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.
281 lines
5.3 KiB
C++
281 lines
5.3 KiB
C++
#if !defined(HFSLIM_HPP)
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#define HFSLIM_HPP
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#include "ImageLib\image.h"
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#include "terra\terra.hpp"
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struct DetailLevelInfo {
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unsigned short width, height;
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unsigned char *array;
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};
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#define GRID_TEST
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struct ToDrawTriangle
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{
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Point3D v[3];
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Point3D center;
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Scalar area;
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void SetPoint(int idx,float x,float y,float z);
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void GetSurfaceAreaAndCentroid();
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Point3D &GetV0() { return v[0]; }
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Point3D &GetV1() { return v[1]; }
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Point3D &GetV2() { return v[2]; }
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};
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class HFSlim {
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public:
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HFSlim();
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~HFSlim();
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void
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FillFromImage(Image &image, int smooth=3);
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void
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TestInstance() const
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{}
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void
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SetScale (Stuff::Scalar xs, Stuff::Scalar ys, Stuff::Scalar zs)
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{ Check_Object(this); dX = xs; dY = ys; dZ = zs; }
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void
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SetDetailTextureInfo(
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const char *name,
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Scalar xOff, Scalar zOff,
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Scalar xFac, Scalar zFac,
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Scalar dStart, Scalar dEnd,
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MLRState::AlphaMode alphaMode
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)
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{
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detailInfo.name = name;
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detailInfo.xOff = xOff;
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detailInfo.zOff = zOff;
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detailInfo.xFac = xFac;
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detailInfo.zFac = zFac;
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detailInfo.dStart = dStart;
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detailInfo.dEnd = dEnd;
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detailInfo.alphaMode = alphaMode;
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}
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void
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SetBorderPixels(int bp)
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{ borderPixelFun = bp/256.0f; }
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int GetFullPolyCount() {return (X-1)*(Z-1)*2; }
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int GetOptPolyCount() {return OptPolyCount; }
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ElementRenderer::GroupElement*
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GetGroup()
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{ return terrainGroup; }
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Scalar
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GetXinM()
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{ return (X-1) * dX; }
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Scalar
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GetZinM()
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{ return (Z-1) * dZ; }
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int
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GetX()
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{ return X; }
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int
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GetZ()
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{ return Z; }
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Stuff::Scalar
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GetXScale()
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{ return dX; }
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Stuff::Scalar
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GetZScale()
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{ return dZ; }
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Stuff::Scalar
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GetYScale()
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{ return dY; }
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Scalar
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GetX(int x)
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{ return xOffset + x*dX; }
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Scalar
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GetZ(int z)
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{ return zOffset + z*dZ; }
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Scalar
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GetX(Scalar x)
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{ return xOffset + x; }
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Scalar
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GetZ(Scalar z)
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{ return zOffset + z; }
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Scalar
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GetHeight(int, int);
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Stuff::ExtentBox
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GetExtents();
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int
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GetNrOfIZs()
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{ return nrOfIZs; };
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void
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SetOffset(Stuff::Scalar offset)
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{ Offset = offset; };
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bool
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SetMegaTexture(
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int nrOfLevels,
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int bucketSize,
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const char *mega_base_name,
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DetailLevelInfo *dli
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);
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void
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OptimizeHField(int depth=0, int binSize=64);
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Stuff::Scalar
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GetOffset()
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{ return Offset; };
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bool
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IsFullDisplayed()
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{
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return (terrainGroup->FindElement(fullTerrainGroup->GetName())!=NULL);
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}
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bool
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IsOptDisplayed()
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{
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return (terrainGroup->FindElement(simpleTerrainGroup->GetName())!=NULL);
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}
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void
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DisplayFull(bool bl);
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void
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DisplayOpt(bool bl);
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ElementRenderer::GroupElement *
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GetFullTerrain() { Check_Pointer(this); return fullTerrainGroup; }
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#ifdef GRID_TEST
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ElementRenderer::GridElement *
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#else
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ElementRenderer::ListElement *
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#endif
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GetOptTerrain() { Check_Pointer(this); return simpleTerrainGroup; }
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void
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SetAllDepth(int d)
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{ maxAllDepth = d; }
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void
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SetOffset(Stuff::Scalar xo, Stuff::Scalar zo)
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{ Check_Object(this); xOffset = xo; zOffset = zo; }
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protected:
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void
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Blur2D(int);
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bool
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CreateMesh(
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ListElement *parent,
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int index,
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int levDiff,
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DynamicArrayOf<ToDrawTriangle*>& tdtrilist,
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Stuff::ExtentBox*,
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MidLevelRenderer::MLRState *state = NULL
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);
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bool
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BinSort(
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ListElement *parent,
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int index,
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int levDiff,
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DynamicArrayOf<ToDrawTriangle*>& tdtrilist,
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int binSize,
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Stuff::ExtentBox*,
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MidLevelRenderer::MLRState *state = NULL
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);
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void
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BuildTile(
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ElementRenderer::ListElement *,
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int index,
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int depth, int maxdepth,
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DynamicArrayOf<unsigned char>& onOffPoints,
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int maxNumOfTrianglesPerMesh,
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Scalar xOffset,
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Scalar zOffset,
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Scalar xGrid,
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Scalar zGrid,
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int tileX,
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int tileZ,
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const char *texRoot
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);
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void
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DescentToUnderMountain(
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int depth,
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#ifdef GRID_TEST
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ElementRenderer::GridElement *group,
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#else
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ElementRenderer::ListElement *group,
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#endif
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DynamicArrayOf<unsigned char>& onOffPoints,
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int maxNumOfTrianglesPerMesh,
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Scalar x0,
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Scalar z0,
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Scalar x1,
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Scalar z1,
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int tileX,
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int tileZ,
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const char *texRoot
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);
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DynamicArrayOf<ToDrawTriangle*> toSortTriangles;
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DynamicArrayOf<ToDrawTriangle> tdtrilist;
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// X, Z number of points, the length of the terrain would be (X-1)*dX
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int X, Z, visHeight;
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Stuff::Scalar dX, dY, dZ;
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int OptPolyCount;
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Stuff::DynamicArrayOf<float> field;
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int side, meshX, meshZ;
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ElementRenderer::GroupElement *terrainGroup;
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ElementRenderer::GroupElement *fullTerrainGroup;
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#ifdef GRID_TEST
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ElementRenderer::GridElement *simpleTerrainGroup;
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#else
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ElementRenderer::ListElement *simpleTerrainGroup;
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#endif
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Stuff::DynamicArrayOf<MidLevelRenderer::MLRShape*> terrain;
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MidLevelRenderer::MLRState state0, state1;
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MidLevelRenderer::DetailTextureInfo detailInfo;
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Scalar borderPixelFun;
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unsigned char maxAllDepth;
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Scalar xOffset, zOffset;
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int
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nrOfIZs;
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private:
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Stuff::Scalar Offset;
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};
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#endif
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