aboutsummaryrefslogtreecommitdiffstats
path: root/q3radiant/terrain.h
diff options
context:
space:
mode:
authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 04:48:05 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 04:48:05 +0000
commit952c5c128f9efaea89d41d882c4ea3ade7df4591 (patch)
tree91b84d9be7afad7e99ac64a640a65b6cb5081900 /q3radiant/terrain.h
parentc2c2e0d25d6cdb7d42d7dc981a863f65f94f281d (diff)
downloadioquake3-aero-952c5c128f9efaea89d41d882c4ea3ade7df4591.tar.gz
ioquake3-aero-952c5c128f9efaea89d41d882c4ea3ade7df4591.zip
Itsa me, quake3io!
git-svn-id: svn://svn.icculus.org/quake3/trunk@2 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'q3radiant/terrain.h')
-rwxr-xr-xq3radiant/terrain.h75
1 files changed, 75 insertions, 0 deletions
diff --git a/q3radiant/terrain.h b/q3radiant/terrain.h
new file mode 100755
index 0000000..3d2298e
--- /dev/null
+++ b/q3radiant/terrain.h
@@ -0,0 +1,75 @@
+/*
+===========================================================================
+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