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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