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ocstruct.h
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C/C++ Source or Header
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2004-05-28
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2KB
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121 lines
////////
//FACE//
////////
struct OCTFACE
{
//vertexi
VECTOR3D P[3]; //pozicia
VECTOR2D T1[3]; //texturove kordinaty
VECTOR2D T2[3]; //texturove kordinaty
VECTOR3D N[3]; //normala
PLANE Plane; //rovina trojholnika
bool Visible; //ci je viditelny
int Index; //index - poradie
int Group; //index skupiny
};
/////////
//GROUP//
/////////
struct OCTGROUP
{
//textura
LPDIRECT3DTEXTURE9 *g_pTexture;
int NumTextures;
float TextureTime;
float ActTime;
int ActTexture;
//vlastnosti
int Index;
int CollisionType;
int MaterialType;
int BlendType;
int GroupType;
int Specular;
int SmoothShading;
//pole VB
int NumVisibleFaces;
int StartVertex;
};
/*
BLENDTYPE
0-None
1-Trans
2-Full
GROUPTYPE
0 - normal
1 - animated texture
2 - multitexture
3 - enviroment mapping
SMOOTHSHADING
0-no smoosth shading
1-calc smooth shading
COLLISION
0-collision
1-no collision
*/
/////////
//NODE //
/////////
struct OCTNODE
{
VECTOR3D Centre; //stred
VECTOR3D Min;
VECTOR3D Max;
float Polomer;
int NumFaces; //pocet
bool EndNode;
OCTNODE *Node[8];
int *FaceList; //pole indexov
// z
//+-+-+ -y
//|0|1|
//+-+-+ x>
//|2|3|
//+-+-+
// z
//+-+-+ +y
//|4|5|
//+-+-+ x>
//|6|7|
//+-+-+
};
//////////
//RNODE //
//////////pre citanie a zapis stromu
struct OCTRNODE
{
VECTOR3D Centre; //stred
VECTOR3D Min;
VECTOR3D Max;
float Polomer;
bool EndNode;
int NumFaces; //pocet
};