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