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- /////////////
- //STRUKTURY//
- /////////////
-
-
- //
- //FACE Ütruktura
- //
- struct BSPFACE
- {
- VECTOR3D P[3]; //vertexi
- VECTOR2D T1[3]; //texturove kordinaty
- VECTOR2D T2[3]; //lightmap kordinaty
- int Group; //index skupiny
- int Plane; //index roviny
-
- bool Visible;
- };
-
- //
- //GROUP Ütruktura
- //
- struct BSPGROUP
- {
- int BlendType; //typ priesvitnosti
- int Type; //typ
- int CollisionType; //typ testovania kolizie
-
- //texture
- LPDIRECT3DTEXTURE9 g_pTexture;
-
- //lightmapa
- int LightMapId;
-
- //pole VB
- int NumVisibleFaces;
- int StartVertex;
- };
-
-
-
- //
- //LIGHT Ütruktura
- //
- struct BSPLIGHT
- {
- VECTOR3D Pos;
- COLOR Color;
- float Intensity;
- float Range;
- bool Corona;
- };
-
- //
- //NODE
- //
- struct BSPNODE
- {
- int BackIndex;
- int FrontIndex;
-
- VECTOR3D Min;
- VECTOR3D Max;
- float Radius;
- VECTOR3D Centre;
-
- bool Solid;
-
- bool Leaf;
- int LeafIndex;
-
- int Root;
- };
-
- //
- //BSPLEAF
- //
- struct BSPLEAF
- {
- int *FaceList;
- int NumFaces;
-
- VECTOR3D Min;
- VECTOR3D Max;
- float Radius;
- VECTOR3D Centre;
-
- int *VisibleLeafs;
- int NumVisibleLeafs;
-
- };
-
-