/* 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. */ #pragma once #include #include #include #include const dmodelh2_t *BSP_GetWorldModel(const mbsp_t *bsp); int Face_GetNum(const mbsp_t *bsp, const mface_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 mface_t *BSP_GetFace(const mbsp_t *bsp, int fnum); const gtexinfo_t *BSP_GetTexinfo(const mbsp_t *bsp, int texinfo); mface_t *BSP_GetFace(mbsp_t *bsp, int fnum); int Face_VertexAtIndex(const mbsp_t *bsp, const mface_t *f, int v); const qvec3f &Face_PointAtIndex(const mbsp_t *bsp, const mface_t *f, int v); qplane3d Face_Plane(const mbsp_t *bsp, const mface_t *f); const gtexinfo_t *Face_Texinfo(const mbsp_t *bsp, const mface_t *face); const miptex_t *Face_Miptex(const mbsp_t *bsp, const mface_t *face); const char *Face_TextureName(const mbsp_t *bsp, const mface_t *face); bool Face_IsLightmapped(const mbsp_t *bsp, const mface_t *face); const qvec3f &GetSurfaceVertexPoint(const mbsp_t *bsp, const mface_t *f, int v); bool ContentsOrSurfaceFlags_IsTranslucent(const mbsp_t *bsp, int contents_or_surf_flags); // mxd bool Face_IsTranslucent(const mbsp_t *bsp, const mface_t *face); // mxd int Face_ContentsOrSurfaceFlags( const mbsp_t *bsp, const mface_t *face); // mxd. Returns CONTENTS_ value for Q1, Q2_SURF_ bitflags for Q2... const dmodelh2_t *BSP_DModelForModelString(const mbsp_t *bsp, const std::string &submodel_str); bool Light_PointInSolid(const mbsp_t *bsp, const dmodelh2_t *model, const qvec3d &point); bool Light_PointInWorld(const mbsp_t *bsp, const qvec3d &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 mface_t *BSP_FindFaceAtPoint( const mbsp_t *bsp, const dmodelh2_t *model, const qvec3d &point, const qvec3d &wantedNormal); const qvec3f &Face_PointAtIndex(const mbsp_t *bsp, const mface_t *f); const qvec3f &Vertex_GetPos(const mbsp_t *bsp, int num); qvec3d Face_Normal(const mbsp_t *bsp, const mface_t *f); std::vector GLM_FacePoints(const mbsp_t *bsp, const mface_t *face); qvec3f Face_Centroid(const mbsp_t *bsp, const mface_t *face); void Face_DebugPrint(const mbsp_t *bsp, const mface_t *face);