GameApi 28
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GameApi::PointsApi Class Reference

#include <GameApi.hh>

Public Member Functions

IMPORT PointsApi (Env &e)
IMPORT PTS combine_pts (PTS p1, PTS p2)
IMPORT int colour_divisor_calc (P p)
IMPORT PTS world_filter (PTS points)
IMPORT ML world_filter_cursor (ML ml, float start_delta_x, float end_delta_x, float start_delta_y, float end_delta_y, float start_delta_z, float end_delta_z)
IMPORT ML publish_heightfield (ML ml, CFB landscape, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)
IMPORT CFB cbm_to_cfb (CBM bm, float red_mult, float red_add, float green_mult, float green_add, float blue_mult, float blue_add, float alpha_mult, float alpha_add)
IMPORT PTS height_field_pts (PTS points, CFB landscape, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)
IMPORT P height_field_p (P faces, CFB landscape, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)
IMPORT PTS block_pts_debug ()
IMPORT PTS random_points_in_plane (EveryApi &ev, float key, float start_x, float end_x, float start_z, float end_z, float y, int num)
IMPORT PTS pts_lines (std::string url, float start_pos, float dist, float speed)
IMPORT PTS block_pts (PTS pts, float d, int max_points_visible)
IMPORT PTS block_pts_lod (PTS pts, float start_x, float end_x, float start_y, float end_y, int max_points_visible, float ncd_z_s, float ncd_z_e)
IMPORT MS block_ms_lod (MS pts, float start_x, float end_x, float start_y, float end_y, int max_points_visible, float ncd_z_s, float ncd_z_e)
IMPORT PTS load_points (std::string url)
IMPORT PTS pts_alt (std::vector< PTS > vec, int index)
IMPORT PTS points_field (float start_speed_y, float end_speed_y, int numpoints, float start_x, float end_x, float start_y, float end_y)
IMPORT P ply_faces (std::string url)
IMPORT PTS ply_pts (std::string url)
IMPORT PTS iterate_points (PTS points, VFi field, FA speed)
IMPORT VFi pressure_gradient (FFi pressure)
IMPORT VFi matrix_field (MN start, MN end)
IMPORT FA random_speeds (float start_speed, float end_speed, int num)
IMPORT PTS bullet (int key, float vx, float vy, float vz, float px, float py, float pz, float dist, int max_count, float repeat_time)
IMPORT PTS voxelarray_to_pts (AV arr)
IMPORT PTS polygon_face_center_points (P p)
IMPORT PTS single_pts ()
IMPORT PTS pt_array (EveryApi &ev, std::vector< PT > vec)
IMPORT PTS function (std::function< PT(int pointnum)> f, int numpoints)
IMPORT PTS color_function (PTS orig, std::function< unsigned int(int pointnum, PT pos)> f)
IMPORT PTS collision_points (float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)
IMPORT ML collision_bind (EveryApi &ev, PTS bounding_box, std::string name)
IMPORT ML collision_bind_inst (EveryApi &ev, PTS bounding_box, PTS inst_points, std::string name)
IMPORT ML collision_collect (ML mainloop)
IMPORT PTS from_float_volume (FO float_volume, int numpoints, float start_x, float start_y, float start_z, float end_x, float end_y, float end_z)
IMPORT PTS color_points (PTS p, unsigned int color)
IMPORT PTS li_pts (LI li, float pos)
IMPORT PTS li_pts2 (LI li)
IMPORT PTS hemisphere_points (PT points, V normal, float r, int numpoints)
IMPORT PTS pts_grid (BM bm, float start_x, float end_x, float start_y, float en_y, float z)
IMPORT PTS pts_grid_bb (BB bb, float start_x, float end_x, float start_y, float en_y, float z)
IMPORT PTS or_points (PTS p1, PTS p2)
IMPORT PTS sort_pts (PTS p)
IMPORT PTS heightmap (BM colour, FB floatbitmap, PT pos, V u_x, V u_y, V u_z, int sx, int sy)
IMPORT PTS random_plane (PT pos, V u_x, V u_y, int numpoints)
IMPORT PTS random_bitmap_instancing (EveryApi &ev, BB bm, int count, float start_x, float end_x, float start_y, float end_y, float z)
IMPORT PTS random_mesh_quad_instancing (EveryApi &ev, P p, int count)
IMPORT PTS random_mesh_quad_instancing_color (EveryApi &ev, P p, int count, std::vector< BM > textures)
IMPORT PTS random_lattice (EveryApi &ev, int sx, int sy, int sz, float s_x, float s_y, float s_z, float px, float py, float pz, int count)
IMPORT PTS surface (S surf, int sx, int sy)
IMPORT PTS surface (std::function< PT(float, float)> surf, std::function< unsigned int(PT, float, float)> color, float start_u, float end_u, float start_v, float end_v, float step_u, float step_v)
IMPORT PTS from_volume (O o, PT pos, V u_x, V u_y, V u_z, int sx, int sy, int sz)
IMPORT PTS anim_mix (PTS o1, PTS o2, float start_val, float end_val, float start_time, float end_time)
IMPORT PTS move (PTS obj, float dx, float dy, float dz)
IMPORT PTS scale (PTS obj, float sx, float sy, float sz)
IMPORT PTS rot_x (PTS obj, float angle)
IMPORT PTS rot_y (PTS obj, float angle)
IMPORT PTS rot_z (PTS obj, float angle)
IMPORT PTS shadow_points (PTS obj, PT pos, V u_x, V u_y, V light_vec)
IMPORT PTS unit_cube (PTS orig, PT pos, V u_x, V u_y, V u_z)
IMPORT PTS unit_to_cube (PTS orig, PT pos, V u_x, V u_y, V u_z)
IMPORT PTS unit_to_flex (PTS orig, PT bTL, PT bTR, PT bBL, PT bBR, PT fTL, PT fTR, PT fBL, PT fBR)
IMPORT PTS wave_points (WV wave, int num_samples, float pos_x, float pos_y, float pos_z, float u_x_x, float u_x_y, float u_x_z, float u_y_x, float u_y_y, float u_y_z)
IMPORT PTS filter_component (PTS pts, int comp, float val)
IMPORT PTS anim_rot_pts (PTS pts, float start_time, float end_time, float v_x, float v_y, float v_z, float rotate_amount)
IMPORT PTA prepare (PTS p, bool color_from_instance)
IMPORT int num_points (PTA pta)
IMPORT int num_points (MSA pta)
float * point_access (PTA pta, int pointnum)
IMPORT void set_point (PTA pta, int pointnum, float x, float y, float z)
void update_from_data (PTA array, PTS p, bool draw=true)
void update_from_data (MSA array, MS p, bool draw=true)
void update (PTA array, GameApi::P pp, bool slow=false)
IMPORT void render (PTA array)
IMPORT ML render_ml (EveryApi &ev, PTA array)
IMPORT void explode (PTA array, float x, float y, float z, float dist)
IMPORT PTS standard_box (int sx, int sy, int sz, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)
IMPORT PTS matrix_points (PTS orig, M matrix)
IMPORT LI matrix_display (EveryApi &ev, M matrix)
IMPORT LI matrix2_display (EveryApi &ev, M matrix1, M matrix2, int sx, int sy, int sz, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)
IMPORT ML movement_display (EveryApi &ev, ML ml, MN mn, int count, int sx, int sy, int sz, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)
IMPORT int NumPoints (PTS p)
IMPORT int NumPoints (MS p)
IMPORT float pos_x (PTS p, int index)
IMPORT float pos_y (PTS p, int index)
IMPORT float pos_z (PTS p, int index)
IMPORT ML pts_render (EveryApi &ev, PTS pts)
IMPORT LI li_from_pts (PTS pts, float dx, float dy, float dz)
IMPORT PTS memoize_pts (PTS pts)

Constructor & Destructor Documentation

◆ PointsApi()

GameApi::PointsApi::PointsApi ( Env & e)
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Member Function Documentation

◆ anim_mix()

EXPORT GameApi::PTS GameApi::PointsApi::anim_mix ( GameApi::PTS obj1,
GameApi::PTS obj2,
float start_val,
float end_val,
float start_time,
float end_time )
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◆ anim_rot_pts()

GameApi::PTS GameApi::PointsApi::anim_rot_pts ( PTS pts,
float start_time,
float end_time,
float v_x,
float v_y,
float v_z,
float rotate_amount )
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◆ block_ms_lod()

GameApi::MS GameApi::PointsApi::block_ms_lod ( GameApi::MS ms,
float start_x,
float end_x,
float start_y,
float end_y,
int max_points_visible,
float ncd_z_s,
float ncd_z_e )

◆ block_pts()

GameApi::PTS GameApi::PointsApi::block_pts ( GameApi::PTS pts,
float d,
int max_points_visible )
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◆ block_pts_debug()

GameApi::PTS GameApi::PointsApi::block_pts_debug ( )
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◆ block_pts_lod()

GameApi::PTS GameApi::PointsApi::block_pts_lod ( GameApi::PTS pts,
float start_x,
float end_x,
float start_y,
float end_y,
int max_points_visible,
float ncd_z_s,
float ncd_z_e )
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◆ bullet()

GameApi::PTS GameApi::PointsApi::bullet ( int key,
float vx,
float vy,
float vz,
float px,
float py,
float pz,
float dist,
int max_count,
float repeat_time )
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◆ cbm_to_cfb()

GameApi::CFB GameApi::PointsApi::cbm_to_cfb ( CBM bm,
float red_mult,
float red_add,
float green_mult,
float green_add,
float blue_mult,
float blue_add,
float alpha_mult,
float alpha_add )
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◆ collision_bind()

GameApi::ML GameApi::PointsApi::collision_bind ( EveryApi & ev,
PTS bounding_box,
std::string name )
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◆ collision_bind_inst()

GameApi::ML GameApi::PointsApi::collision_bind_inst ( EveryApi & ev,
PTS bounding_box,
PTS inst_points,
std::string name )
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◆ collision_collect()

GameApi::ML GameApi::PointsApi::collision_collect ( ML mainloop)
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◆ collision_points()

GameApi::PTS GameApi::PointsApi::collision_points ( float start_x,
float end_x,
float start_y,
float end_y,
float start_z,
float end_z )
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◆ color_function()

EXPORT GameApi::PTS GameApi::PointsApi::color_function ( PTS orig,
std::function< unsigned int(int pointnum, PT pos)> f )

◆ color_points()

GameApi::PTS GameApi::PointsApi::color_points ( PTS p,
unsigned int color )
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◆ colour_divisor_calc()

int GameApi::PointsApi::colour_divisor_calc ( GameApi::P pp)
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◆ combine_pts()

GameApi::PTS GameApi::PointsApi::combine_pts ( PTS p1,
PTS p2 )
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◆ explode()

EXPORT void GameApi::PointsApi::explode ( GameApi::PTA array,
float x,
float y,
float z,
float dist )

◆ filter_component()

GameApi::PTS GameApi::PointsApi::filter_component ( PTS pts,
int comp,
float val )
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◆ from_float_volume()

EXPORT GameApi::PTS GameApi::PointsApi::from_float_volume ( GameApi::FO object,
int numpoints,
float start_x,
float start_y,
float start_z,
float end_x,
float end_y,
float end_z )
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◆ from_volume()

EXPORT GameApi::PTS GameApi::PointsApi::from_volume ( GameApi::O o,
GameApi::PT pos,
GameApi::V u_x,
GameApi::V u_y,
GameApi::V u_z,
int sx,
int sy,
int sz )
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◆ function()

EXPORT GameApi::PTS GameApi::PointsApi::function ( std::function< PT(int pointnum)> f,
int numpoints )

◆ height_field_p()

GameApi::P GameApi::PointsApi::height_field_p ( P faces,
CFB landscape,
float start_x,
float end_x,
float start_y,
float end_y,
float start_z,
float end_z )
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◆ height_field_pts()

GameApi::PTS GameApi::PointsApi::height_field_pts ( PTS points,
CFB landscape,
float start_x,
float end_x,
float start_y,
float end_y,
float start_z,
float end_z )
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◆ heightmap()

EXPORT GameApi::PTS GameApi::PointsApi::heightmap ( BM colour,
FB floatbitmap,
PT pos,
V u_x,
V u_y,
V u_z,
int sx,
int sy )

◆ hemisphere_points()

GameApi::PTS GameApi::PointsApi::hemisphere_points ( PT points,
V normal,
float r,
int numpoints )
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◆ iterate_points()

GameApi::PTS GameApi::PointsApi::iterate_points ( PTS points,
VFi field,
FA speed )
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◆ li_from_pts()

GameApi::LI GameApi::PointsApi::li_from_pts ( PTS pts,
float dx,
float dy,
float dz )
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◆ li_pts()

GameApi::PTS GameApi::PointsApi::li_pts ( LI li,
float pos )
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◆ li_pts2()

GameApi::PTS GameApi::PointsApi::li_pts2 ( LI li)
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◆ load_points()

GameApi::PTS GameApi::PointsApi::load_points ( std::string url)
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◆ matrix2_display()

GameApi::LI GameApi::PointsApi::matrix2_display ( EveryApi & ev,
M matrix1,
M matrix2,
int sx,
int sy,
int sz,
float start_x,
float end_x,
float start_y,
float end_y,
float start_z,
float end_z )

◆ matrix_display()

GameApi::LI GameApi::PointsApi::matrix_display ( EveryApi & ev,
M matrix )

◆ matrix_field()

GameApi::VFi GameApi::PointsApi::matrix_field ( MN start,
MN end )
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◆ matrix_points()

GameApi::PTS GameApi::PointsApi::matrix_points ( PTS orig,
M matrix )
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◆ memoize_pts()

GameApi::PTS GameApi::PointsApi::memoize_pts ( PTS pts)
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◆ move()

EXPORT GameApi::PTS GameApi::PointsApi::move ( GameApi::PTS obj,
float dx,
float dy,
float dz )
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◆ movement_display()

GameApi::ML GameApi::PointsApi::movement_display ( EveryApi & ev,
ML ml,
MN mn,
int count,
int sx,
int sy,
int sz,
float start_x,
float end_x,
float start_y,
float end_y,
float start_z,
float end_z )
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◆ num_points() [1/2]

int GameApi::PointsApi::num_points ( MSA pta)

◆ num_points() [2/2]

int GameApi::PointsApi::num_points ( PTA pta)

◆ NumPoints() [1/2]

EXPORT int GameApi::PointsApi::NumPoints ( MS p)

◆ NumPoints() [2/2]

EXPORT int GameApi::PointsApi::NumPoints ( PTS p)

◆ or_points()

EXPORT GameApi::PTS GameApi::PointsApi::or_points ( GameApi::PTS p1,
GameApi::PTS p2 )
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◆ ply_faces()

GameApi::P GameApi::PointsApi::ply_faces ( std::string url)
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◆ ply_pts()

GameApi::PTS GameApi::PointsApi::ply_pts ( std::string url)
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◆ point_access()

float * GameApi::PointsApi::point_access ( GameApi::PTA pta,
int pointnum )
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◆ points_field()

GameApi::PTS GameApi::PointsApi::points_field ( float start_speed_y,
float end_speed_y,
int numpoints,
float start_x,
float end_x,
float start_y,
float end_y )
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◆ polygon_face_center_points()

GameApi::PTS GameApi::PointsApi::polygon_face_center_points ( P p)
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◆ pos_x()

EXPORT float GameApi::PointsApi::pos_x ( PTS p,
int index )
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◆ pos_y()

EXPORT float GameApi::PointsApi::pos_y ( PTS p,
int index )
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◆ pos_z()

EXPORT float GameApi::PointsApi::pos_z ( PTS p,
int index )
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◆ prepare()

EXPORT GameApi::PTA GameApi::PointsApi::prepare ( GameApi::PTS p,
bool color_from_instance )

color[i] = swap_color(c);

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◆ pressure_gradient()

GameApi::VFi GameApi::PointsApi::pressure_gradient ( FFi pressure)
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◆ pt_array()

GameApi::PTS GameApi::PointsApi::pt_array ( EveryApi & ev,
std::vector< PT > vec )
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◆ pts_alt()

GameApi::PTS GameApi::PointsApi::pts_alt ( std::vector< PTS > vec,
int index )
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◆ pts_grid()

GameApi::PTS GameApi::PointsApi::pts_grid ( BM bm,
float start_x,
float end_x,
float start_y,
float en_y,
float z )
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◆ pts_grid_bb()

GameApi::PTS GameApi::PointsApi::pts_grid_bb ( BB bb,
float start_x,
float end_x,
float start_y,
float en_y,
float z )
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◆ pts_lines()

GameApi::PTS GameApi::PointsApi::pts_lines ( std::string url,
float start_pos,
float dist,
float speed )
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◆ pts_render()

GameApi::ML GameApi::PointsApi::pts_render ( EveryApi & ev,
PTS pts )
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◆ publish_heightfield()

GameApi::ML GameApi::PointsApi::publish_heightfield ( ML ml,
CFB landscape,
float start_x,
float end_x,
float start_y,
float end_y,
float start_z,
float end_z )
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◆ random_bitmap_instancing()

GameApi::PTS GameApi::PointsApi::random_bitmap_instancing ( EveryApi & ev,
BB bm,
int count,
float start_x,
float end_x,
float start_y,
float end_y,
float z )
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◆ random_lattice()

GameApi::PTS GameApi::PointsApi::random_lattice ( EveryApi & ev,
int sx,
int sy,
int sz,
float s_x,
float s_y,
float s_z,
float px,
float py,
float pz,
int count )
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◆ random_mesh_quad_instancing()

GameApi::PTS GameApi::PointsApi::random_mesh_quad_instancing ( EveryApi & ev,
P p,
int count )
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◆ random_mesh_quad_instancing_color()

GameApi::PTS GameApi::PointsApi::random_mesh_quad_instancing_color ( EveryApi & ev,
P p,
int count,
std::vector< BM > textures )

◆ random_plane()

EXPORT GameApi::PTS GameApi::PointsApi::random_plane ( PT pos,
V u_x,
V u_y,
int numpoints )
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◆ random_points_in_plane()

GameApi::PTS GameApi::PointsApi::random_points_in_plane ( EveryApi & ev,
float key,
float start_x,
float end_x,
float start_z,
float end_z,
float y,
int num )
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◆ random_speeds()

GameApi::FA GameApi::PointsApi::random_speeds ( float start_speed,
float end_speed,
int num )
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◆ render()

EXPORT void GameApi::PointsApi::render ( GameApi::PTA array)

◆ render_ml()

GameApi::ML GameApi::PointsApi::render_ml ( EveryApi & ev,
PTA array )
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◆ rot_x()

EXPORT GameApi::PTS GameApi::PointsApi::rot_x ( GameApi::PTS obj,
float angle )
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◆ rot_y()

EXPORT GameApi::PTS GameApi::PointsApi::rot_y ( GameApi::PTS obj,
float angle )
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◆ rot_z()

EXPORT GameApi::PTS GameApi::PointsApi::rot_z ( GameApi::PTS obj,
float angle )
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◆ scale()

EXPORT GameApi::PTS GameApi::PointsApi::scale ( PTS obj,
float sx,
float sy,
float sz )
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◆ set_point()

EXPORT void GameApi::PointsApi::set_point ( PTA pta,
int pointnum,
float x,
float y,
float z )

◆ shadow_points()

EXPORT GameApi::PTS GameApi::PointsApi::shadow_points ( GameApi::PTS obj,
PT pos,
V u_x,
V u_y,
V light_vec )
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◆ single_pts()

GameApi::PTS GameApi::PointsApi::single_pts ( )

◆ sort_pts()

GameApi::PTS GameApi::PointsApi::sort_pts ( PTS p)
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◆ standard_box()

GameApi::PTS GameApi::PointsApi::standard_box ( int sx,
int sy,
int sz,
float start_x,
float end_x,
float start_y,
float end_y,
float start_z,
float end_z )
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◆ surface() [1/2]

EXPORT GameApi::PTS GameApi::PointsApi::surface ( S surf,
int sx,
int sy )

◆ surface() [2/2]

EXPORT GameApi::PTS GameApi::PointsApi::surface ( std::function< PT(float, float)> surf,
std::function< unsigned int(PT, float, float)> color,
float start_u,
float end_u,
float start_v,
float end_v,
float step_u,
float step_v )

◆ unit_cube()

IMPORT PTS GameApi::PointsApi::unit_cube ( PTS orig,
PT pos,
V u_x,
V u_y,
V u_z )

◆ unit_to_cube()

IMPORT PTS GameApi::PointsApi::unit_to_cube ( PTS orig,
PT pos,
V u_x,
V u_y,
V u_z )

◆ unit_to_flex()

IMPORT PTS GameApi::PointsApi::unit_to_flex ( PTS orig,
PT bTL,
PT bTR,
PT bBL,
PT bBR,
PT fTL,
PT fTR,
PT fBL,
PT fBR )

◆ update()

void GameApi::PointsApi::update ( GameApi::PTA pta,
GameApi::P pp,
bool slow = false )

◆ update_from_data() [1/2]

void GameApi::PointsApi::update_from_data ( MSA array,
MS p,
bool draw = true )

◆ update_from_data() [2/2]

void GameApi::PointsApi::update_from_data ( GameApi::PTA pta,
GameApi::PTS p,
bool draw = true )

◆ voxelarray_to_pts()

IMPORT PTS GameApi::PointsApi::voxelarray_to_pts ( AV arr)

◆ wave_points()

GameApi::PTS GameApi::PointsApi::wave_points ( WV wave,
int num_samples,
float pos_x,
float pos_y,
float pos_z,
float u_x_x,
float u_x_y,
float u_x_z,
float u_y_x,
float u_y_y,
float u_y_z )
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◆ world_filter()

GameApi::PTS GameApi::PointsApi::world_filter ( PTS points)
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◆ world_filter_cursor()

GameApi::ML GameApi::PointsApi::world_filter_cursor ( ML ml,
float start_delta_x,
float end_delta_x,
float start_delta_y,
float end_delta_y,
float start_delta_z,
float end_delta_z )
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The documentation for this class was generated from the following files: