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.
59 lines
1.3 KiB
C++
59 lines
1.3 KiB
C++
#include "MAXProxyHeaders.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MAXProxies::InitializeClasses()
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{
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MAXScene::InitializeClass();
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MAXGroup::InitializeClass();
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MAXPolygonMesh::InitializeClass();
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MAXVertex::InitializeClass();
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MAXPolygon::InitializeClass();
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MAXIndex::InitializeClass();
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MAXState::InitializeClass();
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MAXTexture::InitializeClass();
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MAXStateLibrary::InitializeClass();
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MAXTextureLibrary::InitializeClass();
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MAXLight::InitializeClass();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MAXProxies::TerminateClasses()
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{
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MAXLight::TerminateClass();
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MAXTextureLibrary::TerminateClass();
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MAXStateLibrary::TerminateClass();
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MAXTexture::TerminateClass();
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MAXState::TerminateClass();
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MAXIndex::TerminateClass();
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MAXPolygon::TerminateClass();
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MAXVertex::TerminateClass();
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MAXPolygonMesh::TerminateClass();
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MAXGroup::TerminateClass();
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MAXScene::TerminateClass();
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}
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UnitQuaternion ConvertMaxToMW(Quat &quat)
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{
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UnitQuaternion rotation;
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rotation.x = quat.x;
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rotation.y = quat.z;
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rotation.z = -quat.y;
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rotation.w = -quat.w;
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return rotation;
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}
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Point3D ConvertMaxToMW(Point3 &pnt)
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{
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Point3D translation;
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translation.x = pnt.x;
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translation.y = pnt.z;
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translation.z = -pnt.y;
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return translation;
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} |