Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
40 lines
963 B
C++
40 lines
963 B
C++
#include "ProxyHeaders.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Process::Process():
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planeThicknessTolerance(1e-4f),
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duplicateVertexTolerance(1e-4f),
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colinearTolerance(1e-4f),
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continueProcess(true),
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suppress(true),
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errorfn(NULL)
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Process::Process(NotationFile *data_file,bool bSuppress,void* fcn):
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suppress(bSuppress),
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errorfn(fcn),
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continueProcess(true)
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{
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if (data_file)
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{
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Check_Object(data_file);
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planeThicknessTolerance = 1e-4f;
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duplicateVertexTolerance = 1e-4f;
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colinearTolerance = 1e-4f;
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Page *page = data_file->FindPage("Process");
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if (page)
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{
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Check_Object(page);
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page->GetEntry("PlaneThickness", &planeThicknessTolerance);
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page->GetEntry("DuplicateVertex", &duplicateVertexTolerance);
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page->GetEntry("Colinear", &colinearTolerance);
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}
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}
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}
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