#include "renderprimitive.inc"
#include "newton.inc"

dSceneNode :: dSceneNode()
{
}

dSceneNode :: _dSceneNode()
{
}


RenderPrimitive :: _RenderPrimitive()
{
}

RenderPrimitive :: SetTexture(int ID)
{
}

struct dMatrix
{
	int x;
	int y;
	int z;
	int ya;
}

struct dVector
{
	int x,y,z;
}

RenderPrimitive :: Render()
{
}


RenderPrimitive :: RenderPrimitive(dSceneNode *parent, dMatrix *matrix, opt int texture = -1)
{
	int m_texture;	
	dFloat m_modifierScaleAngleX;
	dFloat m_modifierScaleAngleY;
	dFloat m_modifierScaleAngleZ;
	dFloat m_modifierSkewAngleY;
}


BoxPrimitive :: BoxPrimitive(dSceneNode *parent,  dMatrix *matrix,  dVector *size, opt int texture = -1)
{
	dVector m_size;
}


SpherePrimitive :: SpherePrimitive(dSceneNode *parent,  dMatrix *matrix, dFloat radiusX, dFloat radiusY, dFloat radiusZ, opt int texture = -1)
{	
	Render();
	dFloat m_radiusX;
	dFloat m_radiusY;
	dFloat m_radiusZ;
}


CylinderPrimitive :: CylinderPrimitive(dSceneNode *parent,  dMatrix *matrix, dFloat radius, dFloat height, opt int texture = -1)
{	
	Render();
	dFloat m_radius;
	dFloat m_height;
}

ConePrimitive :: ConePrimitive(dSceneNode *parent,  dMatrix *matrix, dFloat radius, dFloat height, opt int texture = -1)
{	
	Render();
	dFloat m_radius;
	dFloat m_height;
}


CapsulePrimitive :: CapsulePrimitive(dSceneNode *parent,  dMatrix *matrix, dFloat radius, dFloat height, opt int texture = -1)
{
	Render();
	dFloat m_radius;
	dFloat m_height;
}


ChamferCylinderPrimitive :: ChamferCylinderPrimitive(dSceneNode *parent, dMatrix *matrix, dFloat radius, dFloat height, opt int texture = -1)
{
	Render();
	uint m_list;
}


ConvexHullPrimitive :: GetShapeFromCollision(NewtonBody body, int vertexCount, dFloat *faceVertex,int id)
{
}

ConvexHullPrimitive :: ConvexHullPrimitive(dSceneNode *parent,dMatrix *matrix, NewtonWorld nWorld, NewtonCollision collision, opt int texture = -1)
{
	Render();
	uint m_list;
}

TorusPrimitive :: TorusPrimitive(dSceneNode *parent,  dMatrix *matrix, dFloat radiusA, dFloat radiusC, opt int texture = -1)
{
	Render();
	uint m_list;
}


SkyBoxPrimitive :: _SkyBoxPrimitive()
{
}

SkyBoxPrimitive :: SkyBoxPrimitive(dSceneNode *parent)
{	
	Render();
	uint m_textures[6];
	dVector m_size;
}