mxwcore-legion/dep/g3dlite/include/G3D/G3D.h

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2023-11-05 15:26:19 -05:00
/**
\file G3D.h
This header includes all of the G3D libraries in
appropriate namespaces.
\maintainer Morgan McGuire, http://graphics.cs.williams.edu
\created 2001-08-25
\edited 2013-03-24
Copyright 2000-2013, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_G3D_h
#define G3D_G3D_h
#ifndef NOMINMAX
#define NOMINMAX 1
#endif
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#include "G3D/HaltonSequence.h"
#include "G3D/platform.h"
#include "G3D/Proxy.h"
#include "G3D/BIN.h"
#include "G3D/FileNotFound.h"
#include "G3D/units.h"
#include "G3D/ParseError.h"
#include "G3D/Random.h"
#include "G3D/Noise.h"
#include "G3D/Array.h"
#include "G3D/SmallArray.h"
#include "G3D/Queue.h"
#include "G3D/Crypto.h"
#include "G3D/format.h"
#include "G3D/Vector2.h"
#include "G3D/Vector2int32.h"
#include "G3D/Vector2int16.h"
#include "G3D/Vector2unorm16.h"
#include "G3D/Vector3.h"
#include "G3D/Vector3int16.h"
#include "G3D/Vector3int32.h"
#include "G3D/Vector4.h"
#include "G3D/Vector4int16.h"
#include "G3D/Vector4int8.h"
#include "G3D/Color1.h"
#include "G3D/Color3.h"
#include "G3D/Color4.h"
#include "G3D/Matrix2.h"
#include "G3D/Matrix3.h"
#include "G3D/Matrix4.h"
#include "G3D/CoordinateFrame.h"
#include "G3D/Projection.h"
#include "G3D/PhysicsFrame.h"
#include "G3D/PhysicsFrameSpline.h"
#include "G3D/Plane.h"
#include "G3D/Line.h"
#include "G3D/Ray.h"
#include "G3D/Sphere.h"
#include "G3D/Box.h"
#include "G3D/Box2D.h"
#include "G3D/AABox.h"
#include "G3D/WrapMode.h"
#include "G3D/CullFace.h"
#include "G3D/Cone.h"
#include "G3D/Quat.h"
#include "G3D/stringutils.h"
#include "G3D/prompt.h"
#include "G3D/Table.h"
#include "G3D/FileSystem.h"
#include "G3D/Set.h"
#include "G3D/GUniqueID.h"
#include "G3D/RayGridIterator.h"
#include "G3D/BinaryFormat.h"
#include "G3D/BinaryInput.h"
#include "G3D/BinaryOutput.h"
#include "G3D/debug.h"
#include "G3D/g3dfnmatch.h"
#include "G3D/G3DGameUnits.h"
#include "G3D/g3dmath.h"
#include "G3D/unorm8.h"
#include "G3D/unorm16.h"
#include "G3D/snorm8.h"
#include "G3D/snorm16.h"
#include "G3D/uint128.h"
#include "G3D/fileutils.h"
#include "G3D/ReferenceCount.h"
#include "G3D/Welder.h"
#include "G3D/GMutex.h"
#include "G3D/PrecomputedRandom.h"
#include "G3D/MemoryManager.h"
#include "G3D/BlockPoolMemoryManager.h"
#include "G3D/AreaMemoryManager.h"
#include "G3D/BumpMapPreprocess.h"
#include "G3D/CubeFace.h"
#include "G3D/Line2D.h"
#include "G3D/ThreadsafeQueue.h"
#include "G3D/network.h"
template<class T> struct HashTrait< shared_ptr<T> > {
static size_t hashCode(shared_ptr<T> key) { return reinterpret_cast<size_t>( key.get() ); }
};
#include "G3D/Image.h"
#include "G3D/CollisionDetection.h"
#include "G3D/Intersect.h"
#include "G3D/Log.h"
#include "G3D/serialize.h"
#include "G3D/TextInput.h"
#include "G3D/NetAddress.h"
#include "G3D/NetworkDevice.h"
#include "G3D/System.h"
#include "G3D/splinefunc.h"
#include "G3D/Spline.h"
#include "G3D/UprightFrame.h"
#include "G3D/LineSegment.h"
#include "G3D/Capsule.h"
#include "G3D/Cylinder.h"
#include "G3D/Triangle.h"
#include "G3D/Color1unorm8.h"
#include "G3D/Color2unorm8.h"
#include "G3D/Color3unorm8.h"
#include "G3D/Color4unorm8.h"
#include "G3D/ConvexPolyhedron.h"
#include "G3D/MeshAlg.h"
#include "G3D/vectorMath.h"
#include "G3D/Rect2D.h"
#include "G3D/KDTree.h"
#include "G3D/PointKDTree.h"
#include "G3D/TextOutput.h"
#include "G3D/MeshBuilder.h"
#include "G3D/Stopwatch.h"
#include "G3D/AtomicInt32.h"
#include "G3D/GThread.h"
#include "G3D/ThreadSet.h"
#include "G3D/RegistryUtil.h"
#include "G3D/Any.h"
#include "G3D/XML.h"
#include "G3D/PointHashGrid.h"
#include "G3D/Map2D.h"
#include "G3D/Image1.h"
#include "G3D/Image1unorm8.h"
#include "G3D/Image3.h"
#include "G3D/Image3unorm8.h"
#include "G3D/Image4.h"
#include "G3D/Image4unorm8.h"
#include "G3D/filter.h"
#include "G3D/WeakCache.h"
#include "G3D/Pointer.h"
#include "G3D/Matrix.h"
#include "G3D/ImageFormat.h"
#include "G3D/PixelTransferBuffer.h"
#include "G3D/typeutils.h"
#include "G3D/SpeedLoad.h"
#include "G3D/ParseMTL.h"
#include "G3D/ParseOBJ.h"
#include "G3D/ParsePLY.h"
#include "G3D/Parse3DS.h"
#include "G3D/PathDirection.h"
#include "G3D/FastPODTable.h"
#include "G3D/FastPointHashGrid.h"
#include "G3D/PixelTransferBuffer.h"
#include "G3D/CPUPixelTransferBuffer.h"
#include "G3D/CompassDirection.h"
#include "G3D/Access.h"
namespace G3D {
/**
Call from main() to initialize the G3D library state and register
shutdown memory managers. This does not initialize OpenGL.
If you invoke initGLG3D, then it will automatically call initG3D.
It is safe to call this function more than once--it simply ignores
multiple calls.
\see System, GLCaps, OSWindow, RenderDevice, initGLG3D.
*/
void initG3D(const G3DSpecification& spec = G3DSpecification());
}
#ifdef _MSC_VER
# pragma comment(lib, "winmm")
# pragma comment(lib, "imagehlp")
# pragma comment(lib, "ws2_32")
# pragma comment(lib, "gdi32")
# pragma comment(lib, "user32")
# pragma comment(lib, "kernel32")
# pragma comment(lib, "advapi32")
# pragma comment(lib, "shell32")
# pragma comment(lib, "version")
# ifdef G3D_64BIT
# pragma comment(lib, "zlib_x64")
# pragma comment(lib, "zip_x64")
# pragma comment(lib, "enet_x64")
# else
# pragma comment(lib, "zlib")
# pragma comment(lib, "zip")
# pragma comment(lib, "enet")
# endif
# if defined(_DEBUG)
# ifdef G3D_64BIT
# pragma comment(lib, "G3D_x64d")
# pragma comment(lib, "freeimage_x64d")
# else
# pragma comment(lib, "G3Dd")
# pragma comment(lib, "freeimaged")
# endif
# else
# ifdef G3D_64BIT
# pragma comment(lib, "G3D_x64")
# pragma comment(lib, "freeimage_x64")
# else
# pragma comment(lib, "G3D")
# pragma comment(lib, "freeimage")
# endif
# endif
#endif
#endif