Un-ignored: the dev drive is the ground truth the restoration and emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio content). Kept in-repo for the pod-owner community. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
/*
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File geometry.h
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header file for geometry.c
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Phil Atkin
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(c) Division Ltd. 1991
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*/
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#ifdef geometry_h
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#else
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#define geometry_h
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#include "pazpl5.h"
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#if 0
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extern void transformOBJ ( OBJECT *o, MATRIX m );
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#endif
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extern int bbox_plane ( POINT *bound, POINT plane );
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extern void xform_bound ( POINT *dest, POINT *src, MATRIX b );
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extern void _concatenate ( MATRIX res, MATRIX a, MATRIX b );
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extern void renormalize ( MATRIX m );
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extern void xform_lights ( LIGHTSOURCE *bulb, MATRIX b );
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extern void plane_eqn ( POINT pl, POINT a, POINT b, POINT c );
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extern void tristrip_plane_eqns ( VSTRIP *v, int back );
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extern void polystrip_plane_eqns ( VSTRIP *v, int back );
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extern void compute_plane_eqns ( PATCH *p, int back );
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extern void compute_pmesh_plane_eqns ( PATCH *p, int back );
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extern void compute_gnorms ( VSTRIP *p );
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extern void compute_patch_gnorms ( PATCH *p );
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extern void compute_pmesh_gnorms ( PATCH *p );
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extern void transform_vstrip ( VSTRIP *p, MATRIX m );
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extern void view_planes ( VIEW *v, float x, float y, float z );
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extern void project_points ( float *p, VIEW *eye, int n_points, int stride );
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extern void project_spheres ( float *p, VIEW *eye, int n_points,
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int stride, float scale_fac );
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#endif
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