/* =========================================================================== 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