17 corner[0] = glm::vec3(min.x, min.y, min.z);
18 corner[1] = glm::vec3(max.x, min.y, min.z);
19 corner[2] = glm::vec3(min.x, max.y, min.z);
20 corner[3] = glm::vec3(min.x, min.y, max.z);
21 corner[4] = glm::vec3(max.x, max.y, min.z);
22 corner[5] = glm::vec3(min.x, max.y, max.z);
23 corner[6] = glm::vec3(max.x, min.y, max.z);
24 corner[7] = glm::vec3(max.x, max.y, max.z);
43 void display(glm::mat4 VP, glm::vec3 colorLine, glm::vec3 colorDot);
78 Portal(
int adj, glm::vec3 n, glm::vec3 v1, glm::vec3 v2, glm::vec3 v3,
BoundingBox(glm::vec3 min, glm::vec3 max)
void display(glm::mat4 VP, glm::vec3 colorLine, glm::vec3 colorDot)
Sector(float f, float c, bool w)
void display(glm::mat4 VP)
glm::vec3 getCorner(int i)
Portal(int adj, glm::vec3 n, glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, glm::vec3 v4)
void display(glm::mat4 VP)
RoomSprite(glm::vec3 p, int s)
StaticModel(glm::vec3 pos, float angle, int i)
glm::vec3 getVertex(int i)
#define assertGreaterThanEqual(x, y)
#define assertLessThan(x, y)
bool inBoxPlane(glm::vec3 p)