2 BobToolz plugin for GtkRadiant
3 Copyright (C) 2001 Gordon Biggans
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.
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.
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
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.
24 #define FACE_DETAIL 0x8000000
26 // defines for polygon stuff
27 #define MAX_POLYGON_FACES 128
36 // generic (detail added 12/01/01, for AC+)
37 void AddFaceWithTexture(scene::Node& brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool detail);
42 void Build_Wedge(int dir, vec3_t min, vec3_t max, bool bUp);
47 void BuildDoorsX2(vec3_t min, vec3_t max, bool bSclMainHor, bool bSclMainVert, bool bSclTrimHor, bool bSclTrimVert, const char* mainTexture, const char* trimTexture, int direction);
48 void Build_StairStep(vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, int direction);
49 void Build_StairStep_Wedge(int dir, vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, bool detail);
50 void BuildCornerStairs(vec3_t vMin, vec3_t vMax, int nSteps, const char* mainTexture, const char* riserTex);
53 //void Build_Prism_Border(vec3_t min, vec3_t max, int nSides, int nBorder, bool bAlignTop = FALSE); //moved to DShape
54 //void Build_Prism_Ordinary(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape
55 //void Build_Prism_Efficient(vec3_t min, vec3_t max, int nSides, bool bAlignTop = FALSE); //moved to DShape