#if !defined( AFX_DPLANE_H__FC37C021_F0A1_11D4_ACF7_004095A18133__INCLUDED_ )
#define AFX_DPLANE_H__FC37C021_F0A1_11D4_ACF7_004095A18133__INCLUDED_
-#include "DPoint.h"
+#include <list>
+#include "ibrush.h"
+#include "string/string.h"
+#include "mathlib.h"
+
+class Brush;
+class DPoint;
#define FACE_DETAIL 0x8000000
class DPlane
{
public:
-DPlane( vec3_t va, vec3_t vb, vec3_t vc, const char* textureName, bool bDetail );
+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_t( brush_t *brush );
+bool AddToBrush( scene::Node& brush );
bool operator !=( DPlane& other );
bool operator ==( DPlane& other );
-bool IsRedundant( list<DPoint*>& pointList );
-bool PlaneIntersection( DPlane* pl1, DPlane* pl2, vec3_t out );;
+bool IsRedundant( std::list<DPoint*>& pointList );
+bool PlaneIntersection( DPlane* pl1, DPlane* pl2, vec3_t out );
vec_t DistanceToPoint( vec3_t pnt );
-DPlane( vec3_t va, vec3_t vb, vec3_t vc, _QERFaceData* texData );
+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;