#include "mathlib.h"
class Brush;
+
class DPoint;
#define FACE_DETAIL 0x8000000
class DWinding;
-class DPlane
-{
+class DPlane {
public:
-DPlane( const vec3_t va, const vec3_t vb, const vec3_t vc, const char* textureName, bool bDetail );
-void ScaleTexture();
-DWinding* BaseWindingForPlane();
+ 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(scene::Node &brush);
+
+ bool operator!=(DPlane &other);
+
+ bool operator==(DPlane &other);
+
+ bool IsRedundant(std::list<DPoint *> &pointList);
-void Rebuild();
+ bool PlaneIntersection(DPlane *pl1, DPlane *pl2, vec3_t out);
-bool AddToBrush( scene::Node& brush );
-bool operator !=( DPlane& other );
-bool operator ==( DPlane& other );
+ vec_t DistanceToPoint(vec3_t pnt);
-bool IsRedundant( std::list<DPoint*>& pointList );
-bool PlaneIntersection( DPlane* pl1, DPlane* pl2, vec3_t out );;
+ DPlane(const vec3_t va, const vec3_t vb, const vec3_t vc, const _QERFaceData *texData);
-vec_t DistanceToPoint( vec3_t pnt );
+ DPlane()
+ {}
-DPlane( const vec3_t va, const vec3_t vb, const vec3_t vc, const _QERFaceData* texData );
-DPlane() { }
-virtual ~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;
+ 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;
};
//typedef CList<DPlane*, DPlane*> DPlaneList;