/*
-BobToolz plugin for GtkRadiant
-Copyright (C) 2001 Gordon Biggans
+ 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 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.
+ 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
-*/
+ 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.
#define FACE_DETAIL 0x8000000
// defines for polygon stuff
-#define MAX_POLYGON_FACES 128
+#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);
+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);
+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);
+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