/* BobToolz plugin for GtkRadiant Copyright (C) 2001 Gordon Biggans This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ // TODO: implement all this stuff via DBrush class. started with DShape // TODO: Auto Face Scaling, no need to pass parms, calculated via brush. // Q3MAP stuff #define FACE_DETAIL 0x8000000 // defines for polygon stuff #define MAX_POLYGON_FACES 128 namespace scene { class Node; } #include "mathlib.h" // generic (detail added 12/01/01, for AC+) void AddFaceWithTexture(scene::Node& brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool detail); // ------------- // ---caulked--- // ------------- void Build_Wedge(int dir, vec3_t min, vec3_t max, bool bUp); // -------------- // ---textured--- // -------------- void BuildDoorsX2(vec3_t min, vec3_t max, bool bSclMainHor, bool bSclMainVert, bool bSclTrimHor, bool bSclTrimVert, const char* mainTexture, const char* trimTexture, int direction); void Build_StairStep(vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, int direction); void Build_StairStep_Wedge(int dir, vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, bool detail); void BuildCornerStairs(vec3_t vMin, vec3_t vMax, int nSteps, const char* mainTexture, const char* riserTex); // stairs stuff. //void Build_Prism_Border(vec3_t min, vec3_t max, int nSides, int nBorder, bool bAlignTop = FALSE); //moved to DShape //void Build_Prism_Ordinary(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape //void Build_Prism_Efficient(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape // polygon stuff.