2015-06-30 02:54:59 +00:00
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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2020-01-20 13:53:12 +00:00
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Copyright (c) 2006-2020, assimp team
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2018-01-28 18:42:05 +00:00
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2015-06-30 02:54:59 +00:00
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#if (!defined AV_MAIN_H_INCLUDED)
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#define AV_MAIN_H_INCLUDED
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#define AI_SHADER_COMPILE_FLAGS D3DXSHADER_USE_LEGACY_D3DX9_31_DLL
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2018-05-07 22:28:53 +00:00
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// Because Dx headers include windef.h with min/max redefinition
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#define NOMINMAX
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2015-06-30 02:54:59 +00:00
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// include resource definitions
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#include "resource.h"
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#include <assert.h>
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#include <malloc.h>
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#include <memory.h>
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#include <stdio.h>
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2020-05-07 12:00:40 +00:00
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#include <stdlib.h>
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#include <tchar.h>
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2015-06-30 02:54:59 +00:00
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#include <time.h>
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// Include ASSIMP headers (XXX: do we really need all of them?)
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#include <assimp/ai_assert.h>
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#include <assimp/cfileio.h>
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#include <assimp/cimport.h>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOStream.hpp>
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2020-05-07 12:00:40 +00:00
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#include <assimp/IOSystem.hpp>
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#include <assimp/Importer.hpp>
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2015-06-30 02:54:59 +00:00
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#include <assimp/LogStream.hpp>
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2020-05-07 12:00:40 +00:00
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#include "Material/MaterialSystem.h" // aiMaterial class
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#include <assimp/StringComparison.h> // ASSIMP_stricmp and ASSIMP_strincmp
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2015-06-30 02:54:59 +00:00
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#include <time.h>
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// default movement speed
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#define MOVE_SPEED 3.f
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#include "AssetHelper.h"
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#include "Background.h"
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#include "Camera.h"
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#include "Display.h"
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2015-06-30 02:54:59 +00:00
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#include "LogDisplay.h"
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#include "LogWindow.h"
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#include "MaterialManager.h"
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#include "MeshRenderer.h"
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#include "RenderOptions.h"
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#include "Shaders.h"
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2015-06-30 02:54:59 +00:00
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// outside of namespace, to help Intellisense and solve boost::metatype_stuff_miracle
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#include "AnimEvaluator.h"
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#include "SceneAnimator.h"
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2020-05-07 12:00:40 +00:00
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namespace AssimpView {
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//-------------------------------------------------------------------------------
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// Function prototypes
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//-------------------------------------------------------------------------------
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int InitD3D(void);
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int ShutdownD3D(void);
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int CreateDevice(bool p_bMultiSample, bool p_bSuperSample, bool bHW = true);
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int CreateDevice(void);
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int ShutdownDevice(void);
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int GetProjectionMatrix(aiMatrix4x4 &p_mOut);
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int LoadAsset(void);
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int CreateAssetData(void);
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int DeleteAssetData(bool bNoMaterials = false);
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int ScaleAsset(void);
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int DeleteAsset(void);
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int SetupFPSView();
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aiVector3D GetCameraMatrix(aiMatrix4x4 &p_mOut);
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int CreateMaterial(AssetHelper::MeshHelper *pcMesh, const aiMesh *pcSource);
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void HandleMouseInputFPS(void);
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void HandleMouseInputLightRotate(void);
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void HandleMouseInputLocal(void);
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void HandleKeyboardInputFPS(void);
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void HandleMouseInputLightIntensityAndColor(void);
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void HandleMouseInputSkyBox(void);
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void HandleKeyboardInputTextureView(void);
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void HandleMouseInputTextureView(void);
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//-------------------------------------------------------------------------------
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//
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// Dialog procedure for the progress bar window
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//
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//-------------------------------------------------------------------------------
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INT_PTR CALLBACK ProgressMessageProc(HWND hwndDlg, UINT uMsg,
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WPARAM wParam, LPARAM lParam);
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//-------------------------------------------------------------------------------
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// Main message procedure of the application
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//
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// The function handles all incoming messages for the main window.
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// However, if does not directly process input commands.
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// NOTE: Due to the impossibility to process WM_CHAR messages in dialogs
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// properly the code for all hotkeys has been moved to the WndMain
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//-------------------------------------------------------------------------------
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INT_PTR CALLBACK MessageProc(HWND hwndDlg, UINT uMsg,
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WPARAM wParam, LPARAM lParam);
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//-------------------------------------------------------------------------------
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//
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// Dialog procedure for the about dialog
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//
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//-------------------------------------------------------------------------------
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INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg, UINT uMsg,
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WPARAM wParam, LPARAM lParam);
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//-------------------------------------------------------------------------------
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//
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// Dialog procedure for the help dialog
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//
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//-------------------------------------------------------------------------------
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INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg, UINT uMsg,
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WPARAM wParam, LPARAM lParam);
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//-------------------------------------------------------------------------------
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// Handle command line parameters
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//
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// The function loads an asset specified on the command line as first argument
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// Other command line parameters are not handled
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//-------------------------------------------------------------------------------
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void HandleCommandLine(char *p_szCommand);
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//-------------------------------------------------------------------------------
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template <class type, class intype>
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type clamp(intype in) {
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// for unsigned types only ...
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intype mask = (0x1u << (sizeof(type) * 8)) - 1;
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return (type)std::max((intype)0, std::min(in, mask));
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}
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//-------------------------------------------------------------------------------
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// Position of the cursor relative to the 3ds max' like control circle
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//-------------------------------------------------------------------------------
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enum EClickPos {
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// The click was inside the inner circle (x,y axis)
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EClickPos_Circle,
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// The click was inside one of the vertical snap-ins
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EClickPos_CircleVert,
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// The click was inside onf of the horizontal snap-ins
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EClickPos_CircleHor,
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// the cklick was outside the circle (z-axis)
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EClickPos_Outside
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};
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#if (!defined AI_VIEW_CAPTION_BASE)
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#define AI_VIEW_CAPTION_BASE "Open Asset Import Library : Viewer "
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#endif // !! AI_VIEW_CAPTION_BASE
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//-------------------------------------------------------------------------------
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// Evil globals
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//-------------------------------------------------------------------------------
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extern HINSTANCE g_hInstance /*= NULL*/;
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extern HWND g_hDlg /*= NULL*/;
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extern IDirect3D9 *g_piD3D /*= NULL*/;
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extern IDirect3DDevice9 *g_piDevice /*= NULL*/;
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extern IDirect3DVertexDeclaration9 *gDefaultVertexDecl /*= NULL*/;
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extern double g_fFPS /*= 0.0f*/;
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extern char g_szFileName[MAX_PATH];
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extern ID3DXEffect *g_piDefaultEffect /*= NULL*/;
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extern ID3DXEffect *g_piNormalsEffect /*= NULL*/;
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extern ID3DXEffect *g_piPassThroughEffect /*= NULL*/;
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extern ID3DXEffect *g_piPatternEffect /*= NULL*/;
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extern bool g_bMousePressed /*= false*/;
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extern bool g_bMousePressedR /*= false*/;
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extern bool g_bMousePressedM /*= false*/;
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extern bool g_bMousePressedBoth /*= false*/;
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extern float g_fElpasedTime /*= 0.0f*/;
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extern D3DCAPS9 g_sCaps;
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extern bool g_bLoadingFinished /*= false*/;
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extern HANDLE g_hThreadHandle /*= NULL*/;
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extern float g_fWheelPos /*= -10.0f*/;
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extern bool g_bLoadingCanceled /*= false*/;
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extern IDirect3DTexture9 *g_pcTexture /*= NULL*/;
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extern aiMatrix4x4 g_mWorld;
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extern aiMatrix4x4 g_mWorldRotate;
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extern aiVector3D g_vRotateSpeed /*= aiVector3D(0.5f,0.5f,0.5f)*/;
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extern aiVector3D g_avLightDirs[1] /* =
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{ aiVector3D(-0.5f,0.6f,0.2f) ,
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aiVector3D(-0.5f,0.5f,0.5f)} */
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;
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extern POINT g_mousePos /*= {0,0};*/;
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extern POINT g_LastmousePos /*= {0,0}*/;
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extern bool g_bFPSView /*= false*/;
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extern bool g_bInvert /*= false*/;
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extern EClickPos g_eClick;
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extern unsigned int g_iCurrentColor /*= 0*/;
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// NOTE: The light intensity is separated from the color, it can
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// directly be manipulated using the middle mouse button.
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// When the user chooses a color from the palette the intensity
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// is reset to 1.0
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// index[2] is the ambient color
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extern float g_fLightIntensity /*=0.0f*/;
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extern D3DCOLOR g_avLightColors[3];
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extern RenderOptions g_sOptions;
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extern Camera g_sCamera;
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extern AssetHelper *g_pcAsset /*= NULL*/;
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2020-05-07 12:00:40 +00:00
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//
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// Contains the mask image for the HUD
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// (used to determine the position of a click)
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//
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// The size of the image is identical to the size of the main
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// HUD texture
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//
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extern unsigned char *g_szImageMask /*= NULL*/;
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extern float g_fACMR /*= 3.0f*/;
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extern IDirect3DQuery9 *g_piQuery;
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2020-05-07 12:00:40 +00:00
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extern bool g_bPlay /*= false*/;
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2020-05-07 12:00:40 +00:00
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extern double g_dCurrent;
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extern float g_smoothAngle /*= 80.f*/;
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2020-05-07 12:00:40 +00:00
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extern unsigned int ppsteps, ppstepsdefault;
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extern bool nopointslines;
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} // namespace AssimpView
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2015-06-30 02:54:59 +00:00
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2020-03-21 06:34:12 +00:00
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#endif // !! AV_MAIN_H_INCLUDED
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