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Diffstat (limited to 'q3radiant/Winding.h')
-rwxr-xr-x | q3radiant/Winding.h | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/q3radiant/Winding.h b/q3radiant/Winding.h new file mode 100755 index 0000000..66858aa --- /dev/null +++ b/q3radiant/Winding.h @@ -0,0 +1,70 @@ +/* +=========================================================================== +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);
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