#include "mathlib.h"
class Brush;
-
class DPoint;
#define FACE_DETAIL 0x8000000
class DWinding;
-class DPlane {
+class DPlane
+{
public:
- DPlane(const vec3_t va, const vec3_t vb, const vec3_t vc, const char *textureName, bool bDetail);
-
- void ScaleTexture();
-
- DWinding *BaseWindingForPlane();
-
- void Rebuild();
-
- bool AddToBrush(scene::Node &brush);
-
- bool operator!=(DPlane &other);
-
- bool operator==(DPlane &other);
-
- bool IsRedundant(std::list<DPoint *> &pointList);
+DPlane( const vec3_t va, const vec3_t vb, const vec3_t vc, const char* textureName, bool bDetail );
+void ScaleTexture();
+DWinding* BaseWindingForPlane();
- bool PlaneIntersection(DPlane *pl1, DPlane *pl2, vec3_t out);
+void Rebuild();
- vec_t DistanceToPoint(vec3_t pnt);
+bool AddToBrush( scene::Node& brush );
+bool operator !=( DPlane& other );
+bool operator ==( DPlane& other );
- DPlane(const vec3_t va, const vec3_t vb, const vec3_t vc, const _QERFaceData *texData);
+bool IsRedundant( std::list<DPoint*>& pointList );
+bool PlaneIntersection( DPlane* pl1, DPlane* pl2, vec3_t out );
- DPlane()
- {}
+vec_t DistanceToPoint( vec3_t pnt );
- virtual ~DPlane();
+DPlane( const vec3_t va, const vec3_t vb, const vec3_t vc, const _QERFaceData* texData );
+DPlane() { }
+virtual ~DPlane();
- bool m_bChkOk;
- _QERFaceData texInfo;
- CopiedString m_shader;
- vec3_t points[3]; // djbob:do we really need these any more?
- vec3_t normal;
- float _d;
+bool m_bChkOk;
+_QERFaceData texInfo;
+CopiedString m_shader;
+vec3_t points[3]; // djbob:do we really need these any more?
+vec3_t normal;
+float _d;
};
//typedef CList<DPlane*, DPlane*> DPlaneList;