]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - contrib/gtkgensurf/dec.cpp
* applied patch by StefanV (from mailinglist) that fixes an error in config.py (broke...
[xonotic/netradiant.git] / contrib / gtkgensurf / dec.cpp
index f2daa816536652b82e6fa0c753aff87bef572a62..e651d7418ec461d8ac7227b9d13c0e44327e7a11 100644 (file)
@@ -47,7 +47,7 @@ void MakeDecimatedMap(int *NumNodes, int *NumTris, NODE **pNode, TRI **pTri)
        int Bisect(NODE *, int, int, int);
        void CalcAngles(NODE *, int *, float *);
        void EdgeOnSide(int *, int *, int *);
        int Bisect(NODE *, int, int, int);
        void CalcAngles(NODE *, int *, float *);
        void EdgeOnSide(int *, int *, int *);
-       int tricall(int, NODE *, int *, TRI **, TRI **, char *);
+       int tricall(int, NODE *, int *, TRI **, TRI **, const char *);
        int CheckBorders(int *,int,NODE *,int *,TRI **);
 
        float       biggesterror;
        int CheckBorders(int *,int,NODE *,int *,TRI **);
 
        float       biggesterror;
@@ -195,7 +195,7 @@ void MakeDecimatedMap(int *NumNodes, int *NumTris, NODE **pNode, TRI **pTri)
                        Tri = *pTri;
                        // Sliver-check along borders. Since borders are often linear, the errors
                        // along borders will often be zero, so no new points will be added. This
                        Tri = *pTri;
                        // Sliver-check along borders. Since borders are often linear, the errors
                        // along borders will often be zero, so no new points will be added. This
-                       // tends to produce long, thin brushes. For all border triangles, check 
+                       // tends to produce long, thin brushes. For all border triangles, check
                        // that minimum angle isn't less than SLIVER_ANGLE. If it is, add another
                        // vertex.
                        while(CheckBorders(&NumNodesUsed,NumNodes[0],Node,NumTris,pTri) > 0)
                        // that minimum angle isn't less than SLIVER_ANGLE. If it is, add another
                        // vertex.
                        while(CheckBorders(&NumNodesUsed,NumNodes[0],Node,NumTris,pTri) > 0)
@@ -323,9 +323,8 @@ void MakeDecimatedMap(int *NumNodes, int *NumTris, NODE **pNode, TRI **pTri)
 /*  tricall Takes an array of nodes, spits out an array of triangles         */
 /*                                                                           */
 /*****************************************************************************/
 /*  tricall Takes an array of nodes, spits out an array of triangles         */
 /*                                                                           */
 /*****************************************************************************/
-int tricall(int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, LPSTR Options)
+int tricall(int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, const char *Options)
 {
 {
-
        struct triangulateio in, out;
        int    i, N;
        int    NumUsedNodes;
        struct triangulateio in, out;
        int    i, N;
        int    NumUsedNodes;
@@ -426,18 +425,18 @@ int tricall(int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, LPST
 
        /* Make necessary initializations */
        out.pointlist          = (REAL *) NULL;  /* Not needed if -N switch used. */
 
        /* Make necessary initializations */
        out.pointlist          = (REAL *) NULL;  /* Not needed if -N switch used. */
-       out.pointattributelist = (REAL *) NULL;  /* Not needed if -N switch used or 
+       out.pointattributelist = (REAL *) NULL;  /* Not needed if -N switch used or
                                                    number of point attributes is zero: */
        out.pointmarkerlist    = (int *) NULL;   /* Not needed if -N or -B switch used. */
        out.trianglelist       = (int *) NULL;   /* Not needed if -E switch used. */
                                                    number of point attributes is zero: */
        out.pointmarkerlist    = (int *) NULL;   /* Not needed if -N or -B switch used. */
        out.trianglelist       = (int *) NULL;   /* Not needed if -E switch used. */
-       out.triangleattributelist = (REAL *) NULL;   /* Not needed if -E switch used or 
-                                                       number of triangle attributes is 
+       out.triangleattributelist = (REAL *) NULL;   /* Not needed if -E switch used or
+                                                       number of triangle attributes is
                                                     zero: */
        out.trianglearealist   = (REAL *) NULL;
        out.neighborlist       = (int *) NULL;   /* Needed only if -n switch used. */
                                                     zero: */
        out.trianglearealist   = (REAL *) NULL;
        out.neighborlist       = (int *) NULL;   /* Needed only if -n switch used. */
-       out.segmentlist        = (int *) NULL;   /* Needed only if segments are output 
+       out.segmentlist        = (int *) NULL;   /* Needed only if segments are output
                                                    (-p or -c) and -P not used: */
                                                    (-p or -c) and -P not used: */
-       out.segmentmarkerlist  = (int *) NULL;   /* Needed only if segments are output 
+       out.segmentmarkerlist  = (int *) NULL;   /* Needed only if segments are output
                                                    (-p or -c) and -P and -B not used: */
        out.edgelist           = (int *) NULL;   /* Needed only if -e switch used. */
        out.edgemarkerlist     = (int *) NULL;   /* Needed if -e used and -B not used. */
                                                    (-p or -c) and -P and -B not used: */
        out.edgelist           = (int *) NULL;   /* Needed only if -e switch used. */
        out.edgemarkerlist     = (int *) NULL;   /* Needed if -e used and -B not used. */
@@ -715,7 +714,7 @@ void MakeBrushes(int NumTris, NODE *Node, TRI *Tri,bool surf,
                if(UseDetail) contents += CONTENTS_DETAIL;
                if(UseLadder) contents += CONTENTS_LADDER;
        }
                if(UseDetail) contents += CONTENTS_DETAIL;
                if(UseLadder) contents += CONTENTS_LADDER;
        }
-       
+
        OpenFuncGroup();
        for(i=0; i<NumTris; i++)
        {
        OpenFuncGroup();
        for(i=0; i<NumTris; i++)
        {
@@ -725,11 +724,11 @@ void MakeBrushes(int NumTris, NODE *Node, TRI *Tri,bool surf,
                brush.face[0].v[0][0] = Node[Tri[i].v[0]].p[0];
                brush.face[0].v[0][1] = Node[Tri[i].v[0]].p[1];
                brush.face[0].v[0][2] = Node[Tri[i].v[0]].p[2];
                brush.face[0].v[0][0] = Node[Tri[i].v[0]].p[0];
                brush.face[0].v[0][1] = Node[Tri[i].v[0]].p[1];
                brush.face[0].v[0][2] = Node[Tri[i].v[0]].p[2];
-               
+
                brush.face[0].v[1][0] = Node[Tri[i].v[2]].p[0];
                brush.face[0].v[1][1] = Node[Tri[i].v[2]].p[1];
                brush.face[0].v[1][2] = Node[Tri[i].v[2]].p[2];
                brush.face[0].v[1][0] = Node[Tri[i].v[2]].p[0];
                brush.face[0].v[1][1] = Node[Tri[i].v[2]].p[1];
                brush.face[0].v[1][2] = Node[Tri[i].v[2]].p[2];
-               
+
                brush.face[0].v[2][0] = Node[Tri[i].v[1]].p[0];
                brush.face[0].v[2][1] = Node[Tri[i].v[1]].p[1];
                brush.face[0].v[2][2] = Node[Tri[i].v[1]].p[2];
                brush.face[0].v[2][0] = Node[Tri[i].v[1]].p[0];
                brush.face[0].v[2][1] = Node[Tri[i].v[1]].p[1];
                brush.face[0].v[2][2] = Node[Tri[i].v[1]].p[2];
@@ -778,50 +777,50 @@ void MakeBrushes(int NumTris, NODE *Node, TRI *Tri,bool surf,
                        brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[1].v[0][1] = (float)backface;
                        brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
                        brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[1].v[0][1] = (float)backface;
                        brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
-                       
+
                        brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[1].v[1][1] = (float)backface;
                        brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
                        brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[1].v[1][1] = (float)backface;
                        brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
-                       
+
                        brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[1].v[2][1] = (float)backface;
                        brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
                        brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[1].v[2][1] = (float)backface;
                        brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
-                       
+
                        // 0-1 side
                        brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
                        // 0-1 side
                        brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
-                       
+
                        brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
                        brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
-                       
+
                        brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[2].v[2][1] = (float)backface;
                        brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
                        brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[2].v[2][1] = (float)backface;
                        brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
-                       
+
                        // 1-2 side
                        brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
                        // 1-2 side
                        brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
-                       
+
                        brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
                        brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
-                       
+
                        brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[3].v[2][1] = (float)backface;
                        brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
                        brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[3].v[2][1] = (float)backface;
                        brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
-                       
+
                        // 2-0 side
                        brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
                        // 2-0 side
                        brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
-                       
+
                        brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
                        brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
-                       
+
                        brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[4].v[2][1] = (float)backface;
                        brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
                        brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[4].v[2][1] = (float)backface;
                        brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
@@ -832,50 +831,50 @@ void MakeBrushes(int NumTris, NODE *Node, TRI *Tri,bool surf,
                        brush.face[1].v[0][0] = (float)backface;
                        brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
                        brush.face[1].v[0][0] = (float)backface;
                        brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
-                       
+
                        brush.face[1].v[1][0] = (float)backface;
                        brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
                        brush.face[1].v[1][0] = (float)backface;
                        brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
-                       
+
                        brush.face[1].v[2][0] = (float)backface;
                        brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
                        brush.face[1].v[2][0] = (float)backface;
                        brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
-                       
+
                        // 0-1 side
                        brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
                        // 0-1 side
                        brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
-                       
+
                        brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
                        brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
-                       
+
                        brush.face[2].v[2][0] = (float)backface;
                        brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
                        brush.face[2].v[2][0] = (float)backface;
                        brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
-                       
+
                        // 1-2 side
                        brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
                        // 1-2 side
                        brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
-                       
+
                        brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
                        brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
-                       
+
                        brush.face[3].v[2][0] = (float)backface;
                        brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
                        brush.face[3].v[2][0] = (float)backface;
                        brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
-                       
+
                        // 2-0 side
                        brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
                        // 2-0 side
                        brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
-                       
+
                        brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
                        brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
-                       
+
                        brush.face[4].v[2][0] = (float)backface;
                        brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
                        brush.face[4].v[2][0] = (float)backface;
                        brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
@@ -885,55 +884,55 @@ void MakeBrushes(int NumTris, NODE *Node, TRI *Tri,bool surf,
                        brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[1].v[0][2] = (float)backface;
                        brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[1].v[0][2] = (float)backface;
-                       
+
                        brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[1].v[1][2] = (float)backface;
                        brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[1].v[1][2] = (float)backface;
-                       
+
                        brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[1].v[2][2] = (float)backface;
                        brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[1].v[2][2] = (float)backface;
-                       
+
                        // 0-1 side
                        brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
                        // 0-1 side
                        brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
-                       
+
                        brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
                        brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
-                       
+
                        brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[2].v[2][2] = (float)backface;
                        brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[2].v[2][2] = (float)backface;
-                       
+
                        // 1-2 side
                        brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
                        // 1-2 side
                        brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
                        brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
                        brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
-                       
+
                        brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
                        brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
-                       
+
                        brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[3].v[2][2] = (float)backface;
                        brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[3].v[2][2] = (float)backface;
-                       
+
                        // 2-0 side
                        brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
                        // 2-0 side
                        brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
                        brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
                        brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
-                       
+
                        brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
                        brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
-                       
+
                        brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[4].v[2][2] = (float)backface;
                }
                        brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
                        brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
                        brush.face[4].v[2][2] = (float)backface;
                }
-               
+
                for(j=0; j<5; j++)
                {
                        strcpy(brush.face[j].texture,
                for(j=0; j<5; j++)
                {
                        strcpy(brush.face[j].texture,
@@ -1052,10 +1051,10 @@ void MapOut(int NumNodes,int NumTris, NODE *Node, TRI *Tri)
                default:
                        front  = MoreThan(zmax,32.);
                }
                default:
                        front  = MoreThan(zmax,32.);
                }
-               
+
                for(i=0; i<NumTris; i++)
                        Tri[i].flag = 0;
                for(i=0; i<NumTris; i++)
                        Tri[i].flag = 0;
-               
+
                switch(Plane)
                {
                case PLANE_XZ0:
                switch(Plane)
                {
                case PLANE_XZ0:
@@ -1075,7 +1074,7 @@ void MapOut(int NumNodes,int NumTris, NODE *Node, TRI *Tri)
                        j1 = 0;
                        j2 = 1;
                }
                        j1 = 0;
                        j2 = 1;
                }
-               
+
                brush.Number = 0;
                brush.NumFaces = 6;
                MaxHints = NH*NV-1;
                brush.Number = 0;
                brush.NumFaces = 6;
                MaxHints = NH*NV-1;
@@ -1131,41 +1130,41 @@ void MapOut(int NumNodes,int NumTris, NODE *Node, TRI *Tri)
                                                        brush.face[0].v[0][0] = Node[q[2]].p[0];
                                                        brush.face[0].v[0][1] = (float)front;
                                                        brush.face[0].v[0][2] = Node[q[2]].p[2];
                                                        brush.face[0].v[0][0] = Node[q[2]].p[0];
                                                        brush.face[0].v[0][1] = (float)front;
                                                        brush.face[0].v[0][2] = Node[q[2]].p[2];
-                                                       
+
                                                        brush.face[0].v[1][0] = Node[q[1]].p[0];
                                                        brush.face[0].v[1][1] = (float)front;
                                                        brush.face[0].v[1][2] = Node[q[1]].p[2];
                                                        brush.face[0].v[1][0] = Node[q[1]].p[0];
                                                        brush.face[0].v[1][1] = (float)front;
                                                        brush.face[0].v[1][2] = Node[q[1]].p[2];
-                                                       
+
                                                        brush.face[0].v[2][0] = Node[q[0]].p[0];
                                                        brush.face[0].v[2][1] = (float)front;
                                                        brush.face[0].v[2][2] = Node[q[0]].p[2];
                                                        brush.face[0].v[2][0] = Node[q[0]].p[0];
                                                        brush.face[0].v[2][1] = (float)front;
                                                        brush.face[0].v[2][2] = Node[q[0]].p[2];
-                                                       
+
                                                        // back
                                                        brush.face[1].v[0][0] = Node[q[0]].p[0];
                                                        brush.face[1].v[0][1] = (float)backface;
                                                        brush.face[1].v[0][2] = Node[q[0]].p[2];
                                                        // back
                                                        brush.face[1].v[0][0] = Node[q[0]].p[0];
                                                        brush.face[1].v[0][1] = (float)backface;
                                                        brush.face[1].v[0][2] = Node[q[0]].p[2];
-                                                       
+
                                                        brush.face[1].v[1][0] = Node[q[1]].p[0];
                                                        brush.face[1].v[1][1] = (float)backface;
                                                        brush.face[1].v[1][2] = Node[q[1]].p[2];
                                                        brush.face[1].v[1][0] = Node[q[1]].p[0];
                                                        brush.face[1].v[1][1] = (float)backface;
                                                        brush.face[1].v[1][2] = Node[q[1]].p[2];
-                                                       
+
                                                        brush.face[1].v[2][0] = Node[q[2]].p[0];
                                                        brush.face[1].v[2][1] = (float)backface;
                                                        brush.face[1].v[2][2] = Node[q[2]].p[2];
                                                        brush.face[1].v[2][0] = Node[q[2]].p[0];
                                                        brush.face[1].v[2][1] = (float)backface;
                                                        brush.face[1].v[2][2] = Node[q[2]].p[2];
-                                                       
+
                                                        for(k0=0; k0<brush.NumFaces-2; k0++)
                                                        {
                                                                k =k0+2;
                                                                k1=(k0+1) % (brush.NumFaces-2);
                                                        for(k0=0; k0<brush.NumFaces-2; k0++)
                                                        {
                                                                k =k0+2;
                                                                k1=(k0+1) % (brush.NumFaces-2);
-                                                               
+
                                                                brush.face[k].v[0][0] = Node[q[k0]].p[0];
                                                                brush.face[k].v[0][1] = (float)front;
                                                                brush.face[k].v[0][2] = Node[q[k0]].p[2];
                                                                brush.face[k].v[0][0] = Node[q[k0]].p[0];
                                                                brush.face[k].v[0][1] = (float)front;
                                                                brush.face[k].v[0][2] = Node[q[k0]].p[2];
-                                                               
+
                                                                brush.face[k].v[1][0] = Node[q[k1]].p[0];
                                                                brush.face[k].v[1][1] = (float)front;
                                                                brush.face[k].v[1][2] = Node[q[k1]].p[2];
                                                                brush.face[k].v[1][0] = Node[q[k1]].p[0];
                                                                brush.face[k].v[1][1] = (float)front;
                                                                brush.face[k].v[1][2] = Node[q[k1]].p[2];
-                                                               
+
                                                                brush.face[k].v[2][0] = Node[q[k1]].p[0];
                                                                brush.face[k].v[2][1] = (float)backface;
                                                                brush.face[k].v[2][2] = Node[q[k1]].p[2];
                                                                brush.face[k].v[2][0] = Node[q[k1]].p[0];
                                                                brush.face[k].v[2][1] = (float)backface;
                                                                brush.face[k].v[2][2] = Node[q[k1]].p[2];
@@ -1177,41 +1176,41 @@ void MapOut(int NumNodes,int NumTris, NODE *Node, TRI *Tri)
                                                        brush.face[0].v[0][0] = (float)front;
                                                        brush.face[0].v[0][1] = Node[q[2]].p[1];
                                                        brush.face[0].v[0][2] = Node[q[2]].p[2];
                                                        brush.face[0].v[0][0] = (float)front;
                                                        brush.face[0].v[0][1] = Node[q[2]].p[1];
                                                        brush.face[0].v[0][2] = Node[q[2]].p[2];
-                                                       
+
                                                        brush.face[0].v[1][0] = (float)front;
                                                        brush.face[0].v[1][1] = Node[q[1]].p[1];
                                                        brush.face[0].v[1][2] = Node[q[1]].p[2];
                                                        brush.face[0].v[1][0] = (float)front;
                                                        brush.face[0].v[1][1] = Node[q[1]].p[1];
                                                        brush.face[0].v[1][2] = Node[q[1]].p[2];
-                                                       
+
                                                        brush.face[0].v[2][0] = (float)front;
                                                        brush.face[0].v[2][1] = Node[q[0]].p[1];
                                                        brush.face[0].v[2][2] = Node[q[0]].p[2];
                                                        brush.face[0].v[2][0] = (float)front;
                                                        brush.face[0].v[2][1] = Node[q[0]].p[1];
                                                        brush.face[0].v[2][2] = Node[q[0]].p[2];
-                                                       
+
                                                        // back
                                                        brush.face[1].v[0][0] = (float)backface;
                                                        brush.face[1].v[0][1] = Node[q[0]].p[1];
                                                        brush.face[1].v[0][2] = Node[q[0]].p[2];
                                                        // back
                                                        brush.face[1].v[0][0] = (float)backface;
                                                        brush.face[1].v[0][1] = Node[q[0]].p[1];
                                                        brush.face[1].v[0][2] = Node[q[0]].p[2];
-                                                       
+
                                                        brush.face[1].v[1][0] = (float)backface;
                                                        brush.face[1].v[1][1] = Node[q[1]].p[1];
                                                        brush.face[1].v[1][2] = Node[q[1]].p[2];
                                                        brush.face[1].v[1][0] = (float)backface;
                                                        brush.face[1].v[1][1] = Node[q[1]].p[1];
                                                        brush.face[1].v[1][2] = Node[q[1]].p[2];
-                                                       
+
                                                        brush.face[1].v[2][0] = (float)backface;
                                                        brush.face[1].v[2][1] = Node[q[2]].p[1];
                                                        brush.face[1].v[2][2] = Node[q[2]].p[2];
                                                        brush.face[1].v[2][0] = (float)backface;
                                                        brush.face[1].v[2][1] = Node[q[2]].p[1];
                                                        brush.face[1].v[2][2] = Node[q[2]].p[2];
-                                                       
+
                                                        for(k0=0; k0<brush.NumFaces-2; k0++)
                                                        {
                                                                k =k0+2;
                                                                k1=(k0+1) % (brush.NumFaces-2);
                                                        for(k0=0; k0<brush.NumFaces-2; k0++)
                                                        {
                                                                k =k0+2;
                                                                k1=(k0+1) % (brush.NumFaces-2);
-                                                               
+
                                                                brush.face[k].v[0][0] = (float)front;
                                                                brush.face[k].v[0][1] = Node[q[k0]].p[1];
                                                                brush.face[k].v[0][2] = Node[q[k0]].p[2];
                                                                brush.face[k].v[0][0] = (float)front;
                                                                brush.face[k].v[0][1] = Node[q[k0]].p[1];
                                                                brush.face[k].v[0][2] = Node[q[k0]].p[2];
-                                                               
+
                                                                brush.face[k].v[1][0] = (float)front;
                                                                brush.face[k].v[1][1] = Node[q[k1]].p[1];
                                                                brush.face[k].v[1][2] = Node[q[k1]].p[2];
                                                                brush.face[k].v[1][0] = (float)front;
                                                                brush.face[k].v[1][1] = Node[q[k1]].p[1];
                                                                brush.face[k].v[1][2] = Node[q[k1]].p[2];
-                                                               
+
                                                                brush.face[k].v[2][0] = (float)backface;
                                                                brush.face[k].v[2][1] = Node[q[k1]].p[1];
                                                                brush.face[k].v[2][2] = Node[q[k1]].p[2];
                                                                brush.face[k].v[2][0] = (float)backface;
                                                                brush.face[k].v[2][1] = Node[q[k1]].p[1];
                                                                brush.face[k].v[2][2] = Node[q[k1]].p[2];
@@ -1222,41 +1221,41 @@ void MapOut(int NumNodes,int NumTris, NODE *Node, TRI *Tri)
                                                        brush.face[0].v[0][0] = Node[q[2]].p[0];
                                                        brush.face[0].v[0][1] = Node[q[2]].p[1];
                                                        brush.face[0].v[0][2] = (float)front;
                                                        brush.face[0].v[0][0] = Node[q[2]].p[0];
                                                        brush.face[0].v[0][1] = Node[q[2]].p[1];
                                                        brush.face[0].v[0][2] = (float)front;
-                                                       
+
                                                        brush.face[0].v[1][0] = Node[q[1]].p[0];
                                                        brush.face[0].v[1][1] = Node[q[1]].p[1];
                                                        brush.face[0].v[1][2] = (float)front;
                                                        brush.face[0].v[1][0] = Node[q[1]].p[0];
                                                        brush.face[0].v[1][1] = Node[q[1]].p[1];
                                                        brush.face[0].v[1][2] = (float)front;
-                                                       
+
                                                        brush.face[0].v[2][0] = Node[q[0]].p[0];
                                                        brush.face[0].v[2][1] = Node[q[0]].p[1];
                                                        brush.face[0].v[2][2] = (float)front;
                                                        brush.face[0].v[2][0] = Node[q[0]].p[0];
                                                        brush.face[0].v[2][1] = Node[q[0]].p[1];
                                                        brush.face[0].v[2][2] = (float)front;
-                                                       
+
                                                        // back
                                                        brush.face[1].v[0][0] = Node[q[0]].p[0];
                                                        brush.face[1].v[0][1] = Node[q[0]].p[1];
                                                        brush.face[1].v[0][2] = (float)backface;
                                                        // back
                                                        brush.face[1].v[0][0] = Node[q[0]].p[0];
                                                        brush.face[1].v[0][1] = Node[q[0]].p[1];
                                                        brush.face[1].v[0][2] = (float)backface;
-                                                       
+
                                                        brush.face[1].v[1][0] = Node[q[1]].p[0];
                                                        brush.face[1].v[1][1] = Node[q[1]].p[1];
                                                        brush.face[1].v[1][2] = (float)backface;
                                                        brush.face[1].v[1][0] = Node[q[1]].p[0];
                                                        brush.face[1].v[1][1] = Node[q[1]].p[1];
                                                        brush.face[1].v[1][2] = (float)backface;
-                                                       
+
                                                        brush.face[1].v[2][0] = Node[q[2]].p[0];
                                                        brush.face[1].v[2][1] = Node[q[2]].p[1];
                                                        brush.face[1].v[2][2] = (float)backface;
                                                        brush.face[1].v[2][0] = Node[q[2]].p[0];
                                                        brush.face[1].v[2][1] = Node[q[2]].p[1];
                                                        brush.face[1].v[2][2] = (float)backface;
-                                                       
+
                                                        for(k0=0; k0<brush.NumFaces-2; k0++)
                                                        {
                                                                k =k0+2;
                                                                k1=(k0+1) % (brush.NumFaces-2);
                                                        for(k0=0; k0<brush.NumFaces-2; k0++)
                                                        {
                                                                k =k0+2;
                                                                k1=(k0+1) % (brush.NumFaces-2);
-                                                               
+
                                                                brush.face[k].v[0][0] = Node[q[k0]].p[0];
                                                                brush.face[k].v[0][1] = Node[q[k0]].p[1];
                                                                brush.face[k].v[0][2] = (float)front;
                                                                brush.face[k].v[0][0] = Node[q[k0]].p[0];
                                                                brush.face[k].v[0][1] = Node[q[k0]].p[1];
                                                                brush.face[k].v[0][2] = (float)front;
-                                                               
+
                                                                brush.face[k].v[1][0] = Node[q[k1]].p[0];
                                                                brush.face[k].v[1][1] = Node[q[k1]].p[1];
                                                                brush.face[k].v[1][2] = (float)front;
                                                                brush.face[k].v[1][0] = Node[q[k1]].p[0];
                                                                brush.face[k].v[1][1] = Node[q[k1]].p[1];
                                                                brush.face[k].v[1][2] = (float)front;
-                                                               
+
                                                                brush.face[k].v[2][0] = Node[q[k1]].p[0];
                                                                brush.face[k].v[2][1] = Node[q[k1]].p[1];
                                                                brush.face[k].v[2][2] = (float)backface;
                                                                brush.face[k].v[2][0] = Node[q[k1]].p[0];
                                                                brush.face[k].v[2][1] = Node[q[k1]].p[1];
                                                                brush.face[k].v[2][2] = (float)backface;