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.
86 bool PickMouse(
float fDepth,
float fMouseX,
float fMouseY,
107 int num_vertices,
float x,
float y);
109 unsigned int uNumVertices,
float *pCenterX,
112 int num_vertices,
float *out_center_x,
113 float *out_center_y);
117 int a4,
int a5,
int a6);
125 signed int pBModelID);
127 signed int sModelID);
131 Vec3_short_ *IntersectPoint,
BLVFace *pFace);
135 Vec3_short_ *IntersectPoint,
BLVFace *pFace,
unsigned int uModelID);
bool IsPolygonOccludedByBillboard(struct RenderVertexSoft *vertices, int num_vertices, float x, float y)
Vis_ObjectInfo * SelectionPointers(int a2, int a3)
unsigned __int16 uint16_t
GLenum GLuint GLint GLenum face
void PickIndoorFaces_Mouse(float fDepth, struct RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter)
void SortByScreenSpaceX(struct RenderVertexSoft *pArray, int start, int end)
bool IsPointInsideD3DBillboard(struct RenderBillboardD3D *a1, float x, float y)
bool is_part_of_selection(void *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, Vis_SelectionFilter *filter)
RenderVertexSoft stru_200C
bool CheckIntersectBModel(BLVFace *pFace, Vec3_short_ IntersectPoint, signed int sModelID)
void AddObject(void *object, VisObjectType type, int depth, int pid)
void CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth)
Vis_ObjectInfo object_pool[512]
int get_object_zbuf_val(Vis_ObjectInfo *info)
Vis_SelectionFilter vis_face_filter
Vis_SelectionFilter vis_sprite_filter_4
int get_picked_object_zbuf_val()
void GetPolygonCenter(struct RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY)
Vis_SelectionFilter vis_sprite_filter_2
bool DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx)
void SortVerticesByY(struct RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd)
Vis_ObjectInfo * DetermineFacetIntersection(struct BLVFace *face, unsigned int a3, float pick_depth)
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
void GetPolygonScreenSpaceCenter(struct RenderVertexSoft *vertices, int num_vertices, float *out_center_x, float *out_center_y)
struct RenderVertexD3D3 pVertices[50]
EGLSurface EGLint EGLint y
Vis_SelectionFilter vis_sprite_filter_1
std::array< int16_t, 104 > intersect_face_vertex_coords_list_a
void SortByScreenSpaceY(struct RenderVertexSoft *pArray, int start, int end)
void PickIndoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter)
bool Intersect_Ray_Face(struct RenderVertexSoft *pRayStart, struct RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, signed int pBModelID)
RenderVertexSoft stru_206C
void PickOutdoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter)
void PickBillboards_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter)
void SortVerticesByX(struct RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd)
RenderVertexSoft stru_203C
GLint GLint GLsizei GLsizei GLsizei depth
Vis_SelectionFilter vis_door_filter
void SortVectors_x(RenderVertexSoft *pArray, int start, int end)
typedef void(SDLCALL *SDL_AudioFilter)(struct SDL_AudioCVT *cvt
Vis_SelectionFilter vis_sprite_filter_3
unsigned short PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6)
GLboolean GLboolean GLboolean b
void 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)
void PickOutdoorFaces_Mouse(float fDepth, struct RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter, bool only_reachable)
void create_object_pointers(PointerCreationType type=All)
bool PickMouse(float fDepth, float fMouseX, float fMouseY, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter)
VisObjectType object_type
bool PickKeyboard(Vis_SelectionList *list, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter)
GLboolean GLboolean GLboolean GLboolean a
void PickBillboards_Mouse(float fPickDepth, float fX, float fY, Vis_SelectionList *list, Vis_SelectionFilter *filter)
unsigned int uNumPointers
VisObjectType object_type
void(*** vdestructor_ptr)(Vis_SelectionList *, bool)
unsigned __int32 uint32_t
RenderVertexSoft stru_209C
void sort_object_pointers(Vis_ObjectInfo **pPointers, int start, int end)
Vis_ObjectInfo * object_pointers[512]
void 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)
std::array< int16_t, 104 > intersect_face_vertex_coords_list_b
Vis_SelectionList default_list