gtkradiant/contrib/bobtoolz/shapes.h

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/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// TODO: implement all this stuff via DBrush class. started with DShape
// TODO: Auto Face Scaling, no need to pass parms, calculated via brush.
// Q3MAP stuff
#define FACE_DETAIL 0x8000000
// defines for polygon stuff
#define MAX_POLYGON_FACES 128
// generic (detail added 12/01/01, for AC+)
void AddFaceWithTexture( brush_t* brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool detail );
// -------------
// ---caulked---
// -------------
void Build_Wedge( int dir, vec3_t min, vec3_t max, bool bUp );
// --------------
// ---textured---
// --------------
void BuildDoorsX2( vec3_t min, vec3_t max, bool bSclMainHor, bool bSclMainVert, bool bSclTrimHor, bool bSclTrimVert, const char* mainTexture, const char* trimTexture, int direction );
void Build_StairStep( vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, int direction );
void Build_StairStep_Wedge( int dir, vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, bool detail );
void BuildCornerStairs( vec3_t vMin, vec3_t vMax, int nSteps, const char* mainTexture, const char* riserTex );
// stairs stuff.
//void Build_Prism_Border(vec3_t min, vec3_t max, int nSides, int nBorder, bool bAlignTop = FALSE); //moved to DShape
//void Build_Prism_Ordinary(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape
//void Build_Prism_Efficient(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape
// polygon stuff.