GameApi 28
Library used by GameApi Builder tool
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accel.hh
Go to the documentation of this file.
1
2#include <string>
3#include <vector>
4#include <utility>
5#include <map>
6#include <iostream>
7#include <sstream>
8
9#include "..\GameApi.hh"
10#include "..\VectorTools.hh"
11
12
13class Item
14{
15 virtual std::string Name() const=0;
16 virtual int ParamCount() const=0;
17 virtual std::string ParamName(int p) const=0;
18 virtual std::string ParamType(int p) const=0;
19 virtual std::string ParamDefault(int p) const=0;
20 virtual std::string ReturnType() const=0;
21 virtual int Execute(std::vector<std::string> params)=0;
22 virtual std::pair<std::string, std::string> CodeGen(std::vector<std::string> params, std::vector<std::string> param_names)=0;
23};
24
25std::string api_name();
26std::vector<Item*> functions();
27std::string type_symbol();
28int num_displays();
29void display(int i, int disp);
30int add(void *w);
31void *find(int i);
32
33struct AK
34{
35 int id;
36};
37struct PML
38{
39 int id;
40};
41
43{
44public:
45 std::vector<void*> vec;
46};
47
49{
50public:
51 virtual void Execute()=0;
52};
53
54
56{
57public:
58 virtual void clear()=0;
59 virtual AccelNode *find_point(Point p) const=0;
60 virtual AccelNode *find_next(AccelNode *current, Point start, Point target) const=0;
61 virtual std::vector<AccelNode*> find_ray(Point p1, Point p2) const=0;
62 virtual std::vector<AccelNode*> find_tri(Point p1, Point p2, Point p3) const=0;
63 virtual std::vector<AccelNode*> find_cube(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z) const=0;
64 virtual std::vector<AccelNode*> find_quad(Point p1, Point p2, Point p3, Point p4) const=0;
65 virtual void push_back(Point p, void *data)=0;
66 virtual void push_back(AccelNode *n, void *data)=0;
67};
68
69AK empty(int sx, int sy, int sz,
70 float start_x, float end_x,
71 float start_y, float end_y,
72 float start_z, float end_z
73 );
74PML bind_p(AK orig, GameApi::P p);
75PML clear(AK orig);
76PML or_elem(PML p1, PML p2);
77PML or_array(std::vector<PML> vec);
78
79
80
PML or_array(std::vector< PML > vec)
Definition accel.cc:841
std::vector< Item * > functions()
Definition accel.cc:335
int num_displays()
Definition accel.cc:319
PML bind_p(AK orig, GameApi::P p)
Definition accel.cc:796
std::string api_name()
Definition accel.cc:318
int add(void *w)
Definition ui.cc:341
PML clear(AK orig)
Definition accel.cc:803
void * find(int i)
Definition ui.cc:347
PML or_elem(PML p1, PML p2)
Definition accel.cc:820
std::string type_symbol()
Definition accel.cc:320
Definition accel.hh:43
std::vector< void * > vec
Definition accel.hh:45
Definition accel.hh:56
virtual std::vector< AccelNode * > find_tri(Point p1, Point p2, Point p3) const =0
virtual AccelNode * find_next(AccelNode *current, Point start, Point target) const =0
virtual AccelNode * find_point(Point p) const =0
virtual void push_back(AccelNode *n, void *data)=0
virtual void clear()=0
virtual std::vector< AccelNode * > find_cube(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z) const =0
virtual std::vector< AccelNode * > find_ray(Point p1, Point p2) const =0
virtual void push_back(Point p, void *data)=0
virtual std::vector< AccelNode * > find_quad(Point p1, Point p2, Point p3, Point p4) const =0
Definition accel.hh:14
virtual int ParamCount() const =0
virtual std::string ReturnType() const =0
virtual std::string Name() const =0
Definition accel.hh:49
virtual void Execute()=0
co style display
Definition meshpage.php:3898
lazy data
Definition meshpage.php:1583
Definition accel.hh:34
int id
Definition accel.hh:35
Definition Common.hh:86
Definition accel.hh:38
int id
Definition accel.hh:39
Definition Parser.cc:60
W empty()
Definition ui.cc:634