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.
34 lines
830 B
C++
34 lines
830 B
C++
#ifndef TERRA_INCLUDED // -*- C++ -*-
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#define TERRA_INCLUDED
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#include "GreedyInsert.hpp"
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#include "Map.hpp"
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#include "Mask.hpp"
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extern GreedySubdivision *mesh;
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extern Map *DEM;
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extern ImportMask *MASK;
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extern real error_threshold;
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extern int point_limit;
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extern real height_scale;
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enum FileFormat {NULLfile, TINfile, EPSfile, DEMfile, OBJfile, RMSfile};
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extern FileFormat output_format;
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extern char *output_filename;
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extern char *script_filename;
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extern int goal_not_met();
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extern void greedy_insertion();
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extern void display_greedy_insertion(void (*callback)());
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extern void subsample_insertion(int target_width);
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extern void generate_output(char *filename=NULL,
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FileFormat format=NULLfile);
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extern void process_cmdline(int argc, char **argv);
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extern double rint (double);
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#endif
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