-/*\r
-BobToolz plugin for GtkRadiant\r
-Copyright (C) 2001 Gordon Biggans\r
-\r
-This library is free software; you can redistribute it and/or\r
-modify it under the terms of the GNU Lesser General Public\r
-License as published by the Free Software Foundation; either\r
-version 2.1 of the License, or (at your option) any later version.\r
-\r
-This library is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU\r
-Lesser General Public License for more details.\r
-\r
-You should have received a copy of the GNU Lesser General Public\r
-License along with this library; if not, write to the Free Software\r
-Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA\r
-*/\r
-\r
-// TODO: implement all this stuff via DBrush class. started with DShape\r
-// TODO: Auto Face Scaling, no need to pass parms, calculated via brush.\r
-\r
-// Q3MAP stuff\r
-#define FACE_DETAIL 0x8000000\r
-\r
-// defines for polygon stuff\r
-#define MAX_POLYGON_FACES 128\r
-\r
-// generic (detail added 12/01/01, for AC+)\r
-void AddFaceWithTexture(brush_t* brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool detail);\r
-\r
-// -------------\r
-// ---caulked---\r
-// -------------\r
-void Build_Wedge(int dir, vec3_t min, vec3_t max, bool bUp);\r
-\r
-// --------------\r
-// ---textured---\r
-// --------------\r
-void BuildDoorsX2(vec3_t min, vec3_t max, bool bSclMainHor, bool bSclMainVert, bool bSclTrimHor, bool bSclTrimVert, const char* mainTexture, const char* trimTexture, int direction);\r
-void Build_StairStep(vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, int direction);\r
-void Build_StairStep_Wedge(int dir, vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, bool detail);\r
-void BuildCornerStairs(vec3_t vMin, vec3_t vMax, int nSteps, const char* mainTexture, const char* riserTex);\r
-// stairs stuff.\r
-\r
-//void Build_Prism_Border(vec3_t min, vec3_t max, int nSides, int nBorder, bool bAlignTop = FALSE); //moved to DShape\r
-//void Build_Prism_Ordinary(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape\r
-//void Build_Prism_Efficient(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape\r
-// polygon stuff.\r
+/*
+ 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.