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);