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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/terrain.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/terrain.h')
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diff --git a/q3radiant/terrain.h b/q3radiant/terrain.h
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--- a/q3radiant/terrain.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
-===========================================================================
-*/
-#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