World of Might and Magic  0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
Vis Cписок членов класса

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_listVis
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_depthVis
logVis
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_200CVis
stru_203CVis
stru_206CVis
stru_209CVis
Vis()Vis
~Vis()Visinlinevirtual