actor.h:42: typeSeam,
//'P'
actor.h:43: typeSeamDest,
//'D'
actor.h:44: typeClient
//---
gclient.h:67: VRBool setCam
gclient.h:71: VRBool
setCam
gclient.h:81: VRBool isMe
gclient.h:90: static void* getSceneRoot(
gclient.h:93: static void setSceneRoot(
gclient.h:96: static Actor* getActor(NetID id,NetID
wid); =neu!
gclient.h:98: (war vorher private)
gclient.h:102: static void checkRoaming(
gclient.h:106: static void doRoam(
gclient.h:133: float dx,
gclient.h:134: float dy,
gclient.h:135: float curHeading
gclient.h:140: float dx,
gclient.h:141: float dy
gclient.h:153: static void maintainAOIGeometry(
gclient.h:158: static void maintainAOISlod(
gclient.h:161: static void slodNumberOfTriangles(
gclient.h:164: static void setArea(
gclient.h:170: static void setDeltaTri(
gclient.h:194: static void procTransmitSeamActor(
gclient.h:198: static void procConnectClientAcknowledge(
gclient.h:210: static void procUpdateClientPos(
gclient.h:214: static void procDisconnectClientAcknowledge(
gserver.h:68: static void procKillActor(
gserver.h:93: static void procTransmitSeamActorAcknowledge(
gserver.h:97: static void procClientRoam(
gserver.h:140: ServerClientActor*
ai
gserver.h:143: ServerClientActor*
ci
gserver.h:168: static TerrainColorSpecs terrainColor;
options.h:40: static int portNum;
options.h:43: static float clientH;
serveractor.h:153: NetID destId;
visualactor.h:34:#include "actorman.h"
visualactor.h:46: NetID wId,
visualactor.h:94: NetID wId,
visualactor.h:108: virtual void addGeometry(
visualactor.h:113: virtual void cloneGeometry(
visualactor.h:134: NetID
wId,
visualactor.h:186: NetID
wId,
win3D.h:40:#include <terrainruntime.h>
win3D.h:44:extern SbVec3f userPosition;
win3D.h:48: void *sr,
win3D.h:53: void *sr,
win3D.h:59: void *sr,
win3D.h:70:void AddSeamSceneRoot(
win3D.h:75:void AddSeamDirection(
win3D.h:82:void geoAddSeamActorLod(
win3D.h:92:void calcMinMax(
win3D.h:115:void setCamDirection(
win3D.h:119:void setCamPos(
actorman.cxx:25://#include "win3D.h"
gclient.cxx:38:#include <terrainruntime.h>
gclient.cxx:39:#include "win3D.h"
gclient.cxx:40:#include <Inventor/fields/SoSFPlane.h>
gclient.cxx:53:ActorManager* GeometryClient::csam;
gclient.cxx:75:void*
GeometryClient::sceneRoot;
gclient.cxx:121: csam = new ActorManager();
gclient.cxx:157: userFunc[11]= procTransmitSeamActor;
gclient.cxx:158: userFunc[12]= NULL;
gclient.cxx:159: userFunc[13]= procConnectClientAcknowledge;
gclient.cxx:160: userFunc[14]= procDisconnectClientAcknowledge;
gclient.cxx:161: userFunc[15]= NULL;
gclient.cxx:238: NetID worldId = *(NetID*) (((char*)data->data)+sizeof(NetID));
gclient.cxx:239: int request = *(int*)(((char*)data->data)+3*sizeof(NetID));
gclient.cxx:241: VisualActor* actor = (VisualActor*)getActor(actorId,worldId);
gclient.cxx:272: NetID worldId = *(NetID*) (((char*)data->data)+sizeof(NetID));
gclient.cxx:273: int request = *(int*)(((char*)data->data)+3*sizeof(NetID));
gclient.cxx:275: VisualActor* actor = (VisualActor*)getActor(actorId,worldId);
gclient.cxx:300: NetID worldId = *(NetID*) (((char*)data->data)+sizeof(NetID));
gclient.cxx:301: int request = *(int*)(((char*)data->data)+3*sizeof(NetID));
gclient.cxx:303: VisualActor* actor = (VisualActor*)getActor(actorId,worldId);
gclient.cxx:431: if (pkt.worldId==0)
gclient.cxx:578: VisualActor* actor=(VisualActor*)getActor(pkt.actorId,pkt.worldId);
gclient.cxx:586: if (pkt.worldId==0)
gclient.cxx:604: actor=(GeometryActor*)getActor(pkt.actorId,pkt.worldId);
gclient.cxx:625: actor=(SlodActor*)getActor(pkt.actorId,pkt.worldId);
gclient.cxx:661:GeometryClient::procDisconnectClientAcknowledge(CNetBuffer*
buffer, NetID sender)
gclient.cxx:716:GeometryClient::handleRoam(NetID *cID,VRBool isMe)
gclient.cxx:722: UpdateClientPosPkt pkt;
gclient.cxx:724: if (setRoamPos)
gclient.cxx:737: if (!isMe) ccp.init(id,serverId,0,defaultX,defaultY,radius);
gclient.cxx:740: if (!isMe)
gclient.cxx:747: CHECK(CHK_SEND,printf("SEND>UpdateClientPos\n"));
gclient.cxx:748: pkt.send(con);
gclient.cxx:859:GeometryClient::setPos(float xc, float yc,VRBool setCam)
gclient.cxx:871:GeometryClient::setHeading(float h,VRBool setCam)
gclient.cxx:942: ||(va->getType()==Actor::typeSeam)
)
gclient.cxx:956: if((fidelity(va,1.0f,xx-va->x,yy-va->y)
== 0.0f) && (va->worldId==0))
gclient.cxx:1013:void GeometryClient::setArea(ActorManager *am,float
xx,float yy,float curHeading)
gclient.cxx:1061:
float curHeading)
gclient.cxx:1107: if
(triSzAvg==0)
gclient.cxx:1152: Options::noTerrain ? 0 :terrain.getTerrainHeight(x,y),heading,0);
gclient.cxx:1239:
lowSize,hiSize);
gclient.cxx:1290: csam->removeActor(actor->id);
gclient.cxx:1292: if (actor->getType() == Actor::typeSeam)
gclient.cxx:1339: if(removeFromActorMan)
gclient.cxx:1351: csam->removeActor(actor->id);
gclient.cxx:1390: if (actor->geometry!=NULL)
lastRequestNo++;
gclient.cxx:1395:
int lowlod = actor->lm.nextCoarserData(actualLod);//+1; //GERD AENDERUNG
gclient.cxx:1404:
lowlod,hilod);
gclient.cxx:1422:
lowSize,hiSize);
gcmain.cxx:46:#include <Inventor/manips/SoTransformBoxManip.h>
gcmain.cxx:47:#include "SoSeamKit.h"
gcmain.cxx:48:#include "SoRenderAbortGroup.h"
gcmain.cxx:87:TerrainColorSpecs terrainColor(1,0,1,0,1,0, -1,1,0,1,0,0);
gcmain.cxx:99: ccp->destId=0;
gcmain.cxx:270:
GeometryClient::serverPort);
gcmain.cxx:308: SoSeamKit::initClass();
gcmain.cxx:309: SoRenderAbortGroup::initClass();
gcmain.cxx:313: GeometryClient::serverPort=Options::portNum;
gcmain.cxx:314: GeometryClient::serverHost=strdup(Options::hostName);
gcruntime.cxx:63:extern SoXtWalkViewer*
myRender;
gcruntime.cxx:64:extern SoSeparator*
root;
gcruntime.cxx:65:extern TerrainColorSpecs terrainColor;
gcruntime.cxx:200: GeometryClient::setPos(userPosition[0],userPosition[2],TRUE);
gcruntime.cxx:224: GeometryClient::setPos(px,py,TRUE);
gcruntime.cxx:292:
GeometryClient::setPos(botx,boty,TRUE);
gcruntime.cxx:317: myRender->getSceneManager()->scheduleRedraw();
gserver.cxx:21://#include "win2D.h" wird nicht
mehr gebraucht, ->jetzt in serveractor.cxx
gserver.cxx:53:TerrainColorSpecs GeometryServer::terrainColor(1,0,1,0,1,0,
-1,1,0,1,0,0);
gserver.cxx:97: userFunc[9] = procKillActor;
gserver.cxx:99: userFunc[11] = NULL;
gserver.cxx:100: userFunc[12] = procTransmitSeamActorAcknowledge;
gserver.cxx:101: userFunc[13] = NULL;
gserver.cxx:102: userFunc[14] = NULL;
gserver.cxx:103: userFunc[15] = procClientRoam;
gserver.cxx:178: ->hack bewegung des
Seams
gserver.cxx:347:GeometryServer::procKillActor(CNetBuffer* buffer,NetID
sender)
gserver.cxx:390: ServerClientActor* ci = new ServerClientActor(pkt.sender,pkt.x,pkt.y,pkt.radius);
gserver.cxx:399: if (pkt.destId!=0) (is neu!!!)
gserver.cxx:433: (ServerClientActor*)clientMan->removeActor(sender);
gserver.cxx:436: client->destActor->sam->removeActor(sender);
gserver.cxx:508: (ServerClientActor*)clientMan->findActor(pkt.sender);
gserver.cxx:530: pkt.origin=pkt.sender;
gserver.cxx:546:
|| (pkt.type == Actor::typeSeam))
gserver.cxx:552: outPkt.origin
= pkt.origin;
gserver.cxx:570: if
(pkt.type == Actor::typeSeam) ganz neu
gserver.cxx:590: outPkt.origin
= pkt.origin;
gserver.cxx:625: pkt.origin=pkt.sender;
gserver.cxx:643: outPkt.origin = pkt.origin;
gserver.cxx:671:GeometryServer::procTransmitSeamActorAcknowledge(CNetBuffer*
buffer,NetID sender)
gserver.cxx:685:GeometryServer::procClientRoam(CNetBuffer* buffer,NetID
sender)
gserver.cxx:729:
(ganze if ist neu...)
gserver.cxx:762:
if (actorAtServer->type==Actor::typeClient)
gserver.cxx:787: //aoim->removeMarked(FALSE,FALSE);
gserver.cxx:809: ServerClientActor* client;
gserver.cxx:835:
&& (ai->destActor==NULL) //and not Seamclient
AENDERUNG
gserver.cxx:836:
&& (ai->type!=Actor::typeSeamDest)) //and not SeamDest AENDERUNG
gserver.cxx:839:
(ganze if ist neu...)
gserver.cxx:870:
if (ai->type==Actor::typeClient)
gserver.cxx:953:
actor->worldId=0;
gserver.cxx:990:
actor->worldId=0;
gserver.cxx:1010:
actor->worldId=0;
gserver.cxx:1020: case 'P':
gserver.cxx:1035:
actor->worldId=0;
gserver.cxx:1051: case 'D':
gserver.cxx:1065:
actor->worldId=0;
gserver.cxx:1098: actor->draw();
gserver.cxx:1106: client->draw();
gsmain.cxx:93: OptionLong optPort("port",
"p",defaultPort);
gsmain.cxx:104: int portNum = (int)optPort.getValue();
gsmain.cxx:118: con->login("gserver","joshua",GSERVER,EXCLUSIVE,hostName,portNum);
options.cxx:30:int
Options::portNum;
options.cxx:56: OptionLong optPort("port",
"p",defaultPort);
options.cxx:63: OptionDouble optClientH("clientH",
"ch", defaultH);
options.cxx:105: portNum
= (int)optPort.getValue();
options.cxx:108: clientH
= float(optClientH.getValue());
serveractor.cxx:27:#include "win2D.h"
serveractor.cxx:28:#include "packet.h"
serveractor.cxx:135:
hostName,port,id.ip);
serveractor.cxx:272: int pktCounter=100; //process
only limited num packets AENDERUNG
visualactor.cxx:28:#include "gclient.h"
visualactor.cxx:33:extern SoSeparator* sceneRoot;
visualactor.cxx:45: case
Actor::typeGeometry:
visualactor.cxx:48: case
Actor::typeSlod:
visualactor.cxx:50: case
Actor::typeRIV:
visualactor.cxx:53: case
Actor::typeSeam:
visualactor.cxx:72: if (geometry
!=NULL) geoMoveActor(geometry,x,y);
visualactor.cxx:82: worldId=wId;
visualactor.cxx:89: geometry = geoAddSlodActor(GeometryClient::getSceneRoot(wId),x,y,decoder->getIvObject());
visualactor.cxx:105: geoRemoveActor(GeometryClient::getSceneRoot(0),geometry,FALSE);
visualactor.cxx:214: worldId=wId;
visualactor.cxx:220: geometry = NULL;
visualactor.cxx:232: if ((switchIndex >= 0) &&
(geometry!=NULL) )
visualactor.cxx:242: if (geometry!=NULL)
visualactor.cxx:243: geoRemoveActor(GeometryClient::getSceneRoot(0),geometry,
lastInstance);
visualactor.cxx:253: if (geometry==NULL)
visualactor.cxx:271: if (geometry!=NULL)
visualactor.cxx:279: (das ganze SeamActor Info Object ist
neu !!)
visualactor.cxx:284: worldId=wId;
visualactor.cxx:294: geometry = geoAddGeometryActor(GeometryClient::getSceneRoot(0),x,y);
visualactor.cxx:324: geoRemoveActor(GeometryClient::getSceneRoot(0),geometry,lastInstance);
win3D.cxx:44:#include "SoSeamKit.h"
win3D.cxx:45:#include "SoRenderAbortGroup.h"
win3D.cxx:62://SoSeparator* sceneRoot;
win3D.cxx:97: SoSeparator* sceneRoot=(SoSeparator*)sr;
win3D.cxx:208:geoAddSeamActorLod(void *sr,void* geoId,char* description,int
len,int index,int seed, voidptr &g)
win3D.cxx:210://--SEAM TestObject
win3D.cxx:271:void calcMinMax(void* g,float &minx,float &maxx,float
&miny,float &maxy)
win3D.cxx:299: SoSeparator* sceneRoot=(SoSeparator*)sr;
win3D.cxx:325: float z = Options::noTerrain ? 0 :
terrain.getTerrainHeight(x,y);
win3D.cxx:333:geoRemoveActor(void *sr, void* geoId,VRBool lastInstance)
win3D.cxx:335: int index = ((SoSeparator*)sr)->findChild((SoSeparator*)geoId);
win3D.cxx:346: ((SoSeparator*)sr)->removeChild(index);