q3cellshading/q3radiant/terrain.h
gmiranda db8ca37fa3 Initial commit
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-05 14:05:49 +00:00

75 lines
4.1 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef __TERRAIN_H__
#define __TERRAIN_H__
void Terrain_SetEpair( terrainMesh_t *p, const char *pKey, const char *pValue );
const char* Terrain_GetKeyValue( terrainMesh_t *p, const char *pKey );
int Terrain_MemorySize( terrainMesh_t *p );
void Terrain_Delete( terrainMesh_t *p );
terrainMesh_t *MakeNewTerrain( int width, int height, qtexture_t *texture = NULL );
brush_t *AddBrushForTerrain( terrainMesh_t *pm, bool bLinkToWorld = true );
terrainMesh_t *Terrain_Duplicate( terrainMesh_t *pFrom );
void Terrain_BrushToMesh( void );
brush_t *Terrain_Parse( void );
void Terrain_Write( terrainMesh_t *p, CMemFile *file );
void Terrain_Write( terrainMesh_t *p, FILE *file );
void Terrain_Select( terrainMesh_t *p );
void Terrain_Deselect( terrainMesh_t *p );
void Terrain_Move( terrainMesh_t *pm, const vec3_t vMove, bool bRebuild = false );
void UpdateTerrainInspector( void );
void Terrain_CalcBounds( terrainMesh_t *p, vec3_t &vMin, vec3_t &vMax );
void CalcTriNormal( const vec3_t a, const vec3_t b, const vec3_t c, vec3_t o );
void Terrain_CalcVertPos( terrainMesh_t *p, int x, int y, vec3_t vert );
void Terrain_CalcNormals( terrainMesh_t *p );
void Terrain_FindReplaceTexture( terrainMesh_t *p, const char *pFind, const char *pReplace, bool bForce );
bool Terrain_HasTexture( terrainMesh_t *p, const char *name );
void Terrain_ReplaceQTexture( terrainMesh_t *p, qtexture_t *pOld, qtexture_t *pNew );
void Terrain_SetTexture( terrainMesh_t *p, texdef_t *tex_def );
void Terrain_Scale( terrainMesh_t *p, const vec3_t vOrigin, const vec3_t vAmt, bool bRebuild = true );
bool Terrain_DragScale( terrainMesh_t *p, vec3_t vAmt, vec3_t vMove );
void Terrain_ApplyMatrix( terrainMesh_t *p, const vec3_t vOrigin, const vec3_t vMatrix[ 3 ], bool bSnap );
void Terrain_DrawFace( brush_t *brush, terrainFace_t *terraface );
void DrawTerrain( terrainMesh_t *pm, bool bPoints, bool bShade = false );
void Terrain_DrawCam( terrainMesh_t *pm );
void Terrain_DrawXY( terrainMesh_t *pm, entity_t *owner );
bool OnlyTerrainSelected( void );
bool AnyTerrainSelected( void );
terrainMesh_t *SingleTerrainSelected( void );
void Terrain_Edit( void );
void Terrain_SelectPointByRay ( vec3_t org, vec3_t dir, int buttons );
void Terrain_AddMovePoint( vec3_t v, bool bMulti, bool bFull, int buttons );
void Terrain_UpdateSelected( vec3_t vMove );
int Terrain_PointInMoveList( terrainVert_t *pf );
void Terrain_AddPoint( terrainMesh_t *p, terrainVert_t *v );
void Terrain_RemovePointFromMoveList( terrainVert_t *v );
void Terrain_SelectAreaPoints( void );
bool RayTriangleIntersect( vec3_t orig, vec3_t dir, vec3_t vert1, vec3_t vert2, vec3_t vert3, float *t );
terrainFace_t *Terrain_Ray( vec3_t origin, vec3_t dir, brush_t *b, float *dist );
void Select_TerrainFacesFromBrush( brush_t *brush );
void SetTerrainTexdef( brush_t *brush, terrainFace_t *vert, texdef_t *texdef );
void RotateTerrainFaceTexture( terrainFace_t *vert, int nAxis, float fDeg );
void TerrainFace_FitTexture( terrainFace_t *vert );
void Select_TerrainFace( brush_t * brush, terrainFace_t *terraface );
void Terrain_Init( void );
#endif