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https://github.com/blendogames/quadrilateralcowboy.git
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79 lines
4.4 KiB
C
79 lines
4.4 KiB
C
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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// brush.h
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brush_t * Brush_Alloc();
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void Brush_Free (brush_t *b, bool bRemoveNode = true);
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int Brush_MemorySize(brush_t *b);
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void Brush_MakeSided (int sides);
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void Brush_MakeSidedCone (int sides);
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void Brush_Move (brush_t *b, const idVec3 move, bool bSnap = true, bool updateOrigin = true);
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int Brush_MoveVertex(brush_t *b, const idVec3 &vertex, const idVec3 &delta, idVec3 &end, bool bSnap);
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void Brush_ResetFaceOriginals(brush_t *b);
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brush_t * Brush_Parse (const idVec3 origin);
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face_t * Brush_Ray (idVec3 origin, idVec3 dir, brush_t *b, float *dist, bool testPrimitive = false);
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void Brush_RemoveFromList (brush_t *b);
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void Brush_AddToList (brush_t *b, brush_t *list);
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void Brush_Build(brush_t *b, bool bSnap = true, bool bMarkMap = true, bool bConvert = false, bool updateLights = true);
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void Brush_BuildWindings( brush_t *b, bool bSnap = true, bool keepOnPlaneWinding = false, bool updateLights = true, bool makeFacePlanes = true );
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brush_t * Brush_Clone (brush_t *b);
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brush_t * Brush_FullClone(brush_t *b);
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brush_t * Brush_Create (idVec3 mins, idVec3 maxs, texdef_t *texdef);
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void Brush_Draw( brush_t *b, bool bSelected = false);
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void Brush_DrawXY(brush_t *b, int nViewType, bool bSelected = false, bool ignoreViewType = false);
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void Brush_SplitBrushByFace (brush_t *in, face_t *f, brush_t **front, brush_t **back);
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void Brush_SelectFaceForDragging (brush_t *b, face_t *f, bool shear);
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void Brush_SetTexture (brush_t *b, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false);
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void Brush_SideSelect (brush_t *b, idVec3 origin, idVec3 dir, bool shear);
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void Brush_SnapToGrid(brush_t *pb);
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void Brush_Rotate(brush_t *b, idVec3 vAngle, idVec3 vOrigin, bool bBuild = true);
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void Brush_MakeSidedSphere(int sides);
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void Brush_Write (brush_t *b, FILE *f, const idVec3 &origin, bool newFormat);
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void Brush_Write (brush_t *b, CMemFile* pMemFile, const idVec3 &origin, bool NewFormat);
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void Brush_RemoveEmptyFaces ( brush_t *b );
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idWinding * Brush_MakeFaceWinding (brush_t *b, face_t *face, bool keepOnPlaneWinding = false);
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void Brush_SetTextureName(brush_t *b, const char *name);
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void Brush_Print(brush_t* b);
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void Brush_FitTexture( brush_t *b, float height, float width );
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void Brush_SetEpair(brush_t *b, const char *pKey, const char *pValue);
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const char *Brush_GetKeyValue(brush_t *b, const char *pKey);
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const char *Brush_Name(brush_t *b);
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void Brush_RebuildBrush(brush_t *b, idVec3 vMins, idVec3 vMaxs, bool patch = true);
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void Brush_GetBounds( brush_t *b, idBounds &bo );
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face_t * Face_Alloc( void );
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void Face_Free( face_t *f );
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face_t * Face_Clone (face_t *f);
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void Face_MakePlane (face_t *f);
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void Face_Draw( face_t *face );
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void Face_TextureVectors (face_t *f, float STfromXYZ[2][4]);
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void Face_FitTexture( face_t * face, float height, float width );
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void SetFaceTexdef (brush_t *b, face_t *f, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false);
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int AddPlanept (idVec3 *f);
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