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bearsoft |
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#ifndef __LwoLoader_H__
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#define __LwoLoader_H__
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#include "Object3d.h"
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#include "Object3dList.h"
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#include "../LinkedList/ObjectLinkedList.h"
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#include "../LinkedList/StringLinkedList.h"
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#include "../Binary/BinaryInput.h"
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#include "../Array/FloatArray.h"
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#include "../Array/IntArray.h"
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#include "../ImageFormat/SGI.h"
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class LwoLoader
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{
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public:
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LwoLoader(Object3dList **iobjekt3dlist_, ObjectLinkedList<SGI> *iTextureList);
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~LwoLoader();
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void scanLwoFile(String &fileName);
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private:
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void readvertices(Object3d *objekt3d_);
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void readprepareuv2(Object3d *objekt3d_);
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void readtransparent(Object3d *objekt3d_);
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void readcolour(Object3d *objekt3d_);
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void readvpoints(Object3d *objekt3d_);
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void readttpoints(Object3d *objekt3d_);
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void calcTextureMapping();
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bool computeChunkPNTS(String &chunk, int chunkValue);
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bool computeChunkSRFS(String &chunk, int chunkValue);
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bool computeChunkPOLS(String &chunk, int chunkValue);
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bool computeChunkCOLR(String &chunk, int chunkValue);
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bool computeChunkVTRN(String &chunk, int chunkValue);
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bool computeChunkCTEX(String &chunk, int chunkValue);
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bool computeChunkTIMG(String &chunk, int chunkValue);
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bool computeChunkTWRP(String &chunk, int chunkValue);
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bool computeChunkTFLG(String &chunk, int chunkValue);
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bool computeChunkTSIZ(String &chunk, int chunkValue);
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bool computeChunkTCTR(String &chunk, int chunkValue);
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void calcUVForAVertices(int whichPolygon, int whichPolygonPoint, float *u, float *v);
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void remove();
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int numberOfSurfaces;
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Object3dList *objekt3dlist_[1];
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ObjectLinkedList<SGI> *textureList;
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StringLinkedList *textureNameList;
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BinaryInput *binaryInput;
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FloatArray *xVerticesArray;
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FloatArray *yVerticesArray;
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FloatArray *zVerticesArray;
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IntArray *polygonPoints;
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IntArray *polygonSurfaces;
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IntArray *surfaceMappingMethod;
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IntArray *surfaceColourArray;
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FloatArray *surfaceTransparentArray;
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IntArray *surfaceTextureWrappingXArray;
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IntArray *surfaceTextureWrappingYArray;
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IntArray *surfaceXYZAxleArray;
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FloatArray *surfaceTextureSizeXArray;
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FloatArray *surfaceTextureSizeYArray;
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FloatArray *surfaceTextureSizeZArray;
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FloatArray *surfaceTextureCenterXArray;
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FloatArray *surfaceTextureCenterYArray;
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FloatArray *surfaceTextureCenterZArray;
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IntArray *polygonColour;
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FloatArray *polygonPoint1UArray;
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FloatArray *polygonPoint1VArray;
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FloatArray *polygonPoint2UArray;
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FloatArray *polygonPoint2VArray;
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FloatArray *polygonPoint3UArray;
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FloatArray *polygonPoint3VArray;
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};
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#endif
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