mirror of
https://github.com/TTimo/GtkRadiant.git
synced 2024-11-14 00:41:08 +00:00
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
/*
|
|
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.
|