, int16_t *intersect_face_vertex_coords_list_b, Vec3_short_ *IntersectPoint, BLVFace *pFace) | Vis | |
CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth) | Vis | |
CheckIntersectBModel(BLVFace *pFace, Vec3_short_ IntersectPoint, signed int sModelID) | Vis | |
default_list | Vis | |
DetermineFacetIntersection(struct BLVFace *face, unsigned int a3, float pick_depth) | Vis | |
DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) | Vis | |
get_object_zbuf_val(Vis_ObjectInfo *info) | Vis | |
get_picked_object_zbuf_val() | Vis | |
GetPolygonCenter(struct RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY) | Vis | |
GetPolygonScreenSpaceCenter(struct RenderVertexSoft *vertices, int num_vertices, float *out_center_x, float *out_center_y) | Vis | |
Intersect_Ray_Face(struct RenderVertexSoft *pRayStart, struct RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, signed int pBModelID) | Vis | |
is_part_of_selection(void *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, Vis_SelectionFilter *filter) | Vis | |
IsPointInsideD3DBillboard(struct RenderBillboardD3D *a1, float x, float y) | Vis | |
IsPolygonOccludedByBillboard(struct RenderVertexSoft *vertices, int num_vertices, float x, float y) | Vis | |
keyboard_pick_depth | Vis | |
log | Vis | |
ODM_CreateIntersectFacesVertexCoordList(int *a, int *b, int16_t *intersect_face_vertex_coords_list_a, int16_t *intersect_face_vertex_coords_list_b, Vec3_short_ *IntersectPoint, BLVFace *pFace, unsigned int uModelID) | Vis | |
PickBillboards_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) | Vis | |
PickBillboards_Mouse(float fPickDepth, float fX, float fY, Vis_SelectionList *list, Vis_SelectionFilter *filter) | Vis | |
PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6) | Vis | |
PickIndoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) | Vis | |
PickIndoorFaces_Mouse(float fDepth, struct RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter) | Vis | |
PickKeyboard(Vis_SelectionList *list, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) | Vis | |
PickMouse(float fDepth, float fMouseX, float fMouseY, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) | Vis | |
PickOutdoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) | Vis | |
PickOutdoorFaces_Mouse(float fDepth, struct RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter, bool only_reachable) | Vis | |
sort_object_pointers(Vis_ObjectInfo **pPointers, int start, int end) | Vis | |
SortByScreenSpaceX(struct RenderVertexSoft *pArray, int start, int end) | Vis | |
SortByScreenSpaceY(struct RenderVertexSoft *pArray, int start, int end) | Vis | |
SortVectors_x(RenderVertexSoft *pArray, int start, int end) | Vis | |
SortVerticesByX(struct RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd) | Vis | |
SortVerticesByY(struct RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd) | Vis | |
stru_200C | Vis | |
stru_203C | Vis | |
stru_206C | Vis | |
stru_209C | Vis | |
Vis() | Vis | |
~Vis() | Vis | inlinevirtual |