Import Geant4 10.6.0 source tree
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@@ -39,6 +39,7 @@ public:
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,m_GL_TEXTURE_2D(false)
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,m_GL_POINT_SMOOTH(false)
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,m_GL_LINE_SMOOTH(false)
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,m_GL_BLEND(false)
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,m_use_gsto(false)
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@@ -46,6 +47,9 @@ public:
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,m_light(0)
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,m_draw_type(sg::draw_filled)
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,m_shade_model(sg::shade_flat)
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,m_line_width(1)
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,m_line_pattern(sg::line_solid)
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,m_point_size(1)
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@@ -84,6 +88,7 @@ public:
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,m_GL_TEXTURE_2D(a_from.m_GL_TEXTURE_2D)
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,m_GL_POINT_SMOOTH(a_from.m_GL_POINT_SMOOTH)
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,m_GL_LINE_SMOOTH(a_from.m_GL_LINE_SMOOTH)
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,m_GL_BLEND(a_from.m_GL_BLEND)
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,m_use_gsto(a_from.m_use_gsto)
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@@ -92,6 +97,9 @@ public:
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,m_light(a_from.m_light)
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,m_draw_type(a_from.m_draw_type)
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,m_shade_model(a_from.m_shade_model)
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,m_line_width(a_from.m_line_width)
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,m_line_pattern(a_from.m_line_pattern)
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,m_point_size(a_from.m_point_size)
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@@ -122,6 +130,7 @@ public:
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m_GL_TEXTURE_2D = a_from.m_GL_TEXTURE_2D;
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m_GL_POINT_SMOOTH = a_from.m_GL_POINT_SMOOTH;
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m_GL_LINE_SMOOTH = a_from.m_GL_LINE_SMOOTH;
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m_GL_BLEND = a_from.m_GL_BLEND;
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m_use_gsto = a_from.m_use_gsto;
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@@ -130,6 +139,9 @@ public:
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m_light = a_from.m_light;
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m_draw_type = a_from.m_draw_type;
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m_shade_model = a_from.m_shade_model;
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m_line_width = a_from.m_line_width;
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m_line_pattern = a_from.m_line_pattern;
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m_point_size = a_from.m_point_size;
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@@ -145,6 +157,17 @@ public:
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return *this;
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}
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public:
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bool project_point(float& a_x,float& a_y,float& a_z,float& a_w) const {
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a_w = 1;
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m_model.mul_4f(a_x,a_y,a_z,a_w);
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m_proj.mul_4f(a_x,a_y,a_z,a_w);
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if(a_w==0.0F) return false;
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a_x /= a_w;
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a_y /= a_w;
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a_z /= a_w;
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return true;
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}
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void screen2ndc(int a_x,int a_y, //signed because of wall.
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float& a_wcx,float& a_wcy,float& a_wcz,float& a_wcw) const {
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// a proj point in near plane has (z,w) :
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@@ -224,6 +247,7 @@ public:
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bool m_GL_TEXTURE_2D;
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bool m_GL_POINT_SMOOTH;
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bool m_GL_LINE_SMOOTH;
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bool m_GL_BLEND;
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bool m_use_gsto;
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@@ -232,6 +256,9 @@ public:
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unsigned int m_light;
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draw_type m_draw_type;
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shade_type m_shade_model;
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float m_line_width;
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unsigned short m_line_pattern;
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float m_point_size;
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