#ifndef CURVES_H #define CURVES_H #define PATCH_LODS_NUM 2 #define PATCH_LOD_COLLISION 0 #define PATCH_LOD_VISUAL 1 typedef struct patchinfo_s { int xsize, ysize; struct { int xtess, ytess; } lods[PATCH_LODS_NUM]; } patchinfo_t; // Calculate number of resulting vertex rows/columns by given patch size and tesselation factor // When tess=0 it means that we reduce detalization of base 3x3 patches by removing middle row and column // "DimForTess" is "DIMension FOR TESSelation factor" int Q3PatchDimForTess(int size, int tess); // usage: // to expand a 5x5 patch to 21x21 vertices (4x4 tesselation), one might use this call: // Q3PatchSubdivideFloat(3, sizeof(float[3]), outvertices, 5, 5, sizeof(float[3]), patchvertices, 4, 4); void Q3PatchTesselateFloat(int numcomponents, int outputstride, float *outputvertices, int patchwidth, int patchheight, int inputstride, float *patchvertices, int tesselationwidth, int tesselationheight); // returns how much tesselation of each segment is needed to remain under tolerance int Q3PatchTesselationOnX(int patchwidth, int patchheight, int components, const float *in, float tolerance); // returns how much tesselation of each segment is needed to remain under tolerance int Q3PatchTesselationOnY(int patchwidth, int patchheight, int components, const float *in, float tolerance); // calculates elements for a grid of vertices // (such as those produced by Q3PatchTesselate) // (note: width and height are the actual vertex size, this produces // (width-1)*(height-1)*2 triangles, 3 elements each) void Q3PatchTriangleElements(int *elements, int width, int height, int firstvertex); int Q3PatchAdjustTesselation(int numcomponents, patchinfo_t *patch1, float *patchvertices1, patchinfo_t *patch2, float *patchvertices2); #endif