//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef POLYLIB_H #define POLYLIB_H #pragma once #ifndef MATHLIB_H #include "mathlib/mathlib.h" #endif struct winding_t { int numpoints; Vector *p; // variable sized int maxpoints; winding_t *next; }; #define MAX_POINTS_ON_WINDING 64 // you can define on_epsilon in the makefile as tighter // point on plane side epsilon // todo: need a world-space epsilon, a lightmap-space epsilon, and a texture space epsilon // or at least convert from a world-space epsilon to lightmap and texture space epsilons #ifndef ON_EPSILON #define ON_EPSILON 0.1 #endif winding_t *AllocWinding (int points); vec_t WindingArea (winding_t *w); void WindingCenter (winding_t *w, Vector ¢er); vec_t WindingAreaAndBalancePoint( winding_t *w, Vector ¢er ); void ClipWindingEpsilon (winding_t *in, const Vector &normal, vec_t dist, vec_t epsilon, winding_t **front, winding_t **back); // translates everything by offset, then does the clip, then translates back (to keep precision) void ClipWindingEpsilon_Offset( winding_t *in, const Vector &normal, vec_t dist, vec_t epsilon, winding_t **front, winding_t **back, const Vector &offset ); void ClassifyWindingEpsilon( winding_t *in, const Vector &normal, vec_t dist, vec_t epsilon, winding_t **front, winding_t **back, winding_t **on); void ClassifyWindingEpsilon_Offset( winding_t *in, const Vector &normal, vec_t dist, vec_t epsilon, winding_t **front, winding_t **back, winding_t **on, const Vector &offset); winding_t *ChopWinding (winding_t *in, const Vector &normal, vec_t dist); winding_t *CopyWinding (winding_t *w); winding_t *ReverseWinding (winding_t *w); winding_t *BaseWindingForPlane (const Vector &normal, vec_t dist); void CheckWinding (winding_t *w); void WindingPlane (winding_t *w, Vector &normal, vec_t *dist); void RemoveColinearPoints (winding_t *w); int WindingOnPlaneSide (winding_t *w, const Vector &normal, vec_t dist); void FreeWinding (winding_t *w); void WindingBounds (winding_t *w, Vector &mins, Vector &maxs); void ChopWindingInPlace (winding_t **w, const Vector &normal, vec_t dist, vec_t epsilon); // frees the original if clipped bool PointInWinding( Vector const &pt, winding_t *pWinding ); // translates a winding by offset void TranslateWinding( winding_t *pWinding, const Vector &offset ); void pw(winding_t *w); #endif // POLYLIB_H