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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 05:42:38 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 05:42:38 +0000
commit2177daffd38e1b372613a716d6d18d274d4b6b48 (patch)
tree266f200f6e994b58cd2edd1977e38f33ae8d1432 /q3radiant/Winding.h
parent66e25509ada30d13e64db67df8365c75f1ccd059 (diff)
downloadioquake3-aero-2177daffd38e1b372613a716d6d18d274d4b6b48.tar.gz
ioquake3-aero-2177daffd38e1b372613a716d6d18d274d4b6b48.zip
See the readme.
git-svn-id: svn://svn.icculus.org/quake3/trunk@4 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'q3radiant/Winding.h')
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diff --git a/q3radiant/Winding.h b/q3radiant/Winding.h
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-/*
-===========================================================================
-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
-===========================================================================
-*/
-
-
-
-//returns true if the planes are equal
-int Plane_Equal(plane_t *a, plane_t *b, int flip);
-//returns false if the points are colinear
-int Plane_FromPoints(vec3_t p1, vec3_t p2, vec3_t p3, plane_t *plane);
-//returns true if the points are equal
-int Point_Equal(vec3_t p1, vec3_t p2, float epsilon);
-
-//allocate a winding
-winding_t* Winding_Alloc(int points);
-//free the winding
-void Winding_Free(winding_t *w);
-//create a base winding for the plane
-winding_t* Winding_BaseForPlane (plane_t *p);
-//make a winding clone
-winding_t* Winding_Clone(winding_t *w );
-//creates the reversed winding
-winding_t* Winding_Reverse(winding_t *w);
-//remove a point from the winding
-void Winding_RemovePoint(winding_t *w, int point);
-//inserts a point to a winding, creating a new winding
-winding_t* Winding_InsertPoint(winding_t *w, vec3_t point, int spot);
-//returns true if the planes are concave
-int Winding_PlanesConcave(winding_t *w1, winding_t *w2,
- vec3_t normal1, vec3_t normal2,
- float dist1, float dist2);
-//returns true if the winding is tiny
-int Winding_IsTiny(winding_t *w);
-//returns true if the winding is huge
-int Winding_IsHuge(winding_t *w);
-//clip the winding with the plane
-winding_t* Winding_Clip(winding_t *in, plane_t *split, qboolean keepon);
-//split the winding with the plane
-void Winding_SplitEpsilon(winding_t *in, vec3_t normal, double dist,
- vec_t epsilon, winding_t **front, winding_t **back);
-//try to merge the windings, returns the new merged winding or NULL
-winding_t *Winding_TryMerge(winding_t *f1, winding_t *f2, vec3_t planenormal, int keep);
-//create a plane for the winding
-void Winding_Plane(winding_t *w, vec3_t normal, double *dist);
-//returns the winding area
-float Winding_Area(winding_t *w);
-//returns the bounds of the winding
-void Winding_Bounds(winding_t *w, vec3_t mins, vec3_t maxs);
-//returns true if the point is inside the winding
-int Winding_PointInside(winding_t *w, plane_t *plane, vec3_t point, float epsilon);
-//returns true if the vector intersects with the winding
-int Winding_VectorIntersect(winding_t *w, plane_t *plane, vec3_t p1, vec3_t p2, float epsilon);