/* Copyright (C) 1996-1997 Id Software, Inc. This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ #ifndef __COMMON_BSPUTILS_HH__ #define __COMMON_BSPUTILS_HH__ #include #include #include #include const dmodel_t *BSP_GetWorldModel(const mbsp_t *bsp); int Face_GetNum(const mbsp_t *bsp, const bsp2_dface_t *f); // bounds-checked array access (assertion failure on out-of-bounds) const bsp2_dnode_t *BSP_GetNode(const mbsp_t *bsp, int nodenum); const mleaf_t* BSP_GetLeaf(const mbsp_t *bsp, int leafnum); const mleaf_t* BSP_GetLeafFromNodeNum(const mbsp_t *bsp, int nodenum); const dplane_t *BSP_GetPlane(const mbsp_t *bsp, int planenum); const bsp2_dface_t *BSP_GetFace(const mbsp_t *bsp, int fnum); const gtexinfo_t *BSP_GetTexinfo(const mbsp_t *bsp, int texinfo); bsp2_dface_t *BSP_GetFace(mbsp_t *bsp, int fnum); int Face_VertexAtIndex(const mbsp_t *bsp, const bsp2_dface_t *f, int v); void Face_PointAtIndex(const mbsp_t *bsp, const bsp2_dface_t *f, int v, vec3_t point_out); void Face_Normal(const mbsp_t *bsp, const bsp2_dface_t *f, vec3_t norm); //mxd plane_t Face_Plane(const mbsp_t *bsp, const bsp2_dface_t *f); const gtexinfo_t *Face_Texinfo(const mbsp_t *bsp, const bsp2_dface_t *face); const miptex_t *Face_Miptex(const mbsp_t *bsp, const bsp2_dface_t *face); //mxd. miptex_t -> rgba_miptex_t const char *Face_TextureName(const mbsp_t *bsp, const bsp2_dface_t *face); bool Face_IsLightmapped(const mbsp_t *bsp, const bsp2_dface_t *face); const float *GetSurfaceVertexPoint(const mbsp_t *bsp, const bsp2_dface_t *f, int v); //int TextureName_Contents(const char *texname); //mxd bool Contents_IsTranslucent(const mbsp_t *bsp, int contents); //mxd bool Face_IsTranslucent(const mbsp_t *bsp, const bsp2_dface_t *face); //mxd int Face_Contents(const mbsp_t *bsp, const bsp2_dface_t *face); //mxd. Returns CONTENTS_ value for Q1, Q2_SURF_ bitflags for Q2... const dmodel_t *BSP_DModelForModelString(const mbsp_t *bsp, const std::string &submodel_str); vec_t Plane_Dist(const vec3_t point, const dplane_t *plane); bool Light_PointInSolid(const mbsp_t *bsp, const dmodel_t *model, const vec3_t point); bool Light_PointInWorld(const mbsp_t *bsp, const vec3_t point); /** * Searches for a face touching a point and facing a certain way. * Sometimes (water, sky?) there will be 2 overlapping candidates facing opposite ways, the provided normal * is used to disambiguate these. */ const bsp2_dface_t *BSP_FindFaceAtPoint(const mbsp_t *bsp, const dmodel_t *model, const vec3_t point, const vec3_t wantedNormal); const bsp2_dface_t *BSP_FindFaceAtPoint_InWorld(const mbsp_t *bsp, const vec3_t point, const vec3_t wantedNormal); plane_t *Face_AllocInwardFacingEdgePlanes(const mbsp_t *bsp, const bsp2_dface_t *face); bool EdgePlanes_PointInside(const bsp2_dface_t *face, const plane_t *edgeplanes, const vec3_t point); qplane3f Face_Plane_E(const mbsp_t *bsp, const bsp2_dface_t *f); qvec3f Face_PointAtIndex_E(const mbsp_t *bsp, const bsp2_dface_t *f, int v); qvec3f Vertex_GetPos_E(const mbsp_t *bsp, int num); qvec3f Face_Normal_E(const mbsp_t *bsp, const bsp2_dface_t *f); std::vector GLM_FacePoints(const mbsp_t *bsp, const bsp2_dface_t *face); qvec3f Face_Centroid(const mbsp_t *bsp, const bsp2_dface_t *face); void Face_DebugPrint(const mbsp_t *bsp, const bsp2_dface_t *face); #endif /* __COMMON_BSPUTILS_HH__ */