mirror of
https://github.com/ptitSeb/Serious-Engine
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423 lines
16 KiB
C++
423 lines
16 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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 along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_OBJECT3D_H
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#define SE_INCL_OBJECT3D_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/CTString.h>
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#include <Engine/Templates/DynamicArray.h>
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Plane.h>
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#include <Engine/Math/TextureMapping.h>
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#include <Engine/Math/Projection.h>
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#include <Engine/Templates/BSP.h>
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// a vertex in 3d object
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class CObjectVertex : public DOUBLE3D {
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public:
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CObjectVertex *ovx_Remap; // pointer for index remapping
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ULONG ovx_Tag; // tag for format-specific data
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INDEX ovx_Index; // index for easier conversions
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// flags 0-7 are used by CObjectVertex, flags 8-31 are reserved for custom formats
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ULONG ovx_ulFlags; // flags
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/* Default constructor. */
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inline CObjectVertex(void) { ovx_ulFlags = 0;};
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/* Constructor from vector. */
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inline CObjectVertex(const DOUBLE3D &v) : DOUBLE3D(v) { ovx_ulFlags = 0;};
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/* Clear the object. */
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inline void Clear(void) {};
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};
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// a plane in 3d object
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class CObjectPlane : public DOUBLEplane3D {
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public:
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CObjectPlane *opl_Remap; // pointer for index remapping
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ULONG opl_Tag; // tag for format-specific data
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INDEX opl_Index; // index for easier conversions
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/* Default constructor. */
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inline CObjectPlane(void) {};
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/* Constructor from plane. */
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inline CObjectPlane(const DOUBLEplane3D &pl) : DOUBLEplane3D(pl) {};
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/* Clear the object. */
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inline void Clear(void) {};
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};
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/* rcg10042001 named anonymous structs. */
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// an edge in 3d object
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class CObjectEdge {
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public:
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ULONG oed_Tag; // tag for format-specific data
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INDEX oed_Index; // index for easier conversions
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union {
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struct { // used in optimization
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CObjectEdge *oed_Remap; // pointer for index remapping
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CObjectEdge *oed_InverseEdge; // pointer to inverse edge, if exists
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} optimize;
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struct { // used in splitting collinear edges
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CObjectEdge *oed_FirstChild; // pointer to first part of split edge
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CObjectEdge *oed_NextSibling; // pointer to next part of split edge
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} colinear1;
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struct { // used in splitting collinear edges
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class CEdgeEx *oed_pedxLine; // pointer to line information
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} colinear2;
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};
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CObjectVertex *oed_Vertex0; // start vertex
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CObjectVertex *oed_Vertex1; // end vertex
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/* Default constructor. */
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inline CObjectEdge(void) {};
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/* Constructor from vertex references. */
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inline CObjectEdge(CObjectVertex &ovxVertex0, CObjectVertex &ovxVertex1)
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: oed_Vertex0(&ovxVertex0), oed_Vertex1(&ovxVertex1) {};
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/* Clear the object. */
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inline void Clear(void) {};
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};
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// a material in 3d object
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class CObjectMaterial {
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public:
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ULONG omt_Tag; // tag for format-specific data
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INDEX omt_Index; // index for easier conversions
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CTString omt_Name; // name of this material
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CTString omt_strName2;
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CTString omt_strName3;
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COLOR omt_Color; // color of this material (surface)
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/* Default constructor. */
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inline CObjectMaterial(void) : omt_Name("<unnamed>") {};
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/* Constructor from string. */
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inline CObjectMaterial(const CTString &strName) : omt_Name(strName) {};
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/* Copy constructor. */
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inline CObjectMaterial(const CObjectMaterial &omt) {
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omt_Name = omt.omt_Name;
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omt_strName2 = omt.omt_strName2;
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omt_strName3 = omt.omt_strName3;
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omt_Color = omt.omt_Color;
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};
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/* Destructor. */
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inline ~CObjectMaterial(void) {};
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/* Clear the object. */
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inline void Clear(void) {
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omt_Name.Clear();
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omt_strName2.Clear();
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omt_strName3.Clear();
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};
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/* Assignment. */
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inline const CObjectMaterial &operator=(const CObjectMaterial &omt) {
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omt_Name = omt.omt_Name;
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omt_strName2 = omt.omt_strName2;
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omt_strName3 = omt.omt_strName3;
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omt_Color = omt.omt_Color;
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return *this;
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};
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/* Color assignment. */
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inline void SetColor(const COLOR &clrColor) { omt_Color = clrColor; };
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};
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// a reference to edge in polygon
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class ENGINE_API CObjectPolygonEdge {
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public:
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CObjectEdge *ope_Edge; // pointer to the edge
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BOOL ope_Backward; // true if vertex0 and vertex1 must be swapped
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/* Default constructor. */
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inline CObjectPolygonEdge(void) : ope_Backward(FALSE) {};
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/* Constructor from edge pointer. */
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inline CObjectPolygonEdge(CObjectEdge *poed) : ope_Edge(poed), ope_Backward(FALSE) {};
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/* Constructor from edge pointer and reverse marker. */
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inline CObjectPolygonEdge(CObjectEdge *poed, BOOL bReverse)
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: ope_Edge(poed), ope_Backward(bReverse) {};
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/* Clear the object. */
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inline void Clear(void) {};
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/* Get start and end vertices. */
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inline void GetVertices(CObjectVertex *&povxStart, CObjectVertex *&povxEnd);
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};
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// a polygon in 3d object
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// Flags
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// flags 0-2 are used by CObjectPolygon, flags 3-31 are reserved for custom formats
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#define OPOF_PORTAL (1L<<0) // set if the polygon is portal
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#define OPOF_IGNOREDBYCSG (1L<<1) // set if the polygon is ignored when doing CSG
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class ENGINE_API CObjectPolygon {
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public:
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ULONG opo_Tag; // tag for format-specific data
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INDEX opo_Index; // index for easier conversions
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#define OPO_MAXUSERDATA 64
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UBYTE opo_ubUserData[OPO_MAXUSERDATA]; // reserved space for other data
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CObjectPlane *opo_Plane; // plane of this polygon
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CDynamicArray<CObjectPolygonEdge> opo_PolygonEdges; // edges in this polygon
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CObjectMaterial *opo_Material; // material of this polygon
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CMappingDefinition opo_amdMappings[4]; // mapping of textures on this polygon
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ULONG opo_ulFlags; // various flags
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COLOR opo_colorColor; // color of this polygon
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void *opo_pvOriginal; // used for format conversions
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/* Default constructor. */
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inline CObjectPolygon(void) : opo_Material(NULL), opo_ulFlags(0), opo_pvOriginal(NULL)
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{ memset(&opo_ubUserData, 0, sizeof(opo_ubUserData)); };
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/* Clear the object. */
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inline void Clear(void) { opo_PolygonEdges.Clear(); };
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/* Join polygon edges that are collinear and continuing. */
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void JoinContinuingEdges(CDynamicArray<CObjectEdge> &oedEdges);
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/* Remove polygon edges that are used twice from a polygon. */
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void RemoveRedundantEdges(void);
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/* Remove polygon edges that are marked as unused (oed_Edge==NULL) from polygon. */
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void RemoveMarkedEdges(INDEX ctNonMarkedEdges);
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/* Remove polygon edges that have zero length from a polygon. */
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void RemoveDummyEdgeReferences(void);
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};
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// a sector in 3d object
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class CObjectSector {
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public:
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/* Create a new edge with two coordinates. */
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inline CObjectEdge &CreateEdge(INDEX ivx0, INDEX ivx1) {
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// lock vertex array
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osc_aovxVertices.Lock();
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// create edge
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CObjectEdge &oeResult =
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*osc_aoedEdges.New(1) = CObjectEdge(osc_aovxVertices[ivx0], osc_aovxVertices[ivx1]);
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// unlock vertex array
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osc_aovxVertices.Unlock();
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return oeResult;
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}
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/* Create a new edge with two coordinates. */
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inline CObjectEdge &CreateEdge(const DOUBLE3D &vx0, const DOUBLE3D &vx1) {
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// create end vertices for the part
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CObjectVertex *aovxs = osc_aovxVertices.New(2);
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aovxs[0] = vx0;
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aovxs[1] = vx1;
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// create edge
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return *osc_aoedEdges.New(1) = CObjectEdge(aovxs[0], aovxs[1]);
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}
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/* Create an edge and add it to a polygon in this sector. */
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inline void CreateEdgeInPolygon(CObjectPolygon &opoPolygon,
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const DOUBLE3D &vVertex0, const DOUBLE3D &vVertex1) {
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*opoPolygon.opo_PolygonEdges.New(1) =
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CObjectPolygonEdge( &CreateEdge(vVertex0, vVertex1));
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};
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/* Check the optimization algorithm. */
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void CheckOptimizationAlgorithm(void);
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/* See if all polygons in sector are valid (planar). */
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BOOL ArePolygonsPlanar(void);
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/* Create indices for all members of all arrays. */
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void CreateIndices(void);
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/* Create BSP tree for sector. */
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void CreateBSP(void);
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// optimization functions
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/* Remap different vertices with same coordinates to use only one of each. */
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void RemapClonedVertices(void);
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/* Remap different edges with same or reverse vertices to use only one of each. */
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void RemapClonedEdges(void);
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/* Remap different planes with same coordinates to use only one of each. */
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void RemapClonedPlanes(void);
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/* Remove vertices that are not used by any edge. */
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void RemoveUnusedVertices(void);
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/* Remove edges that are not used by any polygon. */
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void RemoveUnusedEdges(void);
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/* Remove planes that are not used by any polygon. */
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void RemoveUnusedPlanes(void);
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/* Create array of extended edge infos. */
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void CreateEdgeLines(CStaticArray<CEdgeEx> &aedxEdgeLines,
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CStaticArray<CEdgeEx *> &apedxSortedEdgeLines, INDEX &ctEdges);
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/* Join polygon edges that are collinear and continuing. */
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void JoinContinuingPolygonEdges(void);
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/* Find collinear edges and cross-split them with each other. */
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void SplitCollinearEdges(void);
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/* Split a run of collinear edges. */
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void SplitCollinearEdgesRun(CStaticArray<CEdgeEx *> &apedxSortedEdgeLines,
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INDEX iFirstInRun, INDEX iLastInRun);
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/* Split an edge with a run of vertices. */
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inline void SplitEdgeWithVertices(CObjectEdge &oedOriginal,
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CStaticArray<CObjectVertex *> &apvxVertices);
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/* Remove polygon edges that are used twice from all polygons. */
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void RemoveRedundantPolygonEdges(void);
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/* Remove polygons with less than 3 edges. */
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void RemoveDummyPolygons(void);
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/* Find edges that have zero length and remove them from all polygons. */
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void RemoveDummyEdgeReferences(void);
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/* Remove unused and replicated elements. */
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void Optimize(void);
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/* Turn sector inside-out. */
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void Inverse(void);
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/* Recalculate all planes from vertices. (used when stretching vertices) */
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void RecalculatePlanes(void);
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public:
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CDynamicArray<CObjectVertex> osc_aovxVertices; // vertices
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CDynamicArray<CObjectPlane> osc_aoplPlanes; // planes
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CDynamicArray<CObjectMaterial> osc_aomtMaterials; // material info
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CDynamicArray<CObjectEdge> osc_aoedEdges; // edges
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CDynamicArray<CObjectPolygon> osc_aopoPolygons; // polygons
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ULONG osc_Tag; // tag for format-specific data
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INDEX osc_Index; // index for easier conversions
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COLOR osc_colColor; // color of this sector
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COLOR osc_colAmbient; // ambient lightning of this sector
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ULONG osc_ulFlags[3]; // flags (not used in CTMath)
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CTString osc_strName; // name of the sector
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DOUBLEbsptree3D osc_BSPTree; // BSP tree of this sector
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/* Default constructor. */
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ENGINE_API CObjectSector(void);
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/* Destructor. */
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ENGINE_API ~CObjectSector(void);
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/* Clear the object. */
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void Clear(void);
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/* Assignment operator. */
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ENGINE_API CObjectSector &operator=(CObjectSector &oscOriginal);
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/* Locks all object sector dynamic arrays */
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void LockAll( void);
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/* Unlocks all object sector dynamic arrays */
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void UnlockAll( void);
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/* Create a new polygon in given sector. */
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ENGINE_API CObjectPolygon *CreatePolygon(INDEX ctVertices, INDEX aivVertices[],
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CObjectMaterial &omaMaterial, ULONG ulFlags, BOOL bReverse);
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/* Create a new polygon in given sector. */
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ENGINE_API CObjectPolygon *CreatePolygon(INDEX ctVertices, DOUBLE3D avVertices[],
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CObjectMaterial &omaMaterial, ULONG ulFlags, BOOL bReverse);
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/* Find bounding box of the sector. */
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void GetBoundingBox(DOUBLEaabbox3D &boxSector);
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};
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// a local class that holds extended edge information for finding collinear edges.
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class CEdgeEx {
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public:
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CObjectEdge *edx_poedEdge; // the original edge in object
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// constants of the line that the edge is on
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DOUBLE3D edx_vDirection; // normalized direction vector of the line
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DOUBLE3D edx_vReferencePoint; // reference point on the line
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BOOL edx_bReverse; // set if the edge direction is opposite to the line direction
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/* Initialize the structure for the given edge. */
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inline void Initialize(CObjectEdge *poedEdge);
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inline void Initialize(const DOUBLE3D *pvPoint0, const DOUBLE3D *pvPoint1);
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/* Test if a point is on the edge line. */
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inline BOOL PointIsOnLine(const DOUBLE3D &vPoint) const;
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};
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/*
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* A mathematical format of 3d object used for importing/exporting, CSG etc.
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*/
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class ENGINE_API CObject3D {
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public:
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enum LoadType {
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LT_NORMAL = 0,
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LT_OPENED,
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LT_UNWRAPPED,
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};
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/* Remove sectors with no polygons. */
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void RemoveEmptySectors(void);
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/* Create indices of all sectors (doesn't create vertex indices etc.). */
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void CreateSectorIndices(void);
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public:
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CDynamicArray<CObjectSector> ob_aoscSectors; // sectors
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/* Default constructor. */
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CObject3D(void);
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/* Destructor. */
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~CObject3D(void);
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/* Clear all arrays. */
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void Clear(void);
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/* Recognize and load any of supported 3D file formats. */
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void LoadAny3DFormat_t( const CTFileName &FileName, const FLOATmatrix3D &mTransform, enum LoadType ltLoadType=LT_NORMAL); // throw (char *)
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// start/end batch loading of 3d objects
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static void BatchLoading_t(BOOL bOn);
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/* Convert from intermediate structures into O3D */
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void ConvertArraysToO3D( void);
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/* Save in LightWave format. */
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void SaveLWO_t( const CTFileName &FileName); // throw (char *)
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/* Save in 3DStudio format. */
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void SaveDXF_t( const CTFileName &FileName); // throw (char *)
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/* Remove unused and replicated elements. */
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void Optimize(void);
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/* See if all polygons in object 3D are valid (planar). */
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BOOL ArePolygonsPlanar(void);
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/* Create BSP trees for all sectors. */
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void CreateSectorBSPs(void);
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/* Project the whole object into some other space. */
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void Project(CSimpleProjection3D_DOUBLE &pr);
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/* Assignment operator. */
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CObject3D &operator=(CObject3D &obOriginal);
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/* Turn all sectors in object inside-out. (not recommended for multi sector objects) */
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void Inverse(void);
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/* Recalculate all planes from vertices. (used when stretching vertices) */
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void RecalculatePlanes(void);
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/**** CSG operations -- they all destroy both operands! ****/
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/* Add rooms. */
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void CSGAddRooms(CObject3D &obA, CObject3D &obB);
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/* Add material from object B to object A. (B should have only one
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open sector and no closed sectors) */
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void CSGAddMaterial(CObject3D &obA, CObject3D &obB);
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void CSGAddMaterialReverse(CObject3D &obA, CObject3D &obB);
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/* Remove material of object B from object A. (B should have only one
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open sector and no closed sectors) */
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void CSGRemoveMaterial(CObject3D &obA, CObject3D &obB);
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/* Split sectors of object A using object B. (B should have only one
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closed sector and no open sectors) */
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void CSGSplitSectors(CObject3D &obA, CObject3D &obB);
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/* Join sectors of object A with sectors of object B. (both A and B should
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have only one sector) */
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void CSGJoinSectors(CObject3D &obA, CObject3D &obB);
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/* Split polygons of object A with sectors of object B. (both A and B should
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have only one sector) */
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void CSGSplitPolygons(CObject3D &obA, CObject3D &obB);
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/* Turn all portals to walls. */
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void TurnPortalsToWalls(void);
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/* Find bounding box of the object. */
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void GetBoundingBox(DOUBLEaabbox3D &boxObject);
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/* Dump the object 3D to debug window. */
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void DebugDump(void);
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};
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#endif /* include-once check. */
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