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