GameApi 28
Library used by GameApi Builder tool
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GameApi_pl.cc File Reference
#include "GameApi_h.hh"
#include "GameApi_low.hh"
#include "GameApi_cmd.hh"
#include <atomic>
#include <iostream>
#include <queue>
Include dependency graph for GameApi_pl.cc:

Classes

class  ObjFileParser
class  ObjFileFaceCollection
class  ColorDistance3
class  PrepareCache
class  NetworkedFaceCollection
class  NetworkedFaceCollectionMTL
struct  CBData
struct  ASyncCallback
class  NetworkedFaceCollectionMTL2
class  NetworkedFaceCollectionDS
class  DSCacheURL
class  DSCacheMTL
class  SaveModel
class  TexCoordQuadFaceCollection
class  TexCoordSpherical
class  TexCoordManual
class  TexCoordPlane
class  BitmapSizedQuad
struct  FaceRange
class  OrArrayNoMemory
class  MixColorFaceColl
class  MaxColorFaceColl
class  MinColorFaceColl
class  Lambert
class  ColorElem2
class  ColorGrayScale
class  ColorAlpha
class  ColorFromNormals
class  ColorRangeFaceCollection
class  QuadsToTris2
class  FlipPolygonOrder
class  GameApiPointFunction2
class  GameApiPointFunction
class  ChangePoints2
struct  ChangePositions_data
struct  ChangeNormal_data
struct  ChangeColor_data
class  HeightMap2
class  NormalFaceCollection
class  TexFaceCollection
class  ChooseTex
class  RenderVA
class  RenderP
struct  PTexCacheItem
class  RenderPTex
class  RenderPTex_id
class  RenderPTexCubemap
class  RenderPTex2
class  RenderDynP
class  NoiseShaderML
class  TextureShaderML
class  TextureManyShaderML
class  GLTFShaderML
class  TextureCubemapShaderML
class  TextureArrShaderML
class  ToonShaderML
class  FadeShaderML
class  SkeletalShader
class  DistFieldMeshShader
class  MeshColorShader
class  ChooseColorShaderML
class  ShaderParamML
class  GIShaderML
class  AcesFilmShaderML
class  DiscardShaderML
class  ColourShaderML
class  WaterShaderML
class  GlowEdgeShaderML
class  NewShadowShaderML_1
class  NewShadowShaderML_2
class  AdjustShaderML
class  BlurredRenderML
class  PhongShaderML
class  VertexPhongShaderML
class  GlobeShaderML
class  BumpPhongShaderML
class  FogShaderML
class  DynLightsShaderML
class  CutFaces
class  ColorMapPoly
class  ColorMapPoly2
class  ColorMapPoly2_cyl
class  ColorMapPoly2_sph
class  SubPolyChange
class  TexCoordSpherical2
class  ColorFromTexcoord
class  DeformFaceCollection
struct  CacheItem
struct  CacheItemDel
class  ResizeFaceCollection
class  GLastResizePipelineToGltfAnimation
class  ResizeFaceCollection_g
class  PersistentCachePoly
class  BuildOffsets
class  SplitterFaceCollection
class  TexCoordFromNormal
class  TexCoordFromNormal2
class  LineToCone
class  SphNormals
class  TextureManySBM
class  BloomCutSbm
class  BlurSbm
class  CombineSbm
class  SBMCircle
class  SFOSBM
class  SphericalWave
class  MainLoopPosition
class  PlaneMap2
class  SphereMap2
class  CurveToPoly
struct  DSVertexHeader
struct  PP
struct  DSGLTFHeader
class  DSGLTF
class  DSFaceCollection
class  DiskStoreCollection
class  DiskStoreModel
class  MTLParser
class  FaceCollectionSplitter
class  TextureSplitter2
class  MaterialChoose
class  ExtractorBitmap
class  TextureStorage
class  ReplaceTexture
class  MeshResize
class  SmoothNormals2
struct  SmoothNormals2::Data
class  AccelNode
class  AccelStructure
struct  AccelNodeSpec
struct  Accel_P_ref
class  AreaCache
struct  AreaCache::Area
struct  ShadowCB
class  TextureFromP
class  NormalToTexCoord
class  MeshAnimFromMeshes
class  MeshFromMeshAnim
class  MeshFromMeshAnim2
class  AnimBind
class  ShadowMap
class  ShadowMap2
class  ShadowMap3
class  STLFaceCollection
class  FixVertexOrder
class  FilterInvisible
struct  DT
class  LodChoose
class  LodSet
class  LodSelect
class  TexCoord_subarea
class  SkeletalDataFromFaceCollection
struct  ProgressMatData
class  SceneDesc
class  PTSTOVoxel
class  VoxelArrayToPTS
struct  PosColor
class  AV_Unique
class  NormalDarkness
class  GradientColor
class  LinesFaceCollection
class  MixMesh
struct  Anim_Struct
class  MeshAnimCore
class  MeshAnimFromUrl
class  MeshElem
class  MeshAnimDisplayInst
class  Block
class  BlockPTS
class  DisplayLodDebug
class  BlockPTS2
class  BlockPTS2_matrix
class  BlockDraw
class  SubstituteQuadWithMesh
class  OptimizeMesh
class  ConvexHull
struct  Rec
class  SkeletalAnim22
class  MatrixElem44
struct  RayRes
class  RemoveFaces
class  CollectBitmap
class  CombineTextures
class  PerspectiveMainLoop
class  MouseRollZoom
class  MouseRollZoom2
class  RightMousePan
class  PublishFaceCount
class  AnimRender3
class  FaceCollectionCutter
class  AmbientOcculsion
struct  AmbientOcculsion::Res
class  XSplit
class  YSplit
class  ZSplit
class  DisablePolygons
class  ExtractLargePolygons
class  ArrayPlatform
class  RectPlatform
class  ColourSpaceToI
class  ColorSpaceFaceCollection2
struct  ColorSpaceFaceCollection2::FaceId
class  ColorSpaceFaceCollection
struct  ColorSpaceFaceCollection::FaceId
class  ColourSpace_Function
class  ColourSpace_OrElem
class  FaceCollectionTo2
class  NoBatchMap
class  MutableFaceCollImpl
class  MutableImpl
struct  Decimate::Vec3
struct  Decimate::Triangle
struct  Decimate::Edge
struct  Decimate::Mesh
class  DecimateFaceCollection
struct  Decimate2::Vec3
struct  Decimate2::SymmetricMatrix
struct  Decimate2::Vertex
struct  Decimate2::Triangle
struct  Decimate2::Edge
struct  Decimate2::Mesh
class  DecimateFaceCollection2
struct  PointPair2
struct  PointIndex
class  PointMap2
class  PointMapImpl
class  StringByteStore
class  TimingByteStoreUser
class  TimingByteStoreArray
class  Bytestore_render
struct  Bytestore_render::MapItem
class  Bytestore_pts
class  SortFaceByArea
class  DecimatePolygon
struct  DecimateVertex_float
struct  DecimateVertex_double
struct  DecimateIndex_int
struct  DecimateIndex_short
struct  DecimateIndex_byte
struct  StridedIterator< T >
class  DecimateTF
class  MoveFromMV
struct  GridCell
class  SpatialDecimate
struct  Complex
class  GridToQuads
class  InterpolateMeshPair

Namespaces

namespace  Decimate
namespace  Decimate2

Macros

#define NO_MV   1

Functions

GameApi::P resize_to_correct_size2 (GameApi::Env &e, GameApi::P model, Matrix *mat)
template<class T>
void print (std::string label, T *ptr)
IMPORT void InstallProgress (int num, std::string label, int max=15)
IMPORT void ProgressBar (int num, int val, int max, std::string label)
void SetupProgress (int num, int count)
int my_getline (LoadStream *stream, int index, std::string &line)
int index_from_string (char c, std::string s)
LoadStream * load_from_vector (std::vector< unsigned char, GameApiAllocator< unsigned char > > vec)
int find_data (std::string data)
LoadStream * load_from_url_stream (GameApi::Env &e, std::string url)
void MTL_CB (void *data)
void MTL2_CB (void *data)
std::string convert_slashes (std::string s)
void MTL_d_CB (void *data)
void MTL_bump_CB (void *data)
ASyncCallback * rem_async_cb (std::string url)
std::string MB (long num)
int CalcUrlIndex (std::string url)
void stackTrace ()
std::ostream & operator<< (std::ostream &o, VEC4 v)
Point ChangePositions_Func (Point p, int face, int point, void *data)
Vector ChangeNormals_Func (Vector p, int face, int point, void *data)
unsigned int ChangeColor_Func (unsigned int p, int face, int point, void *data)
StateBitmaps * PrepareFaceCollPolyHandle (FaceCollPolyHandle *h2, int bbm_choose)
bool is_texture_usage_confirmed (const FaceCollection *p)
bool is_texture_usage_confirmed (VertexArraySet *set)
std::string get_shader_path (GameApi::Env &e, GameApi::US us)
void print (const PTexCacheItem &i)
GameApi::SH find_ptex_shader (const PTexCacheItem &ii)
void confirm_texture_usage (GameApi::Env &e, GameApi::P p)
int filesize (std::string filename)
bool invalidate (CacheItem *item, std::string filename, int obj_count)
std::string cache_id (std::string filename, int obj_count)
void resize_reset ()
void calc_resize_model (GameApi::Env &e, GameApi::EveryApi &ev, GameApi::P p)
GameApi::ML resize_model (GameApi::Env &env, GameApi::EveryApi &ev, GameApi::ML ml)
std::pair< float, Point > find_mesh_scale (FaceCollection *coll)
std::pair< float, Point > find_mesh_scale_g (FaceCollection *coll, GameApi::TRR resize_transfer_id, bool is_animated)
GameApi::P resize_to_correct_size_g2 (GameApi::Env &e, GameApi::P model, Matrix *mat, GameApi::TRR resize)
std::string NumI (int val)
std::string Num (float val)
std::string ConvF (float val)
std::string funccall_to_string (ShaderModule *mod)
std::string str_tolower (std::string s)
std::pair< Point, Point > find_bounds (FaceCollection *coll)
void bind_accel (FaceCollection *coll, AccelStructure *accel)
void shadow_color_callback (void *ptr)
void convert_stl_to_binary (std::vector< unsigned char > *ptr)
float det3 (float *arr)
void lod_lock ()
void lod_unlock ()
void progress_mat (void *data)
bool Compare_Voxel (const PosColor &c1, const PosColor &c2)
bool Compare_Voxel_Eq (const PosColor &c1, const PosColor &c2)
GameApi::ML mesh_anim (GameApi::Env &e, GameApi::EveryApi &ev, std::vector< Anim_Struct > vec2)
bool ComparePTSObj2 (int a, int b)
bool ComparePTSObj (int a, int b)
float FetchPtsObj_y (int a)
bool ComparePTSObj_y (int a, int b)
float FetchPtsObj_y_matrix (int a)
bool ComparePTSObj_y_matrix (int a, int b)
bool CompareWithCalc (int a, int b)
bool CompareWithCalc_matrix (int a, int b)
bool compare_matrix (Matrix m1, Matrix m2)
void insertion_sort (std::vector< int > &a, bool(*Compare)(int a, int b))
GameApi::P split_attach_faces (GameApi::Env &e, GameApi::P p, GameApi::ATT att, int max_attach, int num, bool &prepared)
GameApi::MS ms_array (GameApi::Env &e, std::vector< Matrix > vec)
float EvalFaces (int id)
bool CompareFaces (int id1, int id2)
template<class T>
Bitmap< T > * subbitmap_t (Bitmap< T > *bm, int x, int y, int width, int height)
unsigned int colourspace_sphere (float x, float y, float z, float t)
std::set< Edge > Decimate::collectEdges (const std::vector< Triangle > &tris)
void Decimate::collapseEdge (Mesh &mesh, int v1, int v2)
void Decimate::decimate (Mesh &mesh, float target_ratio)
Decimate::Mesh decimate_mesh_from_facecollection (FaceCollection *coll)
Vec3 Decimate2::cross (const Vec3 &a, const Vec3 &b)
bool Decimate2::readOBJ (const std::string &filename, std::vector< Vertex > &verts, std::vector< Triangle > &tris)
void Decimate2::writeOBJ (const std::string &filename, const std::vector< Vertex > &verts, const std::vector< Triangle > &tris)
SymmetricMatrix Decimate2::planeQuadric (const Vec3 &v0, const Vec3 &v1, const Vec3 &v2)
void Decimate2::computeVertexQuadrics (std::vector< Vertex > &verts, const std::vector< Triangle > &tris)
Vec3 Decimate2::midpoint (const Vec3 &a, const Vec3 &b)
double Decimate2::computeEdgeCost (const Vertex &v1, const Vertex &v2, Vec3 &opt)
void Decimate2::decimate (std::vector< Vertex > &verts, std::vector< Triangle > &tris, float targetRatio)
Decimate2::Mesh decimate_mesh_from_facecollection2 (FaceCollection *coll)
std::vector< PointPair2 > get_pairs (FaceCollection &coll)
bool operator< (const PointIndex &p1, const PointIndex &p2)
float triArea (Point a, Point b, Point c)
float quadArea (Point p1, Point p2, Point p3, Point p4)
float count_percentage (FaceCollection *coll)
float count_percentage_tf (GLTFModelInterface *next, int m, int j)
int hash3D (int x, int y, int z, int gridRes)
Complex mul (Complex x, Complex y)
int huutomerkki (int n)
float arg (Complex z)
float mag (Complex z)
Complex exp (Complex z, int n)
Complex ln (Complex z)
Complex minus (Complex x, Complex y)
Complex e_eml (Complex x, Complex y)
Complex e_one ()
Complex e_e ()
Complex e_exp (Complex x)
Complex e_ln (Complex x)
Complex e_minus (Complex x, Complex y)
Complex e_minusone ()
Complex e_two ()
Complex e_minus_x (Complex x)
Complex e_plus (Complex x, Complex y)
Complex e_one_per_x (Complex x)
Complex e_mul (Complex x, Complex y)
Complex e_x_pow_2 (Complex x)
Complex e_x_div_y (Complex x, Complex y)
Complex e_x_div_2 (Complex x)
Complex e_avg (Complex x, Complex y)
Complex e_sqrt (Complex x)
Complex e_pow (Complex x, Complex y)
Complex e_log_x__y (Complex x, Complex y)
Complex e_pi ()
Complex e_hypot (Complex x, Complex y)
Complex e_delta (Complex x)
Complex e_cosh (Complex x)
Complex e_sinh (Complex x)
Complex e_tanh (Complex x)
Complex e_cos (Complex x)
Complex e_sin (Complex x)
Complex e_tan (Complex x)
Complex e_asinh (Complex x)
Complex e_acosh (Complex x)
Complex e_acos (Complex x)
Complex e_atanh (Complex x)
Complex e_asin (Complex x)
Complex e_atan (Complex x)
Point calc_cone_pos (Point p1, Point p2, float val)

Variables

Matrix g_last_resize = Matrix::Identity()
std::vector< std::pair< std::string, int > > prepare_cache_data
int async_pending_count
IMPORT std::string gameapi_homepageurl
int g_use_texid_material =0
std::vector< std::string > mtl_urls
int g_previous_texid_material = 0
int g_script_hash
bool g_turn_to_2d_enabled
ThreadInfo volatile * ti_global
pthread_cond_t * g_cond
volatile int thread_counter
std::atomic< bool > g_lock1
std::atomic< bool > g_lock2
std::atomic< bool > g_lock3
long long g_copy_total
long long g_copy_progress
bool g_disable_polygons
std::vector< PTexCacheItem > ptex_cache
GameApi::M g_view_rot
std::vector< float > dyn_points_global_x
std::vector< float > dyn_points_global_y
std::vector< float > dyn_points_global_z
CacheItemDel cache_del
bool g_resize_disabled =false
GLastResizePipelineToGltfAnimation pipeline
Pipeline * g_last_resize_pipeline = &pipeline
Matrix g_resize_mat
bool g_resize_mat_done =false
std::string dither_shader_string_v
std::string dither_shader_string_f
std::vector< DT > g_lod
pthread_mutex_t * g_lod_mutex =0
bool g_execute_shows_logo =false
float quake_pos_x
float quake_pos_y
float quake_rot_y
Matrix g_quakeml2_matrix
bool g_is_quakeml2
bool g_is_quakeml3
PointsApiPoints * g_pts
MatrixArray * g_pts_matrix
float g_pos1
float g_pos2
Matrix g_compare_in_MV
Matrix ggg_in_MV =Matrix::Identity()
Matrix ggg_in_T = Matrix::Identity()
Matrix ggg_in_P = Matrix::Identity()
bool g_needs_update =false
BlockPTS2 * g_blockpts2
BlockPTS2_matrix * g_blockpts2_matrix
std::vector< Point > g_lod_debug_vec
FaceCollection * g_faces
Vector g_faces_vec
Matrix g_in_P
bool g_in_P_used =false
int g_global_face_count = 0
bool g_use_vertices_only
std::vector< int > * g_idx_vec
FaceCollection * g_idx_faces

Macro Definition Documentation

◆ NO_MV

#define NO_MV   1

Function Documentation

◆ arg()

float arg ( Complex z)
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◆ bind_accel()

void bind_accel ( FaceCollection * coll,
AccelStructure * accel )

◆ cache_id()

std::string cache_id ( std::string filename,
int obj_count )
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◆ calc_cone_pos()

Point calc_cone_pos ( Point p1,
Point p2,
float val )
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◆ calc_resize_model()

void calc_resize_model ( GameApi::Env & e,
GameApi::EveryApi & ev,
GameApi::P p )

◆ CalcUrlIndex()

int CalcUrlIndex ( std::string url)
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◆ ChangeColor_Func()

unsigned int ChangeColor_Func ( unsigned int p,
int face,
int point,
void * data )
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◆ ChangeNormals_Func()

Vector ChangeNormals_Func ( Vector p,
int face,
int point,
void * data )
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◆ ChangePositions_Func()

Point ChangePositions_Func ( Point p,
int face,
int point,
void * data )
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◆ colourspace_sphere()

unsigned int colourspace_sphere ( float x,
float y,
float z,
float t )
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◆ compare_matrix()

bool compare_matrix ( Matrix m1,
Matrix m2 )
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◆ Compare_Voxel()

bool Compare_Voxel ( const PosColor & c1,
const PosColor & c2 )
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◆ Compare_Voxel_Eq()

bool Compare_Voxel_Eq ( const PosColor & c1,
const PosColor & c2 )
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◆ CompareFaces()

bool CompareFaces ( int id1,
int id2 )

◆ ComparePTSObj()

bool ComparePTSObj ( int a,
int b )
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◆ ComparePTSObj2()

bool ComparePTSObj2 ( int a,
int b )

◆ ComparePTSObj_y()

bool ComparePTSObj_y ( int a,
int b )
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◆ ComparePTSObj_y_matrix()

bool ComparePTSObj_y_matrix ( int a,
int b )
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◆ CompareWithCalc()

bool CompareWithCalc ( int a,
int b )

◆ CompareWithCalc_matrix()

bool CompareWithCalc_matrix ( int a,
int b )

◆ confirm_texture_usage()

void confirm_texture_usage ( GameApi::Env & e,
GameApi::P p )

◆ convert_slashes()

std::string convert_slashes ( std::string s)
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◆ convert_stl_to_binary()

void convert_stl_to_binary ( std::vector< unsigned char > * ptr)
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◆ ConvF()

std::string ConvF ( float val)
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◆ count_percentage()

float count_percentage ( FaceCollection * coll)
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◆ count_percentage_tf()

float count_percentage_tf ( GLTFModelInterface * next,
int m,
int j )
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◆ decimate_mesh_from_facecollection()

Decimate::Mesh decimate_mesh_from_facecollection ( FaceCollection * coll)
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◆ decimate_mesh_from_facecollection2()

Decimate2::Mesh decimate_mesh_from_facecollection2 ( FaceCollection * coll)
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◆ det3()

float det3 ( float * arr)
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◆ e_acos()

Complex e_acos ( Complex x)
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◆ e_acosh()

Complex e_acosh ( Complex x)
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◆ e_asin()

Complex e_asin ( Complex x)
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◆ e_asinh()

Complex e_asinh ( Complex x)
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◆ e_atan()

Complex e_atan ( Complex x)

◆ e_atanh()

Complex e_atanh ( Complex x)

◆ e_avg()

Complex e_avg ( Complex x,
Complex y )
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◆ e_cos()

Complex e_cos ( Complex x)
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◆ e_cosh()

Complex e_cosh ( Complex x)
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◆ e_delta()

Complex e_delta ( Complex x)

◆ e_e()

Complex e_e ( )

◆ e_eml()

Complex e_eml ( Complex x,
Complex y )
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◆ e_exp()

Complex e_exp ( Complex x)
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◆ e_hypot()

Complex e_hypot ( Complex x,
Complex y )
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◆ e_ln()

Complex e_ln ( Complex x)
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◆ e_log_x__y()

Complex e_log_x__y ( Complex x,
Complex y )

◆ e_minus()

Complex e_minus ( Complex x,
Complex y )
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◆ e_minus_x()

Complex e_minus_x ( Complex x)
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◆ e_minusone()

Complex e_minusone ( )
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◆ e_mul()

Complex e_mul ( Complex x,
Complex y )
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◆ e_one()

Complex e_one ( )
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◆ e_one_per_x()

Complex e_one_per_x ( Complex x)
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◆ e_pi()

Complex e_pi ( )
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◆ e_plus()

Complex e_plus ( Complex x,
Complex y )
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◆ e_pow()

Complex e_pow ( Complex x,
Complex y )

◆ e_sin()

Complex e_sin ( Complex x)
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◆ e_sinh()

Complex e_sinh ( Complex x)
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◆ e_sqrt()

Complex e_sqrt ( Complex x)
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◆ e_tan()

Complex e_tan ( Complex x)
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◆ e_tanh()

Complex e_tanh ( Complex x)
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◆ e_two()

Complex e_two ( )
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◆ e_x_div_2()

Complex e_x_div_2 ( Complex x)
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◆ e_x_div_y()

Complex e_x_div_y ( Complex x,
Complex y )
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◆ e_x_pow_2()

Complex e_x_pow_2 ( Complex x)
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◆ EvalFaces()

float EvalFaces ( int id)
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◆ exp()

Complex exp ( Complex z,
int n )
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◆ FetchPtsObj_y()

float FetchPtsObj_y ( int a)

◆ FetchPtsObj_y_matrix()

float FetchPtsObj_y_matrix ( int a)

◆ filesize()

int filesize ( std::string filename)

◆ find_bounds()

std::pair< Point, Point > find_bounds ( FaceCollection * coll)

◆ find_data()

int find_data ( std::string data)

◆ find_mesh_scale()

std::pair< float, Point > find_mesh_scale ( FaceCollection * coll)
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◆ find_mesh_scale_g()

std::pair< float, Point > find_mesh_scale_g ( FaceCollection * coll,
GameApi::TRR resize_transfer_id,
bool is_animated )

◆ find_ptex_shader()

GameApi::SH find_ptex_shader ( const PTexCacheItem & ii)
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◆ funccall_to_string()

std::string funccall_to_string ( ShaderModule * mod)
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◆ get_pairs()

std::vector< PointPair2 > get_pairs ( FaceCollection & coll)

◆ get_shader_path()

std::string get_shader_path ( GameApi::Env & e,
GameApi::US us )
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◆ hash3D()

int hash3D ( int x,
int y,
int z,
int gridRes )
inline
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◆ huutomerkki()

int huutomerkki ( int n)
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◆ index_from_string()

int index_from_string ( char c,
std::string s )
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◆ insertion_sort()

void insertion_sort ( std::vector< int > & a,
bool(* Compare )(int a, int b) )
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◆ InstallProgress()

IMPORT void InstallProgress ( int num,
std::string label,
int max = 15 )

◆ invalidate()

bool invalidate ( CacheItem * item,
std::string filename,
int obj_count )
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◆ is_texture_usage_confirmed() [1/2]

bool is_texture_usage_confirmed ( const FaceCollection * p)

◆ is_texture_usage_confirmed() [2/2]

bool is_texture_usage_confirmed ( VertexArraySet * set)

◆ ln()

Complex ln ( Complex z)
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◆ load_from_url_stream()

LoadStream * load_from_url_stream ( GameApi::Env & e,
std::string url )
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◆ load_from_vector()

LoadStream * load_from_vector ( std::vector< unsigned char, GameApiAllocator< unsigned char > > vec)

◆ lod_lock()

void lod_lock ( )
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◆ lod_unlock()

void lod_unlock ( )
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◆ mag()

float mag ( Complex z)
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◆ MB()

std::string MB ( long num)

◆ mesh_anim()

GameApi::ML mesh_anim ( GameApi::Env & e,
GameApi::EveryApi & ev,
std::vector< Anim_Struct > vec2 )
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◆ minus()

Complex minus ( Complex x,
Complex y )
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◆ ms_array()

GameApi::MS ms_array ( GameApi::Env & e,
std::vector< Matrix > vec )
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◆ MTL2_CB()

void MTL2_CB ( void * data)
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◆ MTL_bump_CB()

void MTL_bump_CB ( void * data)
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◆ MTL_CB()

void MTL_CB ( void * data)
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◆ MTL_d_CB()

void MTL_d_CB ( void * data)
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◆ mul()

Complex mul ( Complex x,
Complex y )
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◆ my_getline()

int my_getline ( LoadStream * stream,
int index,
std::string & line )
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◆ Num()

std::string Num ( float val)
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◆ NumI()

std::string NumI ( int val)

◆ operator<()

bool operator< ( const PointIndex & p1,
const PointIndex & p2 )

◆ operator<<()

std::ostream & operator<< ( std::ostream & o,
VEC4 v )

◆ PrepareFaceCollPolyHandle()

StateBitmaps * PrepareFaceCollPolyHandle ( FaceCollPolyHandle * h2,
int bbm_choose )
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◆ print() [1/2]

void print ( const PTexCacheItem & i)

◆ print() [2/2]

template<class T>
void print ( std::string label,
T * ptr )

◆ progress_mat()

void progress_mat ( void * data)
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◆ ProgressBar()

IMPORT void ProgressBar ( int num,
int val,
int max,
std::string label )

std::cout << "ProgressBar: '" << num << " " << label << " " << val << " " << max << "'" << std::endl;

◆ quadArea()

float quadArea ( Point p1,
Point p2,
Point p3,
Point p4 )
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◆ rem_async_cb()

ASyncCallback * rem_async_cb ( std::string url)
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◆ resize_model()

GameApi::ML resize_model ( GameApi::Env & env,
GameApi::EveryApi & ev,
GameApi::ML ml )

◆ resize_reset()

void resize_reset ( )

◆ resize_to_correct_size2()

GameApi::P resize_to_correct_size2 ( GameApi::Env & e,
GameApi::P model,
Matrix * mat )
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◆ resize_to_correct_size_g2()

GameApi::P resize_to_correct_size_g2 ( GameApi::Env & e,
GameApi::P model,
Matrix * mat,
GameApi::TRR resize )
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◆ SetupProgress()

void SetupProgress ( int num,
int count )
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◆ shadow_color_callback()

void shadow_color_callback ( void * ptr)

◆ split_attach_faces()

GameApi::P split_attach_faces ( GameApi::Env & e,
GameApi::P p,
GameApi::ATT att,
int max_attach,
int num,
bool & prepared )
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◆ stackTrace()

void stackTrace ( )

◆ str_tolower()

std::string str_tolower ( std::string s)
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◆ subbitmap_t()

template<class T>
Bitmap< T > * subbitmap_t ( Bitmap< T > * bm,
int x,
int y,
int width,
int height )
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◆ triArea()

float triArea ( Point a,
Point b,
Point c )
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Variable Documentation

◆ async_pending_count

int async_pending_count
extern

◆ cache_del

CacheItemDel cache_del

◆ dither_shader_string_f

std::string dither_shader_string_f
Initial value:
=
"vec4 dither(vec4 rgb)\n"
"{\n"
" float v = gl_FragDepth;\n"
" return vec4(v,v,v,1.0);\n"
"}\n"

◆ dither_shader_string_v

std::string dither_shader_string_v
Initial value:
=
"vec4 dither(vec4 pos)\n"
"{\n"
" ex_Position = in_Position;\n"
" return pos;\n"
"}\n"

◆ dyn_points_global_x

std::vector<float> dyn_points_global_x
extern

◆ dyn_points_global_y

std::vector<float> dyn_points_global_y
extern

◆ dyn_points_global_z

std::vector<float> dyn_points_global_z
extern

◆ g_blockpts2

BlockPTS2* g_blockpts2

◆ g_blockpts2_matrix

BlockPTS2_matrix* g_blockpts2_matrix

◆ g_compare_in_MV

Matrix g_compare_in_MV

◆ g_cond

pthread_cond_t* g_cond

◆ g_copy_progress

long long g_copy_progress
extern

◆ g_copy_total

long long g_copy_total
extern

◆ g_disable_polygons

bool g_disable_polygons
extern

◆ g_execute_shows_logo

bool g_execute_shows_logo =false

◆ g_faces

FaceCollection* g_faces

◆ g_faces_vec

Vector g_faces_vec

◆ g_global_face_count

int g_global_face_count = 0

◆ g_idx_faces

FaceCollection* g_idx_faces

◆ g_idx_vec

std::vector<int>* g_idx_vec

◆ g_in_P

Matrix g_in_P

◆ g_in_P_used

bool g_in_P_used =false

◆ g_is_quakeml2

bool g_is_quakeml2
extern

◆ g_is_quakeml3

bool g_is_quakeml3
extern

◆ g_last_resize

Matrix g_last_resize = Matrix::Identity()

◆ g_last_resize_pipeline

Pipeline* g_last_resize_pipeline = &pipeline

◆ g_lock1

std::atomic<bool> g_lock1
extern

◆ g_lock2

std::atomic<bool> g_lock2
extern

◆ g_lock3

std::atomic<bool> g_lock3
extern

◆ g_lod

std::vector<DT> g_lod

◆ g_lod_debug_vec

std::vector<Point> g_lod_debug_vec

◆ g_lod_mutex

pthread_mutex_t* g_lod_mutex =0

◆ g_needs_update

bool g_needs_update =false

◆ g_pos1

float g_pos1

◆ g_pos2

float g_pos2

◆ g_previous_texid_material

int g_previous_texid_material = 0

◆ g_pts

◆ g_pts_matrix

MatrixArray* g_pts_matrix

◆ g_quakeml2_matrix

Matrix g_quakeml2_matrix
extern

◆ g_resize_disabled

bool g_resize_disabled =false

◆ g_resize_mat

Matrix g_resize_mat

◆ g_resize_mat_done

bool g_resize_mat_done =false

◆ g_script_hash

int g_script_hash
extern

◆ g_turn_to_2d_enabled

bool g_turn_to_2d_enabled
extern

◆ g_use_texid_material

int g_use_texid_material =0

◆ g_use_vertices_only

bool g_use_vertices_only
extern

◆ g_view_rot

GameApi::M g_view_rot
extern

◆ gameapi_homepageurl

IMPORT std::string gameapi_homepageurl
extern

◆ ggg_in_MV

Matrix ggg_in_MV =Matrix::Identity()

◆ ggg_in_P

Matrix ggg_in_P = Matrix::Identity()

◆ ggg_in_T

Matrix ggg_in_T = Matrix::Identity()

◆ mtl_urls

std::vector<std::string> mtl_urls

◆ pipeline

◆ prepare_cache_data

std::vector<std::pair<std::string, int> > prepare_cache_data

◆ ptex_cache

std::vector<PTexCacheItem> ptex_cache

◆ quake_pos_x

float quake_pos_x
extern

◆ quake_pos_y

float quake_pos_y

◆ quake_rot_y

float quake_rot_y
extern

◆ thread_counter

volatile int thread_counter
extern

◆ ti_global

ThreadInfo volatile* ti_global
extern