2001-01-11 00:32:10 +08:00
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// FaceRecord.h
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#ifndef __FLT_FACE_RECORD_H
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#define __FLT_FACE_RECORD_H
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#include "opcodes.h"
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#include "Record.h"
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#include "RecordVisitor.h"
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namespace flt {
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////////////////////////////////////////////////////////////////////
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//
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// FaceRecord
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//
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////////////////////////////////////////////////////////////////////
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struct SFace
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{
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2001-09-20 05:08:56 +08:00
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SRecHeader RecHeader;
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char szIdent[8]; // 7 char ASCII ID; 0 terminates
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int32 diIRColor; // IR Color Code
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int16 iObjectRelPriority; // Polygon relative priority
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uint8 swDrawFlag; // How to draw the polygon
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// = 0 Draw solid backfaced
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// = 1 Draw solid no backface
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// = 2 Draw wireframe and not closed
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// = 3 Draw closed wireframe
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// = 4 Surround with wireframe in alternate color
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// = 8 Omni-directional light
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// = 9 Unidirectional light
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// = 10 Bidirectional light
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uint8 swTexWhite; // if TRUE, draw textured polygon white (see note 1 below)
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uint16 wPrimaryNameIndex; // Color name index
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uint16 wSecondaryNameIndex; // Alternate color name index
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uint8 swNotUsed; // Not used
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uint8 swTemplateTrans; // Set template transparency
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// = 0 None
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// = 1 Fixed
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// = 2 Axis type rotate
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// = 4 Point rotate
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int16 iDetailTexturePattern; // Detail texture pattern no. -1 if none
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int16 iTexturePattern; // Texture pattern no. -1 if none
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int16 iMaterial; // Material code [0-63]. -1 if none
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int16 iSurfaceMaterial; // Surface material code (for DFAD)
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int16 iFeature; // Feature ID (for DFAD)
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int32 diIRMaterial; // IR Material codes
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uint16 wTransparency; // Transparency
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// = 0 opaque
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// = 65535 for totally clear
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// version 11, 12 & 13 stops here!
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uint8 swInfluenceLODGen; // LOD Generation Control
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uint8 swLinestyle; // Linestyle Index
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uint32 dwFlags; // Flags (bits from left to right)
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// 0 = Terrain
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// 1 = No Color
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// 2 = No Alt Color
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// 3 = Packed color
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// 4 = Terrain culture cutout (footprint)
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// 5 = Hidden (not drawn)
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// 6-31 Spare
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uint8 swLightMode; // Lightmode
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// = 0 use face color, not illuminated
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// = 1 use vertex color, not illuminated
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// = 2 use face color and vertex normal
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// = 3 use vertex color and vertex normal
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uint8 Reserved1[7]; // Reserved
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color32 PrimaryPackedColor; // Packed Color Primary (A, B, G, R)
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color32 SecondaryPackedColor; // Packed Color Secondary (A, B, G, R)
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int16 iTextureMapIndex; // Texture mapping index
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int16 iReserved2;
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uint32 dwPrimaryColorIndex;
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uint32 dwAlternateColorIndex;
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uint16 Reserved3[2];
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2001-01-11 00:32:10 +08:00
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};
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class FaceRecord : public PrimNodeRecord
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{
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public:
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enum DrawFlag {
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SOLID_BACKFACED = 0,
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SOLID_NO_BACKFACE = 1,
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WIREFRAME_NOT_CLOSED = 2,
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WIREFRAME_CLOSED = 3,
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SURROUND_ALTERNATE_COLOR = 4,
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OMNIDIRECTIONAL_LIGHT = 8,
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UNIDIRECTIONAL_LIGHT = 9,
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BIDIRECTIONAL_LIGHT = 10
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2001-01-11 00:32:10 +08:00
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};
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enum LightMode {
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FACE_COLOR = 0,
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VERTEX_COLOR = 1,
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FACE_COLOR_LIGHTING = 2,
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2001-09-20 05:08:56 +08:00
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VERTEX_COLOR_LIGHTING = 3
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};
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enum FlagBit {
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TERRAIN_BIT = 0x80000000,
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NO_COLOR_BIT = 0x40000000,
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NO_ALT_COLOR_BIT = 0x20000000,
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PACKED_COLOR_BIT = 0x10000000,
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FOOTPRINT_BIT = 0x08000000,
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HIDDEN_BIT = 0x04000000
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2001-01-11 00:32:10 +08:00
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};
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FaceRecord();
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virtual Record* clone() const { return new FaceRecord(); }
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virtual const char* className() const { return "FaceRecord"; }
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virtual int classOpcode() const { return FACE_OP; }
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virtual int sizeofData() const { return sizeof(SFace); }
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virtual void accept(RecordVisitor& rv) { rv.apply(*this); }
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// virtual void traverse(RecordVisitor& rv);
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virtual SFace* getData() const { return (SFace*)_pData; }
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virtual const std::string getName( void ) const { return std::string(getData()->szIdent); }
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int numberOfVertices();
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int getVertexPoolOffset(int index);
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protected:
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virtual ~FaceRecord();
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virtual void endian();
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virtual bool readLocalData(Input& fr);
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// virtual bool writeLocalData(Output& fw);
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};
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////////////////////////////////////////////////////////////////////
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//
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// VertexListRecord
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//
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////////////////////////////////////////////////////////////////////
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2001-09-20 05:08:56 +08:00
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typedef struct SingleVertexListTag
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{
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SRecHeader RecHeader;
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int32 diSOffset[1]; // Byte offset to this vertex record in vertex table,
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// the actual vertex of the face
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} SSingleVertexList;
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class VertexListRecord : public PrimNodeRecord
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{
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public:
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VertexListRecord();
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virtual Record* clone() const { return new VertexListRecord(); }
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virtual const char* className() const { return "VertexListRecord"; }
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virtual int classOpcode() const { return VERTEX_LIST_OP; }
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virtual int sizeofData() const { return sizeof(SSingleVertexList); }
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virtual void accept(RecordVisitor& rv) { rv.apply(*this); }
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// virtual void traverse(RecordVisitor& rv);
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virtual SSingleVertexList* getData() const { return (SSingleVertexList*)_pData; }
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int numberOfVertices();
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int getVertexPoolOffset(int index);
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protected:
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virtual ~VertexListRecord();
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virtual void endian();
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};
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////////////////////////////////////////////////////////////////////
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//
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// MorphVertexListRecord
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//
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////////////////////////////////////////////////////////////////////
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2001-09-20 05:08:56 +08:00
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typedef struct MorphVertexListTag
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{
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SRecHeader RecHeader;
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uint32 dwOffset0; // Byte offset into vertex palette of the 0% vertex
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uint32 dwOffset100; // Byte offset into vertex palette of the 100% vertex
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} SMorphVertexList;
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class MorphVertexListRecord : public PrimNodeRecord
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{
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public:
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MorphVertexListRecord();
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virtual Record* clone() const { return new MorphVertexListRecord(); }
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virtual const char* className() const { return "MorphVertexListRecord"; }
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virtual int classOpcode() const { return MORPH_VERTEX_LIST_OP; }
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virtual int sizeofData() const { return sizeof(SMorphVertexList); }
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virtual void accept(RecordVisitor& rv) { rv.apply(*this); }
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// virtual void traverse(RecordVisitor& rv);
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virtual SMorphVertexList* getData() const { return (SMorphVertexList*)_pData; }
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int numberOfVertices();
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protected:
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virtual ~MorphVertexListRecord();
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virtual void endian();
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};
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////////////////////////////////////////////////////////////////////
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//
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// VectorRecord
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//
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////////////////////////////////////////////////////////////////////
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// A vector record is an ancillary record of the (pre V15.4) face node.
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// Its only use is to provide the direction vector for old-style
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// unidirectional and bidirectional light point faces.
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2001-09-20 05:08:56 +08:00
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typedef struct VectorTag
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{
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SRecHeader RecHeader;
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float32x3 Vec;
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} SVector;
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class VectorRecord : public AncillaryRecord
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{
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public:
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VectorRecord();
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virtual Record* clone() const { return new VectorRecord(); }
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virtual const char* className() const { return "VectorRecord"; }
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virtual int classOpcode() const { return VECTOR_OP; }
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virtual int sizeofData() const { return sizeof(SVector); }
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virtual void accept(RecordVisitor& rv) { rv.apply(*this); }
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// virtual void traverse(RecordVisitor& rv);
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virtual SVector* getData() const { return (SVector*)_pData; }
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protected:
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virtual ~VectorRecord();
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virtual void endian();
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};
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}; // end namespace flt
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#endif
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