From 952c5c128f9efaea89d41d882c4ea3ade7df4591 Mon Sep 17 00:00:00 2001 From: zakk Date: Fri, 26 Aug 2005 04:48:05 +0000 Subject: Itsa me, quake3io! git-svn-id: svn://svn.icculus.org/quake3/trunk@2 edf5b092-35ff-0310-97b2-ce42778d08ea --- q3radiant/Winding.h | 70 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 70 insertions(+) create mode 100755 q3radiant/Winding.h (limited to 'q3radiant/Winding.h') 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); -- cgit v1.2.3