1 /* 2 BobToolz plugin for GtkRadiant 3 Copyright (C) 2001 Gordon Biggans 4 5 This library is free software; you can redistribute it and/or 6 modify it under the terms of the GNU Lesser General Public 7 License as published by the Free Software Foundation; either 8 version 2.1 of the License, or (at your option) any later version. 9 10 This library is distributed in the hope that it will be useful, 11 but WITHOUT ANY WARRANTY; without even the implied warranty of 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 13 Lesser General Public License for more details. 14 15 You should have received a copy of the GNU Lesser General Public 16 License along with this library; if not, write to the Free Software 17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 18 */ 19 20 // TODO: implement all this stuff via DBrush class. started with DShape 21 // TODO: Auto Face Scaling, no need to pass parms, calculated via brush. 22 23 // Q3MAP stuff 24 #define FACE_DETAIL 0x8000000 25 26 // defines for polygon stuff 27 #define MAX_POLYGON_FACES 128 28 29 // generic (detail added 12/01/01, for AC+) 30 void AddFaceWithTexture(scene::Node* brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool detail); 31 32 // ------------- 33 // ---caulked--- 34 // ------------- 35 void Build_Wedge(int dir, vec3_t min, vec3_t max, bool bUp); 36 37 // -------------- 38 // ---textured--- 39 // -------------- 40 void BuildDoorsX2(vec3_t min, vec3_t max, bool bSclMainHor, bool bSclMainVert, bool bSclTrimHor, bool bSclTrimVert, const char* mainTexture, const char* trimTexture, int direction); 41 void Build_StairStep(vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, int direction); 42 void Build_StairStep_Wedge(int dir, vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, bool detail); 43 void BuildCornerStairs(vec3_t vMin, vec3_t vMax, int nSteps, const char* mainTexture, const char* riserTex); 44 // stairs stuff. 45 46 //void Build_Prism_Border(vec3_t min, vec3_t max, int nSides, int nBorder, bool bAlignTop = FALSE); //moved to DShape 47 //void Build_Prism_Ordinary(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape 48 //void Build_Prism_Efficient(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape 49 // polygon stuff. 50