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  1. #ifndef _ACTSUPT_H_
  2. #define _ACTSUPT_H_
  3.  
  4. #include "brender/br_types.h"
  5.  
  6. br_uint_32 BrActorEnum(br_actor* parent, br_actor_enum_cbfn* callback, void* arg);
  7.  
  8. br_uint_32 BrActorSearchMany(br_actor* root, char* pattern, br_actor** actors, int max);
  9.  
  10. br_actor* BrActorSearch(br_actor* root, char* pattern);
  11.  
  12. void RenumberActor(br_actor* a, int d);
  13.  
  14. br_actor* BrActorAdd(br_actor* parent, br_actor* a);
  15.  
  16. br_actor* BrActorRemove(br_actor* a);
  17.  
  18. void BrActorRelink(br_actor* parent, br_actor* a);
  19.  
  20. br_actor* BrActorAllocate(br_uint_8 type, void* type_data);
  21.  
  22. void InternalActorFree(br_actor* a);
  23.  
  24. void BrActorFree(br_actor* a);
  25.  
  26. br_boolean ActorToRoot(br_actor* a, br_actor* world, br_matrix34* m);
  27.  
  28. br_boolean ActorToRootTyped(br_actor* a, br_actor* world, br_matrix34* m, br_int_32* type);
  29.  
  30. void Matrix4PerspectiveNew(br_matrix4* mat, br_angle field_of_view, br_scalar aspect, br_scalar hither, br_scalar yon, br_scalar origin_x, br_scalar origin_y);
  31.  
  32. br_token CameraToScreenMatrix4(br_matrix4* mat, br_actor* camera);
  33.  
  34. br_uint_16 BrActorToActorMatrix34(br_matrix34* m, br_actor* a, br_actor* b);
  35.  
  36. void BrActorToScreenMatrix4(br_matrix4* m, br_actor* a, br_actor* camera);
  37.  
  38. void BrMatrix34ApplyBounds(br_bounds* d, br_bounds* s, br_matrix34* m);
  39.  
  40. void ActorToBounds(br_bounds* dest, br_actor* ap, br_model* model);
  41.  
  42. br_bounds* BrActorToBounds(br_bounds* b, br_actor* ap);
  43.  
  44. #endif
  45.