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Fix line endings and tabs
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@ -1,152 +1,152 @@
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plDrawableGenerator Header //
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// //
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// Static helper class for creating various kind of drawable primitives. //
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// Can be very useful for visualization stuff ;) //
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// //
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//// Version History /////////////////////////////////////////////////////////
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// //
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// 5.15.2001 mcn - Created. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plDrawableGenerator_h
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#define _plDrawableGenerator_h
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#include "hsTemplates.h"
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#include "hsBounds.h"
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#include "hsMatrix44.h"
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class hsGMaterial;
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class plDrawableSpans;
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class plGeometrySpan;
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struct hsColorRGBA;
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//// Class Definition ////////////////////////////////////////////////////////
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class plDrawableGenerator
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{
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public:
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// Set the colors for the faux lighting on generated drawables
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static void SetFauxLightColors( hsColorRGBA &lite, hsColorRGBA &dark );
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// Refills a drawable previously created with GenerateDrawable with the new data. New data
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// must match previous data in counts.
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hsBool RegenerateDrawable( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
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hsPoint3 *uvws, UInt32 uvwsPerVtx,
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hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
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UInt32 numIndices, UInt16 *indices,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
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UInt32 diIndex, plDrawableSpans *destDraw );
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// Generates a drawable based on the vertex/index data given
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// uvws is an array vertCount*uvwsPerVtx long in order [uvw(s) for vtx0, uvw(s) for vtx1, ...], or is nil
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static plDrawableSpans *GenerateDrawable( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
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hsPoint3 *uvws, UInt32 uvwsPerVtx,
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hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
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UInt32 numIndices, UInt16 *indices,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended = false,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generates a spherical drawable
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static plDrawableSpans *GenerateSphericalDrawable( const hsPoint3& localPos, hsScalar radius, hsGMaterial *material,
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const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil,
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hsScalar qualityScalar = 1.f );
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// Generates a rectangular drawable
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static plDrawableSpans *GenerateBoxDrawable( hsScalar width, hsScalar height, hsScalar depth,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generate a rectangular drawable based on a corner and three vectors
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static plDrawableSpans *GenerateBoxDrawable( const hsPoint3 &corner, const hsVector3 &xVec, const hsVector3 &yVec, const hsVector3 &zVec,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generates a bounds-based drawable
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static plDrawableSpans *GenerateBoundsDrawable( hsBounds3Ext *bounds,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generates a conical drawable
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static plDrawableSpans *GenerateConicalDrawable( hsScalar radius, hsScalar height, hsGMaterial *material,
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const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generates a general conical drawable based on a center and direction
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static plDrawableSpans *GenerateConicalDrawable( hsPoint3 &apex, hsVector3 &direction, hsScalar radius, hsGMaterial *material,
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const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generates a drawable representing 3 axes
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static plDrawableSpans *GenerateAxesDrawable( hsGMaterial *material,
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const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generate a planar drawable based on a corner and two vectors
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static plDrawableSpans *GeneratePlanarDrawable( const hsPoint3 &corner, const hsVector3 &xVec, const hsVector3 &yVec,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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protected:
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// Shade the vertices given based on a quick fake directional light.
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// If origColors is non-nil, it must be an array of length count. Each outColor[i] *= origColor[i].
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// If multColor is non-nil, modulate the output by multColor.
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static void IQuickShadeVerts( UInt32 count, hsVector3 *normals,
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hsColorRGBA *colors,
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hsColorRGBA* origColors = nil,
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const hsColorRGBA* multColor = nil );
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// Take the vertex and connectivity info supplied and fill out a geometry span with it.
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// Output span is ready to be added to a Drawable, or refreshed in a Drawable if it's
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// already in the SourceSpans.
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static void IFillSpan( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
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hsPoint3 *uvws, UInt32 uvwsPerVtx,
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hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
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UInt32 numIndices, UInt16 *indices,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
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plGeometrySpan* span );
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static hsColorRGBA fLiteColor;
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static hsColorRGBA fDarkColor;
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};
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#endif // _plDrawableGenerator_h
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
|
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(at your option) any later version.
|
||||
|
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This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plDrawableGenerator Header //
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// //
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// Static helper class for creating various kind of drawable primitives. //
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// Can be very useful for visualization stuff ;) //
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// //
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//// Version History /////////////////////////////////////////////////////////
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// //
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// 5.15.2001 mcn - Created. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plDrawableGenerator_h
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#define _plDrawableGenerator_h
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#include "hsTemplates.h"
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#include "hsBounds.h"
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#include "hsMatrix44.h"
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class hsGMaterial;
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class plDrawableSpans;
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class plGeometrySpan;
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struct hsColorRGBA;
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//// Class Definition ////////////////////////////////////////////////////////
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class plDrawableGenerator
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{
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public:
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// Set the colors for the faux lighting on generated drawables
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static void SetFauxLightColors( hsColorRGBA &lite, hsColorRGBA &dark );
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// Refills a drawable previously created with GenerateDrawable with the new data. New data
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// must match previous data in counts.
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hsBool RegenerateDrawable( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
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hsPoint3 *uvws, UInt32 uvwsPerVtx,
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hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
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UInt32 numIndices, UInt16 *indices,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
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UInt32 diIndex, plDrawableSpans *destDraw );
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// Generates a drawable based on the vertex/index data given
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// uvws is an array vertCount*uvwsPerVtx long in order [uvw(s) for vtx0, uvw(s) for vtx1, ...], or is nil
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static plDrawableSpans *GenerateDrawable( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
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hsPoint3 *uvws, UInt32 uvwsPerVtx,
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hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
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UInt32 numIndices, UInt16 *indices,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended = false,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generates a spherical drawable
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static plDrawableSpans *GenerateSphericalDrawable( const hsPoint3& localPos, hsScalar radius, hsGMaterial *material,
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const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil,
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hsScalar qualityScalar = 1.f );
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// Generates a rectangular drawable
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static plDrawableSpans *GenerateBoxDrawable( hsScalar width, hsScalar height, hsScalar depth,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generate a rectangular drawable based on a corner and three vectors
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static plDrawableSpans *GenerateBoxDrawable( const hsPoint3 &corner, const hsVector3 &xVec, const hsVector3 &yVec, const hsVector3 &zVec,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generates a bounds-based drawable
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static plDrawableSpans *GenerateBoundsDrawable( hsBounds3Ext *bounds,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generates a conical drawable
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static plDrawableSpans *GenerateConicalDrawable( hsScalar radius, hsScalar height, hsGMaterial *material,
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const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generates a general conical drawable based on a center and direction
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static plDrawableSpans *GenerateConicalDrawable( hsPoint3 &apex, hsVector3 &direction, hsScalar radius, hsGMaterial *material,
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const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generates a drawable representing 3 axes
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static plDrawableSpans *GenerateAxesDrawable( hsGMaterial *material,
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const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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// Generate a planar drawable based on a corner and two vectors
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static plDrawableSpans *GeneratePlanarDrawable( const hsPoint3 &corner, const hsVector3 &xVec, const hsVector3 &yVec,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended = false,
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const hsColorRGBA* multColor = nil,
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hsTArray<UInt32> *retIndex = nil, plDrawableSpans *toAddTo = nil );
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protected:
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// Shade the vertices given based on a quick fake directional light.
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// If origColors is non-nil, it must be an array of length count. Each outColor[i] *= origColor[i].
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// If multColor is non-nil, modulate the output by multColor.
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static void IQuickShadeVerts( UInt32 count, hsVector3 *normals,
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hsColorRGBA *colors,
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hsColorRGBA* origColors = nil,
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const hsColorRGBA* multColor = nil );
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// Take the vertex and connectivity info supplied and fill out a geometry span with it.
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// Output span is ready to be added to a Drawable, or refreshed in a Drawable if it's
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// already in the SourceSpans.
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static void IFillSpan( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
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hsPoint3 *uvws, UInt32 uvwsPerVtx,
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hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
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UInt32 numIndices, UInt16 *indices,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
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plGeometrySpan* span );
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static hsColorRGBA fLiteColor;
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static hsColorRGBA fDarkColor;
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};
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#endif // _plDrawableGenerator_h
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