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9998050654
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@183 8a3a26a2-13c4-0310-b231-cf6edde360e5
49 lines
2.2 KiB
C
49 lines
2.2 KiB
C
/*
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BobToolz plugin for GtkRadiant
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Copyright (C) 2001 Gordon Biggans
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library 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 GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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// TODO: implement all this stuff via DBrush class. started with DShape
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// TODO: Auto Face Scaling, no need to pass parms, calculated via brush.
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// Q3MAP stuff
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#define FACE_DETAIL 0x8000000
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// defines for polygon stuff
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#define MAX_POLYGON_FACES 128
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// generic (detail added 12/01/01, for AC+)
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void AddFaceWithTexture(brush_t* brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool detail);
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// -------------
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// ---caulked---
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// -------------
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void Build_Wedge(int dir, vec3_t min, vec3_t max, bool bUp);
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// --------------
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// ---textured---
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// --------------
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void BuildDoorsX2(vec3_t min, vec3_t max, bool bSclMainHor, bool bSclMainVert, bool bSclTrimHor, bool bSclTrimVert, const char* mainTexture, const char* trimTexture, int direction);
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void Build_StairStep(vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, int direction);
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void Build_StairStep_Wedge(int dir, vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, bool detail);
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void BuildCornerStairs(vec3_t vMin, vec3_t vMax, int nSteps, const char* mainTexture, const char* riserTex);
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// stairs stuff.
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//void Build_Prism_Border(vec3_t min, vec3_t max, int nSides, int nBorder, bool bAlignTop = FALSE); //moved to DShape
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//void Build_Prism_Ordinary(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape
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//void Build_Prism_Efficient(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape
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// polygon stuff.
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