50#include <srVector3i.hpp>
51#include <srVector3.hpp>
52#include <srVector2.hpp>
53#include <srMatrix4x3.hpp>
66#define SR_REF_PTR_SET(dst,src) { if (dst) dst->release(); dst = src; if(dst) dst->addReference(); }
67#define SR_REF_PTR_RELEASE(x) { if (x) x->release(); x = NULL; }
75#define PUSH_TRANSFORM(renderinfo,tm) \
77 Convert_Westwood_Matrix(tm,&srtm); \
78 renderinfo.Gerd.matrixMode(srGERD::MODELVIEW); \
79 renderinfo.Gerd.pushMultMatrix(srtm);
81#define POP_TRANSFORM(renderinfo) \
82 renderinfo.Gerd.matrixMode(srGERD::MODELVIEW); \
83 renderinfo.Gerd.popMatrix();
176 Vector3 points[8],
float minz,
float maxz);
void Initialize(RenderObjClass *renderObject, srMeshModel *meshmodel)
srVector3 * VertexLocations
RenderObjClass * RenderObject
void Copy(SRMeshClass &info)
srVector4 * PolygonEquations
srVector3 * VertexNormals
srVector3i * PolygonVertices
POLYGONINDEX PolygonCount
unsigned short POLYGONINDEX
void Push_Multiply_Westwood_Matrix(srGERD *gerd, const Matrix3D &tm)
srVector3 * As_srVector3(Vector3 *v)
void Convert_Westwood_Matrix(const Matrix3D &wtm, srMatrix4 *set_sr_tm)
bool Get_ZClamped_Camera_Frustum_Corners(const CameraClass *camera, Vector3 points[8], float minz, float maxz)
void Multiply_Westwood_And_Surrender_Matrix(const Matrix3D &w3d_tm, const srMatrix4 &srtm_s, srMatrix4 &srtm_d)
void Get_Camera_Frustum_Corners(const CameraClass *camera, Vector3 points[8])
Vector3 * As_Vector3(srVector3 *v)
void Set_SR_Camera_Transform(srCamera *obj, const Matrix3D &transform)
void Convert_Surrender_Matrix(const srMatrix4 &srtm, Matrix3D *set_w3d_tm)
Vector3i * As_Vector3i(srVector3i *v)
Vector2 * As_Vector2(srVector2 *v)
void Set_SR_Transform(srNode *obj, const Matrix3D &tm)
srVector3i * As_srVector3i(Vector3i *v)
srVector4 * As_srVector4(Vector4 *v)
srVector2 * As_srVector2(Vector2 *v)
Matrix3D Get_SR_Camera_Transform(srCamera *obj)
Vector4 * As_Vector4(srVector4 *v)
Matrix3D Get_SR_Transform(srNode *obj)