mirror of
https://github.com/DrBeef/ioq3quest.git
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70 lines
3.1 KiB
C
Executable file
70 lines
3.1 KiB
C
Executable file
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//returns true if the planes are equal
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int Plane_Equal(plane_t *a, plane_t *b, int flip);
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//returns false if the points are colinear
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int Plane_FromPoints(vec3_t p1, vec3_t p2, vec3_t p3, plane_t *plane);
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//returns true if the points are equal
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int Point_Equal(vec3_t p1, vec3_t p2, float epsilon);
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//allocate a winding
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winding_t* Winding_Alloc(int points);
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//free the winding
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void Winding_Free(winding_t *w);
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//create a base winding for the plane
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winding_t* Winding_BaseForPlane (plane_t *p);
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//make a winding clone
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winding_t* Winding_Clone(winding_t *w );
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//creates the reversed winding
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winding_t* Winding_Reverse(winding_t *w);
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//remove a point from the winding
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void Winding_RemovePoint(winding_t *w, int point);
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//inserts a point to a winding, creating a new winding
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winding_t* Winding_InsertPoint(winding_t *w, vec3_t point, int spot);
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//returns true if the planes are concave
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int Winding_PlanesConcave(winding_t *w1, winding_t *w2,
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vec3_t normal1, vec3_t normal2,
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float dist1, float dist2);
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//returns true if the winding is tiny
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int Winding_IsTiny(winding_t *w);
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//returns true if the winding is huge
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int Winding_IsHuge(winding_t *w);
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//clip the winding with the plane
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winding_t* Winding_Clip(winding_t *in, plane_t *split, qboolean keepon);
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//split the winding with the plane
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void Winding_SplitEpsilon(winding_t *in, vec3_t normal, double dist,
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vec_t epsilon, winding_t **front, winding_t **back);
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//try to merge the windings, returns the new merged winding or NULL
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winding_t *Winding_TryMerge(winding_t *f1, winding_t *f2, vec3_t planenormal, int keep);
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//create a plane for the winding
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void Winding_Plane(winding_t *w, vec3_t normal, double *dist);
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//returns the winding area
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float Winding_Area(winding_t *w);
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//returns the bounds of the winding
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void Winding_Bounds(winding_t *w, vec3_t mins, vec3_t maxs);
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//returns true if the point is inside the winding
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int Winding_PointInside(winding_t *w, plane_t *plane, vec3_t point, float epsilon);
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//returns true if the vector intersects with the winding
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int Winding_VectorIntersect(winding_t *w, plane_t *plane, vec3_t p1, vec3_t p2, float epsilon);
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