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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- Quake III Arena source code 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 General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- //returns true if the planes are equal
- int Plane_Equal(plane_t *a, plane_t *b, int flip);
- //returns false if the points are colinear
- int Plane_FromPoints(vec3_t p1, vec3_t p2, vec3_t p3, plane_t *plane);
- //returns true if the points are equal
- int Point_Equal(vec3_t p1, vec3_t p2, float epsilon);
- //allocate a winding
- winding_t* Winding_Alloc(int points);
- //free the winding
- void Winding_Free(winding_t *w);
- //create a base winding for the plane
- winding_t* Winding_BaseForPlane (plane_t *p);
- //make a winding clone
- winding_t* Winding_Clone(winding_t *w );
- //creates the reversed winding
- winding_t* Winding_Reverse(winding_t *w);
- //remove a point from the winding
- void Winding_RemovePoint(winding_t *w, int point);
- //inserts a point to a winding, creating a new winding
- winding_t* Winding_InsertPoint(winding_t *w, vec3_t point, int spot);
- //returns true if the planes are concave
- int Winding_PlanesConcave(winding_t *w1, winding_t *w2,
- vec3_t normal1, vec3_t normal2,
- float dist1, float dist2);
- //returns true if the winding is tiny
- int Winding_IsTiny(winding_t *w);
- //returns true if the winding is huge
- int Winding_IsHuge(winding_t *w);
- //clip the winding with the plane
- winding_t* Winding_Clip(winding_t *in, plane_t *split, qboolean keepon);
- //split the winding with the plane
- void Winding_SplitEpsilon(winding_t *in, vec3_t normal, double dist,
- vec_t epsilon, winding_t **front, winding_t **back);
- //try to merge the windings, returns the new merged winding or NULL
- winding_t *Winding_TryMerge(winding_t *f1, winding_t *f2, vec3_t planenormal, int keep);
- //create a plane for the winding
- void Winding_Plane(winding_t *w, vec3_t normal, double *dist);
- //returns the winding area
- float Winding_Area(winding_t *w);
- //returns the bounds of the winding
- void Winding_Bounds(winding_t *w, vec3_t mins, vec3_t maxs);
- //returns true if the point is inside the winding
- int Winding_PointInside(winding_t *w, plane_t *plane, vec3_t point, float epsilon);
- //returns true if the vector intersects with the winding
- int Winding_VectorIntersect(winding_t *w, plane_t *plane, vec3_t p1, vec3_t p2, float epsilon);
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